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

When I click my /mac ts/tradesman "jewelcraft" learn hotbutton, it now says 'Please put in a container in slot #7'. I have tried many types of containers (deluxe toolbox, extraplanar trade satcher, regular bag) and I keep getting the same message. The app was working previously and then when I switched to a different character I got this message the first time I tried starting it.

Any ideas how to fix this please?
 
Fishing - Prepared Fish (all the bass ones)
Tried to make combines in the guild Fly making bench but keeps getting error "You cannot combine these items in this container type!"
Something is wrong with the recipe or the macro, or maybe just a UI bug.
Any ideas how to rectify please ?

Also just tested on the POK fly making bench and is also not working.
tried reloading MQ and the macro and UI, no win.

I have tried to add a block to the recipe 18095 but every time i then do a /mac ts/tradesman fishing learn it still resets and tries the combination
any way to skip current attempting recipe and go to the next?

1635275097079.png

Received fast replies in direct messages from Jande - Helped me out very quickly.

I was adding the block wrong on the file. Needed to create a [Block] section at the end of the tradesman-block.ini and add the recipe number=BLOCK there which let me skip to next on.
Thanks Jande
 
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Fishing - Prepared Fish (all the bass ones)
Tried to make combines in the guild Fly making bench but keeps getting error "You cannot combine these items in this container type!"
Something is wrong with the recipe or the macro, or maybe just a UI bug.
Any ideas how to rectify please ?

Also just tested on the POK fly making bench and is also not working.
tried reloading MQ and the macro and UI, no win.

I have tried to add a block to the recipe 18095 but every time i then do a /mac ts/tradesman fishing learn it still resets and tries the combination
any way to skip current attempting recipe and go to the next?

View attachment 34471
wrong section in the file, block = wont make it, skill_character = tracking

needs to be in the
[block]

not in
[skill_character]
 
Idea for you jande - it would be awesome to have a dialog in Lua showing info on what is currently running. for example-
command: learn jewelcraft ( 342 / 350 )
current recipe: faded restless velium earring of vigor
recipe: 4 of 7000

etc
I have not gotten to play with Lua but I would assume that is just a plug and play of a current variable from the script?
 
Best $20 I ever spent in this game. Got 350 in JC in 6 says then 350 in Brewing in 5 days. I do have one question though. I started Pottery and unlike the others it isn't keeping my bags empty. They are over flowed with UNFIRED. It is not making nothing out of them. Do I need to be keeping all this UNFIRED stuff I am running out of room. I keep waiting for the program to use them. Or do I delete or sell? Thx if anyone has a good answer.. I am stumped on this one.
 
I can't recall an item that needs to be fired having a trivial anywhere near to what the unfired item's trivial is. This would be an unnecessary step for you. A quick check will let you know if you're bags are overflowing for no reason.
 
Idea for you jande - it would be awesome to have a dialog in lua showing info on what is currently running. for example-
command: learn jewelcraft ( 342 / 350 )
current recipe: faded restless velium earring of vigor
recipe: 4 of 7000

etc
I have not gotten to play with lua but I would assume that is just a plug and play of a current variable from the script?
still learning Lua, hang on.

Best $20 I ever spent in this game. Got 350 in JC in 6 says then 350 in Brewing in 5 days. I do have one question though. I started Pottery and unlike the others it isn't keeping my bags empty. They are over flowed with UNFIRED. It is not making nothing out of them. Do I need to be keeping all this UNFIRED stuff I am running out of room. I keep waiting for the program to use them. Or do I delete or sell? Thx if anyone has a good answer.. I am stumped on this one.
It first makes the unfired then the fired, do not delete the fired also counts as a recipe. I still need to find a way to make e.g 20 unfired then fire them.
probably will do it with the order of the recipes. list 20 unfired then 20 fired etc, reason is you don't want to be seen continually swapping between kiln and pottery wheel, looks bad and adds time.

for now just stuff your bank, sorry.
 
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still learning lua, hang on.


It first makes the unfired then the fired, do not delete the fired also counts as a recipe. I still need to find a way to make e.g 20 unfired then fire them.
probably will do it with the order of the recipes. list 20 unfired then 20 fired etc, reason is you don't want to be seen continually swapping between kiln and pottery wheel, looks bad.

for now just stuff your bank, sorry.
okay... Housing crate holds 500 so I am filling up two bags then gating to housing, putting them there, then stein back. I would never delete nothing that says trade skills on it but now that I am 100% sure to save and use...This way will work. Thx much
 
okay... Housing crate holds 500 so I am filling up two bags then gating to housing, putting them there, then stein back. I would never delete nothing that says trade skills on it but now that I am 100% sure to save and use...This way will work. Thx much
All bags and bank full lol.... and 38-44 slot bags on all... so housing will work
 
I am doing something wrong on the blocking. So, I wanna block a quest item like "Arena Lion Skin" . I go into tradesman-block folder and above my "go farm" I made a folder [block] and I added 5009=BLOCK to block that recipes it does not block. Also I tried blocking the actual item itself with no luck . If I can get this figured out I am gtg. I am sure I am doing something stupid wrong.

Arena Lion Skin
LORE ITEM NO TRADE
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL
Item lore: Grahan's Lion Skin
EQ item ID: 13398
 
I am doing something wrong on the blocking. So, I wanna block a quest item like "Arena Lion Skin" . I go into tradesman-block folder and above my "go farm" I made a folder [block] and I added 5009=BLOCK to block that recipes it does not block. Also I tried blocking the actual item itself with no luck . If I can get this figured out I am gtg. I am sure I am doing something stupid wrong.

Arena Lion Skin
LORE ITEM NO TRADE
WT: 2.5 Size: MEDIUM
Class: ALL
Race: ALL
Item lore: Grahan's Lion Skin
EQ item ID: 13398
Makes 4 recipes 9847,60660,60659,60663. I tried ******=BLOCK as well. The [block] folder I am making is above my pottery [Pottery_Name]
 
I got it.. My dumb ass made the folder [blocked] I guess it must be [block] for it to read it. Sorry...will leave though for future readers if they do the same. THX
 
I even bolded the section name in FAQ, its 2 times on different question :( You are not the only one.
I just read this last page I wasn't gonna go back and look through 34 pages....It's so game on now ! max AP here I come..thx much....I shoulda clicked on FAQ tho
 
@jande
It seems that it truncates after x number of recipes that could not be made or needs to be farmed - that makes sense, except when I have the necessary farmed material in inventory, it will skip that recipe and tell me to go farm something else. I wonder if there is a way around that in the program - a check for the farmed mat then add that recipe to the shopping list and if none of these are available, then - if that fails - list materials that need to be farmed next.

this even seems to happen when I have ALL of the components needed for a set of combines. so, for example, I am working on research and have to use .. research learn "recipe name" for evvvvveery one even though I have the mats.

if truncating is happening for time or something, then my next thought might be to work in a filter for something like "learn trivial 320 380" to be able to catch the recipe and related recipes/zones at the same time.
 
@jande
It seems that it truncates after x number of recipes that could not be made or needs to be farmed - that makes sense, except when I have the necessary farmed material in inventory, it will skip that recipe and tell me to go farm something else. I wonder if there is a way around that in the program - a check for the farmed mat then add that recipe to the shopping list and if none of these are available, then - if that fails - list materials that need to be farmed next.

this even seems to happen when I have ALL of the components needed for a set of combines. so, for example, I am working on research and have to use .. research learn "recipe name" for evvvvveery one even though I have the mats.

if truncating is happening for time or something, then my next thought might be to work in a filter for something like "learn trivial 320 380" to be able to catch the recipe and related recipes/zones at the same time.
Problem with what you are proposing means adding the following
run through each recipe to check if it you have everything. That would add time that is better spent farming
you can already filter by name, not going to add trivials

OR set the x number to 0, that means run though the whole list. in effect what you proposed.
 
Anyone know how to get this running ? I'm on test and can't seem to find the command to get this up? I feel like such a noob
 
Running into an issue with Tailoring. Trying to build a shopping list with /mac ts/tradesman tailoring dryrun. Starts to run but then gets stuck in an endless loop with the following:
View attachment 34599
Any help would be appreciated.
Update - seems it moves on eventually after a lot of spam.
 
So I wanted to make 50x of something.
1635621871147.png

I run the macro:
INI:
------------------------------------------:
Shopping List (10/30/2021 12:16:41):
31 / 19 x Restless Velium Ore
-- Subcombines


Okay, grabbed more ores from my bank. I run again:
INI:
------------------------------------------:
Shopping List (10/30/2021 12:17:26):
0 / 1 x Gnomish Heat Source  (Jeweler Nonny in PoKnowledge)
0 / 50 x Water Flask  (Blacksmith Gerta in PoKnowledge)
-- Subcombines


I know these are both found on Scholar Klaz, the research guy. I go to him to purchase instead of both Nonny and Gerta. I failed to notice that it's only requesting 1 Gnomish Heat Source, instead of 50 of them. I use shop to purchase, and run again:
INI:
------------------------------------------:
Shopping List (10/30/2021 12:17:45):
1 / 0 x Gnomish Heat Source  (Jeweler Nonny in PoKnowledge)
-- Subcombines

So there's the problem. The shopping list should have generated a need of 100.

I purchase 1 more so that I have two, and run again:
INI:
------------------------------------------:
Shopping List (10/30/2021 12:19:10):
1 / 0 x Gnomish Heat Source  (Jeweler Nonny in PoKnowledge)
49 / 1 x Water Flask  (Blacksmith Gerta in PoKnowledge)
-- Subcombines



I feel that this is a bug -- Gnomish Heat Sources are not being counted correctly in their needs. Is there any way to fix this for your next release?


TS gets the recipe correct, but not the count of the Gnomish Heat Source components when making the shopping list

1635622794658.png

The recipe needs 2 gnomish heat sources, so making 50 of them requires 100 GHS components.
 
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Running into an issue with Tailoring. Trying to build a shopping list with /mac ts/tradesman tailoring dryrun. Starts to run but then gets stuck in an endless loop with the following:
View attachment 34599
Any help would be appreciated.
Update - seems it moves on eventually after a lot of spam.
I cannot view the attachment, but I am guessing that it gets stuck on acrylia needs, or something else that has endless cycle combines for how to generate the brick/ore components. You can view the raw file (as it builds as the macro runs, and not at the very end like the shopping list does). That should give you a hint as to what's going on, and if you put some of those in your inventory and run again, it will go a lot quicker.

Alternatively, edit your tradesman.ini to something like recipeFarm=250 so that it will only go through the first 250 recipes that you don't have ingredients for. Fiddle with that number and re-run. I normally start with something low like 50 or 100 and then up the number as I run it again. That way my mule can pull out items and parcel it to the guy I am grinding.
 
I cannot view the attachment, but I am guessing that it gets stuck on acrylia needs, or something else that has endless cycle combines for how to generate the brick/ore components. You can view the raw file (as it builds as the macro runs, and not at the very end like the shopping list does). That should give you a hint as to what's going on, and if you put some of those in your inventory and run again, it will go a lot quicker.

Alternatively, edit your tradesman.ini to something like recipeFarm=250 so that it will only go through the first 250 recipes that you don't have ingredients for. Fiddle with that number and re-run. I normally start with something low like 50 or 100 and then up the number as I run it again. That way my mule can pull out items and parcel it to the guy I am grinding.
Thanks. Figured it out. Seems that since making a fish scale sheet takes 1000 scales, it was running a while spitting out the same recipe. I must have stopped the macro a couple times thinking something was off, but once I let it run it sorted things out (happens for each type of sheet - CoV, ToV, TBL).

I usually run once with recipeFarm=5000 to get a master list of stuff to go farm, then send the toons out to farm. This one just seemed to run too long initially.

Overall, this macro is A++++.
 
The recipe needs 2 gnomish heat sources, so making 50 of them requires 100 GHS components.
I will have a look.

I usually run once with recipeFarm=5000 to get a master list of stuff to go farm, then send the toons out to farm. This one just seemed to run too long initially.

Overall, this macro is A++++.
Just set recipeFarm=0, meaning everything.
And yeah the fish scales is a huge pita.
 
When I see it needs fish scale sheets, I just stop the macro and make a crap-ton of patches then swatches (is that the right order?) and then sheets, and re-start the macro to make the cloaks/shoulders.
 
When I see it needs fish scale sheets, I just stop the macro and make a crap-ton of patches then swatches (is that the right order?) and then sheets, and re-start the macro to make the cloaks/shoulders.
Yup that is the easiest, also with ore conversions.
 
FAQ
Inventory slot 11 and 12 from perks do not work ?
I will not be supporting it unless it becomes accessible to everyone gold/f2p

I do not have it myself nor do I plan to ever get it.
What is it saying when it pauses ?

I am having the same issue. The bags the items are in continuously open and close, it loads up the items into the forge/oven/etc, then won't combine them. Only reason I got the perk is the sheer amount of items some of these tradeskills require, so the extra space was going to be nice, lol.

EDIT: I noticed it only does it if it pulls an item out of the 11/12 slot container. It will combine like normal if ALL items are from the 1 to 10 slots.
 
I am having the same issue. The bags the items are in continuously open and close, it loads up the items into the forge/oven/etc, then won't combine them. Only reason I got the perk is the sheer amount of items some of these tradeskills require, so the extra space was going to be nice, lol.

EDIT: I noticed it only does it if it pulls an item out of the 11/12 slot container. It will combine like normal if ALL items are from the 1 to 10 slots.
Now that is weird to me, would have thought picking up the item would be the problem not clicking the combine button, had a look and I don't see why this is happening. Don't see a lot of checks for slot 1-10 so it should have just worked (only in finditem.mac not tradesman.mac)

Best use for now is to have the macro drop the kept items in bag 11/12 (can set it in the .ini file)
 
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Now that is weird to me, would have thought picking up the item would be the problem not clicking the combine button, had a look and I don't see why this is happening. Don't see a lot of checks for slot 1-10 so it should have just worked (only in finditem.mac not tradesman.mac)

Best use for now is to have the macro drop the kept items in bag 11/12 (can set it in the .ini file)

I changed movesuccess=12, and it didn't do anything. However, I did change the bagopen=0 and it works mostly fine with the occasional hiccup.
 
Bug in research learning: Rank 1 spells/etc don't get dropped into my 10th bag slot (MoveSuccess=10) like rank 2 ones do.

For example, neither of these spells dumped into the configured bag. The rank 2 tome I made earlier, as well as augment containers, dropped in just fine.
1635963176465.png

These ones also dropped into the 10th bag:
1635963364085.png
 
Bug in research learning: Rank 1 spells/etc don't get dropped into my 10th bag slot (MoveSuccess=10) like rank 2 ones do.

For example, neither of these spells dumped into the configured bag. The rank 2 tome I made earlier, as well as augment containers, dropped in just fine.
View attachment 34721

These ones also dropped into the 10th bag:
View attachment 34723
Only reason that would happen if item/spell made is used in another recipe. Looked at the list and seems these are not used. Ill scratch around a it, have no explanation at this moment.

Fine Vellum parchment should be kept, used in research again and agin.
 
Just to help give context, I am doing research and cleaning my bags of scrolls every run of a few dozen combines.

The ones in bag 10 (General 10-) are ones that were placed correctly into the dump bag. Spells not in bag 10 are ones the macro is not putting into the discard pile. It only happens with rank 1s, and it's hundreds of these that are problematic. I've only seen the problem with research, and only with rank 1 spells/songs.

1636160833844.png


Maybe you can find some sort of similarity between these that aren't making it into the "movesuccess=" container.
 
Just to help give context, I am doing research and cleaning my bags of scrolls every run of a few dozen combines.

The ones in bag 10 (General 10-) are ones that were placed correctly into the dump bag. Spells not in bag 10 are ones the macro is not putting into the discard pile. It only happens with rank 1s, and it's hundreds of these that are problematic. I've only seen the problem with research, and only with rank 1 spells/songs.

View attachment 34773


Maybe you can find some sort of similarity between these that aren't making it into the "movesuccess=" container.
Try the following for me, start the macro then /mqp. pick something up and hold it in your cursor. Does it stay on cursor for a minute at least ?
 
Try the following for me, start the macro then /mqp. pick something up and hold it in your cursor. Does it stay on cursor for a minute at least ?
Yes. It's not autoforage (gets disabled when macro starts) or anything else that is autoinventory'ing my stuff, and it's far too coincidental that no rank 2s get skipped to the drop bag.

Research is also the only skill that I have had this problem with -- and this is my 5th character running through TS grinding.
 
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I am working on tailoring, but I can't get it to finish and print a shopping list. After I initiate (with /mac ts/tradesman tailoring learn) it gets stuck in a loop on certain recipes especially the cloak/amice from TBL/ToV and acrylia recipes. I have tried blocking these recipes, but there are a lot of them and it's taking a lot of time. I did not have this problem with jewelcrafting. Any help would be appreciated.
Thanks
 
Release Tradeskill recipes (max out Artisan's Prize)

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