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Release Tradeskill Construction Set NeXt (5 Viewers) 4.1991b

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,
Screenshot 2023-01-17 062249.jpgScreenshot 2023-01-17 062409.jpg

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.
 
You watch the overview, not the discussion
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 reading :)
 
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
Is this a single request?
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.
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.



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?

The image I linked was from a single request, but it happens on single and multiple item request.

This is most likely because you have less than the total amount needed

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.
 
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.
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..

Something was/is closing the TSD window, which is why it never grabs anything.

I put in code to explicitly open it.

So this is one of those, it was always working, it was never working right, or something changed and then it didn't work right scenarios.
 
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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..
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.
 
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.

Can you give examples of what some of those items may be?
 
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.
This has been fixed AFAIK.. next release
 
Sorry, I had to take a break for lunch, I've been at it since 5 am my time :p

I'm at the last bit of 350 brewing and have worked through most of the recipes, so I'm not seeing any current examples with what's left. I'll be hitting JC next and will make notes of things that I find.

And thanks for looking into this, been fighting with it for a couple days now!
 
It's not much, but I did just come up with this one

Screenshot 2023-01-17 144729.jpg

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)
 
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)
Cream is a recipe or bought from Olwen, and is not farmed so it will not show up in missing..



Well.. it does show up in missing because it is not a vendor purchased item (lies Olwen).. but I don't expect everyone to run to WW..

However, I can modify this like I did the standard info missing to provide more context to show you that you are currently missing an item in your inventory but it is available elsewhere..



This is what I am talking about:

1673986227490.png



Also as a note, when it says unknown, it is a table that needs to be populated by hand.,,,
 
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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?
 
Last edited:
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
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.

I believe the best option is to buy/grab 5-50 recipes which is done by generating the mass list and then picking ala carte the banking, depot, shopping..


There are 2 variations: if continue is on, it will keep going until it succeeds.

11822 Timeless Hunter's Sausage (Coarse Salt) Baking
11926 Timeless Hunter's Sausage (Rock Salt) Baking
 
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?

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..
 
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..
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.
 
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.
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.

Additionally, I could just remove the slot check and just try to grab from empty/populated slots..

Code:
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
 
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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.
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? Especially regarding the difference in /shift /itemnotify slots" because when I was doing the baking and salvage proceed in a mixing bowl, it worked perfectly and kept going.

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

Is it because it is on Test server?
 
Last edited:
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.
 
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.

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..


1674065462332.png
 
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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 ma
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
Yes, it is not picking it up. Could we do something similar on the shift itemnotify like in the portable, as that works?
 
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.
 
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..
 
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..

Been running a test for a bit without this line and all appears to be go, I just don't like it..

to me it is akin to grabbing for something in the dark and hoping whatever it may be is there..
 
Not good

print(mq.TLO.InvSlot('enviro1').Item.ID())
print(mq.TLO.InvSlot(4000).Item.ID())

Good


print(mq.TLO.InvSlot(32).Item.ID())
 
This should work for you...

Code:
-- 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
 
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
 
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
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.
 
Last edited:
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.
Prime example..

this is in TSS and GOD.. It wishes and hopes for anything similarly named.

local bag_have = nil
local real_bag_name = mq.TLO.FindItem(TS_Bag).Name()

the better solution is to: (something like)

local portable_container_array = {"Medicine Bag","Reinforced Medicine Bag"}

for c = 1 , #portable_container_array do
if bag_have == portable_container_array [c] then break end
end

Which I have code already but it matches but does not look for exact match..

Code:
      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
 
Last edited:
Or the lazy way

Code:
   if craft_container == "Spit" then
                pack = mq.TLO.FindItem('=' .. craft_container).ItemSlot() - 22
            end
[/code[
 
Finally got the opportunity to make a batch request yesterday and 15ish items were found and transferred to the requesting toon without a hitch! Many thanks for that fix!

Now I have a work flow / request for the Artisan Crafting Tab.

When you generate a mass list, your missing items show up on the Missing Tab. But frequently I'm finding there are items on that list that aren't readily accessible. Such as all the Imbued Gems that show up on Jewelry Making, and with Fletching the Dragon Wing Bones. The later shows that I need 36 of them, So I look them up on EQTraders and not only are they Lore and No Drop, but they drop off Dragons (imagine that!). So those are not very practical to farm. So my question is, is there a way to block recipes using certain ingredients? And if not, can we get one?

And is there a way to see what recipes are being crafted when we generate the mass list? The slider lets us adjust to where we start on the list, but we don't actually see the list...

Many thanks for all your efforts!
 
Release Tradeskill Construction Set NeXt

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