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This project forked from wunaidage/ffxiv-craft-opt-web

71.0 10.0 43.0 53.2 MB

Web frontend for FFXIV Crafting Optimizer service.

License: zlib License

HTML 21.57% JavaScript 70.00% Python 3.09% Batchfile 0.02% Dockerfile 0.05% SCSS 5.26%

notranged.github.io's Introduction

FFXIV Crafting Optimizer Website

This project contains the source for the FFXIV Crafting Optimizer Website. It uses AngularJS, AngularUI Bootstrap, and Bootstrap.

Updating item and food databases

For the notranged.github.io version of this tool, I have written a new Python scraper that pulls recipe, food, medicine data from xivapi.com. Whenever FFXIV gets updated with new crafting recipes, food, or medicine, run xivapi_calls.py found in the scripts directory. It will create new .json files for each job, food, and medicine in the /app/data or /data directory.

An alternative script can be found below; At some point I made an updated version of that script but idk what i changed about it anymore i forgor 💀

Development (old readme)

Running the app during development

You can pick one of these options:

  • serve the app subdirectory in this repository with your webserver
  • install node.js and run:
    • npm install
    • npm start
  • install browser-sync and run:
    • browser-sync start --port 8001 --server app --files app
  • install Docker and run:
    • docker build --tag ffxiv-craft-opt-web-dev .
    • docker run -d --rm -it -p 8001:8001 ffxiv-craft-opt-web-dev

The node.js, browser-sync and Docker methods options will serve the website on port 8001. Browser-sync should automatically launch your default browser and load the app.

Note that if you're using Docker on Windows or OS X via VirtualBox, you'll have to use the IP address of the Linux VM (usually 192.168.99.100) that is hosting Docker, instead of localhost. The Dockerfile.dev method will mount the app source as a volume so changes will be reflected when the browser is refreshed.

Translations

Localization files can be found in app/locale. The app/locale/en.json file is purposefully missing because the English strings are used as the translation keys. Strings which require interpolation are defined in app.js so that they can be displayed immediately as a fallback until the actual locale json file finishes loading.

notranged.github.io's People

Contributors

ahmadaymana99 avatar aricstewart avatar btford avatar butterflo avatar dazemc avatar doxxx avatar dten avatar elnur avatar ermad avatar faithix avatar gr3ger avatar igorminar avatar jeffbcross avatar jengines avatar kongspark avatar lee89tw14 avatar lokyst avatar mhevery avatar michaelneale avatar noirbot avatar noshlag avatar notranged avatar queenschou avatar ranged avatar ryan-dyer-sp avatar ryuanerin avatar saltfish-x avatar shammylevva avatar vojtajina avatar yls888 avatar

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notranged.github.io's Issues

Docker build does not work

Tried docker build according to instructions, and it did not worked for me (Windows 10 WSL2):

PS D:\projects\games\NotRanged.github.io> docker build -f Dockerfile.dev -t ffxiv-craft-opt-web-dev .
[+] Building 41.7s (6/6) FINISHED
 => [internal] load build definition from Dockerfile.dev                                                           0.2s
 => => transferring dockerfile: 134B                                                                               0.0s
 => [internal] load .dockerignore                                                                                  0.1s
 => => transferring context: 47B                                                                                   0.0s
 => [internal] load metadata for docker.io/library/node:4                                                          5.7s
 => [1/2] FROM docker.io/library/node:4@sha256:fab73fccce5abc3fade13a99179884a306aa6c5292a2fc11833ee25ca15c1f85   33.5s
 => => resolve docker.io/library/node:4@sha256:fab73fccce5abc3fade13a99179884a306aa6c5292a2fc11833ee25ca15c1f85    0.0s
 => => sha256:3d77ce4481b119f00e53bee9b4a443469c42c224db954ddaa2e6b74cd73cd5d0 54.26MB / 54.26MB                  14.1s
 => => sha256:d562b1c3ac3f8e29c94c8c31142f96c548bada88cc683404805f5d81c3991f34 43.25MB / 43.25MB                  13.9s
 => => sha256:41d0ad2557ea2a9e57e1a458c1d659e92f601586e07dcffef74c9cef542f6f6e 2.01kB / 2.01kB                     0.0s
 => => sha256:ef4b194d8fcf4fedc96adf4d99f136f5a31ee2cd38561f7a2e4af1b036b4bf69 7.17kB / 7.17kB                     0.0s
 => => sha256:fab73fccce5abc3fade13a99179884a306aa6c5292a2fc11833ee25ca15c1f85 1.73kB / 1.73kB                     0.0s
 => => sha256:534514c83d698ad8a2ef994eeedaed92738e401d735e453d47e635cca02901b6 17.58MB / 17.58MB                   5.5s
 => => sha256:4b85e68dc01d5ba298262148a77051ac4a8c8a1e138c678682a5dae241ae4db9 131.08MB / 131.08MB                25.9s
 => => sha256:f6a66c5de9dbb091030da992eb589991771342d2c533146e682425e3986e2b20 4.42kB / 4.42kB                    15.9s
 => => sha256:7a4e7d9a081d8b9504e94524205815677508c75739a9ad82ef94591b3a767335 117.62kB / 117.62kB                16.6s
 => => extracting sha256:3d77ce4481b119f00e53bee9b4a443469c42c224db954ddaa2e6b74cd73cd5d0                          4.3s
 => => sha256:876b13112871a940a632a8e7178ffd1021950f5031a3e2d720d819182c7afd10 12.35MB / 12.35MB                  20.6s
 => => sha256:95d109ce6b5dd7bdbfe861e463c749aae30fb268f52fab41fe3c706263410458 1.06MB / 1.06MB                    17.7s
 => => extracting sha256:534514c83d698ad8a2ef994eeedaed92738e401d735e453d47e635cca02901b6                          1.2s
 => => extracting sha256:d562b1c3ac3f8e29c94c8c31142f96c548bada88cc683404805f5d81c3991f34                          3.8s
 => => extracting sha256:4b85e68dc01d5ba298262148a77051ac4a8c8a1e138c678682a5dae241ae4db9                          5.7s
 => => extracting sha256:f6a66c5de9dbb091030da992eb589991771342d2c533146e682425e3986e2b20                          0.0s
 => => extracting sha256:7a4e7d9a081d8b9504e94524205815677508c75739a9ad82ef94591b3a767335                          0.0s
 => => extracting sha256:876b13112871a940a632a8e7178ffd1021950f5031a3e2d720d819182c7afd10                          1.0s
 => => extracting sha256:95d109ce6b5dd7bdbfe861e463c749aae30fb268f52fab41fe3c706263410458                          0.1s
 => [2/2] WORKDIR /usr/src/app                                                                                     2.2s
 => exporting to image                                                                                             0.1s
 => => exporting layers                                                                                            0.1s
 => => writing image sha256:49adbf6df8c011d6257a9b5721064a206eb495ed04b30169eac8c836762c651b                       0.0s
 => => naming to docker.io/library/ffxiv-craft-opt-web-dev                                                         0.0s

Use 'docker scan' to run Snyk tests against images to find vulnerabilities and learn how to fix them
PS D:\projects\games\NotRanged.github.io> docker run --rm -it -p 8001:8001 ffxiv-craft-opt-web-dev
npm ERR! Linux 5.10.60.1-microsoft-standard-WSL2
npm ERR! argv "/usr/local/bin/node" "/usr/local/bin/npm" "start"
npm ERR! node v4.9.1
npm ERR! npm  v2.15.11
npm ERR! path /usr/src/app/package.json
npm ERR! code ENOENT
npm ERR! errno -2
npm ERR! syscall open

npm ERR! enoent ENOENT: no such file or directory, open '/usr/src/app/package.json'
npm ERR! enoent This is most likely not a problem with npm itself
npm ERR! enoent and is related to npm not being able to find a file.
npm ERR! enoent

npm ERR! Please include the following file with any support request:
npm ERR!     /usr/src/app/npm-debug.log
PS D:\projects\games\NotRanged.github.io>

Possibly instruction should be clarified. Also, I've tried non-dev docker on the same environment, and it failed:

 => ERROR [3/1] RUN npm install && npm cache clean --force                                                        28.9s
------
 > [3/1] RUN npm install && npm cache clean --force:
#7 1.022 npm WARN package.json [email protected] No README data
#7 1.028 npm WARN package.json [email protected] No license field.
#7 3.475 npm WARN engine [email protected]: wanted: {"node":">= 8.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.906 npm WARN engine [email protected]: wanted: {"node":">= 8.10.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.907 npm WARN engine [email protected]: wanted: {"node":">=8.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.908 npm WARN engine [email protected]: wanted: {"node":">=8.6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.908 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.915 npm WARN engine [email protected]: wanted: {"node":">=8.3.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 8.915 npm WARN engine [email protected]: wanted: {"node":">=8.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 9.705 npm WARN deprecated [email protected]: Debug versions >=3.2.0 <3.2.7 || >=4 <4.3.1 have a low-severity ReDos regression when used in a Node.js environment. It is recommended you upgrade to 3.2.7 or 4.3.1. (https://github.com/visionmedia/debug/issues/797)
#7 10.21 npm WARN engine [email protected]: wanted: {"node":">=8.6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.21 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":">= 8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":">= 6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":">=8.10.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.64 npm WARN engine [email protected]: wanted: {"node":"^8.16.0 || ^10.6.0 || >=11.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 10.66 npm WARN optional dep failed, continuing [email protected]
#7 11.39 npm WARN engine [email protected]: wanted: {"node":">=8.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 11.44 npm WARN engine [email protected]: wanted: {"node":">=6.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 11.44 npm WARN engine [email protected]: wanted: {"node":">=12"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 11.67 npm WARN engine [email protected]: wanted: {"node":">=8.6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 11.67 npm WARN engine [email protected]: wanted: {"node":">=8.6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 12.08 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 12.34 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 12.34 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.37 npm WARN engine [email protected]: wanted: {"node":">=8.3.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.38 npm WARN engine [email protected]: wanted: {"node":">=8.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.38 npm WARN engine [email protected]: wanted: {"node":">=8.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.57 npm WARN engine [email protected]: wanted: {"node":"6.* || 8.* || >= 10.*"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.57 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.57 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 14.57 npm WARN engine [email protected]: wanted: {"node":">=6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.56 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.57 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.64 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.64 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.67 npm WARN peerDependencies The peer dependency bufferutil@^4.0.1 included from ws will no
#7 15.67 npm WARN peerDependencies longer be automatically installed to fulfill the peerDependency
#7 15.67 npm WARN peerDependencies in npm 3+. Your application will need to depend on it explicitly.
#7 15.67 npm WARN peerDependencies The peer dependency utf-8-validate@^5.0.2 included from ws will no
#7 15.67 npm WARN peerDependencies longer be automatically installed to fulfill the peerDependency
#7 15.67 npm WARN peerDependencies in npm 3+. Your application will need to depend on it explicitly.
#7 15.69 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.70 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 15.71 npm WARN engine [email protected]: wanted: {"node":">=6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.54 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.54 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.73 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.75 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.75 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.81 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.82 npm WARN engine [email protected]: wanted: {"node":"6.* || 8.* || >= 10.*"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.82 npm WARN engine [email protected]: wanted: {"node":">=10"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.82 npm WARN engine [email protected]: wanted: {"node":">=10"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.82 npm WARN engine [email protected]: wanted: {"node":">=6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 16.84 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.31 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.31 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.50 npm WARN engine [email protected]: wanted: {"node":">=7.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.56 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.56 npm WARN engine [email protected]: wanted: {"node":">=10"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.72 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.83 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.84 npm WARN engine [email protected]: wanted: {"node":">=8"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 17.99 npm WARN engine [email protected]: wanted: {"node":">=7.0.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 18.08
#7 18.08 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/bufferutil
#7 18.08 > node-gyp-build
#7 18.08
#7 20.22 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/bufferutil/build'
#7 20.22   CC(target) Release/obj.target/bufferutil/src/bufferutil.o
#7 20.24 ../src/bufferutil.c:3:22: fatal error: node_api.h: No such file or directory
#7 20.24  #include <node_api.h>
#7 20.24                       ^
#7 20.24 compilation terminated.
#7 20.26 make: *** [Release/obj.target/bufferutil/src/bufferutil.o] Error 1
#7 20.26 bufferutil.target.mk:96: recipe for target 'Release/obj.target/bufferutil/src/bufferutil.o' failed
#7 20.26 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/bufferutil/build'
#7 20.26 gyp ERR! build error
#7 20.27 gyp ERR! stack Error: `make` failed with exit code: 2
#7 20.27 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 20.27 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 20.27 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 20.27 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 20.27 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 20.27 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 20.27 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/bufferutil
#7 20.27 gyp ERR! node -v v4.9.1
#7 20.27 gyp ERR! node-gyp -v v3.4.0
#7 20.28 gyp ERR! not ok
#7 20.28 npm WARN engine [email protected]: wanted: {"node":">=6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 20.28 npm WARN engine [email protected]: wanted: {"node":">=6"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 20.29
#7 20.29 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/utf-8-validate
#7 20.29 > node-gyp-build
#7 20.29
#7 21.23 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/utf-8-validate/build'
#7 21.24   CC(target) Release/obj.target/validation/src/validation.o
#7 21.26 ../src/validation.c:4:22: fatal error: node_api.h: No such file or directory
#7 21.26  #include <node_api.h>
#7 21.26                       ^
#7 21.26 compilation terminated.
#7 21.30 validation.target.mk:96: recipe for target 'Release/obj.target/validation/src/validation.o' failed
#7 21.30 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/utf-8-validate/build'
#7 21.30 make: *** [Release/obj.target/validation/src/validation.o] Error 1
#7 21.30 gyp ERR! build error
#7 21.31 gyp ERR! stack Error: `make` failed with exit code: 2
#7 21.31 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 21.31 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 21.31 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 21.31 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 21.31 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 21.31 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 21.31 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/engine.io/node_modules/utf-8-validate
#7 21.31 gyp ERR! node -v v4.9.1
#7 21.31 gyp ERR! node-gyp -v v3.4.0
#7 21.31 gyp ERR! not ok
#7 22.47 npm WARN engine [email protected]: wanted: {"node":">=8.3.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 22.47 npm WARN engine [email protected]: wanted: {"node":">=8.3.0"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 22.92 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 22.93 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 22.93 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 22.93 npm WARN engine [email protected]: wanted: {"node":">=6.14.2"} (current: {"node":"4.9.1","npm":"2.15.11"})
#7 23.22
#7 23.22 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate
#7 23.22 > node-gyp-build
#7 23.22
#7 24.18 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate/build'
#7 24.18   CC(target) Release/obj.target/validation/src/validation.o
#7 24.21 ../src/validation.c:4:22: fatal error: node_api.h: No such file or directory
#7 24.21  #include <node_api.h>
#7 24.21                       ^
#7 24.21 compilation terminated.
#7 24.26 validation.target.mk:96: recipe for target 'Release/obj.target/validation/src/validation.o' failed
#7 24.27 make: *** [Release/obj.target/validation/src/validation.o] Error 1
#7 24.27 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate/build'
#7 24.27 gyp ERR! build error
#7 24.28 gyp ERR! stack Error: `make` failed with exit code: 2
#7 24.28 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 24.28 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 24.28 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 24.28 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 24.28 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 24.28 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 24.28 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate
#7 24.28 gyp ERR! node -v v4.9.1
#7 24.28 gyp ERR! node-gyp -v v3.4.0
#7 24.28 gyp ERR! not ok
#7 24.28
#7 24.28 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate
#7 24.28 > node-gyp-build
#7 24.28
#7 25.19 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate/build'
#7 25.20   CC(target) Release/obj.target/validation/src/validation.o
#7 25.23 ../src/validation.c:4:22: fatal error: node_api.h: No such file or directory
#7 25.23  #include <node_api.h>
#7 25.23                       ^
#7 25.23 compilation terminated.
#7 25.30 validation.target.mk:96: recipe for target 'Release/obj.target/validation/src/validation.o' failed
#7 25.30 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate/build'
#7 25.30 make: *** [Release/obj.target/validation/src/validation.o] Error 1
#7 25.30 gyp ERR! build error
#7 25.30 gyp ERR! stack Error: `make` failed with exit code: 2
#7 25.30 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 25.30 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 25.30 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 25.30 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 25.30 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 25.30 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 25.30 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/utf-8-validate
#7 25.31 gyp ERR! node -v v4.9.1
#7 25.31 gyp ERR! node-gyp -v v3.4.0
#7 25.31 gyp ERR! not ok
#7 25.32
#7 25.32 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil
#7 25.32 > node-gyp-build
#7 25.32
#7 26.20 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil/build'
#7 26.21   CC(target) Release/obj.target/bufferutil/src/bufferutil.o
#7 26.23 ../src/bufferutil.c:3:22: fatal error: node_api.h: No such file or directory
#7 26.23  #include <node_api.h>
#7 26.23                       ^
#7 26.23 compilation terminated.
#7 26.26 bufferutil.target.mk:96: recipe for target 'Release/obj.target/bufferutil/src/bufferutil.o' failed
#7 26.26 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil/build'
#7 26.26 make: *** [Release/obj.target/bufferutil/src/bufferutil.o] Error 1
#7 26.26 gyp ERR! build error
#7 26.27 gyp ERR! stack Error: `make` failed with exit code: 2
#7 26.27 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 26.27 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 26.27 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 26.27 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 26.27 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 26.27 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 26.27 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/socket.io/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil
#7 26.27 gyp ERR! node -v v4.9.1
#7 26.27 gyp ERR! node-gyp -v v3.4.0
#7 26.27 gyp ERR! not ok
#7 26.28
#7 26.28 > [email protected] install /usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil
#7 26.28 > node-gyp-build
#7 26.28
#7 27.07 make: Entering directory '/usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil/build'
#7 27.08   CC(target) Release/obj.target/bufferutil/src/bufferutil.o
#7 27.09 ../src/bufferutil.c:3:22: fatal error: node_api.h: No such file or directory
#7 27.09  #include <node_api.h>
#7 27.09                       ^
#7 27.09 compilation terminated.
#7 27.12 make: *** [Release/obj.target/bufferutil/src/bufferutil.o] Error 1
#7 27.12 bufferutil.target.mk:96: recipe for target 'Release/obj.target/bufferutil/src/bufferutil.o' failed
#7 27.12 make: Leaving directory '/usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil/build'
#7 27.12 gyp ERR! build error
#7 27.12 gyp ERR! stack Error: `make` failed with exit code: 2
#7 27.12 gyp ERR! stack     at ChildProcess.onExit (/usr/local/lib/node_modules/npm/node_modules/node-gyp/lib/build.js:276:23)
#7 27.12 gyp ERR! stack     at emitTwo (events.js:87:13)
#7 27.12 gyp ERR! stack     at ChildProcess.emit (events.js:172:7)
#7 27.13 gyp ERR! stack     at Process.ChildProcess._handle.onexit (internal/child_process.js:211:12)
#7 27.13 gyp ERR! System Linux 5.10.60.1-microsoft-standard-WSL2
#7 27.13 gyp ERR! command "/usr/local/bin/node" "/usr/local/lib/node_modules/npm/node_modules/node-gyp/bin/node-gyp.js" "rebuild"
#7 27.13 gyp ERR! cwd /usr/src/app/node_modules/browser-sync/node_modules/browser-sync-ui/node_modules/socket.io-client/node_modules/engine.io-client/node_modules/bufferutil
#7 27.13 gyp ERR! node -v v4.9.1
#7 27.13 gyp ERR! node-gyp -v v3.4.0
#7 27.13 gyp ERR! not ok
#7 27.13 npm ERR! Linux 5.10.60.1-microsoft-standard-WSL2
#7 27.13 npm ERR! argv "/usr/local/bin/node" "/usr/local/bin/npm" "install"
#7 27.13 npm ERR! node v4.9.1
#7 27.13 npm ERR! npm  v2.15.11
#7 27.13 npm ERR! code ELIFECYCLE
#7 27.13
#7 27.13 npm ERR! [email protected] install: `node-gyp-build`
#7 27.14 npm ERR! Exit status 1
#7 27.14 npm ERR!
#7 27.14 npm ERR! Failed at the [email protected] install script 'node-gyp-build'.
#7 27.14 npm ERR! This is most likely a problem with the bufferutil package,
#7 27.14 npm ERR! not with npm itself.
#7 27.14 npm ERR! Tell the author that this fails on your system:
#7 27.14 npm ERR!     node-gyp-build
#7 27.14 npm ERR! You can get information on how to open an issue for this project with:
#7 27.14 npm ERR!     npm bugs bufferutil
#7 27.14 npm ERR! Or if that isn't available, you can get their info via:
#7 27.14 npm ERR!
#7 27.14 npm ERR!     npm owner ls bufferutil
#7 27.14 npm ERR! There is likely additional logging output above.
#7 28.76
#7 28.76 npm ERR! Please include the following file with any support request:
#7 28.76 npm ERR!     /usr/src/app/npm-debug.log
------
executor failed running [/bin/sh -c npm install && npm cache clean --force]: exit code: 1
PS D:\projects\games\NotRanged.github.io>

Guaranteed by level not selecting all actions

Required Information

Class: Any
Level: 79 at least
Craftsmanship: N/A
Control: N/A
CP: N/A
Recipe Name: N/A
Recipe Level: N/A
Solver Seed: (Look at the top of the Execution Log on the Solver page) N/A

Expected Behaviour

When Selecting Guaranteed by level all actions to be selected

Actual Behaviour

When Guaranteed is clicked it does not select all actions, including; Rapid Synthesis (1 or 2), Focused Syntheses, Groundwork, Intensive Synthesis, Hasty Touch, Precise Touch, Focused Touch, and Tricks of the Trade

Steps To Reproduce

Set attributes for a crafter high enough to have the listed skills above

Mastery accounted for ?

So i was bored and started doing job quests for my LWT when i noticed that you get a few traits that are quite usefull, like careful synthesis (efficiency is increased to 180%) and a few other i still haven't unlocked. I can't find these in Crafter Attributes, is it a work in progress?
I first thought that there was very little point in doinf these quests but this changes things... :)

EDIT: i first thought the job quest unlocked it, but now i'm not sure if it was a reward or just because i hit 82, should have paid more attention.

Add option to add class micon to macros when not length-limited

feature request, not a bug

I use one macro per class which lives on the class hotbar, and I paste in the solver results. When I'm doing collectibles etc, I want to be able to shift between classes in a cycle without disturbing the other macros (eg, I may craft 5 weaver collectibles, then 5 carpenter, then 5 alchemist, then get materials and repeat the cycle). When I do this I usually put an micon line (eg '/micon weaver classjob') into the macro to differentiate them in the user macros UI. It would be nice if the tool could add this line when the macro is less than 15 lines.

some splendorous tools recipes not available to simulate

Required Information

Class: culinarian
Level: 90
Craftsmanship: 4059
Control:03503
CP:576
Recipe Name: connoisseur's squid baguette & connoisseur's spaghetti al nero
Recipe Level: 90
Solver Seed: N/A

Expected Behaviour

Recipes are available to select to use in the solver to select

Actual Behaviour

Recipes are not an option in the solver to select

Steps To Reproduce

using tsai tou vounou (HQ) and the above stats, the baguette and spaghetti recipes are not available. The pixieberry tea and tart are available.

Last action doesn't need wait

Suggesting to add an option where the last /ac command in the whole macro sequence wouldn't get wait added to end. It's when crafting is finished and control is turned back to player to click Synthesize again in the UI, the wait is redundant. I'd be uncomfortable knowing the macro could still be "running" in the background when i click it quickly so i always manually delete the wait anyway.

missing 6.5 implementation

Required Information

Hello, it's not really a beug but some recipes are missing from the list. I saw that you stopped at 6.4.
When are you going to implement 6.5? Because the recipes for Splendorous Tools stage 3,4,5,6 are missing. Thanks in advance

Solver makes my 100% HQ rotation worse

Required Information

Class: Carpenter
Level: 78
Craftsmanship: 1460
Control: 1433
CP: 400
Recipe Name: Lignum Vitae Lumber
Recipe Level: 78
Solver Seed: Doesn't matter

Expected Behaviour

Solver either can't improve my 100% HQ rotation, or finds a shorter, still 100% HQ rotation.

Actual Behaviour

Solver finds shorter rotations that have less than 100% chance of HQ.

Steps To Reproduce

Initial guess / rotation that gives 100% HQ:

["muscleMemory","manipulation","innovation","delicateSynthesis","prudentTouch","prudentTouch","prudentTouch","innovation","prudentTouch","prudentTouch","prudentTouch","byregotsBlessing","delicateSynthesis"]

All attributes to +0, default options.

"Groundwork Mastery" trait missing

Required Information

Class: LTW
Level: 86
Craftsmanship: 2191
Control: 2065
CP: 454
Recipe Name: Gaja Leather
Recipe Level: 81
Solver Seed: NA (affects progress calculations, i.e. all seeds are affected)

Expected Behaviour

In solver/simulator, my lvl 86 LTW, which JUST received Groundwork Mastery (bumping it to 360% efficiency), should be doing 658 progress when it is used (and does, in-game). 100% efficiency is 183, and 183*3.6 = 658.8 (then floor that, of course)

Actual Behaviour

Solver/Simulator says Groundwork only does 549 progress (300% efficiency), causing it to change and try to "correct" the following macro that works almost perfectly in-game (in the top 2 worst-case-scenario condition sets, it misses 100% quality by about 150-250 points).

Steps To Reproduce

  1. Reflect
  2. Manipulation
  3. Delicate Synthesis
  4. Preparatory Touch
  5. Waste Not II
  6. Preparatory Touch
  7. Innovation
  8. Delicate Synthesis
  9. Preparatory Touch
  10. Byregot's Blessing
  11. Groundwork

Specialist checkbox

the specialist check in the crafter attributes is pointing to a dead skill which is no longer in the game instead specialist now refers to the Soul Of The Crafter Stone which grants
+20 Craftsmanship
+20 Control
+15 CP

Solver leaving a lot of CP when more Quality can be done.

Required Information

Class: Alchemist
Level: 83
Craftsmanship: 2606
Control: 2457
CP: 507
Recipe Name: Panaloaf Yeast
Recipe Level: 83
Solver Seed: 1642311218188

Expected Behaviour

100% HQ and Progress

Actual Behaviour

Stops at 98% and leaves a huge chunk of CP left. 367 CP out of 507.

Steps To Reproduce

Start Quality set to 1860 due to using HQ Palm Sugar.

Solver

Set stats for all jobs

On the crafter attributes tab could we have a way to set all of the jobs to the same number. Not like linking the fields together but if you set your craftsmanship, control, and CP there is a button to just copy those numbers to the other jobs as well.

Reason being is when getting a new set of gear that all 8 jobs can use it is tedious to update 3 fields for all 8 jobs.

Other then that, I was able to get from 80 - 90 without issue for all jobs!

PRG miscalculation

Required Information

Class: Goldsmith
Level: 26
Craftsmanship: 114
Control: 120
CP: 257
Recipe Name: Grade 4 Skybuilders' Ingot
Recipe Level: 20
Solver Seed: 112213

Expected Behaviour

Action #2 Basic Synthesis should give Progress = 36

Actual Behaviour

Action #2 Basic Synthesis gives Progress = 37 in the simulator

Steps To Reproduce

Default settings

image
image

Off by one calculation? - Leatherworker Progress

Required Information

Class: Leatherworker
Level: 41
Food: Giant Handcock Dip
Craftsmanship: 223 (base 215)
Control: 227 (Base 213)
CP: 285
Recipe Name: Grade 4 Skybuilders' Leather Straps
Recipe Level: 40
Solver Seed: 49182

Expected Behaviour

Progress Increase to 138

Actual Behaviour

Progress Increase to 137

Steps To Reproduce

Gear Set
image

image

image

Solver options default

  1. Craft bundle of grade 4 skybuilders' leather straps

  2. Use

/ac "Basic Synthesis" <wait.3>
/ac "Innovation" <wait.2>
/ac "Basic Touch" <wait.3>
/ac "Standard Touch" <wait.3>
/ac "Basic Touch" <wait.3>
/ac "Standard Touch" <wait.3>
/ac "Master's Mend" <wait.3>
/ac "Innovation" <wait.2>
/ac "Basic Touch" <wait.3>
/ac "Standard Touch" <wait.3>
/ac "Veneration" <wait.2>
/ac "Standard Touch" <wait.3>
/ac "Basic Synthesis" <wait.3>
/echo Macro #1 complete <se.14>

Progress is 137/138

Possible to add stats to macro output?

This is a request, not an issue but I was trying to figure out if it was possible to add a echo line to the top of the macro output the with final craftsmanship, control and CP values from the attributes block. For macros where food/medicine are required that I don't use often it can be a handy reference for me to be able to see the required stats in the macro, especially if it's one I use infrequently.

My JavaScript knowledge is limited but I had a crack at adding it myself and I'm pretty sure it would need to go somewhere in app\js\components\macros.js but I can't figure out a way to reference the stat values that works.

Armorer solver button not working

Required Information

Class: Armorer
Level: 52
Craftsmanship: 132
Control: 163
CP: 282
Recipe Name: either grade 4 skybuilders
Recipe Level: 20/40
Solver Seed:

Expected Behaviour

for the solver button to work

Actual Behaviour

no solver button on armorer it doesn't light up

Steps To Reproduce

(Example: Buffs, Food, Synthesis Condition, Simulator/Solver Options if different from default)

All recipes under Carpenter / Blacksmith are failing progress

In the past 24 hours, any recipe including those >10 levels below which should take 3-5 steps max are coming back in the Monte Carlo Sim as 0% progress "NaN" and with 100% High-Quality.

Haven't played with settings to my knowledge. For example "Lignum Vitae Lumber" with the following stats:

Class: Carpenter
Level: 82
Craftsmanship: 2606
Control: 2457
CP: 507
Recipe Name: Lignum Vitae Lumber
Recipe Level: 78
Solver Seed: 1662020944217

Steps To Reproduce

No buffs, no food. It displays zero progress in the output.

Intensive Synthesis is considered "Guaranteed"

Required Information

Class: Armorer
Level: 78
Craftsmanship: 1633
Control: 1507
CP: 429
Recipe Name: Rarefied Titanbronze Tower Shield
Recipe Level: 78
Solver Seed: 20630

Expected Behaviour

Intensive Synthesis, which is conditional on Material Condition, should not be selected when using "Guaranteed (By Level)" to pick actions. Arguably Tricks of the Trade falls under this too.

Actual Behaviour

These skills are auto-selected as "Guaranteed" actions.

Steps To Reproduce

Pick a level 78 Armorer, click "Guaranteed (By Level)", notice that Intensive Synthesis was selected.

Start button inactive (not clickable)

Required Information

Class: GS
Level: 24
Craftsmanship: 125
Control: 132
CP: 250
Recipe Name: Any
Recipe Level: Any
Solver Seed: (Look at the top of the Execution Log on the Solver page)

Expected Behaviour

Start button for solver used to be active

(Example: Standard Synthesis progress is 42)

Actual Behaviour

Start button is greyed out (Can only solve going through landing page)
Screenshot 2022-01-03 132808

(Example: Standard Synthesis progress is 38)

Steps To Reproduce

(Example: Buffs, Food, Synthesis Condition, Simulator/Solver Options if different from default)

One button synthesis skills get changed into the focused synthesis combo, even if the outcome is the same

Required Information

Class: Blacksmith (might happen on every class)
Level: 90
Craftsmanship: 3628 (3748 buffed)
Control: 3466
CP: 536 (639 buffed)
Recipe Name: Ilmenite Ingot (probably all 3* recipes)
Recipe Level: 90***
Solver Seed: 1674782791426

Expected Behaviour

The solver finds the shortest macro duration, and will not use the focused synthesis combo (level 67) if a basic synthesis would suffice.

Actual Behaviour

The solver automatically changes the basic synthesis into the focused synthesis combo, even if the progress was already further than the minimum amount. This happens on the final step of the macro.

Steps To Reproduce

Buffs:

  • Calamari Ripieni (hq)
  • Cunning Craftsman's Draught (hq)

I also set the HQ% Margin to 50%, although with my stats, the quality doesn't get close to that (understandably so)

image

Corrected Japanese file. And accurate Japanese job's order.

Hi. Thanks for great works!

I corrected the important part of the Japanese file.
However, the mathematical part is esoteric and difficult to translate.
I will do my best to translate it.

ja.json file is here.
https://d.kuku.lu/276hneae3

and...

Can you change Japanese job's order?
I'm confused every time.
image

木工師 (Carpenter)
鍛冶師 (Blacksmith)
甲冑師 (Armorer)
彫金師 (Goldsmith)
革細工師 (Leatherworker)
裁縫師 (Weaver)
錬金術師 (Alchemist)
調理師 (Culinarian)

InnerQuiet added before trait is available (level 11)

Required Information

Example situation:
Class: Alchemist
Level: 10
Craftsmanship: 100
Control: 100
CP: 180
Recipe Name: Distilled Water
Recipe Level: 1
Solver Seed: 1682791810261

Expected Behaviour

First Basic Touch should not increase Inner Quiet. Second Basic Touch should increase quality by 68.

Actual Behaviour

Inner Quiet increases by 1 and the second Basic Touch increases quality by 74.

Steps To Reproduce

Default

Solver gets confused

Required Information

Class: 81
Level: LTW
Craftsmanship: 2606
Control: 2457
CP: 507
Recipe Name: Luncheon Toad Leather
Recipe Level: 82
Solver Seed: (Look at the top of the Execution Log on the Solver page) Unable (see below)

Expected Behaviour

Expected behavior would be ability to click Reset, then Start after using this previously for level 82 Weaver making Almasty Surge.

Actual Behaviour

Solve button dark - initial guess included the level 82 ability Careful Synthesis. But because the leatherworker is 81, does not have this ability, the page won't function. You would have to edit the previous solution and remove that step with 82 Careful Synth in order to attempt to re-use the solver. Reloading the page does not work. Obviously, deleting the cookie and setting it up fresh would, but this is cumbersome and not the desired behavior.

Steps To Reproduce

Load up 82 Weaver, abilities guaranteed by level
Create solution with almasty surge, use Blood Bouillabaisse HQ to get to 100%

Load up 81 Leatherworker, abilities guaranteed by level
Attempt to create solution for Luncheon Toad Leather

Can't seem to resolve some recipes

Required Information

Class: crp
Level: 61
Craftsmanship: 230
Control: 267
CP: 268
Recipe Name: Beech Lumber
Recipe Level: 61
Solver Seed: (Look at the top of the Execution Log on the Solver page)

Actuall Behaviour

For some reason if i try to solve Beech Lumber with my CRP the button "start" is greyed out, you can try this my loading my json, it also seems to affect some jobs and not others. (i tried it in chrome)

I can go around it by going in the simulator and pressing the solve key, but this is a strange behavior that started a few hours ago.

....

f14_ts_skills.zip

Progress failure

Required Information

Class: Goldsmith
Level: 60
Craftsmanship: 251 + 10 = 261
Control: 583 + 54 = 637
CP: 283
Recipe Name: [58] Rarefied Hardsilver Pole
Recipe Level: 58
Solver Seed: 5394

Expected Behaviour

Should End with a progress of 504

Actual Behaviour

Ends ingame with a progress of 477

Steps To Reproduce

(Example: Buffs, Food, Synthesis Condition, Simulator/Solver Options if different from default)
Food: Beet Soup
Startquality: 950

Failed crafting, progress offset by 5

Required Information

Class: GSM
Level: 62
Craftsmanship: 531
Control: 496
CP: 379
Recipe Name: Grade 4 Skybuilders' Embroidery Frame
Recipe Level: 60
Solver Seed: 154505

Expected Behaviour

Item is crafted at 582/580

Actual Behaviour

Item fails at 577/580

Steps To Reproduce

Using Chili Crab HQ to get those stats (they're included in the stats above already).
Note that with my base stats, adding a Chili Crab HQ doesn't end up having the same ingame stats as I have, so I had to manually adjust them so that the attributes on the solver screen are correct.

Solver insists on using Muscle Memory alone

Required Information

Class: Goldsmith
Level: 60
Craftsmanship: 578
Control: 548
CP: 337
Recipe Name: Aurum Regis Nugget
Recipe Level: 58
Solver Seed: 47488, (edit: 90956, 93693, 35161)

Expected Behaviour

The solver produces a solution to maximize HQ% using CP.

Actual Behaviour

The solver just uses Muscle Memory, which only increases Progress, resulting in no HQ%.
This only occurs less than half the time.

Steps To Reproduce

I haven't changed any of the solver's settings.

  1. Select a recipe (I've found this happens with any crafter that has Muscle Memory unlocked)
  2. Run the solver
  3. Get the result of just one Muscle Memory and no HQ%

Trained Eye is not functionning

Whenever I run a sim at level 90 for an item below 80 (non expert recipe) Trained Eye is never selected at the beginning, and when selected manually in the sim is giving 0 quality instead of filling 100% like expected (the tooltip is also saying "increase by 0" instead of "increase by 100%")

Doesn't seem to be using Traits.

Example is Culinary lvl 82 The Careful Synthesis gets a boost from 150% to 180%. Yet in the optimizer, it will always show 150%, and doesn't give the bonus.

This could be a huge factor in my previous report of the calculator being unable to find consistent solves and spitting back odd results.

High level (unobtained) skills in initial guess for low level characters

Required Information

Class: any
Level: 49 or lower
Craftsmanship: any
Control:
CP:
NotRanged Initial Guess Issue

Recipe Name:
Recipe Level:
Solver Seed: (Look at the top of the Execution Log on the Solver page)

Expected Behaviour

Initial macro guess includes only spells you have learned

Actual Behaviour

recipe guess starts with Byrgot's Blessing (level 50) and Careful Synthesis (level 62)

NotRanged Initial Guess Issue

Failed result with 4x Basic Synth on Horse Chestnut Lumber

Required Information

Class: Carpenter
Level: 83
Craftsmanship: 2606
Control: 2457
CP: 507
Recipe Name: Horse Chestnut Lumber
Recipe Level: 517/81 (?)
Solver Seed: 125896

Expected Behaviour

Easy solvable to get 100% quality with a few steps (a couple basic/standard touch combos after waste not II and innovation, then masters mend and synthesis to 100)

Actual Behaviour

After solving it suggests to use 4 Basic Synthesis aand nothing else. It ends up at progress 868/1000 without any points in quality. Reliability 0%.

Steps To Reproduce

Nothing special, just enter carpenterr data as given above and choose the recipe.

Final Appraisal Addition

First off, thank you so much for continuing this project. I've been trying to catch up with the methodology to start making changes to it myself, and seeing your comments in there has been a showcase to how hard you're working to maintaining it.

With the switch to passive Inner Quiet, I think adding Final Appraisal to deal with MuMe openers would be something to take a try at. I've found a few forks that have attempted it, but haven't been able to get the sim to trigger to test it. Still not 100% on how to weight actions properly, but I'll keep trying

Thank you again! Out of all the forks of the original, this one is the most recent and most adapted one, and it's been a supreme help in EW!

Uninitialized value when calculating progress for ground work

I feel like I need to explain why I even noticed this first. I'm a pepega and have been trying to rewrite the solver into Rust for some reason. Maybe I thought it'd be faster? I don't remember, the solver absorbs all souls. Anyways, I noticed this:

if (s.durabilityState < durabilityCost) {

It tries to check the durability cost, but we haven't actually calculated it for our current state. I do not understand JavaScript well enough to really understand the implications, but seems bad?

6.2 Recipes

Heya, I noticed that the front page of the website says its been updated for 6.2, but I am unable see any of the new craftable items. Are you still adding them to the site or am I being dumb lol

Solver is thinking that Groundwork Mastery is a separate action

Required Information

Class: Goldsmith
Level: 86
Craftsmanship: 2659
Control: 2498
CP: 522
Recipe Name: Ametrine Ear Cuffs of Crafting
Recipe Level: 81
Solver Seed: (Look at the top of the Execution Log on the Solver page) N/A

Expected Behaviour

The ability to hit the Start button to create a macro.

Actual Behaviour

The Start button is grayed out.

Steps To Reproduce

Select "Guaranteed by Level" on the attributes screen. The level 72 action Groundwork gets grayed out and the level 86 action Groundwork lights up. Level 86 is actually a trait rewarded to increase the efficiency of Groundwork. When returning to the Solver screen you should see that the Start button is grayed out and that the initial guess is using Groundwork (Lvl 72) and Groundwork (Lvl 86) in the initial guess which prevents the Start button from being enabled.

image

Monte Carlo Sim tab missing for Solver after 1-1-2022 update?

Required Information

Class: All
Level: All
Craftsmanship: All
Control: All
CP: All
Recipe Name: All
Recipe Level: All
Solver Seed: N/A

Expected Behaviour

Monte Carlo Sim tab is visible

Actual Behaviour

Monte Carlo Sim tab is missing.

Steps To Reproduce

Microsoft Edge and Google Chrome.
Wipe browser cache and cookies. Load the Solver page. Monte Carlo Sim tab is missing. Solve any recipe and it's still missing. No option to fix it that I can tell.

Importing macros with the Focused Touch combo treats the Focused Touch as invalid

Required Information

Class: GSM
Level: 90
Craftsmanship: 4021
Control: 3987
CP: 601
Recipe Name: Rutilated Quartz
Recipe Level: 90
Solver Seed: 93295

Expected Behaviour

Processing the combo as valid and feeding all the steps from it as input without needing to enable non-guaranteed actions

Actual Behaviour

When you watch the solver iterate, you can see it starts with the Focused Touch after the Observe deleted if you have non-guaranteed actions disabled, resulting in something like:

/ac "Observe" <wait.3>
/ac "Focused Touch" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Observe" <wait.3>
/ac "Focused Touch" <wait.3>

turning into

/ac "Observe" <wait.3>
/ac "Delicate Synthesis" <wait.3>
/ac "Observe" <wait.3>

Which, naturally, rapidly gets thrown out as superfluous.

Steps To Reproduce

Just set up your 90 job, hit Guaranteed (By Level), make sure that Focused Touch isn't selected and Focused Touch combo is, then hit import macro and plug in something like the above, and observe that the solver throws out the Focused Touch, and then wildly departs from what it had before, as a result. (Which can be useful for trying a very different approach, but...)

Auto-read attributes from the game and auto-send macro into the game

Hello.
It would be nice if current stats, food could be read directly from the game.
Additionally, it would be nice if once a macro is generated, it would be automatically sent into game for further processing as user will configure.
Unfortunately I do not know JS so I can not implement these features myself. However, I'm willing to make a backend (Dalamud plugin) that will provide requested data and accept generated macro.
Would you be willing to add these functions to the solver?

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