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Same issue here.BTW, there seems to be a problem with IMGUI (I guess) and the Batch Recipe Window - the bottom part is always "scrolled out" and the components to purchase / or missing are not visible, even when scrolled down.
View attachment 55135


I am aware.. you can blame the constant of change.Same issue here.
I deleted the Overlay file, and nothing.
The button grid, which has teh list of components to buy is perma collapsed or with a height of 1 px.
WIthout clicking the "Generate batch list"
View attachment 55159
this is how it looks after you click the "generate batch list" the bottom grid is not clickable
View attachment 55160
12/30/2023
3.999b - ChangeLog
Modified: ImGui Flags to allow up to 30 items in the batch window before you can't see that lower tabs.
Note: This is to just get you going until I find a more suitable solution.
One suggestion when you have some spare time from chasing down bugs. When generating the mass list for the artisan list, can we get a tab with a list of recipe's that can be made with everything we currently have? I am thinking it may help me make a decision on whether or not to run the full run of making items or not. Like right now my Jewelry Making has ~950 items still to learn, and i was trying to see if it made sense to do a full run or not.
Or maybe a report afterwards similar to Recipes Covered: 49 to let me know I can make 49 recipes with the current supplies on that toon.
But you only have to do it once..I understand. I just hate it when I do a full run, and end up only making 4-5 items. Thanks for the great resource!

I have looked but there are just too many things to read.
1. Is there a reason when I craft something in CRAFT/STANDARD or CRAFT/BATCH mode that my toon uses the experiment window instead of TradeSkill window on all combines. Even when they are already learned? ( I have not tested in any other windows on this toon recently, been maxed
for awhile now, so have not had the need to )
You need to provide more, such as, what does the info window say and is the craft button yellow in standard.Does not do that on all toons, so I am assuming there is a setting somewhere that I just can't find?
2. I can't get some toons to craft anything in the CRAFT/STANDARD window. I have to craft them in the CRAFT/BATCH window and does fine?
Yes, it doesn't know you know the recipe, so unless you specify "UI" on batch or standard it will not do so, there are some recipes that cannot be learned so it would default to experiment for those. For the ones you do know the UI can be used.
You need to provide more, such as, what does the info window say and is the craft button yellow in standard.
Just use MQ2TSTrophy and don't count on the Lua doing it for you.The auto-swap trophies does not seem to be working the last few times I ran the script. I do have Auto-Trophy turned on in Global Craft Settings
How long has this been going on..Just use MQ2TSTrophy and don't count on the lua doing it for you.
i did not know that was a thing i could do. i learn everydayHow long has this been going on..
see what happens is I don't do xyz or quest xyz anymore, I have all my trophies in the house and they are activated so no swapping.
Currently not messing with primary hand items...@jb321 Jb, I was doing some fishing TS and I noticed I was not using the Bone Rod. Wondered if its intentional or can/should be added? Bone Rod is highest mod, I think.
View attachment 55150
The Bone Rod is a Primary only item. I don;t know how you would want to handle it if you choose to add it. My suggestion (you know better, you know I am a Lua noob), would be to use a similar function the fishing Lua's and macros use to place Bone Rod and other fishing poles in primary, then move it out after fishing is done. Examples:Currently not messing with primary hand items...
It would be a put in in your primary and bandolier it out when done crafting overall?

Depot_Ignore.csv is in the settings directory under Lua\TCN\SettingsQuestion on the ap tab.
I'm doing recipes, and when I am finished with whatever I can do, it takes my bandages and throws them into my ts bank, or atleast attempts to.
Is that standard? Also, what is the correct way to stop everything when I am either done or mid process? When i hit pause it kills the crafting window, can that he brought up again via a command, or do I have to stop and run the lua?
[CODE title="/Lua run tcn"][/CODE]Sweet thanks! I tried /tcn and /lua tcn and it didn't work so I know I was missing syntax
1/5/2024 - 1st Update of 2024 for TCN!
4.0b - ChangeLog
Modifed: Tradeskill Depot to use the new mq.TLO.TradeskillDepot.DepositItem() instead of using cursor commands, don't get excited, it is still the same behavior.
...
/Lua pause TCN ?My window disappears when zoning, is there a way to get this back? The lua is still running in the background it says when i try to/lua run tcnagain
1/5/2024
4.0b - ChangeLog
Modified: Container stuff for Thornblade, cuz they are different.
1. How do i get the add on to craft until I've hit trivial for that item? I've done it with skill checked but it only crafts one. Do i just set quantity to anything and it'll break that at:
A. reaching that quantity
B. Hitting trivial?
2. Is there a way to just craft all of what I have for that combine, without having to input a quantity first?

Hi @jb321. I've been using this quite a bit over the holidays and have managed to make a ton of progress. Thank you for the efforts. Really helpful throughout the process. The ability to get "farming" lists for quests or recipe learning tasks really has been a ton of help. Trying to filter out components and using Alla's or eqtraders manually was a massive time sink.
A couple things that I noticed and don't see reported or maybe my searches weren't correct.
1. I have the setting to drop everything into the bank when complete turned off under crafting -> general. However while doing artisan quests for the artisan seals, I noticed that it ran to the bank and started to empty my bags after completing the final combine for the particular quest (tailoring). Not sure if there is some other setting that I can change but I would really like for the lua to never empty my bags to bank.
2. At one point, I tried having the setting for using guild hall for combines. It used the small guild hall connected to guild lobby (that's all I had active at the time) and seemed to run out into guild lobby between each recipe. So pattern seemed to be; complete a combine, run to guild lobby, run back to guild hall, do next combine. I quickly turned this off and have been using the containers in PoK without issue. I don't remember if I was doing Artisan quest when I noticed that or if it was while learning recipes for working on going to 350.
If you want me to do some additional testing and gather additional info on any of the above, please let me know.
Where did you put this SS from? I'm having difficulty finding where to look for documentationView attachment 55638
There is no do all you can, unless, using batch, batch doesn't care, just like shingles.
the FAQ of this resourceWhere did you put this SS from? I'm having difficulty finding where to look for documentation
What I envisioned is the count of recipes I can make based on what I have as far as farmed/fished etc components being available. If it is a vendor-bought component, assume that the user can buy that at time of making the recipe's. This is only when generating the Mass List, so I think its just a matter of incrementing a counter, as you are already looking through the list of missing components. If the recipe has an item on the 'Missing' tab, it would not be makeable without some type of farming. Even maybe just a count of recipe's that have items on the Missing tab, and then I can infer the amount of recipes I can actually make based on what is in my depot / bank / vendor-supplied.So that I understand you want an on hand what can we make, not a it's in the store we can make it..
I think you solved it with the fix for the ammo slot being empty and not being swapped. That was the exact scenario I had. It is working correctly now.How long has this been going on..
see what happens is I don't do xyz or quest xyz anymore, I have all my trophies in the house and they are activated so no swapping.
The swap worked for me on a rogue, what is not swapping, what are the circumstances?

The depot is random with timing when it comes to withdrawing, I can only hope to mitigate it, but I can't do nothing bout the back end of DBG or latency.I am having some occasional issues with the tradeskill container not being opened. I think it is when I only pull things out of the depot, then go directly to the TS container. If I go to the Vendor in between, everything seems to work correctly. Maybe add an Auto-inventory right before opening the TS container to handle some occasional quirkiness like this? That seems to be what I have observed for the few times I have caught the issue.
View attachment 55730
function craft.main(p_id, p_make_count, q_id, p_option_flag)
lib.ClearCursor()
local function experiment()
-- Stupid Depot
lib.ClearCursor()
mq.delay(1)
