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Release Tradeskill Construction Set NeXt 4.1991b

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!


The overview (again):


This shows all the recipes that will be made in sequential order.

1674228881075.png

To skip recipes open the prize.db file using DBBrowser or whatever you use for SQLite and set the recipeskip field to 1, it will always skip that recipe (global)

1674229033854.png
 
Awesome! Thank you!

And sorry for re-hashing... I had watched the video, but not remembered that part. Not a big fan of videos for software use, it can be hard to pinpoint the parts you need to watch. But if I need to remove the mechanical fuel pump on my Yamaha f115, I'm all over that!

Thanks again!
 
Or the lazy way

Code:
   if craft_container == "Spit" then
                pack = mq.TLO.FindItem('=' .. craft_container).ItemSlot() - 22
            end
[/code[
I definitely like the more verbose way over this version. I only put that to bypass the one Spit issue and had to remove, which you already knew I'd have to.

Thank you for the feedback, jb.
 
To skip recipes open the prize.db file using DBBrowser or whatever you use for SQLite and set the recipeskip field to 1, it will always skip that recipe (global)

1674229033854.png
Ok, this has me moving in the right direction, but is there a way to filter by ingredients?

Screenshot 2023-01-20 115106.jpg

This shows how many I should need of each of these, I went and killed a few of the dragons that are listed as dropping them, and got none of either. When I pull them up on EQTraders, both of them are only used for one recipe each. And those 2 items are actually dropped by other mobs, which I assume would be much easier to attain! So if I could filter out those ingredients, would it then show up with the next item down and thereby a much easier path to follow?
 
Ok, this has me moving in the right direction, but is there a way to filter by ingredients?

View attachment 45332

This shows how many I should need of each of these, I went and killed a few of the dragons that are listed as dropping them, and got none of either. When I pull them up on EQTraders, both of them are only used for one recipe each. And those 2 items are actually dropped by other mobs, which I assume would be much easier to attain! So if I could filter out those ingredients, would it then show up with the next item down and thereby a much easier path to follow?


I would use item lookup for the most part, the reasoning, I cannot be 100% sure that component is not used in something else that I would want (maybe), and also if you excluded that one item it could be used for something else or a whole lot of something else, meaning I would exclude a single item not knowing it is used for these other recipes. Lastly, it would have to process every recipe from top to bottom. Which would create a lookup table with the items, like I already have here :) I question the overall value.

1674234026849.png



1674233999076.png

1674234068854.png

1674234119599.png

I would end up just skipping all drakebone and drakespikes in the prize.db
 
Your screen shots show the same thing I found :) that those 2 items only make one recipe each, it's the item they become that is used in all the other recipes. I was just hoping for a cleaner, better way to get past that. Showing that I need to farm the drake wing bones and drake-spikes instead of the hard to attain ingredients.

Again, thanks for your time!
 
Your screen shots show the same thing I found :) that those 2 items only make one recipe each, it's the item they become that is used in all the other recipes. I was just hoping for a cleaner, better way to get past that. Showing that I need to farm the drake wing bones and drake-spikes instead of the hard to attain ingredients.

Again, thanks for your time!

Um yeah they make one recipe, but it is used in all those fletching recipes which is why I broke it down..

Thinking about it, I guess a button on the missing list that you can click that brings up a window with all recipes associated with that item, meaning the top most recipe in the stack. Currently the mass generation doesn't work like that, it works on the component level with regards to output. The standard crafting works on component and recipe level..

If I were to do this I would limit it to farmed materials as best I could...

in between shots of fireball..

Because I could see..

Missing:

Lettuce - needs Taco shells
Sauce - needs Taco shells
Cheese - needs Taco shells..

in this scenario taco shells is the associated recipe and would keep showing up depending on how many items are related to it. This is a worst case scenario, but still a possible one..
 
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Um yeah they make one recipe, but it is used in all those fletching recipes which is why I broke it down..

Thinking about it, I guess a button on the missing list that you can click that brings up a window with all recipes associated with that item, meaning the top most recipe in the stack. Currently the mass generation doesn't work like that, it works on the component level with regards to output. The standard crafting works on component and recipe level..

If I were to do this I would limit it to farmed materials as best I could...

in between shots of fireball..

Because I could see..

Missing:

Lettuce - needs Taco shells
Sauce - needs Taco shells
Cheese - needs Taco shells..

in this scenario taco shells is the associated recipe and would keep showing up depending on how many items are related to it. This is a worst case scenario, but still a possible one..
I am not currently able to think of a easy, non-messy workable solution. Maybe the SQL Savants have some input....

There are 3,489 items that I am assuming are farmed. These would all have to be associated with the recipe it is used for and all the recipes above it..

I guess if I made a table of these items and performed recursion to the top recipe each item would associate between 1 and 100+ recipes.

Which then would work like item lookup, but instead, would return all TOP (main) recipes associated with the item searched for and selected.

But here comes the but, I am guessing this scenario where the 1 recipe farmed item makes another recipe but is used in another happens less than 50 times.. (I.e. convert from stone to rock to be used in arrow) and primarily limited to GOD recipes.

The majority of the time, doing the item lookup will solve a large swath of the concerns.
 
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Did not see this if I missed it.
I wanted to look up something to make, so I went to Batch and looked up under NoS, but nothing showed up (for all skills). In the pic you can see where I clicked same thing, but for ToL and a list of stuff shows up(for all skills). I do have the NoS TCS addon purchased. Missing or have I done something wrong?
1674347045628.png
 
Did not see this if I missed it.
I wanted to look up something to make, so I went to Batch and looked up under NoS, but nothing showed up (for all skills). In the pic you can see where I clicked same thing, but for ToL and a list of stuff shows up(for all skills). I do have the NoS TCS addon purchased. Missing or have I done something wrong?
View attachment 45381
exit gui

/Lua run nosdbupd
 
Issue with TSS Beginning Poisonmaking quest. Has a problem finding the NPC and errors out.
 
Issue with TSS Beginning Poisonmaking quest. Has a problem finding the NPC and errors out.
Can you provide more context

The flow is it gets to CR, goes to the elevator, goes to 2nd floor.

Which part is not working? I am not able to account for nutjobs tripping the elevator for their own enjoyment.
 
It does all that you describe. It walks off the elevator and fails. Line 1885 in tcn_movement plus a few other errors, but cannot reproduce atm, because I skipped and did it in Abysmal instead. Something about nil and expecting a string.
 
It does all that you describe. It walks off the elevator and fails. Line 1885 in tcn_movement plus a few other errors, but cannot reproduce atm, because I skipped and did it in Abysmal instead. Something about nil and expecting a string.
It was a upper lower thing, I passed Mortar And Pestle .. but was looking for Mortar and Pestle.. It derives the merchant name from the item.
 
It was a upper lower thing, I passed Mortar And Pestle .. but was looking for Mortar and Pestle.. It derives the merchant name from the item.
In tcn_tss.Lua line 150-152

Code:
   if TS_Bag == "Mortar And Pestle" then
            l_seller = "Poisoner Salihah"
        end
 
For some reason the trophy farm list generator is missing my "Small Brick of Velium" in the depot, though it's finding the other depot stored Items I have for my master smith trophy:


1674582807990.png
 
For some reason the trophy farm list generator is missing my "Small Brick of Velium" in the depot, though it's finding the other depot stored Items I have for my master smith trophy:


View attachment 45441
I would say it isn't, I would say it reports what is in local inventory for the missing list.

If you run the quest it should withdraw that velium from the depot.
 
I get what you're saying there, hadn't thought of that potential, but by the same token, I'd then be curious why it wouldn't also show that I'm missing the velium, black acrylia, tae ew blood etc of which I have zero in inventory, and all in the depot?

Note: To confirm, yes it does go to the depot and withdraw the other 7 it needed.

Question: is it just reporting what's missing for that item because I *do* have 1 in inventory, but not the 8 I need, and for the others it's got a full count in the depot and zero on me, so when it does it's depot check it doesn't show them as needing to be farmed? Just a little confusing in that it doesn't handle both the same way, if it's in the depot I don't still need to farm them, but that's the implication I derive from that window
 
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I would say it isn't, I would say it reports what is in local inventory for the missing list.

If you run the quest it should withdraw that velium from the depot.

I get what you're saying there, hadn't thought of that potential, but by the same token, I'd then be curious why it wouldn't also show that I'm missing the velium, black acrylia, tae ew blood etc of which I have zero in inventory, and all in the depot?

Note: To confirm, yes it does go to the depot and withdraw the other 7 it needed.

Question: is it just reporting what's missing for that item because I *do* have 1 in inventory, but not the 8 I need, and for the others it's got a full count in the depot and zero on me, so when it does it's depot check it doesn't show them as needing to be farmed? Just a little confusing in that it doesn't handle both the same way, if it's in the depot I don't still need to farm them, but that's the implication I derive from that window
Was hoping just adding this to standard and artisan would be enough...

1674584259016.png
 
Additionally, the master smith trophy task on Riz breaks when it gets to making the magnetic Brace and Breastplate because Engineer Beri doesn't exist on the server yet. However the Copper Sheet it is looking for can be found on Saria Bromal in PoK instead, and that mob exists from the original expansion.
 
Additionally, the master smith trophy task on Riz breaks when it gets to making the magnetic Brace and Breastplate because Engineer Beri doesn't exist on the server yet. However the Copper Sheet it is looking for can be found on Saria Bromal in PoK instead, and that mob exists from the original expansion.
Um, I have a DB specifically for Rizlona, you need to use that.
 
dangit. I did replace that. I bet i updated since then, and forgot to replace it again though, sorry.
 
Additionally, the master smith trophy task on Riz breaks when it gets to making the magnetic Brace and Breastplate because Engineer Beri doesn't exist on the server yet. However the Copper Sheet it is looking for can be found on Saria Bromal in PoK instead, and that mob exists from the original expansion.
I have added bank and depot to Trophy Quest farm list window

1674620009262.png
 
Running the latest version, when item is salvaged it's remaining in the container and not being taken out (like it used to if I recall correctly) which then results in stuff like this:

1674749581029.png
 
Running the latest version, when item is salvaged it's remaining in the container and not being taken out (like it used to if I recall correctly) which then results in stuff like this:

View attachment 45500
The mechanism for detecting a populated environment slot was corrected in a previous MQ release. I also just tested that it can detect the item in a static container. So, this leads me to believe it is a timing or lag issue.

I actually looped this function for testing for hours..
 
The mechanism for detecting a populated environment slot was corrected in a previous MQ release. I also just tested that it can detect the item in a static container. So, this leads me to believe it is a timing or lag issue.

I'm not sure how I progress with this. Does this mean you'll be looking at a way to resolve this or something else?
 
I'm not sure how I progress with this. Does this mean you'll be looking at a way to resolve this or something else?
If it is a lag spike, poopy Internet, or EQ being EQ, no. All I can do at this point is increase the delay.

I am currently testing the routine and it is working.. my latency is 50ms
 
If it is a lag spike, poopy Internet, or EQ being EQ, no. All I can do at this point is increase the delay.

I am currently testing the routine and it is working.. my latency is 50ms
I'm on the east coast at 90ms

My thought would include catching this window and confirming the text. If the text appears; strip the contents of container and restart that process.

1674751862655.png
 
I'm on the east coast at 90ms

My thought would include catching this window and confirming the text. If the text appears; strip the contents of container and restart that process.

View attachment 45503
It looks in the container after every combine and checks each slot, if there is something in the slot it is designed to pick it up.

I have run this for 45 minutes straight populating and cleaning..

This can be added but not sure if it will work based on the current behavior.
 
Code:
if mq.TLO.Window('ConfirmationDialogBox').Open() then
    local text_string = mq.TLO.Window('ConfirmationDialogBox/CD_TextOutput')
                            .Text()
    if string.find(text_string, "You may") then
        mq.delay(1)
        mq.TLO.Window('ConfirmationDialogBox').DoClose()
        mq.delay(1000)
        clean_static_container()
    end
end
 
Release Tradeskill Construction Set NeXt

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