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Old March 13th, 2007, 10:41 AM   #1
KlintusFang
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I definitely do the trick where I put all the items that the typical WO requires in one big macro with all the /refineadditem "" lines together.

But for the actual crafting process I found it easiest for me to just have 6 macros for selecting between the 6 steps and then 6 macros for selecting one of the 6 actions within the step. I then adjust the key bindings so that the 6 step-selection macros are lined up next to each other on the keyboard with the 6 action-selection macros lined up right underneath them.

I then just cycle through the crafting process with one hand selecting steps and actions as needed as i go.

Of course I have a g15 keyboard so lining them all up like that is fairly easy to do because the keyboard has 18 extra keys on the right side that are in 3 groups of 6 keys each...

I just wish there was some way to do the toolbelt switching completely from the keyboard and to do the complication management completely from the keyboard. unfortunately, those seem to require the mouse.
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Old March 13th, 2007, 10:44 AM   #2
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Quote:
Originally Posted by Shinto
Quote:
Originally Posted by Mortifier
It will always make the largest stack possible. The only time it makes smaller stacks is when you need to restock.
That is not actually true. It usually takes the largest stack, but there are times when it does not.

Here is the most common example that I find: When crafting, I hit my macro and find a short stack. I look, and I don't have enough for a full stack. I stop, go restock, and come back. I hit the same macro again, and the short stack appears, despite the others that are now in my inventory. I then deselect that short stack and select a full one. On the next item, the table macro yields a full stack.

I don't know that it does this every time in these circumstances, but it has done it to me in the past. If you stay well-stocked, it isn't an issue.
That is correct. If you let your supply run down to the point where there is only a single incomplete stack left of a given utility and then go back and resupply then the next time you start a crafting session, the UI will auto-select the incomplete stack which was was there before you resupplied rather than picking a full stack from the recently purchased utilities. That particular feature annoys me greatly...
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Old March 13th, 2007, 11:23 AM   #3
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Quote:
Originally Posted by Shinto
That is not actually true. It usually takes the largest stack, but there are times when it does not.

Here is the most common example that I find: When crafting, I hit my macro and find a short stack. I look, and I don't have enough for a full stack. I stop, go restock, and come back. I hit the same macro again, and the short stack appears, despite the others that are now in my inventory. I then deselect that short stack and select a full one. On the next item, the table macro yields a full stack.

I don't know that it does this every time in these circumstances, but it has done it to me in the past. If you stay well-stocked, it isn't an issue.
I have never had an issue with it. But I also sell any unfull stacks I have back to the NPC, when restocking.

-Mort
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Old March 14th, 2007, 10:24 AM   #4
Dralon
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Great thread first off.

One thing that really annoys me is that whey I purchase utilities, I have to manually drag and drop them from my regular bags into my crafting utility bag. Is there a way, that I have missed, for these to be automatically added into the crafting bag upon purchase. I have seen this happen when my regular bags are completely full, but I don't usually game with completely full bags.

Thanks
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Old March 14th, 2007, 11:16 AM   #5
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Seems lately if my main bag is full then things pop into crafting bag as I purchase.

I have started buying utilities before selling vendor trash from w/o's and turning in a wo, that way bag is about full and stuff pops into the crafting bag.
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Old March 15th, 2007, 08:09 PM   #6
Mortifier
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Updated the OP to include some of the macros discussed in this thread. I will continue updating the OP for easy use. Please let me know if there is something we should include, or if you see any mistakes/more efficent coding.

-Mort
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Old March 16th, 2007, 01:02 PM   #7
Zing
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I like the idea behind hero001's macros but I don't always complete actions in the order they are available (especially when you get to teir 3 and end up with multiple 2 or 3 step sections).

This is what I use. Keys 1 through 5 are bound with the corresponding action and step. The trick is to enter them in reverse: action then step.

Key 1
/craftingselectaction 1
/craftingselectstep 1

Key 2
/craftingselectaction 2
/craftingselectstep 2

etc...

The first time you press a key, you open up a step (no actions are available until a step is open, so the first command in the macro fails). So to open step 1, press key 1.

The second time you press a key, you execute an action on the open step. So to execute action 3, press key 3.

So for example if my utility step was step 1 and I wanted to execute the progress action, I would press 1 (to open step 1) and then 2 (to execute action 2 on the open step).

The table automatically closes open steps after each completed action, so you always start new: open step, execute action.

This is very useful for one-handed crafting. You only need 5 keys so you don't have to move your hand around. The only thing you have to do is occasionally use your mouse hand to remove a comp.
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Old March 16th, 2007, 04:07 PM   #8
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Ah, thanks for the post Zing. Tyar accually posted this method on page 1 post 2, but his explination left me a little confused.
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Old March 16th, 2007, 08:30 PM   #9
BoydofZINJ
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Quote:
Originally Posted by KlintusFang
That is correct. If you let your supply run down to the point where there is only a single incomplete stack left of a given utility and then go back and resupply then the next time you start a crafting session, the UI will auto-select the incomplete stack which was was there before you resupplied rather than picking a full stack from the recently purchased utilities. That particular feature annoys me greatly...
I simply just click the new supply and unselect the unused one... in no particular order.
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Old March 20th, 2007, 02:26 PM   #10
Daria
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it's one crafting command per macro now after patch, might as well remove this thread.
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Old March 20th, 2007, 03:22 PM   #11
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Quote:
Originally Posted by Daria
it's one crafting command per macro now after patch, might as well remove this thread.
I was crafting using these macros about 30 minutes ago. Or are you talking about a upcoming patch?

-Mort
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Old March 20th, 2007, 05:23 PM   #12
Daria
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Quote:
Originally Posted by Mortifier
Quote:
Originally Posted by Daria
it's one crafting command per macro now after patch, might as well remove this thread.
I was crafting using these macros about 30 minutes ago. Or are you talking about a upcoming patch?

-Mort
Ok I'll check it again tonight.
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Old March 21st, 2007, 06:08 AM   #13
noho
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Im also using similar macros, no problem at all =)
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Old March 24th, 2007, 05:10 AM   #14
IbenLyin
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Default Utility Stacks

Quote:
Originally Posted by KlintusFang
Quote:
Originally Posted by Shinto
Quote:
Originally Posted by Mortifier
It will always make the largest stack possible. The only time it makes smaller stacks is when you need to restock.
That is not actually true. It usually takes the largest stack, but there are times when it does not.

Here is the most common example that I find: When crafting, I hit my macro and find a short stack. I look, and I don't have enough for a full stack. I stop, go restock, and come back. I hit the same macro again, and the short stack appears, despite the others that are now in my inventory. I then deselect that short stack and select a full one. On the next item, the table macro yields a full stack.

I don't know that it does this every time in these circumstances, but it has done it to me in the past. If you stay well-stocked, it isn't an issue.
That is correct. If you let your supply run down to the point where there is only a single incomplete stack left of a given utility and then go back and resupply then the next time you start a crafting session, the UI will auto-select the incomplete stack which was was there before you resupplied rather than picking a full stack from the recently purchased utilities. That particular feature annoys me greatly...
I Also have noticed this. And have figred out the reason. If you look at your stacks after you use the macro to select them the first stack in the list is always selected. When you have an incomplete stack and go buy more the incomplete stack will be at the top of your list thus the stack that is selected. if you reselect a full stack it automatically puts the incomplete stack at the bottom of your list thus you dont have to worry about it until you run out again. The simplist way to counter this action is to just sell all incomplete stacks when you restock.
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Old March 24th, 2007, 05:13 AM   #15
IbenLyin
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Default Complication Macros

I am currently using Mort's Macros and am quite satisfied with the ease o setup and use. one thing i was wondering was if anyone has come up with a set of macros to counter complications. they would be very handy. i will be watching this form to see if anyone comes up with anything. thanks for the info already given and i cant wait to see what ppl come up with.
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Old March 24th, 2007, 06:54 AM   #16
Mortifier
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Default Re: Complication Macros

Quote:
Originally Posted by IbenLyin
I am currently using Mort's Macros and am quite satisfied with the ease o setup and use. one thing i was wondering was if anyone has come up with a set of macros to counter complications. they would be very handy. i will be watching this form to see if anyone comes up with anything. thanks for the info already given and i cant wait to see what ppl come up with.
Thank you for the compliments, I'm sure the people kind enough to share their macros appreciate it.

As for complications, there were commands to counter those using macros in the beta, but the commands were disabled on release. Currently there are no known ways of macroing complication commands, but we will keep an eye out on patch notes and other possibilities. Thanks for the reminder btw, I will update the OP.

-Mort
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Old March 26th, 2007, 12:58 PM   #17
Arcticana
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I might be mistaken, but I took the question more as how to bind a macro to a letter key - not one of the numbers. Like I said, I could be wrong though.
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Old March 28th, 2007, 03:15 PM   #18
Villem
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Default Re: Complication Macros

Quote:
Originally Posted by Mortifier
Quote:
Originally Posted by IbenLyin
I am currently using Mort's Macros and am quite satisfied with the ease o setup and use. one thing i was wondering was if anyone has come up with a set of macros to counter complications. they would be very handy. i will be watching this form to see if anyone comes up with anything. thanks for the info already given and i cant wait to see what ppl come up with.
Thank you for the compliments, I'm sure the people kind enough to share their macros appreciate it.

As for complications, there were commands to counter those using macros in the beta, but the commands were disabled on release. Currently there are no known ways of macroing complication commands, but we will keep an eye out on patch notes and other possibilities. Thanks for the reminder btw, I will update the OP.

-Mort
Actually, by pure accident, I found that /craftingselectstep 6 on a 5 step recipe will select the complicaiton phase. You can then use /craftingselectaction 1 etc. In other words add number of steps in recipe +1 in order to select the complication step.

Tool belt switching works, but only when not actively engaged in the crafting process. In other words, if you are riding your horse between 3 rivers and Renton Keep, you use the provided macros to switch toolbelts. You just can't use them when in the middle of crafting an item. I am assuming this is already known by the dev team and will be fixed, but I still sent a bug report using the in game system.
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Old March 29th, 2007, 08:19 AM   #19
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Sorry, logged in last night and started crafting again only to find this no longer works . Not sure what patch they fixed it in as I haven't crafted in a couple of weeks. They still haven't fixed the /craftingchangeactivetoolbelt macro.... boo.
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Old March 31st, 2007, 06:10 PM   #20
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Quote:
Originally Posted by Villem
Sorry, logged in last night and started crafting again only to find this no longer works . Not sure what patch they fixed it in as I haven't crafted in a couple of weeks. They still haven't fixed the /craftingchangeactivetoolbelt macro.... boo.
I have tried many ways to make a macro for complications, it sounds like what you were experiancing was a temperary bug, but I will look into it anyway, never know when you may find somthing useful.

-Mort
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