Sorry for the late reply, been a tad busy :/ Anyway, image attached. As you can see, the reagent list shows (alomst) identical mats, yet one is craftable, one is not
In the top shot, the zircon is selected, in the lower, the Ametrine.
Any ideas?
this happens with eternals and primals.... because they can each be transmuted "for free" between each variety, having 1 eternal means you've got them all as far as gw is concerned when coming up with craftability counts. the "create" button, tho, actually obeys real inventory counts of the actual reagents you need since it operates immediately instead of queuing.
so, this tells me you have at least 1 eternal shadow on hand and some mix of 4 other eternals, tho no eternal airs.
this is a problem i need to address because it's not exactly accurate to say that eternals and primals can freely transmute between the various types...
this happens with eternals and primals.... because they can each be transmuted "for free" between each variety, having 1 eternal means you've got them all as far as gw is concerned when coming up with craftability counts. the "create" button, tho, actually obeys real inventory counts of the actual reagents you need since it operates immediately instead of queuing.
so, this tells me you have at least 1 eternal shadow on hand and some mix of 4 other eternals, tho no eternal airs.
this is a problem i need to address because it's not exactly accurate to say that eternals and primals can freely transmute between the various types...
Yeah, the cooldown can screw you over pretty bad if ur not careful when making the epic gems :/
shift-click the icon in the button list to link the trade (you can link yours or any of your alts).
shift-click the recipe name in the detail window to link the recipe or shift-click the icon to link the created item (i think..?). sorry that this departs from the norm, but i'm reserving shift-clicks on recipes for selection purposes.
the Shift -Click on items isn't working for me. but I can shift-click on the skill window.
Oh wait.... do you mean down there?
Ahhh I was trying to shift click the item in the list it's self, not down there. probably should be doable from there as well? :)
You know what would be Great. if it tracked the number of items I need to make in a way that it just auto queued them till the count in my bag was enough than it would stop. for example to make a hog I need 40 bolts, but it's not super easy to tell it to make 40 because as you make them it says it makes 1-3 of them.
is this the mod that just auto bought all the vender items needed in the queue, only I didn't need them because I accidentally had 4 Mech Hogs in my Queue when I talked to the vender! @!@#@ OOPS
You know what would be Great. if it tracked the number of items I need to make in a way that it just auto queued them till the count in my bag was enough than it would stop. for example to make a hog I need 40 bolts, but it's not super easy to tell it to make 40 because as you make them it says it makes 1-3 of them.
gw takes the average result for random drop rates from crafts. so for the cobalt bolts, it assumes you make 2 at a time when deciding how many to queue. however, the queue is fully dynamic so as you are crafting, the number of iterations it expects to run will change based on your yield.
unfortunately, there's no way to automate the crafting process to fully take advantage of this, so what will happen is longer runs of items that make variable numbers of items will either come up short (and require additional crafting and maybe even additional reagents) or you'll end up with extras. i *can* have gw drop out of a craft cycle if it anticipates the current one will fill the need, but there's no way to stop mid craft.
is this the mod that just auto bought all the vender items needed in the queue, only I didn't need them because I accidentally had 4 Mech Hogs in my Queue when I talked to the vender! @!@#@ OOPS
how do we turn that off!?
sorry. it's a known issue i'm dealing with right now.
sorry. it's a known issue i'm dealing with right now.
Perhaps you can add an 'Are you sure?' prompt that lists the items and their quantities when speaking with a vendor that has items relevant to your queue.
what i intended to have is the queue list pop up when you visit a relevant vendor/bank/auctionhouse/mailbox/etc. it would pop up and filter itself for the current context.
however, after going down that road a bit, i started rethinking things. i don't want to have another window for the shopping list, but i'm not completely satisfied with how i was going to deal with the multi-purposed queue list. i need to figure out a good solution for when to have the list open up to the current player and when to leave it alone...
i *can* have gw drop out of a craft cycle if it anticipates the current one will fill the need, but there's no way to stop mid craft.
thats all I was suggesting. It could look at the current count, then after the current cycle it could look again at the count and say, is THAT enough? no, do 1 more. Now is it enough? Yes, ok no more of those.... Next item. :)
except that it has to anticipate what the next iteration will do. so if you still need 2 items and it's crafting 1-3 of them, it would not drop out of the loop until after the next iteration, even if the current one produced 3 items.
altho i suppose if it assumed an average result (2) then it could quit early even if you only got 1 that time and thus still needed another iteration. i suppose either way results in additional interaction by the user (forcing a stop or having to click "craft" again).
except that it has to anticipate what the next iteration will do. so if you still need 2 items and it's crafting 1-3 of them, it would not drop out of the loop until after the next iteration, even if the current one produced 3 items.
altho i suppose if it assumed an average result (2) then it could quit early even if you only got 1 that time and thus still needed another iteration. i suppose either way results in additional interaction by the user (forcing a stop or having to click "craft" again).
you are counting how many are in the bags at some point. why not just have it double check did the last run make enough, before submitting another item run. In other words, at first just run them off till you start to get close to the point where you could get enough then go into a mode where it checks and if it didn't get them it submits 1 more run, and checks again till you end up with exactly the number needed or just a few more.
When using Alchemy, recipe X requires Pygmy Oil, if you have some already, it stops and tries to get Pygmy Sucker Fish to convert into oil, thus fails because you have some, but it wants to make some, but you have some, rinse, repeat. This might also be true of low level oil required potions, but I haven't tried.
All trade skills are no longer grabbing materials from the bank and/or guild bank. You must manually withdraw the items. Supposed available quantities are way way off. Sometimes in the hundreds.
It is nice the GW knows that if you do not have an material, but an alt can make it, it suggests, or hints as much, but it does not tell you which alt can make the item, or even if the alt already has the item. See quantities above.
I would love to give you bug reports, but GW isn't throwing errors; rather, it was working, and then it is working incorrectly. If you have all the materials on your personal inventory, GW works like a charm. I will delete my saved variables for GW, see if that works, and get back to you.
Can I ask, is development still happening on GW? It's shaping up to be a great replacement for skillet, but is sorely lacking a shopping list right now. Even a simple frame which shows a tally of the total of each mat needed for a queue, no buying functionality necessary.
Kevmar has updated Kevtool Queue so you can queue items in GW, but once you queue a hundred glyphs, without knowing the exact mats needed crafting is quite hard.
I realise you are probably really busy with lots of stuff, and thank you for the great addon. Hope it gets updated soon.
yes, gw development is still happening. part of the reason updates are infrequent is that i'm implementing a lot of stuff and i don't want to post something i know is broken.
and yeah, real life is definitely getting the way. :(
i'd like to get a new version out in the next couple days. auto-purchasing/retrieval has worked in earlier iterations but has been somewhat buggy (generally it would buy too many items). hopefully it will make its return this iteration and finally work correctly.
the shopping list should finally be implemented.
gw will auto-generate a macro to allow keybinding the process function.
i'm trying to ensure that gw knows which alts know which recipes so that it doesn't try to queue things you can't make.
all that should be in the next iteration.
down the road:
dealing with the guild-wide profession stuff
auction house integration
mail integration
quotas
cooldowns
recipe skill levels and power leveling strategies
+more
Sorry for the late reply, been a tad busy :/ Anyway, image attached. As you can see, the reagent list shows (alomst) identical mats, yet one is craftable, one is not
In the top shot, the zircon is selected, in the lower, the Ametrine.
Any ideas?
so, this tells me you have at least 1 eternal shadow on hand and some mix of 4 other eternals, tho no eternal airs.
this is a problem i need to address because it's not exactly accurate to say that eternals and primals can freely transmute between the various types...
Yeah, the cooldown can screw you over pretty bad if ur not careful when making the epic gems :/
the Shift -Click on items isn't working for me. but I can shift-click on the skill window.
Oh wait.... do you mean down there?
Ahhh I was trying to shift click the item in the list it's self, not down there. probably should be doable from there as well? :)
how do we turn that off!?
gw takes the average result for random drop rates from crafts. so for the cobalt bolts, it assumes you make 2 at a time when deciding how many to queue. however, the queue is fully dynamic so as you are crafting, the number of iterations it expects to run will change based on your yield.
unfortunately, there's no way to automate the crafting process to fully take advantage of this, so what will happen is longer runs of items that make variable numbers of items will either come up short (and require additional crafting and maybe even additional reagents) or you'll end up with extras. i *can* have gw drop out of a craft cycle if it anticipates the current one will fill the need, but there's no way to stop mid craft.
sorry. it's a known issue i'm dealing with right now.
Perhaps you can add an 'Are you sure?' prompt that lists the items and their quantities when speaking with a vendor that has items relevant to your queue.
however, after going down that road a bit, i started rethinking things. i don't want to have another window for the shopping list, but i'm not completely satisfied with how i was going to deal with the multi-purposed queue list. i need to figure out a good solution for when to have the list open up to the current player and when to leave it alone...
thats all I was suggesting. It could look at the current count, then after the current cycle it could look again at the count and say, is THAT enough? no, do 1 more. Now is it enough? Yes, ok no more of those.... Next item. :)
Looking nice so far.
altho i suppose if it assumed an average result (2) then it could quit early even if you only got 1 that time and thus still needed another iteration. i suppose either way results in additional interaction by the user (forcing a stop or having to click "craft" again).
you are counting how many are in the bags at some point. why not just have it double check did the last run make enough, before submitting another item run. In other words, at first just run them off till you start to get close to the point where you could get enough then go into a mode where it checks and if it didn't get them it submits 1 more run, and checks again till you end up with exactly the number needed or just a few more.
When using Alchemy, recipe X requires Pygmy Oil, if you have some already, it stops and tries to get Pygmy Sucker Fish to convert into oil, thus fails because you have some, but it wants to make some, but you have some, rinse, repeat. This might also be true of low level oil required potions, but I haven't tried.
All trade skills are no longer grabbing materials from the bank and/or guild bank. You must manually withdraw the items. Supposed available quantities are way way off. Sometimes in the hundreds.
It is nice the GW knows that if you do not have an material, but an alt can make it, it suggests, or hints as much, but it does not tell you which alt can make the item, or even if the alt already has the item. See quantities above.
I would love to give you bug reports, but GW isn't throwing errors; rather, it was working, and then it is working incorrectly. If you have all the materials on your personal inventory, GW works like a charm. I will delete my saved variables for GW, see if that works, and get back to you.
However, counts seem to be fixed after a SV flush.
Can I ask, is development still happening on GW? It's shaping up to be a great replacement for skillet, but is sorely lacking a shopping list right now. Even a simple frame which shows a tally of the total of each mat needed for a queue, no buying functionality necessary.
Kevmar has updated Kevtool Queue so you can queue items in GW, but once you queue a hundred glyphs, without knowing the exact mats needed crafting is quite hard.
I realise you are probably really busy with lots of stuff, and thank you for the great addon. Hope it gets updated soon.
and yeah, real life is definitely getting the way. :(
Either way, keep up the good work and don't rush. Looking forward to the next iteration.
the shopping list should finally be implemented.
gw will auto-generate a macro to allow keybinding the process function.
i'm trying to ensure that gw knows which alts know which recipes so that it doesn't try to queue things you can't make.
all that should be in the next iteration.
down the road:
dealing with the guild-wide profession stuff
auction house integration
mail integration
quotas
cooldowns
recipe skill levels and power leveling strategies
+more