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Release Tradeskill Construction Set NeXt (1 Viewer) 4.1991b

@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.

1703964172403.png
 
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
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"
1703987383156.png

this is how it looks after you click the "generate batch list" the bottom grid is not clickable
1703988294533.png
 
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
I am aware.. you can blame the constant of change.

I assure you I don't have a dartboard that has options, like, wreck it, cuz it's fun.
 
gotta work around for now.. the only stipulation is don't have 5 bazillion items in the batch list fer now..

1703990197957.png


The limit seems to be 30 before you can't see nothing.. fer now..
 
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.
 
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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.

-- I always push back on this, my statement is you just run the cycle.. and it makes what it can, thus eliminating the need to figure anything out..

I also say if it needs 150 (farmed) pieces of whatever, generally speaking, that is the main ingredient..
 
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!
But you only have to do it once.. :)



and.. I would have to run through all the recipes to determine that based on what is on had.. which is what is done basically when you generate a list.. the halfway would be during that process to make a list of recipes that could be made, but the overall is very low so I am not sure of the value.

So that I understand you want an on hand what can we make, not a it's in the store we can make it..
 
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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 )

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?
 
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 )

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.
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?
You need to provide more, such as, what does the info window say and is the craft button yellow in standard.
 
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.

Will check into it and let you know.

Thank you for quick response.
 
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
 
Just use MQ2TSTrophy and don't count on the lua doing it for you.
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?
 
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@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
Currently not messing with primary hand items...

It would be a put in in your primary and bandolier it out when done crafting overall?
 
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Currently not messing with primary hand items...

It would be a put in in your primary and bandolier it out when done crafting overall?
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:
1704420095978.png
 
Question 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?
 
Question 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?
Depot_Ignore.csv is in the settings directory under Lua\TCN\Settings

Put in the IDs one at a time of things you don't want put into the depot..

13006
13019
10024
13073
10029
10028

/Lua pause tcn will bring it back up

abort is an option, but you may have to restart the Lua afterwards from time to time.

Why the hell do you use ID's you say..


images
 
I want to say thank you again to everyone who supports me in this endeavor, I try my best to keep it up to date and roll with the changes as they come.
 
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 tcn again
 
Thanks, this worked - just curious - why is it a pause when the Lua isn't actually paused? It was still running the action in the background, I just couldn't see a UI window to pause or stop it.
 
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?
 
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?
1704562896284.png


There is no do all you can, unless, using batch, batch doesn't care, just like shingles.
 
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.
 
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.

This is known and addressed in the forum in the past, the short is, those do not have the same flags as everything else and will put trophies and tools in the bank, and sometimes a few materials.

As I look, I recall I actually passed the flag to the quests and should not deposit.. (7/17/2023)

I checked the current release and all seems to be in order, I also checked what is being passed and if the type is a number, and it is. So I hope you are using the latest..
I simulated all three instances that it would happen and checked it if it got the flag right, and it does.
Finally, the proof is in the pudding.. and I just ran a quest, and turned off deposit, and it didn't deposit.

A refresher for some Auto-Bank - grabs, Auto-Deposit - puts tool, trophies, and some materials in 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.

This is also known, and was thought to have been squashed.
 
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So that I understand you want an on hand what can we make, not a it's in the store we can make it..
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.
 
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?
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.
 
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.

1704740713831.png
 
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
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.

Also I don't use any item manipulation plugins, like the one in the SS. I also do do autoinv I spammed it in multiple places.

Code:
function craft.main(p_id, p_make_count, q_id, p_option_flag)
    lib.ClearCursor()

Code:
local function experiment()
    -- Stupid Depot
    lib.ClearCursor()
    mq.delay(1)



I will spam it some more in more areas and hope..

What I have seen happen is you grab something , it doesn't show up on the cursor for a undetermined amount of random time..

The code waits til the cursor is empty and then moves on.. It torques me off, but I could put in wait til I have something, then wait til it is gone, but I have some suspicions it may cause problems.

yep just tested it, and probz..

I figured I could do a count of how many on hand before withdrawing and then when the number changes I can inventory and move on, is a thought, but requires re-engineering..

not sure if it is still a problem with the delayed withdraw from depot, but I am still trying things..

and I am not sure that will work 100% of the time either..
 
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I understood the autoloot was because the Autoloot plugin was clearing the cursor, after your script had tried to open the TS container. Ahh well, I normally just manually left click the TS container after that happens and the script continues from there. I figured it was a lag issue from the server side.
 
What's the fix for items being searched for in the Combining container but not finding the result because the Item name is too long?

For example, in a brewing barrel, it searches for Serene Soda Water, then doesn't find it. then it goes into the one-item-at-a-time manual mode. If I delete Water from the end of the item in the search it finds it.

Edit it seems there is limit we need to truncate too.
 
Release Tradeskill Construction Set NeXt

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