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View Code? Open in Web Editor NEWA 'simple' crafting plugin.
Home Page: https://puni.sh/plugin/Artisan
License: BSD 3-Clause "New" or "Revised" License
A 'simple' crafting plugin.
Home Page: https://puni.sh/plugin/Artisan
License: BSD 3-Clause "New" or "Revised" License
I will handle these at one point or another;
Apologies if this exists, I have scoured every option I could find before posting.
One thing I find myself sorely missing in this integration is the ability to automatically deposit items when your inventory reaches a certain capacity. This prevents you from queuing up 500 crafts of a non-stackable item (like collectables).
The proposed feature would allow artisan to use autoretainer functionality to search out summoning bells, use a preconfigured retainer ID to select which retainer to store items into (optionally, a priority list for retainers would be nice) and then automatically deposit all copies of the current crafting target.
Proposed UI structure
I am willing to learn how artisan works to try and help out here, but if someone has the knowledge necessary already they may be a better fit. It will be a few weeks before I have spare cycles to learn C#, dalamud, artisan and autoretainer.
For example, a recipe necessitates two ingredients, but my macro only requires one HQ ingredient to craft the recipe in HQ quality. However, the current endurance mode automatically utilizes the maximum amount of HQ material, which is 2.
Could you kindly add a checkbox to disable the auto HQ material quantity adjustment, or implement a mechanism to remember the amount of HQ/NQ material used, or introduce an option for "Minimum starting quality" in the macro settings? This would significantly save time when crafting the HQ ingredient.
This might be known already but just in case...
Since the update today, using 3.0.5.0, Artisan will stop to repair damaged gear at the threshold set but doesn't actually repair the gear. There is sufficient dark matter on hand, no df queue, etc. The repair menu remains open, and will re-open automatically, until you manually click repair. After repairing Artisan will resume crafting.
Here's what's captured in the log under verbose.
18:59:42.982 | VRB | [HM] Detected hook trampoline at 7FF6706FC9C0, stopping jump resolution.
18:59:42.982 | VRB | [HM] Registering hook at 0x7FF6706FC9C0 (minBytes=0x0, maxBytes=0x32)
Thanks for your time and help! I'm new to using Artisan, just within the past few weeks, but it's a blessing :)
Loving the plugin so far! Ran into one small issue and not sure if it's a bug or i'm missing a setting somewhere. I created a list with sub items to do my GC stuff and while it was running through the list one of the components it made ended up not being HQ and was NQ. When it got to the recipe to create the item it just spammed Unable to craft. You have not selected all of the material I had to pause, select the one HQ item and one NQ item and then hit syn and resume to get it to continue.
Is there an option somewhere to allow using both types that i'm missing? I realize that my settings of Max Quality are what caused this little issue, I have it set to 90% and not 100% as I was doing one of the Ixal faction quests and it kept failing to craft one of the quest items trying to push for 100% HQ. Thoughts? Thanks!
This is because Ishgard restoration crafts give bonus points for having more quality beyond reaching each breakpoint. So I wanted to have the option to either make a macro that adds another quality step in the end if I got unlucky with quality increases, but lucky with CP savings OR have the auto solver complete the craft for me, but the former just stops executing if I don't have enough CP and am not maxed out while the latter just goes "ok, last breakpoint is reached - time to complete the craft" without adding the last few points of quality.
Right now you can "Add to Current Crafting List" or "Add to Current Crafting List (with Sub-crafts)" from the crafting log. What I really seem to need most is the ability to add an item to a NEW crafting list.
Thanks for reading!
Noticed the standard solver is incredibly worse than a prebuilt macro, it's even skipping usage of great strides/byregots in some cases. Is this standard behavior or is there an issue?
I`m work on "Skybuilders' Saw",when i buy materials,i found it have some thing wrong.
I need 36 "Lignum Vitae Log" and 21 "Lignum Vitae Lumber", but when I bought 21 "Lignum Vitae Lumber",those two materials in list turn green, and remaining needed of "Lignum Vitae Log" turn to "0",but i still need buy it for make "Oddly Specific Cedar Lumber".
I have to search one by one in this list to buy all things I needed
Because of the change made in 918006f -- specifically
where it checks if the executed action was programmed in to the macro, using the "Upgrade Quality Actions" to substitute macro actions causes the macro not to advance and it will execute extra actions instead.While the crafting window is open the contextmenu for artisan is gound out of bound - It gets bigger and bigger.
If I open the main Artisan Window, my entire screen goes slightly grey and my mouse is unable to click on anything in the UI.
This occurs both in-game or at the main window. Both with the /artisan
command, or opening through Dalamud trigger the error. Windowed, borderless windowed and full-screen game mode are equally effected. The resolution I play at does not change this behavior.
I am able to quit the game using keyboard shortcuts, but am unable to quit Artisan. Logging out does not fix the issue, only a full quit of the game does.
I have disabled all other plugins, and restarted the game. The issue still occurs.
Only the main Artisan settings window causes this effect. The side-window on the crafting log appears fine and crafts function correctly.
I am using Artisan v2.1.0.10 and Dalamud D9.0.0.2
Hi all
The plugin errors out after repairing/extracting or drinking an item. It doesn't select any HQ items for the craft.
Any idea why this is?
Thanks
Don't know if its a setting i have on but even when i am attempting to craft the same item multiple times it always makes my character stand back up after completing each craft.
When crafting items, the materials are complete, the equipment is normal, and the crafting mode is adopted. However, pressing the crafting button will not allow you to craft it, and you will not be able to craft it in-game. You must close the plugin to make it.The number of crafts is also set, but it still can't be moved.
Is there a problem with my settings?
Due to insufficient equipment grade or attributes, it may only be possible to reach the first or second stage when creating collectibles. I would like to modify or add a field to limit the quality progression bar.
Not a huge deal, but figured I would request this in case it was a simple addition.
At the moment, the default functionality of the button under Crafting Lists "Restock Inventory From Retainers" will prefer to pull HQ materials instead of NQ ones. This requires me to manually pull those out every time to get NQ ones.
Use: I have NO reason to use HQ mats on a lvl 83 craft, and this would simply save some time and effort.
Use case example:
I'm a crafter who wants to craft a full set of fending gear but I already have the rings. I have a crafting list set up for a full set of gear but want to skip the rings so I set the rings to x0 or I click "skip" or select a disable/enable item toggle. This way I don't have to remove the item and readd it later.
The way it is currently: I'll have to remove the item then readd it later, setting up the macro, food and such all over again. If I try to set an item to 0 it reverts to the previous amount.
CN api is still api8. Because of the api upgrade, CN cannot use Plugins in PunishXIV anymore.
I had a craft where it tried to use Focused Synthesis
but it has been removed in 7.0
Steps to reproduce:
paste the resulting text into your browser to discover, to your dismay, that you have exported the stuff you're currently crafting, not the next item on your bucket list:
I can reproduce this with any list I test it with, but I have no idea if it's not just something on my end. So I put the question mark after "bug". You know how idiosyncratic these setups are.
The solver isn't using the new crafting abilties of
Immaculate Mend - Restores all item durability for 112cp
Trained Perfection - Reduces durability loss of next action to 0. Once per synthesis for 0cp
Refined Touch - Increases quality 100% efficiency 100% success. combo action basic touch. Increases Inner Quiet stack by one for 24cp
I don't know if these are or are not programmed in but here they are if they are not.
I think the title is very self-explanatory, but having a turn-in mode for the FC workshop would be a huge help as it is really damn tedious to do manually
It is currently only for Crafting Lists or Endurance mode right now. But it would make more sense to have it for your macros instead, or both.
Current workflow right now if I wanna wake alot of one item that requires a tincture and food. Then I either have to go into settings, and enable, required consumables(and remember to turn it off), or I have to make a crafting list with that item and add it as many times I intend to craft it and there I can add required food/tincture.
But when you make macros you always have a certain consumable combination in mind. So it makes sense to have it there instead. Then I could just open the Crafting menu and click the Endurance mode button and it starts crafting, and the Macro makes sure I have the required consumables.
Under certain circumstances during a craft, the Standard Solver will stall and fail to perform the recommended action or any actions at all, causing the character to indefinitely idle at the craft until player intervention.
I've observed this happening only when all of the following circumstances are met:
(I'd speculate that this is due to a missing availability check for TricksOfTrade
somewhere, maybe in Solve()
, but I should note I haven't tried applying any fixes myself yet.)
Edit: The expected behavior in these circumstances would be to use "Master's Mend" or some progress-increasing ability to complete the craft, under the assumption that these would be preferable to failing the craft
How to hide Artisan search?
I'm quite sure before during an endurance craft it would extract materia from spiritbond gear and continue (with the default max HQ item selection).
However, it now deselects your material selections and disables endurance because of "too many errors in succession."
EDIT: After trying it more, it's only when the craft needs to use a HQ item, it'll be deselected once it goes back to the crafting menu.
Hey there, literally just the title, I'd love to see a list submenu action: Copy item name, in the ingredients tab of crafting lists
this would allow quick copying the name of an item to clipboard to paste in marketboard
that's it, thank you ^^
Just giving you a heads up, I generally don't like to change APIs as they should remain stable for the sake of anyone using them but in this case given this is the only repo I can see actively using it the potential damage surface is fairly low.
The AllaganTools.ItemCount
IPC is changing to take a int for inventoryType, as I want to allow users to pass in -1 if they want to get an item count of all their inventories and the way I had it setup before was wrong.
New build should be going up fairly soon so you might need to adjust your code slightly
Any other API changes I'll either deprecate the API or make a new API.
Not sure if it's just me, but if I have a large amount of things to craft my game will freeze for a few seconds after it uses the final progress ability. This sometimes cause my game to crash fully.
When interacting with the overlay, the game sometimes crashes.
Unhandled native exception occurred at ffxiv_dx11.exe+92F058
Code: C0000005
Would it be possible to add on to this to export the list with other data as well, like the other headers, maybe this could be an option and maybe which header from the ingredient list we want exported with can be an option as well, maybe as a CSV or Json (also could be option)
could this all be done from the command line as well,
ex
/artisan exportingredients -remainingonly -clipboardjson -headers required,source,gatheredzone
also would it be possible to somehow make a List that could be read from other plugins vs exporting to the clipboard? or a string formatted as json? (maybe also an option -ipclist or -ipcjson)
Hi,
could we have a button to export remaining/needed ingredients to fulfill the current crafting list ingredient list as plain text like
10x Iron Ore
20x Upland Wheat
it would also work for tools with parsers like in ARC allow to just click import to import the whole missing ingredient list instead of adding them one by one
After attempting to use the Re-stock from retainers option in a crafting list, being next to a summoning bell will select and open the retainers interface but will not proceed from there. Selecting Withdraw from Retainer in the crafting menu does not seem to get any response next to a summoning bell and does not select it.
Like, is there a button to press?
I uninstalled then reinstalled the plugin but it still retained my configuartions
I updated my plugins (probably also Artisan) while working on a crafting list.
It caused my game to crash.
Now I can't open Artisan anymore. Here's what I've tried:
If you need any more information, feel free to reach out.
Reproduction:
Food (up to 99)
),Baked Eggplant
x 33),Food (up to 180)
),Baked Eggplant
x 60)Then both lists will have the steps in it generated by the final step: crafting Baked Eggplant 60 times
The only way around this is to perform these steps in one of the list:
Basically, you must leave behind a step, and if you don't then it edits The Original List + All Lists Cloned From It.
I suspect this has to do with the title for a list only appearing in the List Editor if you have a step in the list, and if you don't have any steps it appears that adding to the list defaults to a name for the list that is not being updated when you edit the name and is copied from The Original List, and that all Copied Lists still have in them.
I usually have my crafting log window in the upper right of my screen, which means that this window is hidden off-screen. I'd like to keep my log there, but still have that window in a fixed position, which is currently only possible when it's attached to the right side of the crafting log.
Ideally, it would be nice to be able to attach to it to the right side as well, but the most useful thing for me would be a way to simply lock its position, so that I can put it somewhere and be sure it'll stay right there.
I've found I'm unable to use endurance mode for this recipe specifically. No other recipes are affected. I first noticed this issue a few weeks back but have rediscovered it recently, so it's not fixed by restarts.
It doesn't seem to matter whether the recipe is found through the crafting log list by level, through favourites, or through search. The window to select a macro shows the previously selected recipe (eg: if I do some Scarlet Moko Cloth first, when I select the AR-Caean Velvet recipe the window incorrectly says "Use a macro for this recipe (Scarlet Moko Cloth)". If the previously selected recipe does not have the required materials to craft (eg: I have no Scarlet Moko Grass), attempting to enable endurance mode on AR-Caean Velvet or use the "Craft X Times" option, Artisan will enable and then disable endurance mode immediately as if it has run out of materials, making no crafts.
I've managed to find a workaround for it by finding a recipe I do have the materials for to select before swapping to AR-Caean Velvet (in this case the AR-Caean Velvet Cap of Fending right below it). The macro selection window is still showing the incorrect recipe (the Cap of Fending) but crafts the AR-Caean Velvet I selected second.
Executing a 100% HQ Grade 4 skybuilders macro is a strong use-case for Artisan, but a trick that can be used in ffxiv macros isn't possible with Artisan macros:
/ac "Prudent Touch"
/ac "Basic Touch" <wait.3>
This takes advantage of the macro falling through failed actions to create an if-else logic, where only one of the two actions ends up being executed for each pair. This is used because it is possible for Primed (buff lasts an additional 2 steps) to proc when Waste Not II is executed, which will block the ability to execute Prudent Touch later in the macro.
This isn't something that could be solved by having conditionals on buffs either, since using one of the actions consumes the buff.
Would you consider adding this logic, similar to or as part of the "upgrade quality" feature macros already have? I inserted the following code in to achieve the same effect for myself:
// Expert craft macros may encounter unexpectedly long Waste Not buffs due to Primed procs.
// If Waste Not is active, substitute Prudent Touch with Basic/Standard/Advanced touch instead.
if (CurrentRecipe.IsExpert && CurrentRecommendation == Skills.PrudentTouch)
{
bool wasteNotActive = CurrentCraftMethods.GetStatus(Buffs.WasteNot) != null || CurrentCraftMethods.GetStatus(Buffs.WasteNot2) != null;
if (wasteNotActive)
CurrentRecommendation = Skills.BasicTouch;
}
Here is the full macro used for reference:
Muscle Memory
Final Appraisal
Manipulation
Veneration
Waste Not II <-- a Primed proc may occur here
Groundwork
Groundwork
Preparatory Touch
Innovation
Preparatory Touch
Basic Touch
Standard Touch
Advanced Touch
Innovation
Prudent Touch <-- the macro will fail here if a Primed proc occurs on Waste Not II
Prudent Touch
Prudent Touch
Trained Finesse
Innovation
Great Strides
Trained Finesse
Great Strides
Byregot's Blessing
Basic Synthesis
Just something I have experienced recently; whenever I am mass crafting, Auto Action Mode does the first action of a macro and then stops. I have to manually toggle AAM off and then back on to get it to continue the macro for the craft.
However if I leave it to use recommended actions or the new Expert Recipe Solver mode, it will work as intended. Just macros are bugging out AAM for me.
First: Thank you for creating this plugin. It is great!
My request is hopefully a simple one.
It would be great if you could add multiple recipes to a quick craft list for x amounts or handle the current recipe like a craft list until x amounts are crafted (endurance possible).
Something like this:
Rightclick > add recipe to queue for X amount. > Start crafting. >finished > empty list/queue. (or manually empty it)
Possibly with any amount of recipes!
Right now you have to add it, then edit the amounts you want and then start crafting it from the menu.
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