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Release Tradeskill recipes (max out Artisan's Prize) (1 Viewer) 4.07

im trying to use this program and when i run the /mac ts/tradesman fishing learn it comes back and says put a container in slot 9, where is slot 9 i only have 8 slots
 

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prolly cause you can't get 350 skill on like rizlona?
Not only that.
Recipes is different between live/tlp (None of the TLP only recipes is in the macro list, it was all ripped out since live cannot get the ingredients)
Amount of inventory slots if differ (character and bank)
No PoK so no easy accessible static containers.
Not all inventory containers is supported since live has PoK/Sunrise Hills/Guild halls.
Vendor lists is only for live.

I won't be touching TLP's ever.

If you want to disable that check edit the tradesman.mac
line 167
Code:
    /for tmpI 23 to 32 {   
        /if (${Me.Inventory[${tmpI}].Container} <6) {
            /echo \awPlease put a container in slot \ag#${Math.Calc[${tmpI}-22].Int}
            /return
        }
    }
    /next tmpI
Set the 32 to 30, not guaranteed to work as the macro expect 10 toplevel inventory slots and may use them in different places.
 
Bug: Macro will attempt to make Unfired Velium Empowered Gem Crucible forever if you have velium infused gem of security in an aug slot , also does not mark enchanted velium clay as learned once made.
 
Isn't this recipe learned by completing the earring quest?
mmm probably, will need to check also the reason if enchanted velium clay is autolearned then cannot mark as learned,

seems here is some weirdness then. they do have a know eqid (usually dont know them if they never appeared in the /outputfile)
removing them for now,
 
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I found while i was doing poisonmaking that the recipes were looking for 'Privit'
The items are actually called 'Privet'

After doing a global search and replace, rogue has gotton to 350 Poison Making :)
 
I found while i was doing poisonmaking that the recipes were looking for 'Privit'
The items are actually called 'Privet'

After doing a global search and replace, rogue has gotton to 350 Poison Making :)
Will fix.

Umm yeah not going to be a global find/replase
Fresh Privit actually exist and is 2 of the recipes that counts.

So will have to get another rogue up to 350 and check which recipes fails. e.g will take time.
Check that you learned these 2
Refined Grade A Privet Extract
Refined Grade A Privet Extract (2)

Yeah one of those recipes again Fresh Privet becomes Privet breaking the convention that is on all the rest.
Ok WTF I actually have both versions ....
 
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I recommend changing the name in your baking recipes list from Rock Hopper egg to Rockhopper egg. After much farming, the research, they changed the name on them a long time ago and Rock Hopper no longer drop. And any recipe that requires chopped hard boiled eggs is defaulted to calling on the "Rock Hopper egg" to supply those, when many other hard boiled eggs will supply the same thing. I only located 1 recipe that requires a Rockhopper egg, yet I was told to go shopping for 12 of them elusive bastards. I think this is a simple fix that may help others avoid some needless farming. (BTW I did do the edit on my files to FIND/REPLACE and it was in 7 locations). That cut out a significant amount of time for my running of this on a 2nd character.
 
I recommend changing the name in your baking recipes list from Rock Hopper egg to Rockhopper egg. After much farming, the research, they changed the name on them a long time ago and Rock Hopper no longer drop. And any recipe that requires chopped hard boiled eggs is defaulted to calling on the "Rock Hopper egg" to supply those, when many other hard boiled eggs will supply the same thing. I only located 1 recipe that requires a Rockhopper egg, yet I was told to go shopping for 12 of them elusive bastards. I think this is a simple fix that may help others avoid some needless farming. (BTW I did do the edit on my files to FIND/REPLACE and it was in 7 locations). That cut out a significant amount of time for my running of this on a 2nd character.
Thanks for letting me know, I will change it :P
 
If I wanted to add some recipes to the ini's, how would I go about it? I'm trying to understand the numbering system.
 
in the <tradeskill<_recipe.ini
[name2id]
newrecipe=XXXXXX (choose something in to 90000 range, make sure it is unique)

[RecipeXXXXXX]
details

Do not add it to the
Code:
[list]
that is the recipes needed to get to 350, XXXXXX normally is the recipeid (from /outputfile) but as you are adding something need to choose a unique id as we do not know the correct recipeid.

in lookup.ini (used by subcombines to look up which ini to read for recipes)
[name2id]
newrecipe=XXXXXX|tradeskill|newrecipe

For interest sake why do you need to add something ?
 
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I need to mass-make Surf & Turf and Blood of Velious. Since I can specify `/mac ts\tradesman skill make "recipename" 1000` - It seemed a good way to do it.
 
I need to mass-make Surf & Turf and Blood of Velious. Since I can specify `/mac ts\tradesman skill make "recipename" 1000` - It seemed a good way to do it.
Velious Surf and Turf Stew
Blood of Velious

Is already in the recipes, no need to add them. I do recommend looking at the trophy.ini and how to use the list combine as these items have lots of subcombines and the last thing you want is to make one subcombine , change container, make one subcombine, make one subcombine , change container, make one subcombine, make one subcombine , change container, make one subcombine, make one subcombine , change container, make one subcombine, then finally make 1 stew.
 
Today's Very Vanilla update breaks this macro. MQ2ShellCmd was dropped or something so trying to run the macro crashes EQ. I found this updated posting:

 
Today's Very Vanilla update breaks this macro. MQ2ShellCmd was dropped or something so trying to run the macro crashes EQ. I found this updated posting:


Yes, I can confirm also.

And when I edited macroquest.ini to re-enable mq2shellcmd I got this error upon trying to reload EQ...

recompile.JPG
 
Last edited:
Today's Very Vanilla update breaks this macro. MQ2ShellCmd was dropped or something so trying to run the macro crashes EQ. I found this updated posting:

Yes, I can confirm also.

And when I edited macroquest.ini to re-enable mq2shellcmd I got this error upon trying to reload EQ...

View attachment 22494

Sorry about that friends, update again and you should be set.
 
According to the instructions I am supposed to read the following: 'Before you start doing anything read this Tradeskill Books'. I clicked the link. Read the thread. But didn't find anything to 'do', as the next line in the instructions implies: 'I cannot stress enough how important it is do those. Yes irritating also needed.' What are "those" I'm supposed to do?

Is this the relevant post, 'Know Before you Go: Tradeskill Books to Scribe Master List'? None of the other posts in the thread seem relevant.

If so, it is unclear whether I am supposed to go buy and scribe all those books before I start the Macro or not.
 
According to the instructions I am supposed to read the following: 'Before you start doing anything read this Tradeskill Books'. I clicked the link. Read the thread. But didn't find anything to 'do', as the next line in the instructions implies: 'I cannot stress enough how important it is do those. Yes irritating also needed.' What are "those" I'm supposed to do?

Is this the relevant post, 'Know Before you Go: Tradeskill Books to Scribe Master List'? None of the other posts in the thread seem relevant.

If so, it is unclear whether I am supposed to go buy and scribe all those books before I start the Macro or not.

Buy and scribe all the books from the vendors, e.g Scribe Zikett in Pok
1. Visit Scribe Zikett in PoK by the small bank, and stop by Blacksmith Gerta and Tailor Kujen afterwards to check for other missing books.

The irritating line is in regard of how much a pita it is to do to buy all of them and scribe them and how many locations you need to visit. Those books contain recipes that may / may not be in the macro recipe list. It would be silly to make all of them then realize later that "Oh I could have learned 20 recipes by just scribing this 1 book"

Changed wording to:
I cannot stress enough how important it is to scribe all the books mentioned. Yes irritating to visit all the zones/vendors, such is tradeskills.
 
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This is not a complaint! Please bear with me as I try to detail some findings as explicitly as possible!

Working on Baking. Character has 40 slot (or greater) bags in all 10 spots. 8 of those bags are filled with baking ingredients or previously created baking sub-combines. But it seems like not enough final combines get made for the number of ingredients I am holding on this character.

Began investigating and eventually "Drake eggs" caught our eye on the shopping list. We had used them up. But we had literally thousands of other kinds of eggs on the character.

Determined the "Drake eggs" were to be used in multiple different sub-combines. Egg batter. Egg yolk. Egg white. Noodles.

EQTraders shows that each of those sub-combines can be made with like 18 different types of eggs! However, the file baking_recipe.ini only shows a single recipe for Egg Batter=88764 Egg White=88765 Egg Yolk=88766

, but it shows...

Noodles=88852 Noodles=88853 Noodles=88856 Noodles=88841 Noodles=88840 Noodles=88843 Noodles=88842 Noodles=88845 Noodles=88844 Noodles=88847 Noodles=88846 Noodles=88849 Noodles=88848 Noodles=88855 Noodles=88850 Noodles=88851 Noodles=88857 Noodles=88854 Noodles=88858 Noodles=88859 Noodles=88860
, for Noodles!

However, even for Noodles it wouldn't make them because (I assume) the Drake Egg recipe is the first one it encounters in the file! So even if the missing 17 "Egg Batter" recipes were added they wouldn't be used! (As a side note, I don't think any of the Noodle recipes count toward 350 so almost all of them could probably be deleted from the base recipe file?)

Now, I can understand the the difficulty in trying to parse the recipe file for multiple recipes that make the same end result. Multi-dimensional arrays from hell!!

So the enhancement I think would be helpful would simply be in trying to figure out which missing components are affecting multiple sub-combines. Would it be possible to append even a single recipe name alongside the ingredient name in the shopping list? Or possibly just a flag that the ingredient is only used in a sub-combine? Anything to help review the shopping list to ferret out these issues would be a big help! Seeing that I needed 15 Drake Eggs on the shopping list would have been more meaningful if I had noticed they were for Egg Batter or Noodles!

And then from a technical standpoint, if I'm out of Drake Eggs, but I have 1,000 Wurm Eggs on my body. Can I /end the macro, manually edit baking_recipe.ini to find Recipe #88764 and substitute Wurm egg for Drake egg?

Thanks for all you do with this macro! Even spending the time to ferret out snags like this are greatly simplified by this macro and this thread on the forums!
 
Is there a command to see a shopping list for a particular item? I would like to see for instance what "cup of painted beans' makes that I don't already know. Baking has my inventory VERY full so a specific shopping list to use all of an item would rock!
 
Is there a command to see a shopping list for a particular item? I would like to see for instance what "cup of painted beans' makes that I don't already know. Baking has my inventory VERY full so a specific shopping list to use all of an item would rock!
There is not. It is possible to add one but the effort is not worthwhile as trying to find recipes with the ingredient will be the same as trying to make it the whole list. e.g a lot of time spent waiting for not much return. (thought of something, could keep a list of all recipes ingredients per toplevel one and just scan through that, will add it to todo list and see how feasible e.g slow it really is)

set your recipeFarm=25 so you only try 25 recipes at a time this cuts inventory space down dramatically. Yes I know the default is all of the recipes.

Working on Baking. Character has 40 slot (or greater) bags in all 10 spots. 8 of those bags are filled with baking ingredients or previously created baking sub-combines. But it seems like not enough final combines get made for the number of ingredients I am holding on this character.

Began investigating and eventually "Drake eggs" caught our eye on the shopping list. We had used them up. But we had literally thousands of other kinds of eggs on the character.

Determined the "Drake eggs" were to be used in multiple different sub-combines. Egg batter. Egg yolk. Egg white. Noodles.

However, even for Noodles it wouldn't make them because (I assume) the Drake Egg recipe is the first one it encounters in the file! So even if the missing 17 "Egg Batter" recipes were added they wouldn't be used! (As a side note, I don't think any of the Noodle recipes count toward 350 so almost all of them could probably be deleted from the base recipe file?)
Assumption is correct. Could delete the others but I do like them in there (see later)
Noodles have to be used in something that counts else it would not be included.
And so it is:
40051 Vegetable Pasta
40052 Pasta with Meat Sauce
40053 Anaconda Casserole
40054 Griffon Casserole
40055 Vegetable Casserole
40056 Cheesy Anaconda Casserole
40057 Cheesy Griffon Casserole
40058 Cheesy Vegetable Casserole
(Don't tell the Italians that EQ makes pasta with noodles!)

Now, I can understand the the difficulty in trying to parse the recipe file for multiple recipes that make the same end result. Multi-dimensional arrays from hell!!
Yep. I am trying to improve this but its an elephant to catch and tame. Get a bit further every time I work on the problem tho.
Idea I am currently testing out is taking all the recipes with the same name and using that as a subcombine type to see if you could make the final item.
When making it can then use an ingredient you actually have. How the shopping will work with multiple options I have not given thought to yet.
Technical:
in [name2id] it currently references only one recipe
current:
noodels=88852
trying to implement:
noodles=88852,88853,88856,88841,88840,88843,88842,88845,88844,88847,88846,88849,88848,88855,88850,88851,88857,88854,88858,88859,88860

So the enhancement I think would be helpful would simply be in trying to figure out which missing components are affecting multiple sub-combines. Would it be possible to append even a single recipe name alongside the ingredient name in the shopping list? Or possibly just a flag that the ingredient is only used in a sub-combine? Anything to help review the shopping list to ferret out these issues would be a big help! Seeing that I needed 15 Drake Eggs on the shopping list would have been more meaningful if I had noticed they were for Egg Batter or Noodles!
I could possibly have a section that shows the recipe/ingredients for the current shopping list e.g
[usedin]
Drake Egg=Noodles, Hard Boiled Drake Egg, Egg Batter

And then from a technical standpoint, if I'm out of Drake Eggs, but I have 1,000 Wurm Eggs on my body. Can I /end the macro, manually edit baking_recipe.ini to find Recipe #88764 and substitute Wurm egg for Drake egg?
Yup you can do that or in the [name2id] section
Noodles=88764
change to
Noodles=88852 (in my dev version of the baking recipes, yours could be different)
Which is the recipe to use Aviak Eggs (in my recipe file anyway)
Just be careful, anything over 80000* number is something I added and the number can change, so if you do a new install just make sure it is the correct recipe you are changing.

*80000 is a guess, I keep a counter of highest recipeid add 1000 and start my own numbers from there (78126 + 1000 for baking)
 
Ok maybe I'm a dork but I cant get this to run says your current mac has ended … paid it forward have all tradeskill bags in inventory and my bank is filled with bags aswell. help pls.
 
Denmark, youll need to edit your hot key for which skill youwant to learn

such as /mac ts/tradesman baking learn.

Robban was quicker than I
 
If I found a recipe that the macro doesn’t know, can I add it to the relevant tradeskill recipe ini (eg Mist of the Ant into alchemy_recipe.ini file)? Is it simple matter?
1) increment the recipeID? 601 to 602 in this case
2) add the recipe in the section below
3) update name2id mapping ie 22832 = ‘Mist of the Ant’?
 
If I found a recipe that the macro doesn’t know, can I add it to the relevant tradeskill recipe ini (eg Mist of the Ant into alchemy_recipe.ini file)? Is it simple matter?
1) increment the recipeID? 601 to 602 in this case
2) add the recipe in the section below
3) update name2id mapping ie 22832 = ‘Mist of the Ant’?
leave the
Code:
[list]
section alone, that is for recipes that count toward 350, mist of the ant does not. (according to to my master list). If it does count let me know and I will add it.

add it to [name2id] section, recipename=id
Where are you getting 22832 from ? (seems to be unique just wondering)
Why do you want to add it ?
 
Release Tradeskill recipes (max out Artisan's Prize)

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