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

some items have super long delays after you make them... is that normal? Im just wondering the functional purpose?
After clicking combine ?

It sits and waits for one of these messages before continuing
Code:
#Event CombineOK        "You have fashioned the items together #*#"
#Event CombineOK        "You have luckily fashioned the items together #*#"
#Event CombineERROR     "You cannot combine these items #*#"
#Event CombineFAIL1     "You failed the combine#*#"
#Event CombineFAIL2     "You lacked the skills to fashion#*#"

Probably server lag that you are seeing. no intentional long delays from the macro side.
 
Ahh cool, that makes sense, you don't want to manage all of that :D

But Recipes like this show up on my brewing list and is non trivial, but not on that recipes list.
Non trivial is not the criteria for it to count, When looking at eqtraders check if there is a recipeid for it, then it will count.
Make one :P if learned you may be the first to make it count. If already showing do following, check if it shows up there.
/outputfile recipes brewing

PS: only criteria for it to count that was revealed by the ogre was "no book learned recipes, no auto learned recipes" suspect there is a few others that was not said.
 
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After clicking combine ?

It sits and waits for one of these messages before continuing
Code:
#Event CombineOK        "You have fashioned the items together #*#"
#Event CombineOK        "You have luckily fashioned the items together #*#"
#Event CombineERROR     "You cannot combine these items #*#"
#Event CombineFAIL1     "You failed the combine#*#"
#Event CombineFAIL2     "You lacked the skills to fashion#*#"

Probably server lag that you are seeing. no intentional long delays from the macro side.

100% certain it wasnt lag, i got the combine, got the notification of successful learning, droped the item in my bag... and it just sits there for 15-30 seconds before moving on

some of the items were anything with trio in the name, those stupid GoD augs you have to polish, and any indicator (red, green, clear, etc). Also any combine with the gem cutter used.
 
100% certain it wasnt lag, i got the combine, got the notification of successful learning, droped the item in my bag... and it just sits there for 15-30 seconds before moving on

some of the items were anything with trio in the name, those stupid GoD augs you have to polish, and any indicator (red, green, clear, etc). Also any combine with the gem cutter used.

It could be when there is an item to be destroyed. If it's an item that gets destroyed, there is a long delay before the macro destroys it. You can shorten the delay in the ini file.
 
It could be when there is an item to be destroyed. If it's an item that gets destroyed, there is a long delay before the macro destroys it. You can shorten the delay in the ini file.

i destroyed a couple of them and tried putting them in bags, none of it helped. It just sat there. and then continued after a while
 
i destroyed a couple of them and tried putting them in bags, none of it helped. It just sat there. and then continued after a while
Try turning movesuccess and destroy off
Code:
MoveSuccess=0
mayDestroy=0

Try changing "waitDestroy=30" in the tradesman.ini to a lower number. I have mine set to 5.
Suspect you are right. Intent behind the waitdestory is giving you a chance on aborting the destroy action. thus 30s default. can make it 0 if you have confidence !

Code:
/if (${FindItem["=${itemname}"].ID}==${FindItem["=${itemname}"].ID}) {
Found a piece of code thats is junk also. Not doing the intended safeguard on destroying stuff
 
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I was reading the instructions and got a little confused, can the macro buy vendor items for you or does it just dump lists of vendor items into your file?
 
/mac ts/tradesman fishing learn <- generates list of items needed
/mac ts/finditem charactername <- buy from vendor that you have open / housing/bank that you have open
  1. Your start off by doing /mac ts/tradesman fishing learn
  2. You wait for it end or if you feel you saw enough recipes scroll by /tradesman end
  3. Go and farm/bazaar/merchant buy items in the ts/charatername-shop.ini
    1. you can buy/locate items in your bank/housing
      1. open up the vendor/bank/housing window and do /mac ts/finditem charactername

Suggest different wording, thought it was clear ?
 
/mac ts/tradesman fishing learn <- generates list of items needed
/mac ts/finditem charactername <- buy from vendor that you have open / housing/bank that you have open
  1. Your start off by doing /mac ts/tradesman fishing learn
  2. You wait for it end or if you feel you saw enough recipes scroll by /tradesman end
  3. Go and farm/bazaar/merchant buy items in the ts/charatername-shop.ini
    1. you can buy/locate items in your bank/housing
      1. open up the vendor/bank/housing window and do /mac ts/finditem charactername

Suggest different wording, thought it was clear ?
sometimes you just have to be sure someone is saying what you think they're saying.

if you bought some tradeskill items and run with the vendor open, will it rebuy stuff or does it check your inventory again before it starts buying stuff?
 
do you have a little more info on how /tradesman precombine works? Does it just go through and do precombines or is it limiting precombines? Also, the / commands are different, do they get ran when the other macro is running or before it starts? I assume its something like /mac ts/tradesman precombine to get it going otherwise.

Sorry, dont want to do something and get unexpected results. I just brute forced jewelcraft and it got me a bunch of extra crap and a lot of recombines.

Research has a billion precombines and it would seem i dont have enough with the initial shopping list to clean the thousands of dirty paper items to move on. Specifically the solutions in the precombines
 
/tradesman precombine

Where do you even see this, there is no such command.

Macro runs through the list of recipes that you need to known, if it is not in /outputfile recipes then it loads the recipes. if a subcombine is missing it make the subcomine (adding missing ingredients to the shopping list as it goes)

do you have a little more info on how /tradesman precombine works? Does it just go through and do precombines or is it limiting precombines? Also, the / commands are different, do they get ran when the other macro is running or before it starts? I assume its something like /mac ts/tradesman precombine to get it going otherwise.

Sorry, dont want to do something and get unexpected results. I just brute forced jewelcraft and it got me a bunch of extra crap and a lot of recombines.

Research has a billion precombines and it would seem i dont have enough with the initial shopping list to clean the thousands of dirty paper items to move on. Specifically the solutions in the precombines
 
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/tradesman precombine

Where do you even see this, there is no such command.

Macro runs through the list of recipes that you need to known, if it is not in /outputfile recipes then it loads the recipes. if a subcombine is missing it make the subcomine (adding missing ingredients to the shopping list as it goes)
Sorry, SUBcombine.
 
sometimes you just have to be sure someone is saying what you think they're saying.

if you bought some tradeskill items and run with the vendor open, will it rebuy stuff or does it check your inventory again before it starts buying stuff?
it will rebuy them, inventory is not checked.
 
it will rebuy them, inventory is not checked.

well, that will simply not work for research, there's hundreds of items to buy off vendors. You can never have all your items in your bags at the same time. I filled up my bags twice using the vendor and im not even to 325 yet.
 
well, that will simply not work for research, there's hundreds of items to buy off vendors. You can never have all your items in your bags at the same time. I filled up my bags twice using the vendor and im not even to 325 yet.
And that is why I say do less recipes at a time. mine is set to 30.
 
Also the powersoources ? not going to add them as I am not sure that they can be made without the earing quest.
Oh is there a way I can manually add them? I use the macro to make items even if it’s not for leveling up the artisan prize.
 
Oh is there a way I can manually add them? I use the macro to make items even if it’s not for leveling up the artisan prize.
look at one of the recipes and follow the same format, its pretty simple
then just add the mapping between recipename nad id to [name2id] section
choose an unused id.
 
@jande I notice that you have added eron.ini for the jewelry quest (which I am trying to do right now).
I can not figure out how to run that to do all of these combines.
 
so. I brought it up earlier, but I am noticing a issue when you fail a combine 3 or 4 levels deep into subcombines, especially if it has a lot of items in the combine, it will error out when it leaves items in the (in this case) spell research table and error out and pause until you manually complete the item its working on, which can sometimes result in 2-3 remakes of subcombines before you can get to the final combine. I posted a picture of the error in an earlier post.
 
@jande I notice that you have added eron.ini for the jewelry quest (which I am trying to do right now).
I can not figure out how to run that to do all of these combines.
/mac ts/tradesman eron makelist quest1
open up eron.ini to see what the quest1 etc should be

[quest1]
[quest2a]
[quest2b]
[quest3]
[quest4]
[quest5]
[quest6]
 
so. I brought it up earlier, but I am noticing a issue when you fail a combine 3 or 4 levels deep into subcombines, especially if it has a lot of items in the combine, it will error out when it leaves items in the (in this case) spell research table and error out and pause until you manually complete the item its working on, which can sometimes result in 2-3 remakes of subcombines before you can get to the final combine. I posted a picture of the error in an earlier post.
Not seeing the same behaviour.
 
I see the /mac ts/tradesman skill make "recipename" command. Is there a way to setup a list for it to automatically make. Like the Fereth Cloth Ornament set.
 
I see the /mac ts/tradesman skill make "recipename" command. Is there a way to setup a list for it to automatically make. Like the Fereth Cloth Ornament set.
Look at the syntax for the files in the ts folder, for example ap.ini
I think that if you setup a similar file that you can use the following command

/mac ts/tradesman <name of file> makelist <name of field in brackets>
 
I see the /mac ts/tradesman skill make "recipename" command. Is there a way to setup a list for it to automatically make. Like the Fereth Cloth Ornament set.
Look at the syntax for the files in the ts folder, for example ap.ini
I think that if you setup a similar file that you can use the following command

/mac ts/tradesman <name of file> makelist <name of field in brackets>

That is correct, if the macro knows the recipe. Fereth ornaments is learned though a book, they are not added to the list of recipes.
 
Release Tradeskill recipes (max out Artisan's Prize)

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