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Yep, if there is nothing in the list it does that, I need to put in some error checking logic for an empty listView attachment 50155
Getting this error whenever I "complete " something. Thoughts? And by complete I mean whenever the mac is finished going thru my artisan list.
Those numbers are set by EQ... Am sure there is plenty of discussion on this on the EQ forums.Hi All,
Having an odd problem with skills not going up between 300 and 350. For example, my Tailoring skill is 306, but I've learned 33% of tailoring recipes. that should put my skill around 315. Smithing is the same way. Research, baking, brewing, fishing are fine though. I'm 350 with those.
So why the disparity?
s'ok, i resolved itThose numbers are set by EQ... Am sure there is plenty of discussion on this on the EQ forums.
8/11/2023
3.94b - ChangeLog
Fixed: Empty Depot Ignore List, previously it would crash, now it will ignore the ignore list if the array does not contain any items.
Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..Question for you JB. Does TCN factor in to account, for the missing list, the subcombines totals also? For example, smithing may require 1 recipe, but that 1 recipe is used in 8 different recipes...
updated and its going mental at end of a run its trying to deposit everything into ts depot and taking total control of cursor even when game pages are dropped to task bar had to force restart machine twice so farjb321 updated Tradeskill Construction Set NeXt with a new update entry:
Empty depot ignore list fix
Read the rest of this update entry...
that is normal.. just uncheck and save auto-depot and it won't do that.. This has been discussed and context provided.updated and its going mental at end of a run its trying to deposit everything into ts depot and taking total control of cursor even when game pages are dropped to task bar had to force restart machine twice so far
Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..
I am going to theorize you are talking about artisan crafting..Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.

Provide an instance and recipe where this is not happening.. Keeping in mind if you do not mass purchase, that is the expected behavior, to buy everything for a recipe (including subs and tools) one time and then going back as it runs out if continue is on.Well while running the plugin, it seems to shop for the same thing quite often, meaning that it doesn't mass purchase all of 1 item that I will need for that recipe load.
Yes, mass purchasing supplies in zones is definitely the way to go if you want to save time from traveling back and forth. I just wanted to make sure I was doing it correctly and not missing something. Thanks JB, still love the plugin!Say What? If you are asking does it account for all the files. bricks or whatever to make 1 for all of them, then yes. If you are asking if it knows to account that it needs 12 vegetables total for everything in a sub-combine and all the recipes contained, the answer is also yes..
Under Artisan, Batch, Standard, or all of the above? Standard will show how many are in inventory after the run has completed, but does not track failures or recoveries.It would be nice to see a feature added to the TCN plugin where you could see how many combines you have currently made on each crafting session with a particular recipie , from the time u click select recipie and then craft til the time u select a new one . Would maybe be useful to be able to include the failures as well if that makes sense
I might of missed it somewhere but it is really a 20 year license for $48 or is it $48for the 1st time and $20 per year for as long as you want it?
This looks crazy good and I can't wait to try it when my toons are finally ready to do this.
Thank you for your reply and time
48 for forever or 20 years, if EQ is here after another 20 years.. wow..48 USD for 20 years. You have to add smaller amounts (9,99?) with new expansions, at least NoS had that price.
Can you elaborate on what you see or are doing on the artisan tab? ss?Im still pretty new to this. Am i missing something with artisan part? I click on the tab and nothing there as i recall. Other than that im starting to get the hang of everything else and love it! Once the game is back up ill check again to see if im missing something.
I just experienced this myself this morning. Changed to new UI and still the same issue. Slight delay in the experiment box. Thanks JB for looking into this fix. WIll be a good time to farm some mats while we wait for the fix.New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
The slow population is a EQ issue. Somethi g either with the *fix* to flickering, or adding back in bagged PS bars (ite on EQ forums as a bug report).New problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
You need to visit Shia Lebouf in Halas.. er Lebounde.. and chase him around somewhere there across the water, he is not static and a roamer. Once you get the task from him you can finish it, then it will make it if you have the materials, you can run to halas *with a button* and once you get across the water there is another button to run to him and finally one to do the turn in.
I am also getting this error on 9 toons.Hi - I'm getting this error when it tried to pull items from the bank - it opens the find window then opens the bag but the bag has like a red layer over it and it fails to pickup the item(s)?
View attachment 50347
Same problem myselfNew problem since yesterday's patch, when the Experimental button is being activated by TCN, there is a slight delay in the slots appearing. As in, the window appears like a solid box with no slots, the first item in what ever combine is being attempted is "dropped" on that box, the slots then appear, and the rest of the items are filled into the slots, and the combine fails. Initially I thought it was because I had turned off the new UI via the INI file, and it did seem to improve once I turned the new UI back on.
Can someone provide a SS, it's like the bag or whatever is being marked as invalidated. Of course, if you are using custom UI, then nah. But if regular, def something to look into.I am also getting this error on 9 toons.
Seems like a lot of my issues were due to the new UI. Reset back to the old UI and problems have gone - until they break it again I guess. This link helped explain the issue and how to revert back to the default UIHi - I'm getting this error when it tried to pull items from the bank - it opens the find window then opens the bag but the bag has like a red layer over it and it fails to pickup the item(s)?
View attachment 50347
To boot (pun intended) my main pc is crashing randomly, I think the CPU is going to heaven. The other box I have is for test so I am trying to spin up something.. all that said, still checking out what's up.Can someone provide a SS, it's like the bag or whatever is being marked as invalidated. Of course, if you are using custom UI, then nah. But if regular, def something to look into.
I will get the new update and see if I can make heads or tails of it.
I gave the above a try, but was still seeing it pop up a couple of times on 2 trophy quest runs with 2 characters. So I went in and just changed the 750 delay to 4000 and got rid of the additional delay, haven't seen it pop up since...The W/A in TCN_Craft.lua: (add the code in orange)
mq.cmd('/notify TradeskillWnd COMBW_ExperimentButton leftmouseup')
mq.delay(750)
mq.delay(3000)
return
end
I added an arbitrary delay to the delay for testing.. You can add it too to get going, at least for crafting. Tradeskill UI should be fine.
It seems to account for now for the delay in the boxes
Yea that is what I was talking about, the "as the crow flies" delay that would fit some but not all, but annoy most. Adding 4 seconds to each use of a container is annoying AF thanks to those people.. at that place..I gave the above a try, but was still seeing it pop up a couple of times on 2 trophy quest runs with 2 characters. So I went in and just changed the 750 delay to 4000 and got rid of the additional delay, haven't seen it pop up since...
