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In the settings folder:is there a way to add items or keywords to a safe list of stuff not to destroy if it makes them? I keep catching it destroying conflagrant and restless velium gear while im working on my artisans
so if i wanted to not destroy conflagrant, i would have to find the item ID for every conflagrant item in EQ and add it to that list?In the settings folder:
View attachment 49015
I believe you just put in the ID and hit enter and then enter another ID until you have a complete list of stuff you don't want destroyed.
The other option is to just set everything named conflagrant under blacksmithing or whatever skill in the prize.db to 1 to skip that recipe using DBBrowser or whatever thing you use to manipulate SQLite DBs.. and you can make it solo at your leisure.. that is what I do.so if i wanted to not destroy conflagrant, i would have to find the item ID for every conflagrant item in EQ and add it to that list?
will the NoArtisan_Destroy.csv file get deleted when I Update TCN?The other option is to just set everything named conflagrant under blacksmithing or whatever skill in the prize.db to 1 to skip that recipe using DBBrowser or whatever thing you use to manipulate SQLite DBs.. and you can make it solo at your leisure.. that is what I do.
This is assuming you are doing Artisan..
I was minding my own business when it started trying to make "desiccated treant bowstave" and despite the fact i kept making it successfully, it kept thinking it was failing and making it again. Also, when i made the bowstave successfully the first time, it sold it to a vendor despite it would need it later. - If you have sell turned on it will sell it. There is a max_used_table in the database that has IDs to show what uses what and if so it should ignore the sell function.'

Also, Ive noticed it does not like to request precombined items from other characters. Is this intentional? - The workaround for this is to request those items from the request tab to specifically ask for the pre-combined items. When it checks a recipe it checks for all the things needed, not things that are already done. The caveat being, if they are on person, in bank, in depot.
Which kiln and where, what LOC? A lot of objects are set to a LOC and also need to be within or under 20..Everytime I need to use the Kiln, it has a tendency to loop around the building post nex to it after every combine even if I haven't moved.
It finishes the combine, closes everything, then does a loop to go back to where I was already standing. Is this something I can help diagnose?
The one in PoK where it seems to default to, at the small bank next to Alchemist RedsaWhich kiln and where, what LOC? A lot of objects are set to a LOC and also need to be within or under 20..
My 1st thought is are you using a custom POK mesh, or are toons in the way.. as I recall it closes and then faces the item but doesn't move all around..The one in PoK where it seems to default to, at the small bank next to Alchemist Redsa
Couple random thoughts from the peanut gallery.There is a problem zoning into Great divide vs. TOV at the POK stone. Navigation stalls.
Shaming Language for Ogres, now I have heard it all..Couple random thoughts from the peanut gallery.
When was the last time you updated your meshes? That is a separate, manual step, if I am not mistaken.
Have you tried clicking off any weird illusions or if you are an overweight Ogre/Troll/Barbarian... a single shrink?

Mesh it was!My 1st thought is are you using a custom POK mesh, or are toons in the way.. as I recall it closes and then faces the item but doesn't move all around..
It was not mesh, I checked just in case. It's not an illusion it's happening to all my toons.Couple random thoughts from the peanut gallery.
When was the last time you updated your meshes? That is a separate, manual step, if I am not mistaken.
Have you tried clicking off any weird illusions or if you are an overweight Ogre/Troll/Barbarian... a single shrink?
This is the code specifically for that.. has the door ID changed or easynav or whatever..?It was not mesh, I checked just in case. It's not an illusion it's happening to all my toons.
function movement.pok_tgd()
if mq.TLO.Zone.ID() == 118 then return end
if mq.TLO.Zone.ID() == 202 then
-- print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]")
mq.cmd('/squelch /nav door id 15 click |log=off')
movement.moving()
mq.delay(1000)
mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end)
while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end
end
return
end
"/travelto greatdivide" brings up a pop up window. Is that a nav thing then?This is the code specifically for that.. has the door ID changed or easynav or whatever..
Code:function movement.pok_tgd() if mq.TLO.Zone.ID() == 118 then return end if mq.TLO.Zone.ID() == 202 then -- print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]") mq.cmd('/squelch /nav door id 15 click |log=off') movement.moving() mq.delay(1000) mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end) while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end end return end
I could change this to "travelto greatdivide"
Ok this is a change that I missed , I just need to change it to click GD.."/travelto greatdivide" brings up a pop up window. Is that a nav thing then?
function movement.pok_tgd()
if mq.TLO.Zone.ID() == 118 then return end
if mq.TLO.Zone.ID() == 202 then
-- print("\at[TSNe\awx\att] \aw[Heading To] \ag[", mq.TLO.Zone(118), "]")
mq.cmd('/squelch /nav door id 15 click |log=off')
movement.moving()
mq.delay(1000)
-- Added 6/4/2023
-- Click Great Divide Window
if mq.TLO.Window['LargeDialogWindow'].Child['LDW_NoButton'] then
if mq.TLO.Window('LargeDialogWindow').Open() then
mq.TLO.Window('LargeDialogWindow/LDW_NoButton').LeftMouseUp()
end
end
mq.delay(60000, function() return mq.TLO.Zone.ID() == 118 end)
while not mq.TLO.Nav.MeshLoaded() do mq.delay(100) end
end
return
end
Better riz her up before a wood elf shows up.Fatty Boom-Batties need love too, me and the wife wanting to be with the beautiful people.
View attachment 49025
Ok this is a change that I missed , I just need to change it to click GD..
if mq.TLO.Window['LargeDialogWindow'].Child['LDW_NoButton'] then
if mq.TLO.Window('LargeDialogWindow').Open() then
mq.TLO.Window('LargeDialogWindow/LDW_NoButton').LeftMouseUp()
end
end
Better riz her up before a wood elf shows up.
ok spit game, or if not ask that young lady if you may court her.No cap fam!
We are too old to be talking like this.
Not really, I try to keep everything as silo'd as possible, mq2lua, mq2nav, that stuff is needed. Everything else is baked in. This does not happen every day or every release, or even every 6 months. So, I feel I can keep up with it.Good catch/find. What's your thought on making EasyFind a dependency vs duplicating some work here?


Couple of things. I ran the GOD freebie whole set with a shaman who had just finished their epic 2.0. During the process of getting their epic, the quest NPC hands the shaman a medicine bag used for the quest which is not destroyed or converted. Thus, the shaman has this bag on them when they ran the GOD quest line. When they went to do the alchemy portion of the questline, the lua bugs out because it sees the medicine bag in the inventory but this bag either cannot be used for these GOD quests so lua bugs out and stops working. (Put the medicine bag in the bank and it works fine). - In an effort to allow multiple bags to be used that have similar names I perform loose matching searches for the bag, so if the bag is named medicine bag, it will look for all variants. This was done because there are not many instances where it would cause an issue, except for Thatched Medicine Bag and maybe a couple of others. I also opted not to do much more to this as well. As designed, if I do a specific search it will use only the prescribed bag, and not an alternate or folded. Another option is to get all the ID's of all the usable bags and then do inventory searches for them. My current focus has been fixing recipes and planning for the big baller bazaar buying.
This brings me to point #2. I had already completed baking, fletching, jewelry crafting etc by this point. I put those containers in the bank at the same time I put in the medicine bag. I restarted the lua and each npc my toon ran to, they rebought the tradeskill container again before confirming they were already done with that quest line and moving on. Is there a way to NOT rebuy containers until you determine that you need to use them first? Yes, that's trivial and doesn't cost much but I am now the proud owner of two mixing bowls, two fletching kits, two jewelry bags, etc- GOD is old school or legacy whereas TSS allows me to know if I should buy the container based on a skill level. To "check" if I need the container means I need to dump all the recipes for that tradeskill, then perform a check to see if it "knows" the recipes and then skip that skill. I found this to be a far and few in between trivial issue and opted not to do so.
Ty for your time!
Edit: the name of the epic shaman medicine bag the system was getting hung up on is a Thatched Medicine Bag.
MQ crashes are understood far better by devs than I, If you get red text in the Lua and it bugs out, that is my playground. If it is outside, that is my no mans land.Hey JB.
My EQ keeps crashing on the GoD blacksmithing freebie. Right after putting a water flask in the forge. It's happened 4 times in a row.
---------------------------
EverQuest Crash Detected
---------------------------
MacroQuest caught a crash:
Version: 3.1.0.1398
Location: C:\Games\#####\eqgame.exe+00000000002E922F
CrashID: 2bd777df-2ba1-46ff-be94-fe8e1b3cc774
You can either:
* [RETRY] Continue execution and hope for the best.
* [CANCEL] Write a crash dump and terminate EverQuest.
---------------------------
Retry Cancel
---------------------------
View attachment 49040
There is an item request, and it does just that afaik..Would you be able to add a FIND ITEM tab and have it search for an item across all toons if it is not already on there? It could possibly cut down on all these different lua scripts I have running if it is able to be implemented into TCN lua.
Dunno what happened, hadn't touched it.. but here is the overview:Did the wiki go away? I went to start to figure out this tool and the wiki appears to be gone. Any plans to bring it back? I am finding the use of this a bit daunting.
Thanks!
Lord I am sorry. I wont even say what I did wrong. But I will say this for anyone else that may have issues.Dunno what happened, hadn't touched it.. but here is the overview:
Since we are PSA'ing... do both GOD and TSS freebies before you get over level 50 in any skill. It will accomplish a couple of things. One, gives you 50+ or more Artisan recipes for the prize. Two, allows you tor refine materials for recipes and also needed for a lot of Artisan prize recipes. Threeve, get your trophy quests so you can do the most objectively easy ones before it gets more difficult.Lord I am sorry. I wont even say what I did wrong. But I will say this for anyone else that may have issues.
Go buy and scribe the recipes. Just because you knew recipes 20 years ago when you stopped playing does not mean you still know them.
Carry on.
