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You watch the overview, not the discussionI just click watch on this thread( is that the right watch?), but nothing shows on my redguides launcher. I did the full license btw.
Haha this took me ages to work out where I was going wrong, and then noticed purely by accident that a resource wasnt showing 'watched' Which will clearly be me just jumping into stuff without adequate readingYou watch the overview, not the discussion

Is this a single request?Good Morning,
Something is not working quite right with the Tradeskill Depot.
When requesting items via the "Request" button, the 1st item from an individual toon works most of the time. On subsequent request, that toon, opens the bank window, finds the item, closes the windows, moves to the requester, and then errors "nothing to grab". I have noted that the Depot Window is NOT opened when this happens.
Just now, I requested Yergan Frog, knowing that I have some,
View attachment 45235View attachment 45236
This is most likely because you have less than the total amount needed. I try my best not to put materials in your inventory that you will not be able to use, currently those materials would stay in inventory after it failed to make the items.I'm also noticing that when generating a Mass list on the Artisan crafting tab, there are items on the "Missing" tab that are NOT on the "Depot" tab, but ARE in toons Depot.
I bought the basic expansion on all of my accounts, and during the Christmas sale, purchased up to at least 690 depot slots on all of them.
Is this a single request?
This is most likely because you have less than the total amount needed
For reasons unknown, ghosts ,gremlins, goblins, DPG.. something changed, when you get the nothing found to grab, it means it tried to grab something from inventory that is not there, meaning, it never grabbed anything from the depot, even if it said it was doing so..The image I linked was from a single request, but it happens on single and multiple item request.
This is NOT the case, it will have the exact number or more in the depot, but they don't show on the "Depot" tab, but are showing on the "Missing" tab. If I manually withdraw them from the depot, the entry on the "Missing" tab will turn green. I can generate a list of 50 recipes and find multiple items that are doing this.
That's what I'm trying to get at, the item IS there.... I watch the find window pop up, then it acts like it thinks it has grabbed it, but it didn't and it walks over to the requesting toon and tries to give it, but it doesn't have it. If I'm doing a multi item request, I can manually take the toon back to the bank, retrieve the item and hand it to the requesting toon, who will then proceed to the next item on the list.For reasons unknown, ghosts ,gremlins, goblins, DPG.. something changed, when you get the nothing found to grab, it means it tried to grab something from inventory that is not there, meaning, it never grabbed anything from the depot, even if it said it was doing so..
Is this a single request?
This is most likely because you have less than the total amount needed. I try my best not to put materials in your inventory that you will not be able to use, currently those materials would stay in inventory after it failed to make the items.
I am still working on a way to re-deposit items to depot.
This has been fixed AFAIK.. next releaseThat's what I'm trying to get at, the item IS there.... I watch the find window pop up, then it acts like it thinks it has grabbed it, but it didn't and it walks over to the requesting toon and tries to give it, but it doesn't have it. If I'm doing a multi item request, I can manually take the toon back to the bank, retrieve the item and hand it to the requesting toon, who will then proceed to the next item on the list.
I did a quick test and I see items missing and in the depot.. If I have more info, it can help determine what may be wrong..Can you give examples of what some of those items may be?
1/17/2023
3.45b - ChangeLog
Fixed: Was not grabbing from depot when performing requests.

Cream is a recipe or bought from Olwen, and is not farmed so it will not show up in missing..It's not much, but I did just come up with this one
View attachment 45245
After updating TCG I dumped all the TS items back into my Depot, and re-ran the Mass list for brewing, this one popped up again. It's showing as missing, but there it sits in my Depot.
And it's something else I had noticed earlier, but not inquired about. Some of the items listed with "unknown" sources are player made items; IE cream and acid wash, and if you run make them, they will turn the entry in "Missing" tab green. (I know, one thing at a time)

1/17/2023
3.46b - ChangeLog
Added: Bank and Depot to missing tab in Artisan for informational purposes.
View attachment 45247
Most people use the GH option in settings to buy all their materials up front and then go craft in the GH.. I actually accounted for the bot behavior by allowing you to buy/grab from 5 to 100 sets of materials or as many recipes that are left so that you have bags filled with materials and you just run from station to station. If you just say go, then yes, it is going to buy the materials just for that recipe and then do it all over again for the next recipe.1 million combines later.. an update
Seemed to have some issue getting stuck on craft/artisan/baking Timeless Hunter Sausage - don't believe I had the course salt, and it kept repeatedly making the rocksalt version (continue was on). I'm going to just manually craft this one.
(for artisan) Is there anway to prefer using portable/inventory TS containers and using vet reward banker? I think that would be an awesome feature, as it would both speed things up, and making the character look less like a bot repeating the same motions over and over in PoK.
I have no idea how people get to 350 legit... Boggles my mind
Hey jb321 - On the CR freebies, if salvage procs, it will keep processing and pops up an error about stacks in combines. I am sitting here watching it and I have to pause/stop/restart and I get 2 combines, before it hangs in a loop. Where am I doing it wrong?
It appears to not clear out the item in the container but instead tries to keep going, so stacks happen. Is there a setting I can change, or code to add to that will check and clear a container before proceeding on a failure?
Doesn't appear to be lag as no one is in CR at the time. On test. No moving of mouse, clicking, etc.This has been typically one of those EQ can't keep up, or lag type deals, not saying it can't be anything else.
It can also happen if someone is moving the mouse and clicking on stuff while it is in progress.
It can also happen if someone casts a mod rod, food, water, whatever..
It always does this after every combine, no exceptions...Doesn't appear to be lag as no one is in CR at the time. On test. No moving of mouse, clicking, etc.
It is a static container, an oven at the baker guy. What I am seeing - there is no attempt being made to clean the static container. At least I am assuming it is a static container. There is no pickup attempt of the item in the container, just places another into it and creates a stack.
local function clean_static_container()
for x = 1, 10 do
if mq.TLO.InvSlot("enviro" .. x).Item.ID() ~= nil then
mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup')
lib.ClearCursor()
-- print("number: ", x, " ", mq.TLO.InvSlot(str).Item.ID())
mq.delay(100)
end
mq.delay(100)
end
-- return
end
local function clean_static_container()
for x = 1, 10 do
mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup')
lib.ClearCursor()
-- print("number: ", x, " ", mq.TLO.InvSlot(str).Item.ID())
mq.delay(300)
end
mq.delay(300)
end
So, Yea I already adjusted the timing to 500 for both, same result. I also changed this:It always does this after every combine, no exceptions...
Code:local function clean_static_container() for x = 1, 10 do if mq.TLO.InvSlot("enviro" .. x).Item.ID() ~= nil then mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup') lib.ClearCursor() -- print("number: ", x, " ", mq.TLO.InvSlot(str).Item.ID()) mq.delay(100) end mq.delay(100) end -- return end
I could adjust the timing of this code in TCN_Craft.lua but other than timing I do not see any other reason currently.
if mq.TLO.InvSlot("enviro" .. x).Item.ID() ~= nil then
mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup')
mq.delay(500)
lib.ClearCursor()
local pack = mq.TLO.FindItem('=' .. p_container_name).ItemSlot() - 22
print(msg, "\ay[Cleaning:] ", p_container_name)
for slot_iter = 1, Container_Size do
mq.cmd('/shift /itemnotify in pack"' .. pack .. '" "' .. slot_iter ..
'" leftmouseup')
mq.delay(500)
lib.ClearCursor()
end
Containers have variable slot sizes, the code is 'easier' to determine if there are items in the container. Static and Portable have different environments. A container is akin to a bag in inventory with regards to slots and locations.So, Yea I already adjusted the timing to 500 for both, same result. I also changed this:
Code:if mq.TLO.InvSlot("enviro" .. x).Item.ID() ~= nil then mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup') mq.delay(500) lib.ClearCursor()
to see if adding a delay would allow me to pick up the item thinking I would see a noticeable difference where the item would be picked up. It never does get picked up. I think this may be the problem? I am new to this sure, but am I wrong? Why is the code to cleanup static so much different versus a portable container?
Code:local pack = mq.TLO.FindItem('=' .. p_container_name).ItemSlot() - 22 print(msg, "\ay[Cleaning:] ", p_container_name) for slot_iter = 1, Container_Size do mq.cmd('/shift /itemnotify in pack"' .. pack .. '" "' .. slot_iter .. '" leftmouseup') mq.delay(500) lib.ClearCursor() end
Containers have variable slot sizes, the code is 'easier' to determine if there are items in the container. Static and Portable have different environments. A container is akin to a bag in inventory with regards to slots and locations.

So would happen, perse, if you maContainers have variable slot sizes, the code is 'easier' to determine if there are items in the container. Static and Portable have different environments. A container is akin to a bag in inventory with regards to slots and locations.
Yes, it is not picking it up. Could we do something similar on the shift itemnotify like in the portable, as that works?If this
mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup')
is not picking items up.. that is an issue..
It is true over time that things change whether it be EQ itself, or MQ.. I wouldn't accuse MQ of willfully breaking my work, but I would say it does effect change that I had not intended.
OTOH EQ I would imagine wants to do this to me and MQ..
View attachment 45268
This seems to be the problem:Same result after the recent update to MQ. Not picking up the item. 8(
No rush, I have plenty of other things to keep me busy lol.
This seems to be the problem:
mq.TLO.InvSlot("enviro" .. x).Item.ID()
It just reports everything as nil and yes this was working before..
-- Empty out static container based on slot that is occupied
local function clean_static_container()
for x = 1, 10, 1 do
-- local str = "enviro" .. x
-- print("number: ", x, " ", mq.TLO.InvSlot(str).Item.ID())
mq.cmd('/itemnotify enviro' .. x .. ' leftmouseup')
mq.delay(100)
lib.ClearCursor()
mq.delay(100)
end
end
1/18/2023
3.47b - ChangeLog
Removed: Condition checking for static container when trying to clean container. I don't like this solution but it is the one that will have to stand until I can get some proper checking that will work.
Note...
I probably would call it the right way, as long as the container being requested is being passed as the full name. Otherwise it would never work. The examples are Medicine Bag and Reinforced Medicine Bag or Jeweler's Kit or Reinforced Jeweler's Kit. The best option is to find item by ID, the next best is to find by name with the understanding nothing else has the same name but this is EQ, and there are items that have the exact same name.Minor bump - character had "Velium Covered Spitoon" in inventory so the GoD quest wasn't finding "Spit" in the right spot.
My work-around was to force the FindItem to find the *exact* item.
tcn_craft.lua line 690:
local pack = mq.TLO.FindItem('='..craft_container).ItemSlot() - 22
Prime example..I probably would call it the right way, as long as the container being requested is being passed as the full name. Otherwise it would never work. The examples are Medicine Bag and Reinforced Medicine Bag or Jeweler's Kit or Reinforced Jeweler's Kit. The best option is to find item by ID, the next best is to find by name with the understanding nothing else has the same name but this is EQ, and there are items that have the exact same name.
local abysmal_portables = {
"Mixing Bowl", "Fletching Kit", "Mortar and Pestle", "Medicine Bag",
"Toolbox", "Spit", "Jeweler's Kit"
}
for x = 1, #abysmal_portables do
if string.find(cn, abysmal_portables[x]) then
portable = 1
-- break?
end
end
1/20/2023
3.48b - ChangeLog
Re-Added: Code to check for existence of item in static container slot.
Added: Search for Spit specifically when doing recipes that require or ask for a spit (swapped).
