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Click the information checkbox.Is there a way to see what you're missing from a selected recipe?
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Click the information checkbox.Is there a way to see what you're missing from a selected recipe?
1/22/2024
4.03b - ChangeLog
Added Recipes (14):
Black Dye
Brown Rust Dye
Dark Blue Dye
Dark Green Dye
Dark Yellow Dye
Green Dye
Grey Dye
Light Blue Dye
Light Green Dye
Light Grey Dye
Light Red Dye
Light Yellow Dye
Red Rust Dye
Yellow Dye
Note: These are a pain because they require either a shaman or rogue and also a medium clay jar...
Yeah because it uses a table for rizlona pre-RoF for many years.Rizlona has the merchants near the small bank now but I noticed i am still travelling all over pok to other merchants for things.
I know, and a year ago I would restore my backed up db since I had to replace it with the rizlona one back then. But there was a patch note a year ago "Modfied: No longer need to swap out artisan db for rizlona, table will be accessed automatically in Artisan.db file".Yeah because it uses a table for rizlona pre-RoF for many years.
the dirty way is to look through the Lua tcn files and change rizlona to slizona or whatever, but that would cause issues when going to Stratos (actually just Stratos) and other zones post-RoFI know, and a year ago I would restore my backed up db since I had to replace it with the rizlona one back then. But there was a patch note a year ago "Modfied: No longer need to swap out artisan db for rizlona, table will be accessed automatically in Artisan.db file".
So I was just letting you know because I no longer know how to fix it myself.
1/23/2024
4.04b - ChangeLog
Created: New vendor table and made it RoF specific.
We now have 3 tables, one for when a new TLP spins up, one for RoF era in TLP, and one for current content.
You're awesome, thanks!jb321 updated Tradeskill Construction Set NeXt with a new update entry:
Rizlona is now RoF Vendor
Read the rest of this update entry...
Each resource on RG has an Overview / Discussion Thread and either a link to their wiki or tabs with FAQ, Commands, Etc.This is a new problem for me - it used to work.
I'm using version 3.996b, which is what the Redguides Launcher supplies me with as of today.
Other fields like checkboxes on the gui are accessable.
Relogging to desktop does not help.
Every character I try has this issue.
Every recipe pack is an add-on (DLC), I chose not to do subscription based or renewal every single year, and allow users the freedom to pick what they want.Does this have the recipes for NoS now? I think I read somewhere it does but my memory fails me. If not would purchasing the LS update include the NoS or would I have to get both?
Thanks jb,
BB~
Okie dokes. Thanks for clarifying man.Every recipe pack is an add-on (DLC), I chose not to do subscription based or renewal every single year, and allow users the freedom to pick what they want.
At the time I made the Artisan.db, there was no item ID for this item, and/or, I didn't know where to find the ID. Update: I Found the ID and it has been added.Just wanted to inform you that the Tae Ew Gorget does not update the count when doing batch creation. I caught it after making 3 of them.
1/24/2024
4.04b (Again) - ChangeLog
Changed: Item ID for Tae Ew Leather Gorget
Changed: ID's for Unfired Deity (wisdom, protection, small)
Note: To the best of my knowledge there is only 1 item that doesn't have a proper ID now for the...
No problem, just felt like it was worth letting you know.At the time I made the Artisan.db, there was no item ID for this item, and/or, I didn't know where to find the ID. Update: I Found the ID and it has been added.
1st step, exit out of TCN and stuff on all your toons, 2nd step, re-install TCN from launcher.
Weird. I swear I updated before posting, but reinstalling seems to have fixed it. Thanks!1st step, exit out of TCN and stuff on all your toons, 2nd step, re-install TCN from launcher.
Which one of these is GOD smithing.. unless it is a collect quest..Hi Jb,
Ran into a couple of issues that should be technically easy but time consuming to fix.
for GoD smithing.
Easy one: TCN does not treat a crucible as a reusable item and buys one for each prospective combine.
Crappy one: Reinforced Jeweler's Kit is required for a bunch of combines: eg: multiple subcombines in Velium Gemmed Warhammer.
God Smithing era / expansion. EQTC GoD SmithingWhich one of these is GOD smithing.. unless it is a collect quest..
or GOD smithing as in the era..
I added crucible as a tool so it should only buy 1, but if there is an instance where it needs multiple crucibles then there will be a problem. next release.God Smithing era / expansion. EQTC GoD Smithing
Lots of aligned ore, shimmering nihilite, crucibles and gnomish power sources.
To get the required Reinforced Jewelers Kit, there's an easy collect quest.
Also if you are not using trim, try trim..God Smithing era / expansion. EQTC GoD Smithing
Lots of aligned ore, shimmering nihilite, crucibles and gnomish power sources.
To get the required Reinforced Jewelers Kit, there's an easy collect quest.
Tried trim.Also if you are not using trim, try trim..
it is designed to collapse the recipes so it only crafts them once instead of craft 1 and then craft some more later for the same item.
I stated next release, I haven't put it out yet..Tried trim.
Still purchases a bunch of reusable crucibles.
I should have never added dyes because of humans..RE: Dyes
Do these still need to be made by hand? Or perhaps a DX11 issue?
I'm using a shaman to make the proper extracts first, then I've made (Several) medium clay jars. All items required are in the shamans bags. Medium jar in Inv Slot 10 (I even tried 1 and it didnt like it). If i do not manually open the jar, nothing happens. If I do open the jar, it will pick up the resin and permafrost extract (blue dye) on my cursor, autoinventories them back to the starting stack, and gives the standard EQ message of needing to place items in a container before you can hit combine.
Have tried putting the medium jar in every inventory slot to check if it needs to be in a specific slot, but it keeps moving it to slot 10, and then doing nothing until I open the jar myself, then it just autoinventories the ingredients
Is something broken or am I somehow dumb and missing a step?
On v4.04b (Oh, i get it... it's 404 Not Found :P )
I may have been unclear.I should have never added dyes because of humans..
it cannot differentiate between 3 or 4 or more jars in inventory #1.. .. the only way I can think of is you throw a jar somewhere, record that location and then do like I did with the emberclaw quest just put thing 1 in slot 1..
you have to have 1 jar in a bottom slot and available and you have to do the pre-combine prior for the dye extract..
I may, in the future, put something in there to grab or make, or buy the components to make the jar, but I get the willies when I mess with inventory.
So, the way it works, present day, you have a jar in the bottom right slot, and no other jars.. and you have pre-comb'd the extract..

Yes there is a 1 (completed) jar limit,, that is why it does not work.I may have been unclear.
I'm making Blue Dye (1 perma extract, 3 resin). I have all of this precrafted in INV Slot 2 (in a 40 slot bag). I also have 30+ medium clay jars crafted, scattered across 40 slots bags in slots 2/3/4.
Top level inventory slots 1 through 9 are occupied by actual bags. Slot 10 is (was) Empty, but now has a medium clay jar there.
In that configuration... nothing happens at all. There was nothing fancy outside of standard tradeskilling, slot 10 is always empty (specifically for this sort of reason). The two bonus perk slots do not exist because I do not have any perks paid for.
When this did not work, i started moving the clay jar around into different slots hoping maybe there was a bug that wanted the clay jar in a different slot, but alas the lua moved it back to slot 10, then stalls out unless I open it, then autoiventories the item immediately upon picking it up. Everything has worked swimmingly otherwise. but the custom consumable container I think is throwing fits. And I need to make something in the neighborhood of 2000 dyes, and really dont wanna hand click that
Unless I am misunderstanding, and I need to craft no more than one jar and having a bag full is confusing the system. In which case the loop would be: Make 1x jar -> Make Dye -> Make 1x jar -> Make Dye -> Make 1x Jar -> Make dye?
Yes there is a 1 (completed) jar limit,, that is why it does not work.
I m sure the fix is .. is there a jar in an open slot.. yes, what slot, that slot, ok, use that jar.. if no jar, do we got jarz, yes, put one of dem in an open slot..Much thanks, that was the part that was unclear and not getting across.
Okay. I wonder, if batching them in a series.. 1 jar, one extract, 1 jar, one extract.. will work. otherwise it still sounds like im doing this by hand.
[edit]
Nope, alternating batch isn't going to solve that. Doing this by hand. Someone kill me.
1/31/2024
4.05b - ChangeLog
Added: Crucible as a reusable item.
I will work on this, but, not right this second.I m sure the fix is .. is there a jar in an open slot.. yes, what slot, that slot, ok, use that jar.. if no jar, do we got jarz, yes, put one of dem in an open slot..
Wrong thread btwHi JB,
There seems to be an issue with the "Katar" in LS Blacksmithing. The recipe is asking for a half-moon cut reflective emberquartz crystal.
I have 8 of them in my Inventory - but it keeps saying "Needs (1) Have (0) and going into a loop of Insufficient Materials.
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