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Wolfhunter (4.1)
Updated:08/15/18 07:32 AM
Created:04/16/14 09:03 PM
Monthly downloads:556
Total downloads:13,257
Favorites:93
MD5:
4.1
JunkBuster  Popular! (More than 5000 hits)
Version: 1.71
by: ADH, Atoom
Now compatible with the current game Patch 4.1 Wolfhunter!

This addon provides a rule-based system to put items in your junk bag or destroy them

Unlike the other automatic junking addons, JunkBuster allows you to filter items by any combination of the following criteria:
  • Name
  • Item Type
  • Equipment slot
  • Weapon/Armor type
  • Level
  • Price
  • Quality
  • Trait
  • Item is crafted or not
  • Item is stolen or not
  • Item has a set bonus or not

For example, you can set it to only junk the ingredients you loot that have 0g price value, or the normal quality (white) stolen treasures (but not the green ones).

Other Features:
  • The addon can automatically sell junked items to a merchant (not stolen items) or a fence (stolen items) when visiting them
  • You can add exemption rules that save and unjunk any special item that you want skipped by junkBuster
  • You can add rules to DESTROY items upon looting
    Warning: Be very careful with the destroy option. Destroyed items CAN NOT be returned.

The screenshots show some sample rules that I use when playing.
There is an extended logging option available which provides the info for every looted item in the chatbox so you can fine-tune or make new junking rules.

Planned future additions:
  • Custom rule priorities
  • Add support for FCO Item Saver
  • Allow addon to apply rules to (guild) bank too?
v1.71:
* Updated API version for game patch 4.1

v1.70:
* Reworked structure of saved character settings (now based on unique character id instead of the characters displayed name)
* Added a seperate account wide settings profile which can be switched on/off for each character seperately. On first time switching it on after installing/upgrading it will import the current characters settings.

v1.63:
* Fixed displaying of wrong message when one of the "Do Save/Destroy/Junk" settings is disabled
* If a item fits a save, destroy or junk rule which is disabled, addon will now check if one of the other rules apply instead
* Reduced maximum number of items sold at once by the auto junk sale to 89 in hope to avoid triggering zos' action spam protection

v1.62:
* Updated API version for game patch 4.0
* Updated LAM to 2.0r26

v1.61:
* Updated API version for game patch 3.3

v1.60:
* new Filters:
Filter Weapons by Weapon type (Sword, Axe,...)
Filter Armor by Armor Type (Light, Medium, Heavy, Clothing/No Armor)
* Removed a useless lone "0 items sold for 0g" message
* A little more realigning of rule creation controls

v1.52:
* Reworked item level filter to include CP levels
* Realigned the controls in the create rule section to save some vertical space
* Updated LAM to 2.0r25

v1.51:
* Updated API version for game patch 3.2

v1.50:
* New Filters:
Filter equipable items (weapons and armor) by their slot (Head, chest, one handed, ...)
Filter items by them having a set bonus or not
* Stolen junk is now sold sorted by price instead of quality at a fence
* Updated, sorted and corrected item types for rules. Tell me if a item type that you need / were using is missing
* Dollar signs for item prices changed to small g (gold)

v1.40:
* Added option to automatically sell junk when visiting a merchant (non stolen junk) or fence (stolen junk)
* Added option to filter for stolen or not stolen items
* Added option to add crafted items to rules
* You can now open the settings panel by typing /jb into the chat
* Corrected some trait and item quality names
* Item qualityies except Normal now colored in their respective colors in the rules display
* Grouped the on/off settings a bit

v1.31:
* Provisional fix for the rules display in the settings panel disappearing

v1.3:
* Updated for HotR / API 100020
* Changed Settings Pannel from LAM-1.0 to LAM-2.0r24
* Items crafted by a player are currently ignored (will not be junked or deleted)
* Many small fixes and improvements
- Disabled junk Trial run (never worked for me, may be fixed and reenabled in the future)
- Disabled Filter by crafting type (never found a use for this filter, tell me if you want it back)

v1.21:
* Update to new API version
* Removed a couple of item types that were obsolete

v1.2:
* Updated API version
* Changed the way rules are stored (thanks [email protected])
* Rulesets can individually be turned on or off
* Laid the foundation for autobanking framework

v1.12: Added minimum level and price options

v1.11: Fixed a bug in item trait comparison. Thanks alisu!

v1.1:
* Several bug fixes
* Added rules to save and unjunk items
* Added rules to destroy items

v1.02: Added 'No Traits' option as per requests

v1.01: Made reporting in chat box to appear the same style as the rules in settings box.
Optional Files (0)


Archived Files (12)
File Name
Version
Size
Author
Date
1.70
55kB
ADH
07/07/18 11:26 AM
1.63
54kB
ADH
05/24/18 04:09 PM
1.62
54kB
ADH
05/23/18 12:10 PM
1.61
53kB
ADH
02/13/18 04:03 PM
1.60
53kB
ADH
11/01/17 10:02 AM
1.52
52kB
ADH
10/26/17 08:42 AM
1.51
52kB
ADH
10/23/17 11:34 AM
1.50
52kB
ADH
09/09/17 11:36 AM
1.40
51kB
ADH
09/04/17 01:50 PM
1.31
50kB
ADH
09/01/17 10:30 AM
1.3
50kB
ADH
08/23/17 01:58 PM
1.21
12kB
ADH
06/25/14 07:19 PM


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Unread 09/08/18, 04:45 AM  
Octopuss
 
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How about rules like "where quality > or >= " ? Or rules where you could select more than one quality level.

edit:
Another feature request: ability to switch between fields with Tab key.
Last edited by Octopuss : 09/13/18 at 03:25 AM.
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Unread 08/15/18, 08:40 AM  
Octopuss
 
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Originally Posted by Atoom
Originally Posted by Octopuss
The "Waterlogged Note" item is now marked as a Scroll, rather than as Trash.

yes!!!
pls try the /jbil chat command (explained a few posts back) with the item. It'll probably show you that regardless what the tooltip says its base itemtype is trash. The game actually has a 2-layered itemtype system with primary itemtype (the one you select as itemtype for a rule here, and the default "destroy worthless trash" rule looks for) and a specialized sub-Itemtype which is often the one displayed on the tooltip.
(But if the command shows something else please post a screenshot with that commands output for this item and one of your rules list and i'll look into it)

Edit:
Wait, maybe i misread your post. Do you mean ZoS changed it in a recent patch? That would indeedbe very nice of them
Yes, that was a quote from patch notes.
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Unread 08/15/18, 07:34 AM  
Atoom
 
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Update v1.71 released!

v1.71:
* Updated API version for game patch 4.1
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Unread 08/14/18, 02:33 PM  
Atoom
 
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Originally Posted by Octopuss
The "Waterlogged Note" item is now marked as a Scroll, rather than as Trash.

yes!!!
pls try the /jbil chat command (explained a few posts back) with the item. It'll probably show you that regardless what the tooltip says its base itemtype is trash. The game actually has a 2-layered itemtype system with primary itemtype (the one you select as itemtype for a rule here, and the default "destroy worthless trash" rule looks for) and a specialized sub-Itemtype which is often the one displayed on the tooltip.
(But if the command shows something else please post a screenshot with that commands output for this item and one of your rules list and i'll look into it)

Edit:
Wait, maybe i misread your post. Do you mean ZoS changed it in a recent patch? That would indeedbe very nice of them
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Last edited by Atoom : 08/14/18 at 03:47 PM.
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Unread 08/13/18, 06:58 AM  
Octopuss
 
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The "Waterlogged Note" item is now marked as a Scroll, rather than as Trash.

yes!!!
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Unread 08/11/18, 06:57 AM  
Atoom
 
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Originally Posted by Octopuss
The problem is that waterlogged note is NOT a trash. It's actually a quest item of sorts.
Well, sadly ZoS didn't implement the note as quest item, or collectible. They chose to implement that item with itemtype Trash which explicitly implies it has no purpose and can be sold/destroyed with no consequence... \_(ツ)_/

On another note: The reason why there is no explicit "is not crafted" condition but instead that behavior is the default setting if the crafted condition is not set is simply:
Before there was a configurable condition for this the "is not crafted" condition was hardcoded for all rules in the background. Had I changed the default behavior to "can be crafted" aka. ignore this like any other condition it would indeed have been more consistent. But also it would have radically changed the behavior of all the rules for every user. Like for example trashing every crafted restore all "Poiton of Health" instead just the worthles simple "Potion of Health" that drop from mobs. And that weighted more in my opinion. There is a warning sign with tooltip next to the crafted condition though explaining this anomal behavior
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Unread 08/11/18, 06:27 AM  
Octopuss
 
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The problem is that waterlogged note is NOT a trash. It's actually a quest item of sorts.
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Unread 08/10/18, 11:46 AM  
SlippyCheeze
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Originally Posted by Octopuss
WARNING!!!
Don't use the predefined "destroy zero value junk" rule - it destroys Waterlogged notes from Summerset and who knows what else.
http://uesp.net/ have a nice database that'll tell you exactly what: Data Mined item list, Trash category.

That tells me the sum and total of what would be destroyed -- correctly -- by this rule is:

Hope that helps you, in future, understand the purpose of the setting. Personally, I like the policy that anything matching those rules is marked junk, and then if backpack is getting too full, destroying it. Because it provides at least a little extra safety.
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Unread 08/10/18, 10:08 AM  
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WARNING!!!
Don't use the predefined "destroy zero value junk" rule - it destroys Waterlogged notes from Summerset and who knows what else.
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Unread 08/06/18, 04:35 AM  
Octopuss
 
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Originally Posted by Atoom
Originally Posted by Octopuss
Why is this happening???

I suppose the Bear haunches are crafted items (doesn't matter if by you or someone else)?
If so, this happens because - as I explained a few posts below - rules don't apply to crafted items per default and the addon handles rule conditions the same for junk, delete and keep rules.
--> Rule nr 6 doesn't trigger as it doesn't explicitly includes crafted items which then allows rule nr 11 to be triggered as this one does include crafted items. Thus the food gets junked.

----> So either include crafted items in the keep rule or remove the "could be crafted" condition from the junk rule to prevent legendary food from being junked
Wouldn't condition "is not crafted" be better?
The rules don't make much sense to me Like if I change the last rules to omit the "could be crafted" part, it implies all items regardless of crafted type.
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Unread 08/04/18, 12:08 PM  
lukkian
 
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Originally Posted by Atoom
Originally Posted by lukkian
One more silly question...

Given a new rule that has just been written and saved, when exactly should I expect it to be applied to inventory items?
Is it applied immediately? After a few seconds? Or only when new items are added?

Thank you.
With the current implementation of the addon new rules are only executed for new items that get added to your inventory, as it is hooked into a already existing event triggered by newly added items. Items previously added will be ignored.
A exception to that are new items that stack with already existing items as the inventory (and thus also the "mark junk" flag) operates based on slots (stacks of items). So even if just one item is added to a already existing item stack the whole stack will get (un)marked as junk or deleted if a rule triggers for the new item.
The event mentioned above does only trigger for items that you newly aquire (aka loot, buy from a merchant, craft or take out of mails), but not for items that you move to/from the (guild) bank.
Thank you for the explanation.
I'm sorry to ask, but can you add a command or keybind to artificially force this event?
It's strange to create a new rule and have to wait and loot new items just to see if it works or not.
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Unread 08/03/18, 05:23 PM  
Atoom
 
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Originally Posted by Octopuss
Why is this happening???

I suppose the Bear haunches are crafted items (doesn't matter if by you or someone else)?
If so, this happens because - as I explained a few posts below - rules don't apply to crafted items per default and the addon handles rule conditions the same for junk, delete and keep rules.
--> Rule nr 6 doesn't trigger as it doesn't explicitly includes crafted items which then allows rule nr 11 to be triggered as this one does include crafted items. Thus the food gets junked.

----> So either include crafted items in the keep rule or remove the "could be crafted" condition from the junk rule to prevent legendary food from being junked
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Unread 08/03/18, 05:11 PM  
Atoom
 
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Originally Posted by lukkian
One more silly question...

Given a new rule that has just been written and saved, when exactly should I expect it to be applied to inventory items?
Is it applied immediately? After a few seconds? Or only when new items are added?

Thank you.
With the current implementation of the addon new rules are only executed for new items that get added to your inventory, as it is hooked into a already existing event triggered by newly added items. Items previously added will be ignored.
A exception to that are new items that stack with already existing items as the inventory (and thus also the "mark junk" flag) operates based on slots (stacks of items). So even if just one item is added to a already existing item stack the whole stack will get (un)marked as junk or deleted if a rule triggers for the new item.
The event mentioned above does only trigger for items that you newly aquire (aka loot, buy from a merchant, craft or take out of mails), but not for items that you move to/from the (guild) bank.
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Atoom
Last edited by Atoom : 08/03/18 at 05:37 PM.
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Unread 08/02/18, 01:20 AM  
Octopuss
 
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Why is this happening???

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Unread 07/31/18, 07:51 PM  
lukkian
 
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One more silly question...

Given a new rule that has just been written and saved, when exactly should I expect it to be applied to inventory items?
Is it applied immediately? After a few seconds? Or only when new items are added?

Thank you.
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