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Compatibility:
Gold Road (10.0.0)
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Updated:06/09/24 08:24 PM
Created:02/19/17 06:00 PM
Monthly downloads:14,472
Total downloads:1,105,118
Favorites:402
MD5:
Categories:TradeSkill Mods, Homestead
10.0.0
Furniture Catalogue  Updated this week!  Popular! (More than 5000 hits)
Version: 4.83.0
by: manavortex, berylbones, wookiefriseur
Furniture Crafter's best friend*.
*Actually not. The AddOn is pretty indifferent towards humans. Don't take it personal.

DependsOnYou will find the latest dependencies in your local FurnitureCatalogue.txt and on GitHub.



Missing/Incorrect entries
If you are here because you want to report an error in the data, please check here on how to get item links.
Feel free to send us a message (here or in game) with the item info for timely updates!

Features:
Check the screenshots!
  • User-Interface: toggleable either via keybind or via slash command /fur
  • FurnitureShoppingList: Fully integrated
  • Compact/Full view: Check the +/- button
  • Item database: Holds a list of all available furniture blueprints (source: I datamined them myself! ^_^)
  • Filters: All filters are additive - check first screenshot
    • crafting station
    • crafting knowledge
    • item source
    • quality
    • game version
    • item name
  • Post to chat Print the recipe (if known) or the material list to chat from an item link or the Interface - see second screenshot
  • Responsive developer Found something that's not in the catalogue? Tell us where you got it, send an item link, and in it goes!
Not possible:
  • Preview: I can't let you preview things from Furniture Catalogue. Scroll down for the long explanation.
  • Crown Store: I can't access Crown Store tooltips. If you have a crown store item, please send us the link and price!
Why should I use this instead of CraftStore?
You probably shouldn't - this AddOn has a different purpose. I wrote FurnitureCatalogue to help me with furnishing my homes - I wanted to know what's out there and how I can get it.

Donations welcome!
Writing this AddOn was a lot of work. Almost all the included data files are generated by hand. I have literally spent hours just standing in front of furniture merchants, checking item conditions and putting things into files. (If you want a better impression, check data/AchievementVendors.lua - I have visited every single one of those myself.)
By careful estimate I've spent 30+ hours on FurC since Morrowind hit PTS - the initial release ate a week of vacation turned to pretty much nonstop coding.
@berylbones has taken over updating since manavortex no longer plays ESO, so if you want to give back, feel free to donate to @berylbones, both on NA and EU!

Possible issues

My crafter's knowledge isn't correct!
Just click the refresh button. If you want the AddOn to scan on every load, there is a setting "enable initial scan" - check if it's deactivated.

This only shows Pact PVP furniture, and I'm $other_faction!
This is a feature. Adding complexity adds bugs and loading times - and that's needlessly complex, since the prices and item sources are the same.

Something else is broken!
  1. Disable AddOns that overwrite ESO functions or libraries (like Shissu's Guild Tools)
  2. Reset the furniture catalogue database by middle-clicking the refresh button
  3. Wipe the saved variables - you can do that from the AddOn menu via "Reset to default".
  4. Do a clean install of the AddOn to make sure no outdated files are left
  5. Get in touch with us with a description of the bug, in the forums or on GitHub:
    • Where exactly does it occur? (FurnitureCatalogue window, when right-clicking an item link...)
    • What is affected? (item links, posting to chat, exporting...)
    • What do we have to do to reproduce this bug?
Big thanks to our fellow developers for being so awesome and helping me out so much!

The long version about the preview
I have talked to Chip Hilseberg (may his code never bug) about this, and he was quite clear - ZOS doesn't want us to preview items from the item links because of datamining etc. A function to preview items that we can craft may come eventually, but that will only help you while logged in on your crafter.

Why can't you make it work like FurniturePreview?
There is an API function that lets you preview something that is in a bag (a vendor is a bag too) or a guild store. In theory I could add preview functions from Furniture Catalogue for items that are in your inventory, but that would require yet another loop and have a negative impact on performance. (Again.) Just use FurniturePreview for those, please.

Wishlist/ToDo:
  • please see GitHub issues for features and todos
  • you can use the issue search function and labels before suggesting new features
  • if you want to help with development have a look at our contribution guide
If you don't find change notes, it's because it's Luxury Furnisher. Booooring.

Speaking of boring: if you're really bored you can find the full changelog here and all undocumented changes here.
---

4.83.0 (2024-06-10)
Fixed item sourcing for West Weald pickpocket items and adjusted dates for this weekend's lux vendor items.


4.82.0 (2024-06-09)
This update adds items from the Gold Road chapter, as well as changes some of the addon formatting and localization for smoother translations and viewing.


4.81.1 (2024-05-12)
- hotfix: add missing default date format in settings


4.81.0 (2024-05-12)
- luxury furnishings for april and first half of may
- fix missing setting for search filter "hide books", works now as it should
- add date format option for luxury furnishing tooltip (YYYY-MM-DD, DD.MM.YYYY and MM/DD/YYYY)
- disable debug option in settings when no logger is installed (to avoid confusion)
- thanks to @Lyhtande for the feedback


4.80.0 (2024-03-11)
- added furniture and blueprints from Scions of Ithelia (for now they show up as rumours, sources will be updated over time)
- updated some luxury furnishings
- API version update


4.79.0 (2024-01-29)
- confirmed multiple rumour items
- batch of luxury updates weeks 2023-50 through 2024-04
- rename archive from endless to infinite


4.78.0 (2023-12-09)
- all Crown crate furnishings updated
- several luxury furnishing updates
- confirmed some more scrying items


4.77.0 (2023-12-02)
- confirmed several scrying furnishings
- fixed missing achievements for Endless Archive (ingame bug)
- fixed some legerdemain achievements
- several luxury furnishing updates for week 45 through week 48


4.76.0 (2023-11-06)
- Welcome to the Endless Archive!
- Please note that this update's achievement furnishings are purchased with Archival Fortunes instead of gold. This addon does not yet reflect that change.
- missing achievement data for a couple of the new items
- still need to add info for some of the new antiquities. Will update again soon.


4.75.0 (2023-08-07)
- adding sources for Necrom items and catching up on luxury vendor
- merged and fixed some item categories and sources, less files now
- removed confirmed items from rumours


4.74.1 (2023-07-23)
- hotfix so LibPrice works again


4.73.0 (2023-07-17)
- minor bugfixes and item updates


4.72.0 (2023-06-04)
- Adding Necrom Items


4.71
- Fixing UI error


4.7
- Updated for Scribes of Fate - new items, lux items, plus updated a lot of the older crown items that needed pricing info.
Optional Files (0)


Archived Files (62)
File Name
Version
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Uploader
Date
4.82.0
284kB
manavortex
06/08/24 07:22 PM
4.81.1
257kB
wookiefriseur
05/12/24 09:15 AM
4.80.1
257kB
manavortex
03/31/24 11:56 PM
4.80.0
257kB
manavortex
03/11/24 10:18 AM
4.79.0
256kB
manavortex
01/29/24 08:48 AM
4.78.0
256kB
manavortex
12/09/23 06:41 AM
4.77.0
255kB
manavortex
12/02/23 07:41 AM
4.76.0
255kB
manavortex
11/05/23 11:41 PM
4.75.0
250kB
manavortex
08/06/23 08:47 PM
4.74.2
259kB
manavortex
07/29/23 05:15 AM
4.74.1
259kB
manavortex
07/23/23 05:11 PM
4.74.0
258kB
manavortex
07/22/23 03:10 AM
4.73.0
258kB
wookiefriseur
07/17/23 06:41 AM
4.72.0
279kB
wookiefriseur
06/04/23 09:38 AM
4.71
279kB
wookiefriseur
03/13/23 09:04 AM
4.7
279kB
berylbones
03/12/23 07:26 PM
4.6
281kB
berylbones
12/18/22 05:43 PM
4.5
279kB
berylbones
08/22/22 07:01 PM
4.4
277kB
berylbones
06/05/22 06:21 PM
4.323
275kB
berylbones
05/15/22 10:07 AM
4.322
276kB
berylbones
03/18/22 06:08 PM
4.321
276kB
berylbones
03/15/22 01:14 PM
4.32
276kB
berylbones
03/14/22 09:29 AM
4.313
277kB
berylbones
02/06/22 07:44 PM
4.312
277kB
berylbones
12/28/21 05:06 PM
4.311
279kB
berylbones
12/12/21 07:46 PM
4.31
278kB
berylbones
12/05/21 01:37 PM
4.3
277kB
berylbones
11/28/21 02:31 PM
4.2
267kB
manavortex
03/13/21 12:14 PM
4.16
263kB
manavortex
02/07/21 05:21 AM
4.15
259kB
manavortex
02/06/21 08:34 AM
4.14
263kB
manavortex
12/06/20 07:21 AM
4.13
251kB
manavortex
11/07/20 12:28 PM
4.1
248kB
manavortex
08/08/20 07:48 AM
3.9
248kB
manavortex
06/28/20 06:03 AM
3.8
247kB
manavortex
05/17/20 03:02 AM
3.7
238kB
manavortex
04/25/20 02:13 PM
3.6
161kB
manavortex
02/29/20 04:35 AM
3.5
155kB
manavortex
06/11/19 05:29 AM
3.4
155kB
manavortex
06/02/19 10:38 AM
3.2
157kB
manavortex
02/23/19 10:45 AM
3.1
157kB
manavortex
02/16/19 10:50 AM
3.00
222kB
manavortex
02/09/19 09:40 AM
2.90
216kB
manavortex
12/08/18 12:36 PM
2.80
210kB
manavortex
10/02/18 12:39 AM
2.7
201kB
manavortex
09/19/18 08:40 AM
2.6.0
198kB
manavortex
08/18/18 08:15 AM
2.5.0
177kB
manavortex
06/02/18 02:55 AM
2.4.0
132kB
manavortex
05/19/18 06:06 AM
2.3.0
169kB
manavortex
05/05/18 08:01 AM
2.2.0
169kB
manavortex
05/05/18 05:44 AM
2.0
584kB
manavortex
12/09/17 11:24 AM
1.9
202kB
manavortex
08/13/17 04:51 AM
1.8
201kB
manavortex
08/05/17 05:26 AM
1.7
199kB
manavortex
07/30/17 04:32 AM
1.6
205kB
manavortex
07/01/17 07:59 AM
1.5
205kB
manavortex
06/28/17 02:22 PM
1.3
217kB
manavortex
06/17/17 01:24 PM
1.2
216kB
manavortex
06/05/17 12:05 PM
1.1
215kB
manavortex
05/27/17 02:31 AM
1.0
212kB
manavortex
05/21/17 11:20 PM
0.1
69kB
manavortex
02/19/17 06:00 PM


Post A Reply Comment Options
Unread 04/29/20, 05:28 AM  
remosito
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Forum posts: 30
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Originally Posted by manavortex
Hey remosito,

Originally Posted by remosito
just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)
just to make sure that I've got your feature request, you'd like to display the recipe information on the mouseover tooltip on shift down instead of the item information?
I don't think that'll be too much work, and I rather like the idea myself

A most wonderful day to you as well!
Howdie,

yes that is exactly the feature idea I had in mind. Marvelous to hear you like the idea yourself too :-)

I was hoping it wouldn't be too much work.

have a great one
Last edited by remosito : 04/29/20 at 05:58 AM.
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Unread 04/29/20, 02:23 AM  
manavortex
 
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Hey remosito,

Originally Posted by remosito
just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)
just to make sure that I've got your feature request, you'd like to display the recipe information on the mouseover tooltip on shift down instead of the item information?
I don't think that'll be too much work, and I rather like the idea myself

A most wonderful day to you as well!
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Unread 04/29/20, 02:18 AM  
remosito
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Hey again,

this rabid dog failed again with his bone.... :-/

https://wiki.esoui.com/IsShiftKeyDown would be the api call....


Disclaimer: I really dont expect you to do any of these things. Especially in light of you not even playing (much) anymore.... just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)

wish you a most wonderful day
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Unread 04/28/20, 12:02 PM  
wolfstar
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Originally Posted by remosito
Very good point about the key. Personally I would not put it beyond ZOS to have patterns behind achievements in the future. Using same key will break if ever they do. And splitting the put together behind same key values then for all existing stuff will be a nightmare. I'd go for different key tbh....
They have with Summerset, which may have been handled by FC as craftable rather than achieve patterns. Haven't played Elsweyr enough to see if they did the same.
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Unread 04/28/20, 07:35 AM  
remosito
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Hey again,

had another idea based on dungeontrakcer addon. Kinda neat. shows you completion of a given dungeon when you hover mouse on it on the map. The cool trick they use. If you hover over it with the mouse only. It shows completion in normal. if you hover over it with shift pressed. it displays vet dungeon completion for all chars.

Wondering if sth like that could be done?

Looked a weebit into the code and there seems to be onmousenter eventhandlers as well as an itemlink that is set there. would be cool to change the itemlink to pattern if shift is pressed :-)

Code:
local function getItemLink(itemId)
    if nil == itemId then return end
  itemId = tostring(itemId)
  if #itemId > 55 then return itemId end
  if #itemId < 4 then return end
  return zo_strformat("|H1:item:<<1>>:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h", itemId)
end
if shift is pressed and item is craftable dont return zo_strformat("|H1:item:<<1>>:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h", itemId) but find pattern via your data tables and return that :-)

Edit: sorry...my boss once told me I am like a dog with a bone....just gotta chew it through... will try to let it go now :-)
Last edited by remosito : 04/28/20 at 07:36 AM.
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Unread 04/28/20, 06:29 AM  
remosito
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Originally Posted by manavortex
Yeah, exactly. I could perhaps even re-use the same key, since it's unlikely that anything sold by an achievement vendor will be craftable... hmmm.

Thanks for the praise, tbh, that was Ayantir's influence back in the days. The saved variables were horrible before.

]

Very good point about the key. Personally I would not put it beyond ZOS to have patterns behind achievements in the future. Using same key will break if ever they do. And splitting the put together behind same key values then for all existing stuff will be a nightmare. I'd go for different key tbh....

About my earlier idea of toggable second column ingredients vs pattern. Noticed that the hover over popup of the second row is as well linked to the item in the first link. So that wouldn't work. But you probably already know that :-)

Link Pattern to chat is a very good and workable workaround. so no biggie :-)

thanks for a fun exchange afternoon btw :-)
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Unread 04/28/20, 06:19 AM  
manavortex
 
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Yeah, exactly. I could perhaps even re-use the same key, since it's unlikely that anything sold by an achievement vendor will be craftable... hmmm.

Thanks for the praise, tbh, that was Ayantir's influence back in the days. The saved variables were horrible before.

Originally Posted by remosito
... do something similar for achievment by augmenting your existing saved vars info

Code:
[159452] = 
                    {
                        ["version"] = 14,
                        ["itemId"] = 159452,
                        ["itemLink"] = "|H1:item:159452:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                        ["origin"] = 7,
                        ["itemName"] = "Gray Reliquary",
                    },
}
with

Code:
 ["characters"] = 
  {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
  },
based on scan of achievements on that character?
Last edited by manavortex : 04/28/20 at 06:21 AM.
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Unread 04/28/20, 06:13 AM  
remosito
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Originally Posted by manavortex
Hey,

Originally Posted by remosito
Did look into your code though, and saw you seem to have achievement id stored:
yeah, I'm using that right now to generate the tooltip. I'll scan whether or not a character qualifies for the achievement in the future.

Originally Posted by remosito
I guess at startup or /fur read that saved vars once and premake the list for the achievements that matter for furniture would be more efficient....
Maybe you see how the crafter knowledge is stored? That's the approach I'm right now having in mind for the achievements. It _should_ be fairly lightweight.

Originally Posted by remosito
performance wise no idea how heavy reading such a big saved vars file is.... it would only trigger on your popup window appearance, so that ain't all the time at all.
It could be so much worse, but then, it piles up.
you mean this I assume?

Code:
[139277] = 
                    {
                        ["recipeListIndex"] = 18,
                        ["itemName"] = "Alinor Bowl, Shallow Limestone",
                        ["origin"] = 4,
                        ["characters"] = 
                        {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
                        },
                        ["blueprint"] = 139600,
                        ["itemId"] = 139277,
                        ["recipeIndex"] = 47,
                        ["version"] = 7,
                        ["itemLink"] = "|H1:item:139277:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                    },
and do something similar for achievment by augmenting your existing saved vars info

Code:
[159452] = 
                    {
                        ["version"] = 14,
                        ["itemId"] = 159452,
                        ["itemLink"] = "|H1:item:159452:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                        ["origin"] = 7,
                        ["itemName"] = "Gray Reliquary",
                    },
}
with

Code:
 ["characters"] = 
  {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
  },
based on scan of achievements on that character?

I like it very much :-)

Very light-weight, elegant, no dependency on other addons.
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Unread 04/28/20, 06:02 AM  
remosito
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Originally Posted by manavortex
Hey,



I think the reason is because TTC checks for the item tooltip to be opened, while MM checks for an inventory row to be hovered, I'm not sure. Fixing that will either be relatively simple or require me to rewrite the list from scratch (which I am postponing for around 3 years already ).



Due to how the data is structured and how ZOS handles blueprints, that's not as trivial as you imagine it (unfortunately). There is no direct connection from an item to the blueprint!
I'm listing furniture based on the item ID, that is the numerical part of an item link. You can find one by copying an item link in-game and then pasting it anywhere outside of it, it'll look like this:
|H0:item:139533:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h

The ID for this pattern is 139533.

That means, whenever you look up a recipe, I get the resulting item and look _that_ up. I make sure that any recipes the player encounters will get written to the saved variables, that's not something the API offers.

So what I'm doing is
  • I run a script to datamine all furniture items and blueprints whenever ZOS releases any new content
  • I throw those into a file (you can find them in the FurnitureCatalogue folder under data/MiscItemSources, for example)
  • I run over all those item links to create the AddOn's data (existing entries will not be re-created to save performance).

After that, I scan the current character's crafting knowledge and iterate through those entries, there is a skill line and a skill index or something like that.
If a recipe is known, I can add an entry that they can craft it. At the time I wrote it, if it was not known, I was out of luck, because the API wouldn't even tell me what it was (they do that on purpose to prevent datamining). If any items can be crafted that do not exist within the data files, I add an entry so that they show up in FurC - however, these won't have the "link recipe" option.

So while I could add an additional column, that would include a lot of empty values, and if it is displayed, I would have to populate it by looking up the recipes. I could perhaps add a filter to only display entries with a recipe? That would require me touching the UI, which... I have been postponing for about 2 years? But it's possible.

You can, however, use the "link recipe" context menu entry (where it exists) to post the recipe to chat (that will always result in an item link) and use the link from chat to get the data.

I hope that helps you some?

That does help indeed. And I should have realized that with craftable filters selected you don't change the underlying UI list. And this is why for craftable items there are the items in the column and not the patterns. And adding a column for that filter would mess up the view for all other or no filters :-)

how about toggle "display pattern or ingredients" for the second column?


tried the link pattern trick and at first thought does not work....apparantly links become active only after you have actually sent the chat out...

retestet the achievement link trick and after sending chat it does become clickable. though havent found an addon that modifies this popup to display which char has achieved it :-(
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Unread 04/28/20, 06:00 AM  
manavortex
 
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Hey,

Originally Posted by remosito
Did look into your code though, and saw you seem to have achievement id stored:
yeah, I'm using that right now to generate the tooltip. I'll scan whether or not a character qualifies for the achievement in the future.

Originally Posted by remosito
I guess at startup or /fur read that saved vars once and premake the list for the achievements that matter for furniture would be more efficient....
Maybe you see how the crafter knowledge is stored? That's the approach I'm right now having in mind for the achievements. It _should_ be fairly lightweight.

Originally Posted by remosito
performance wise no idea how heavy reading such a big saved vars file is.... it would only trigger on your popup window appearance, so that ain't all the time at all.
It could be so much worse, but then, it piles up.
Last edited by manavortex : 04/28/20 at 06:01 AM.
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Unread 04/28/20, 05:40 AM  
remosito
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Hey again,

update on the achievement addon research: holy cuacamole...there ain't a lot of them. And none seem to augment achievement popup window info with which characters have achieved it as far as I could see :-(


Did look into your code though, and saw you seem to have achievement id stored:

Code:
 ["the Undaunted Enclaves"] = {
    ["Undaunted Quartermaster"] = {
     [159452] = {    --Gray Reliquary
        itemPrice   = 25000,
        achievement = 2549,  
      },
      [159453] = {    --Icereach Coven Totem, Emblem
        itemPrice   = 12000,
        achievement = 2539,  
      },

    },
  },
}
which would be fabulous for that mixed 1 and 3 approach. with id in hand for each character read saved vars from other addon, then using GetAchievementCriterion from https://wiki.esoui.com/Category:Achievement_functions to determine if saved data is sufficient to have the achievement unlocked. (it seems to me other addon stores the progress counter, not if unlocked or not).

performance wise no idea how heavy reading such a big saved vars file is.... it would only trigger on your popup window appearance, so that ain't all the time at all.

I guess at startup or /fur read that saved vars once and premake the list for the achievements that matter for furniture would be more efficient....
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Unread 04/28/20, 05:28 AM  
manavortex
 
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Hey,

why is ttc price info already displayed in the popup window when I hover over item in your list.
I think the reason is because TTC checks for the item tooltip to be opened, while MM checks for an inventory row to be hovered, I'm not sure. Fixing that will either be relatively simple or require me to rewrite the list from scratch (which I am postponing for around 3 years already ).


Mmmhhh, would it exceed the scale of your addon to add a (configurable/toggable) additional column with the patterns using the official object for that. In my hazy mind a hover over that one should trigger the standard item popup for the pattern and ttc would insert the price for the pattern into it?
Due to how the data is structured and how ZOS handles blueprints, that's not as trivial as you imagine it (unfortunately). There is no direct connection from an item to the blueprint!
I'm listing furniture based on the item ID, that is the numerical part of an item link. You can find one by copying an item link in-game and then pasting it anywhere outside of it, it'll look like this:
|H0:item:139533:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h

The ID for this pattern is 139533.

That means, whenever you look up a recipe, I get the resulting item and look _that_ up. I make sure that any recipes the player encounters will get written to the saved variables, that's not something the API offers.

So what I'm doing is
  • I run a script to datamine all furniture items and blueprints whenever ZOS releases any new content
  • I throw those into a file (you can find them in the FurnitureCatalogue folder under data/MiscItemSources, for example)
  • I run over all those item links to create the AddOn's data (existing entries will not be re-created to save performance).

After that, I scan the current character's crafting knowledge and iterate through those entries, there is a skill line and a skill index or something like that.
If a recipe is known, I can add an entry that they can craft it. At the time I wrote it, if it was not known, I was out of luck, because the API wouldn't even tell me what it was (they do that on purpose to prevent datamining). If any items can be crafted that do not exist within the data files, I add an entry so that they show up in FurC - however, these won't have the "link recipe" option.

So while I could add an additional column, that would include a lot of empty values, and if it is displayed, I would have to populate it by looking up the recipes. I could perhaps add a filter to only display entries with a recipe? That would require me touching the UI, which... I have been postponing for about 2 years? But it's possible.

You can, however, use the "link recipe" context menu entry (where it exists) to post the recipe to chat (that will always result in an item link) and use the link from chat to get the data.

I hope that helps you some?
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Unread 04/28/20, 05:02 AM  
remosito
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Re: Re: Re: Re: achievement vendor and characters

Originally Posted by manavortex
Hey,


Originally Posted by remosito
I like to be kinda frugal and have a tendency towards optimisation. Well just feels good to know you did something in the most optimal way.
I feel you...

Originally Posted by remosito
if I don't have a pattern. I like to compare item craft cost with item traders price and pattern traders price. And if I think I will make enough items for my houses so it is similar price or cheaper to just buy the pattern and craft myself. I will buy pattern.
That completely exceeds the scale of the AddOn and I won't implement it ever, sorry.

After you wrote that I thought, but why is ttc price info already displayed in the popup window when I hover over item in your list.

I think I know why. In your list you are using the official item object in the left most column of your craftable list which has an inbuilt hover over popup? So TTC detects that and then inserts its price in it....

Mmmhhh, would it exceed the scale of your addon to add a (configurable/toggable) additional column with the patterns using the official object for that. In my hazy mind a hover over that one should trigger the standard item popup for the pattern and ttc would insert the price for the pattern into it?

Would kinda solve it rather elegantly.


thanks so much for all your replies and feedback. I hope you are not already rue-ing the moment you decided to open this can of worms by replying in the first place :-)

Gonna start my research into achievement addons....thinking about the one I am using, it's no wonder it does nothing with achievements in any window except the achievement one. It's not meant to. (It's quite elegantly done by the way how it achieves the "global achievement" view)
Last edited by remosito : 04/28/20 at 05:07 AM.
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Unread 04/28/20, 04:53 AM  
remosito
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Re: Re: Re: Re: Re: Re: achievement vendor and characters

Originally Posted by manavortex
Hey,


Okay, and here I thought that it would post the achievement as link. I'll look into that.
For me was just colored text. Maybe I did something wrong. Would trust yourself as the coder more than a random person off the net like me :-)
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Unread 04/28/20, 04:51 AM  
remosito
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Re: Re: Re: Re: achievement vendor and characters

Originally Posted by manavortex
Hey,

Originally Posted by remosito
When I am on my master crafter whom I use for decorating and want to buy an item behind an achievement. I would see immediately which one can buy it.
I can add this. I can think of three ways to implement that:

1) add it to FurnitureCatalogue
Advantage: it's idiot-proof
Disadvantage: It requires the AddOn to be loaded on every alt, which has an impact on performance. (I've tried to keep it as light-weight as possible, but of course it has an impact)
Disadvantage: Even more data in the saved variables...
2) create another child/slave AddOn such as FurnitureCatalogueExport
Advantage: It will be more lightweight
Disadvantage: Mostly maintennace, depending on the implementation
3) find out which achievement tracker is the hot stuff that everyone uses, and bug their developer about it
Advantage: Least work for me (yes, significant)
Disadvantage: An external dependency that can break and then the function will be gone
Advantage of Disadvantage: It won't be my problem

Right now I'm tending towards option 3, however, that raises the question which achievement tracker is the most widely used and if the developer is even active?
AddOns can be activated per character and is not account wide? Mind blown!!!

As a part-time idiot and all addons on all chars active player. BIG fan of approach 1 ;-)



For approach 3. I will look into what achievement addons exist apart the one I am using ( https://www.esoui.com/downloads/info...ievements.html ) and if there is a defacto popularity leader and get back to you with that info :-)


About saved vars and 1: https://www.esoui.com/downloads/info...ievements.html which is the one I am using is already doing the scanning and creating saved vars for achievements for all characters as far as I know. Maybe mix of approach 1 and 3. Where you do the display only in your popup, and read the achievements from his/her saved vars? (Warning: with my 10 chars his saved vars file is 7MB. And doesn't store names of achievements, but only ids it seems to me. So if you only have names and he has only ids and there is no zosfunction to convert one to the other. That is a deadend anyway....

Code:
                                [292] = 
                                {
                                    ["timestamp"] = "1572185536",
                                    ["progress"] = "1",
                                },
                                [293] = 
                                {
                                    ["timestamp"] = "1572184386",
                                    ["progress"] = "1",
                                },
                                [294] = 
                                {
                                    ["timestamp"] = "1578395636",
                                    ["progress"] = "3",
                                },
                                [296] = 
                                {
                                    ["timestamp"] = "1583926685",
                                    ["progress"] = "63",
                                },
Using those saved vars and displaying that would probably cut down a lot of work on your end (only read and display functionality needed) and has a certain elegance in the sense of no duplication of data. And furnitureCatalogue wouldn't even need to be active on all characters :-)


over and out for part 2 of my reply
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