Results: 50Comments by: rufusredbeard
File: CraftStore Endless Archive02/16/20
CS always tries to hold one of each...
Posted By: rufusredbeard
CS always tries to hold one of each item that can be researched. That character likely just has some items other characters don't, so it is being used as a source of the item. Actually the items are in the shared bank. But CS thinks that the second no-crafter needs it for research even though everything in CS for that character is...
File: CraftStore Endless Archive02/16/20
CS always tries to hold one of each...
Posted By: rufusredbeard
CS always tries to hold one of each item that can be researched. That character likely just has some items other characters don't, so it is being used as a source of the item. Actually the items are in the shared bank. But CS thinks that the second no-crafter needs it for research even though everything in CS for that character is...
File: CraftStore Endless Archive02/16/20
As long as you don't care which cha...
Posted By: rufusredbeard
As long as you don't care which character needs it, then it should work. I want to know across all of my characters, so this seems good. Also this method seems much faster. So yay :) I am running into an odd issue where when I login on a character that I DO NOT want to do research on, it is added to CS and a few items are mark...
File: Auto Category - Revised02/16/20
Re: Re: Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
I like the idea for a standalone addon simply because I don't run the CraftStore addon that much and don't really "get" what the api function you are using is doing for you or the purpose for which it is being used - probably because of not running with CraftStore. :) However, I can bundle it with AC-R and rely on your assistance...
File: Auto Category - Revised02/16/20
Re: Re: Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Looks good. There is one debug statement left in, but that's not a problem to remove. Can you provide some documentation for the new function? Also, you can release it as a separate plugin addon if you wish that depends on AutoCategory - Revised and CraftStore Fixed and Improved. That was what the new addon structure was designed...
File: Auto Category - Revised02/15/20
Pull Request for CraftStore Fixed and Improved
Posted By: rufusredbeard
Shadowfen, I sent along a pull request to add support for CraftStore Fixed and Improved via the new plugin system: https://github.com/Shadowfen/AutoCategory/pull/3
File: CraftStore Endless Archive02/15/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: CraftStore Endless Archive02/15/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: Auto Category - Revised02/10/20
Re: Re: Re: Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
The tricky part is getting access to the insides of another addon (which usually requires the other dev to make changes to give you access to the stuff you need). ...snip... I received the following info from the author of CraftStore: As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLi...
File: CraftStore Endless Archive02/10/20
I don't have anything that tells yo...
Posted By: rufusredbeard
I don't have anything that tells you if a specific item is the one shown via the UI, but that is accessible through the saved vars, under the crafting > stored section. The id of the item is saved there. As for whether an item needs researched, there is an API for that: CS.IsResearchable(itemLink, bool for current character only)...
File: CraftStore Endless Archive02/08/20
Is there an "API" that another plugin could use?
Posted By: rufusredbeard
Hi Rhyono! I love your addon and while it does sometimes get a bit confused, mostly it's spot on and it's much better at keeping track of items I'm saving for research than anything else I've found. I also use AutoCategory to group stuff in the bag/bank/etc. They use a less sophisticated system for flagging research items. It is...
File: Auto Category - Revised02/08/20
Re: Re: Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
The tricky part is getting access to the insides of another addon (which usually requires the other dev to make changes to give you access to the stuff you need). The easiest way to get the dev to put in the change you need is to figure out the changes yourself so all the dev needs is to add them if he approves of them. As complex as...
File: Dolgubon's Lazy Set (and Furniture!) Crafter02/08/20
Re: Re: Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Answering my own report. The issue was that because the addon adds textures, a reload UI is not sufficient and you have to quit and restart the game from scratch. Haha, and it says that right in the description.... for shame... sorry folks...
File: Dolgubon's Lazy Set (and Furniture!) Crafter02/08/20
Re: Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Hiya, this looks super cool. However, I'm having an odd issue, when I open the addon (either via a bound key or when entering a crafting station) there are only two icons at the top of the dialog (helmet) If I move the mouse left and right up there I get tooltips but I have no way of knowing the selected state of armor other than hel...
File: Dolgubon's Lazy Set (and Furniture!) Crafter02/08/20
Icons other than helmet now showing at top of main dialog
Posted By: rufusredbeard
Hiya, this looks super cool. However, I'm having an odd issue, when I open the addon (either via a bound key or when entering a crafting station) there are only two icons at the top of the dialog (helmet) If I move the mouse left and right up there I get tooltips but I have no way of knowing the selected state of armor other than hel...
File: Auto Category - Revised02/07/20
Re: Re: Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
Have you considered removing the researchable category from your accountwide settings and then on your crafting toon give it a character-specific setting where you add back in the researchable category? Well if one of my other toons picks something up that is researchable or goes into the bank I still care if it is researchable on...
File: Auto Category - Revised02/07/20
Re: Re: Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
It appears that most (if not all) of my confusion about researchable stuff was actually related to low cost items showing above research items. I changed the priority of research in by bank from 60 to 87 and that appears to have helped a lot. Will report back if I find otherwise. Scratch that I'm still seeing stuff in researchable...
File: Auto Category - Revised02/06/20
Re: Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
It appears that most (if not all) of my confusion about researchable stuff was actually related to low cost items showing above research items. I changed the priority of research in by bank from 60 to 87 and that appears to have helped a lot. Will report back if I find otherwise. Scratch that I'm still seeing stuff in researchable...
File: Auto Category - Revised02/06/20
Re: CraftStoreFixedAndImproved
Posted By: rufusredbeard
It appears that most (if not all) of my confusion about researchable stuff was actually related to low cost items showing above research items. I changed the priority of research in by bank from 60 to 87 and that appears to have helped a lot. Will report back if I find otherwise.
File: Auto Category - Revised02/04/20
CraftStoreFixedAndImproved
Posted By: rufusredbeard
What would it take to add a function to use CraftStoreFixedAndImproved to manage items that need research? I research on one toon. Currently the researchable category shows way too much stuff. esp on my other toons. I have a good amount of experience coding but none with Lua or ESO addons. TY in advance.
File: Bandits User Interface01/04/20
Feature Request: fast travel but only when free
Posted By: rufusredbeard
Small feature enhancement for the Automation feature. Would it be possible to auto accept wayshrine dialogs but only if there is no gold cost to doing so?
File: CraftStore Endless Archive11/27/19
To be 100% certain it's not addon i...
Posted By: rufusredbeard
To be 100% certain it's not addon interference, turn off everything except CS, LBE and LAM. Delete your CS saved vars. Log into the character in question. If the item doesn't show up, try moving it to the bank and back (forces it, with absolute certainty, to look at the item). If it still won't show up, we'll go from there. Thank...
File: CraftStore Endless Archive11/27/19
Items not being tracked
Posted By: rufusredbeard
I'm sorry if this is covered elsewhere I've done as much digging as I know how to. I have a few items in CraftStore that show as me not having an item available to research and yet I do have one. I have tried /csrepair and /cspurge. I did discover I had another addon that was moving some items to junk which was causing them to be exc...
File: FCO ItemSaver10/27/19
Re: Re: Manually apply a dynamic icon to inventory item via context menu
Posted By: rufusredbeard
I had read the FAQ, but didn't understand it properly. This worked perfectly, thank you very much! :confused: If you enable a dynamic icon in the settings it will be on the context menu automatically. Except if you have enabled the dynamic marker icon's setting to only apply to researchable items! Then it will be on the context...
File: FCO ItemSaver10/27/19
Manually apply a dynamic icon to inventory item via context menu
Posted By: rufusredbeard
Sorry if this is a dumb question. I've figured out how to do this by searching and then using the additional menu. Is there any way to add my dynamic icons to the right click context menu along with the 3 that FCOIS adds automatically?