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Updated: 12/15/22 05:20 PM
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Compatibility:
Lost Depths (8.1.5)
High Isle (8.0.0)
Ascending Tide (7.3.5)
Greymoor (6.0.5)
Updated:12/15/22 05:20 PM
Created:06/09/15 03:54 PM
Monthly downloads:612
Total downloads:83,580
Favorites:87
MD5:
Categories:TradeSkill Mods, Bags, Bank, Inventory
Mass Deconstructor  Popular! (More than 5000 hits)
Version: 6.4.1
by: ahmetertem, Troodon80
Note: with 5.4, settings will become account-wide and will be reset to better suit the multi-trait options now available. Apologies for the inconvenience. If none of these additions interest you, feel free to continue using 5.3b.


MassDeconstructor refines raw materials and deconstructs items based on your filter settings. These filters are:
  • Items in bank (use the base game checkbox within the deconstruction panel (keyboard) or options menu (gamepad)
  • Items with no trait (usually junk)
  • Bound items
  • Set pieces
  • Retraited/trait changed
  • Reconstructed
  • Researchable (this is not across all characters, only the character you're currently on unless you have CraftStore)
  • Crafted items
  • Items by trait (see list below)
  • Items marked by Item Saver add-on
  • Items marked by FCO ItemSaver
  • Items marked by Circonians FilterIt add-on

If you're not using item saver addons please be careful and check add-on options. It's also worth getting into the habit of locking items you want to keep! Mass Deconstructor's default options:
  • Deconstruct items with no trait: off
  • Deconstruct bound items: off
  • Deconstruct set pieces: off
  • Deconstruct re-traited items: off
  • Deconstruct reconstructed items: off
  • Deconstruct researchable items: off
  • Deconstruct crafted items: off

Legacy Settings:
In order to preserve the original behaviour of the addon, a "Deconstruct all traits" option has been added, along with options for Intricate, Ornate, and Nirhoned. While "all traits" is enabled it will deconstruct all traits with those three as exceptions. If all four options are ON then all traits will be deconstructed. If all traits is enabled but, for example, only Intricate is ON then Ornate and Nirnhoned will not be deconstructed.

While "Deconstruct all traits" is ON, all the trait-specific settings below will be disabled for obvious reasons (quality and ability to deconstruct will remain operational). Your settings will remain intact.

Enchanting Options:
  • Allow Deconstruction: on
  • Maximum item quality to deconstruct: Epic

All equipment defaults follow the same structure and can be changed at any time in the addon settings panel. By default, all traits are turned off and can be changed to suit your personal wants.
  • Allow Deconstruction: on
  • Maximum item quality to deconstruct: Epic
  • Intricate items: off
  • Ornate items: off

Armour traits to deconstruct:
  • Sturdy: off
  • Impenetrable: off
  • Reinforced: off
  • Well-fitted: off
  • Training: off
  • Infused: off
  • Invigorating: off
  • Divines: off
  • Nirnhoned: off

Weapon traits to deconstruct:
  • Powered: off
  • Charged: off
  • Precise: off
  • Ingused: off
  • Defending: off
  • Training: off
  • Sharpened: off
  • Decisive: off
  • Nirnhoned: off

Jewellery traits to deconstruct:
  • Healthy: off
  • Arcane: off
  • Robust: off
  • Swift: off
  • Harmony: off
  • Triune: off
  • Bloodthirsty: off
  • Protective: off
  • Infused: off

If you're unsure how safe your items are and whether the addon might deconstruct something you don't want it to, turn on the "List items before starting work" setting. This will output the list of items it will deconstruct when you interact with a crafting station or the deconstruction assistant. You can also use "/md list" chat command without the setting.

Please be sure to read the above information and, if there are any problems (or requests), report issues in the comments section.

To-do:


Dependencies:
Version 6.4.1 (Troodon80)
Typos

Version 6.4 (Troodon80)
Cleaned up some variable leaks to the global namespace.

Version 6.3 (Troodon80)
Removed errorneous line. May or may not have caused issues, but shouldn't have been there in either case.

Version 6.2 (Troodon80)
  • Added check for Summerset chapter when deconstructing jewellery
    • I never tested without the chapter until now, and it came to my attention that there is an issue when trying to deconstruct items via the Assistant if you have jewellery in your list but do not own the Summerset chapter
  • Changed FCOIS from IsMarked to IsDeconstructionLocked. I thought I had done so sooner, but apparently I had not
  • Added a check for Meticulous Disassembly CP, and an associated option to display a notification (or not) if you do not have the CP slotted; if you do not have the CP slotted and the option is enabled to show the warning, you will have a simply confirm/cancel option (requested by daimon)

Version 6.1 (Troodon80)
  • Better gamepad support
    • Also supports rebuilding and output of the deconstruction queue list automatically refreshing (if the setting it enabled)
  • Restored the keybinds that went missing from the keybind settings menu

Version 6.0 (Troodon80)
  • API bump for High Isle
  • Added initial support for localisation
  • Added support for CraftStore (to protect traits which you can learn on other characters)
  • Added a legacy mode, which will allow you to disable the micromanaging of traits
  • Added buttons to all craftlines to toggle all traits on or off collectively within the craftline

Version 5.5 (Troodon80)
  • Added option to toggle account-wide or character settings (requested privately to keep old functionality); current account-wide settings already in use are kept, or you can toggle off for individual characters
  • Added options to enable/disable deconstruction for each craft; this is primarily for the deconstruction assistant but does apply to crafting stations as well
  • Added option for refinement; OFF will keep the old system of looping through 10 items to refine at a time until done, ON will deconstruct entire stacks instead of only 10 at a time
  • Removed bank setting in favour of using the base game bank checkbox; used SecurePostHook on the checkbox which will refresh the output list in chat when toggled (if "List items before starting work" a.k.a. verbose mode is enabled instead of needing to leave the crafting station, if that option is not enabled then there will be no output)

Version 5.4 (Troodon80)
Rewritten a chunk of the addon to accommodate all traits (requested). I've also made the settings account-wide (requested) as the old settings were also outdated. However, as a result of this and some other changes, the settings will be reset. My hope is that this won't happen again. Apologies for the inconvenience.
  • Added all traits to the options (requested), this covers all equipment crafting broken down into:
    • Clothing (Intricate, Ornate, Armour)
    • Blacksmithing (Intricate, Ornate, Armour, Weapons)
    • Woodworking (Intricate, Ornate, Armour, Weapons)
    • Jewellery (Intricate, Ornate, Jewellery)
  • Changed Ornate and Intricate and put them at the start of each category.
    • I have not separated Ornate and Intricate between weapon/armour categories and have deliberately left them linked (this is still a step further than the original implementation); if people want these separated futher it will be possible with limited impact, though I don't intend on doing it unless someone requests it
  • Changed the numerical Quality selection into a more user-friendly dropdown

Version 5.3b (Troodon80)
Fixed typo for reconstructed items

Version 5.3 (Troodon80)
  • Version and API bump (Ascending Tide)
  • Added options for re-traited items, reconstructed items, and nirnhoned items
  • Added support for Giladil the Ragpicker, Deconstruction Assistant

Version 5.2

Version number bump to bring all version numbers reported into sync, apologies to Minion users.

Version 5.0

Removed included libraries, use dependencies instead.

Version 4.5
  • Updated API number for Harrowstorm
  • Use bulk deconstruct at workstation instead of individually deconstructing items

Version 4.4d

Emergency patch to fix a broken version released by clumsiness.

Version 4.4b
  • Updated for Scalecaller, no support for in-game mass-refining yet, just uses the old method for now
  • Tweaked mode changes to use the mode bar
  • Stop displaying Mass Deconstruct/Refine buttons while performing actions, to prevent subsequent attempts at starting actions

Version 4.3
  • Version bump for Elsweyr

Version 4.2
  • Mass Refine now takes items from backpack and bank, not just craft bag
  • Buttons once again show when interacting with crafting stations

Version 4.0a

Only a version bump for Wrathstone.

Version 4.0
  • Updated for Murkmire
  • No longer shows list of things to deconstruct when opening alchemy table

Version 3.4
  • Updated for Wolfhunter
  • No longer shows mass deconstruct or mass refine buttons where they don't apply
  • Rough Oak is now refined

Version 3.3
  • Now properly handles preferences regarding ornate and intricate jewellery.

Version 3.2
  • Minor bugfix

Version 3.1
  • Restored deconstruction of enchantments which got broken in 3.0. Sorry!

Version 3.0
  • Supports Jewellery deconstruction (only for jewellery found after release of Summerset)
  • Supports refining of Jewellery raw materials

Version 2.5
  • Will not deconstruct crafted items (option in settings)

Version 2.4
  • Supports ESO Dragon Bones
  • Verbose option to list items that will be deconstructed

Version 2.3
  • bug fix: Mass Deconstructor will no longer try to deconstruct locked items.

Version 2.2
  • bug fix: Mass Deconstructor once again honours your choice about deconstructing intricates

Version 2.1
  • Mass refine now has a key bind

Version 2.0

Welcome to Clockwork City!
  • New major version due to significant rewrite
  • Will now deconstruct items flagged by FCO Item Saver for deconstruction
  • Experimental "Mass Refine" feature to refine raw materials in your ESO+ craft bag

Version 1.3

Welcome to Horns of the Reach!
  • Updated for Horns of the Reach
  • Added experimental Mass Refine feature

Version 1.2c
  • Added support for FCO Item Saver v1.0

Version 1.2c
  • Fixed a packaging derp (another one)
  • Fixed the UI error on the keybind (my bad, I didn't test it)
  • Known problem: the queue will sometimes get stuck with traitless items like Iron Axes.

Version 1.2a
  • Updated to work with ESO: Morrorwind
  • Fixed a packaging derp

Version 1.2
  • Updated to work with ESO: Morrorwind

Version 1.1c
  • Fixed add-on directory bug. Thanks to @Votan

Version 1.1b
  • Fixed Glyph extraction bug

Version 1.1a
  • Added Deconstruct set pieces option (Thanks to @Tonyleila for idea)
  • Grouped 4 profession for Maximum item quality to deconstruct and Deconstruct intricate items
  • Special thanks to circonian for writing LibItemInfo. Deleted previous unnecessary functions and filters.
Optional Files (0)


Archived Files (19)
File Name
Version
Size
Uploader
Date
6.4
17kB
Troodon80
08/15/22 08:50 AM
6.3
17kB
Troodon80
08/04/22 03:48 AM
6.2
17kB
Troodon80
08/03/22 05:25 PM
6.1
16kB
Troodon80
04/26/22 05:32 AM
6.0
16kB
Troodon80
04/20/22 06:03 PM
5.5
12kB
Troodon80
04/09/22 08:38 PM
5.4
11kB
Troodon80
04/02/22 03:01 PM
5.3b
9kB
Troodon80
03/30/22 01:36 PM
5.3
9kB
Troodon80
03/30/22 12:56 PM
5.2
8kB
ahmetertem
07/09/20 06:33 PM
5.1
8kB
MaralieRindu
03/05/20 03:08 AM
5.0
8kB
MaralieRindu
03/02/20 07:40 AM
4.5
34kB
MaralieRindu
02/28/20 05:35 AM
4.4d
38kB
MaralieRindu
08/26/19 05:50 AM
4.4b
34kB
MaralieRindu
08/19/19 03:58 PM
4.4a
38kB
MaralieRindu
08/19/19 06:56 AM
4.4
38kB
MaralieRindu
08/18/19 03:24 AM
4.3
38kB
MaralieRindu
06/22/19 01:43 AM
4.2
38kB
MaralieRindu
03/29/19 02:26 PM


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Unread 08/21/19, 05:47 AM  
Baertram
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Yep and this is e.g. the reason why I mentioned the keybinds should only work (visible function does this) if you ARE at the crafting table AND are at the panel where the needed operation (in this case deconstruction) should be done

Originally Posted by jayman10000
I got this error when I accidentally hit my MD keybind while not being at a crafting table (I was just running through the city on my way to the stables). At first I didnt understand why the error came, so after reading inside it it mentioned the MassDeconstructor, I for some reason tried pressing the keybind for MD and it happened again.

Warning: Spoiler



Note: just as a test I tried going to a crating table and interacting with it then pressing the MD keybind and that works fine still. So above error only seems to happen if pressing MD keybind while not interacting with crafting station.
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Unread 08/20/19, 10:14 PM  
jayman10000

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I got this error when I accidentally hit my MD keybind while not being at a crafting table (I was just running through the city on my way to the stables). At first I didnt understand why the error came, so after reading inside it it mentioned the MassDeconstructor, I for some reason tried pressing the keybind for MD and it happened again.

Warning: Spoiler



Note: just as a test I tried going to a crating table and interacting with it then pressing the MD keybind and that works fine still. So above error only seems to happen if pressing MD keybind while not interacting with crafting station.
Last edited by jayman10000 : 08/20/19 at 10:17 PM.
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Unread 08/19/19, 02:40 PM  
jayman10000

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Originally Posted by MaralieRindu
Originally Posted by jayman10000
Getting below error when at crafting tables when trying to mass deconstruct.

EDIT: I found out how to trigger it. It will trigger if there is a gear piece already added before starting to mass deconstruct. Clearing it manually before using Mass Deconstructor will prevent the error from happening.

Warning: Spoiler
That error should be gone now.

Originally Posted by jayman10000
EDIT3: Found another error. If accidentally trying to mass deconstruct again while MD is already working to deconstruct will produce this error and halt the work (and place a ?-icon where the gear to be deconned is normally displayed):
… that's a curly one! I'll see about fixing that one ASAP.
Much appreciated for the quick fix!
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Unread 08/19/19, 08:40 AM  
Baertram
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Originally Posted by MaralieRindu
Originally Posted by Baertram
But nevertheless setting the mode will also get you in trouble with other addons so forget the FCOCraftFilter problems and stop switching the modes manually where not needed please! Believe me or not...
That will come in time, it will take a lot more work than seeking a less-broken method to do what it used to do.

Now let's just see if this current fix resolves the issue that your user was having.
Aye, still investigating the code to see why this could happen. I guess there might be another addon invloved but cannot find where or how. If he says this happens as he mouse hovers a station this must be something which registers to the reticle.

Or maybe your keybinds are "to global" and get tried to be registered even on other panels and then call some code.

btw: If you'd change your keybindings to only be visible at the panel where they relate to you'd be fine.
No call to ZO_MenuBar_SelectDescriptor(SMITHING.modeBar, SMITHING_MODE_REFINMENT) or other mode functions needed anymore then.

Example function for the visible stuff:
Lua Code:
  1. local function ShouldShow(isRefineKeybind)
  2.     isRefineKeybind = isRefineKeybind or false
  3.     local retVar = false
  4.     local currentScene = SCENE_MANAGER.currentScene.name
  5.     if currentScene == "enchanting" or yourAddon.IsShowingExtraction() then
  6.         if isRefineKeybind then return false end
  7.         local enchantMode = ENCHANTING.enchantingMode
  8.         if enchantMode == ENCHANTING_MODE_EXTRACTION then
  9.             retVar = true
  10.         end
  11.     elseif currentScene == "smithing" or yourAddon.IsShowingSmithing() then
  12.         local mode = SMITHING.mode
  13.         if mode == SMITHING_MODE_REFINMENT and isRefineKeybind then
  14.             retVar = true
  15.         elseif mode == SMITHING_MODE_DECONSTRUCTION then
  16.             if isRefineKeybind then return false
  17.             retVar = true
  18.         end
  19.     end
  20.     return retVar
  21. end

Depending on your keybind you could change retVar for refine to true or for decon or extract to true. e.g. using a parmater isRefineKeybind in the function's parameter list.

In your addon functions yourAddon.IsSHowingSmithing and IsShowingEnchantment can use your event_craftingstation_interact variables e.g.
Last edited by Baertram : 08/19/19 at 08:43 AM.
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Unread 08/19/19, 08:27 AM  
MaralieRindu

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Originally Posted by Baertram
But nevertheless setting the mode will also get you in trouble with other addons so forget the FCOCraftFilter problems and stop switching the modes manually where not needed please! Believe me or not...
That will come in time, it will take a lot more work than seeking a less-broken method to do what it used to do.

Now let's just see if this current fix resolves the issue that your user was having.
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Unread 08/19/19, 08:21 AM  
Baertram
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Originally Posted by Baertram
Changing the mdoe will run all "prehooked"/"posthooked" code of other addons which then fail or get strange behaviour.
None of this explains how simply running around a dungeon can be triggering Mass Deconstructor in any way. MD only acts on the crafting table interaction events.
I know and I cannot explain this myself.

But nevertheless setting the mode will also get you in trouble with other addons so forget the FCOCraftFilter problems and stop switching the modes manually where not needed please! Believe me or not...

Edit:
btw: check your manifest txt file there is an empty entry ## DependsOn:.
Last edited by Baertram : 08/19/19 at 08:23 AM.
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Unread 08/19/19, 08:18 AM  
MaralieRindu

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Originally Posted by Baertram
You are right that it's basically nothing else like ZOs code does but I guess the addon here does it sometime where a mode was already set and then changes it again?
It's exactly what the mode buttons do, as per the code in ZOS-provided in-game UI.

Originally Posted by Baertram
Changing the mdoe will run all "prehooked"/"posthooked" code of other addons which then fail or get strange behaviour.
None of this explains how simply running around a dungeon can be triggering Mass Deconstructor in any way. MD only acts on the crafting table interaction events.

Also the code you just quoted is what I have updated it to just in the last hour. See if anyone can replicate the error. ZO_MenuBar_SelectDescriptor will set the appropriate panel just as if the user had clicked the button.
Last edited by MaralieRindu : 08/19/19 at 08:21 AM.
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Unread 08/19/19, 07:59 AM  
Baertram
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Originally Posted by MaralieRindu
Originally Posted by Baertram
PLEASE do not do this.
How do I change modes safely? This is how the buttons set the mode in the first place: smithing_keyboard.lua line 203 function ZO_Smithing:InitializeModeBar(). Each button has a callback which sets the mode.

How is what I am doing any different to what the panel buttons do?

And how is Mass Deconstructor being invoked when the player hasn't opened the crafting table scene?
You are right that it's basically nothing else like ZOs code does but I guess the addon here does it sometime where a mode was already set and then changes it again? Changing the mdoe will run all "prehooked"/"posthooked" code of other addons which then fail or get strange behaviour.
ZOs only sets the mode AT THE BEGINNING as you change the filter tabs like from "Create" to "Deconstruct".

Do you have any option which automatically deconstructs if you enter a crafting station or similar to this?
Like you approach the woodworking table, are at the "Refine" panel (SMITHING.mode is refine then).
Now you start the deconstruction of items and set the smithing mode to deconstruction, which will run other addon codes, which fail as they think they are at deconstruction but one is at the refine panel. Something like this?
I do not know your addon in detail.

The only thing I know is that several crafting related addons rely on a proper handling of the smithing mode/enchanting enchantigMode and this addon somehow changes it either too early or in between or whatever, so that they will break the others, or run their code and get strange behaviours.

Please check the lines where you set the mode. If at the time this happens you are currently NOT at a deconstruction panel of SMITHING or a extraction panel of ENCHANTING then you cannot simply change the modes and go on.

Either the lines in your code to set the mode are simply not needed and you can remove them.
Which should fix at least some possible addon error.
Or you'd need to find another way like simulating a button press on the smithing/enchanting tabs to activate the deconstruction/extract tab properly.

Example:
Lua Code:
  1. function MD.StartRefining()
  2.   if MD.isEnchanting then
  3.     return
  4.   end
  5.   if SMITHING.mode ~= SMITHING_MODE_REFINMENT then
  6. DebugMessage('Setting refining mode')
  7.     ZO_MenuBar_SelectDescriptor(SMITHING.modeBar, SMITHING_MODE_REFINMENT)
  8.     EVENT_MANAGER:RegisterForEvent(MD.name, EVENT_CRAFT_COMPLETED, ProcessRefiningQueue)

This makes no sense? Why should you start refining if you are not at the refining tab.
You need to check this before using the function instead of setting the SMITHING.mode to refining youself.
If ppl are at the refining tag they can refine, if not they need to switch.
If you set the mode to refine you let other addons call their code for prehooks/Posthooks to SMITHING.SetMode or ZO_Smithing.SetMode

Same for the other panels. I do not understand why these checks and changes are needed? If the users are not able to refine or deconstruct if they ARE NOT at the desired panel, you shouldn't need this at all.
So better build checks in before like remove the keybinds properly so they cannot start the process if they are not at the panel etc.

Another hint:
You should maybe add an event for the craft_failed as well, if you started crafting. Not always the crafting will work normal and if it fails and you do leave the station or not, your internal variables are messed.
You maybe should use your cleanup functions (CleanupAfterRefining(), ...) also at event_craft_failed and event_crafting_station_interact_end to be sure everthing is reset properly for next mass crafting.
Last edited by Baertram : 08/19/19 at 08:20 AM.
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Unread 08/19/19, 07:58 AM  
MaralieRindu

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Originally Posted by jayman10000
Getting below error when at crafting tables when trying to mass deconstruct.

EDIT: I found out how to trigger it. It will trigger if there is a gear piece already added before starting to mass deconstruct. Clearing it manually before using Mass Deconstructor will prevent the error from happening.

Warning: Spoiler
That error should be gone now.

Originally Posted by jayman10000
EDIT3: Found another error. If accidentally trying to mass deconstruct again while MD is already working to deconstruct will produce this error and halt the work (and place a ?-icon where the gear to be deconned is normally displayed):
… that's a curly one! I'll see about fixing that one ASAP.
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Unread 08/19/19, 06:46 AM  
MaralieRindu

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I think I found it:

ZO_MenuBar_SelectDescriptor(SMITHING.modeBar, SMITHING_MODE_DECONSTRUCTION)

So this will be interacting with the mode bar without simply performing the function that the button performs. Now to see if I can replicate the error the FCO Craft Filter user was experiencing (though it still doesn't explain why Mass Deconstructor is being invoked without actually interacting with a crafting table).
Last edited by MaralieRindu : 08/19/19 at 07:30 AM.
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Unread 08/19/19, 05:48 AM  
MaralieRindu

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Originally Posted by Baertram
PLEASE do not do this.
How do I change modes safely? This is how the buttons set the mode in the first place: smithing_keyboard.lua line 203 function ZO_Smithing:InitializeModeBar(). Each button has a callback which sets the mode.

How is what I am doing any different to what the panel buttons do?

And how is Mass Deconstructor being invoked when the player hasn't opened the crafting table scene?
Last edited by MaralieRindu : 08/19/19 at 06:10 AM.
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Unread 08/18/19, 05:02 PM  
jayman10000

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Getting below error when at crafting tables when trying to mass deconstruct.

EDIT: I found out how to trigger it. It will trigger if there is a gear piece already added before starting to mass deconstruct. Clearing it manually before using Mass Deconstructor will prevent the error from happening.

Warning: Spoiler


EDIT2: and found another error. When exiting the crafting table before Mass Deconstructor is done produces this error:
Warning: Spoiler


EDIT3: Found another error. If accidentally trying to mass deconstruct again while MD is already working to deconstruct will produce this error and halt the work (and place a ?-icon where the gear to be deconned is normally displayed):
Warning: Spoiler



I realize that all these errors can be prevented by the user. But still, should probably be fixed?
Last edited by jayman10000 : 08/18/19 at 05:17 PM.
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Unread 08/18/19, 01:28 PM  
Baertram
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And here we go (related to my post directly below):
Some user complaiend in the past at my addon FCOCraftFilter that something is broken. He tested and found out it's MasssDeconstructor which is changing SMITHING variables (I bet you do the same like with the ENCHANTING described below, changing the smithingMod here...) and this will make my addon's buttons don't work properly.
https://www.esoui.com/downloads/file...=1104#comments

PLEASE do not do this. Let the user swith to the extraction/deconstruction tab properly and THEN start the deon/extraction. Or DO NOT change the enchantingMopde or smithing mode and just extract the stufgf. But if you keep it running like this is will break my and other addons for sure
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Unread 08/18/19, 07:06 AM  
Baertram
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Please do not overwrite the ENCHANTING table values like the enchantingMode within your addon!
It will maybe destroy other addons as they rely on the "save way" of getting the enchantingMode.

Code:
L:333
-      ENCHANTING:SetEnchantingMode(ENCHANTING_MODE_EXTRACTION)
+      ENCHANTING.enchantingMode = ENCHANTING_MODE_EXTRACTION
I'm not sure why you'd need to change the enchating mode at all here as the game already got the enchantingMode from it's internal code. Why setting it again then and risking any error or problems?
Same with the Smithing mode!

You definately will break protective functions of FCOItemSaver this way. It relies on the mode and enchantingMode of SMITHING and ENCHANTING.

Your code looks like it will even extract if you are at the "Create glyph" enchantingMode?
Maybe some kind of auto extract as you open the crafting tables?
Lua Code:
  1. if ENCHANTING.enchantingMode ~= ENCHANTING_MODE_EXTRACTION then
  2.       ENCHANTING.enchantingMode = ENCHANTING_MODE_EXTRACTION
  3.       ENCHANTING:OnModeUpdated()
  4.     end

This will make other addons think they are at the deconstruction/extraction panel but the controlNames of these panels like the extract slots are missing and thus the protective functions will just allow the deconstruction of maybe protected items. At best this will work properly as LibFilters is maybe recognizing the SMITHING.mode or ENCHANTING.enchantingMode and think it's at the deconstruction/extract panel. But you cannot be sure. Keep that in mind and please don't blame the other protective addons if your addon is messing with the crafting tables this way and protected items get deconstructed

Thanks for your understanding.
Last edited by Baertram : 08/18/19 at 07:07 AM.
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Unread 08/18/19, 03:38 AM  
MaralieRindu

Forum posts: 7
File comments: 74
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Okay, this was an emergency release to get things working again. Let me know how much new breakage has occurred.

Easiest way to get my attention is the Maralie's Manse server on Discord, or submit an issue on GitHub.

Coming Real Soon Now™ will be a version that uses the bulk actions that were introduced with Scalecaller. Real Soon is probably next weekend.
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