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Murkmire (4.2)
Updated:11/07/18 09:25 AM
Created:09/13/17 05:41 PM
Monthly downloads:1,258
Total downloads:226,236
Favorites:206
MD5:
Categories:Bags, Bank, Inventory, Data Mods, Graphic UI Mods, Miscellaneous, Utility Mods
Auto Category - Custom Inventory Categories  Popular! (More than 5000 hits)
Version: 1.34
by: rockingdice, crafty35a
Still struggling to manage your inventory? Always full of items that you don't know how to deal with?

This add-on will help sort things out!

Auto Category adds categories to your inventory, bank, guild bank, craft bag, and crafting station screens. Fully customizable!


Supported add-ons:
Alpha Gear
FCO Item Saver
Tamriel Trade Centre
Master Merchant
Iakoni's Gear Changer
BetterUI
Set Tracker



Original Keyboard Interface:





Inventory Grid View:





BetterUI for Gamepad:




  • Pre-defined rules and settings for beginners, download and use with no more settings required. Just that easy!
  • A nice header is added for each custom category. Get a clear view of your inventory.
  • Auto integrate with all interfaces. Keyboard is fully supported. Gamepad supports most of them, and
    Gamepad with BetterUI is supported.
  • Fully customizable rules based on LUA, for advanced users you can categorize items as the way you want.
  • Use pre-defined or your own rules, applying them to your backpack/bank/guild bank/craft bag/craft station, it will refresh categories immediately without reloading.
  • Complete wiki for learning rules. Need more rules/Have great ideas/Need other add-on integration? Just request a new API!
  • Auto group for your set items without adding rules one by one.


You can find more rule details and examples in:
Auto Category's wiki

If you enjoy this add-on and think my work is really worthy, you can send me in-game coin to:
@RockingDice in NA megaserver
or donate via Paypal :
Donate!

Any donations will keep me make more good add-on for improving your gaming experience!
[b]
1.34 Changes:
  • Added itemname() to match items by name. Returns true if the item name contains any of the provided strings (case insensitive), e.g. itemname("Maelstrom", "Alkosh")

1.33 Changes:
  • Bumped API version for Murkmire.

1.32 Changes:
  • More huge performance improvements! Thanks again to Shadowfen who did all the work here. (Pre-compile rules as they are changed)
  • Replaced Set Tracker support function GetSetTrackerState() with IsTracked(). If you used the old function, you will need to update your rule (sorry). This was done to bring the usage inline with the way the other similar functions work. Usage, e.g.: IsTracked("Sell/Decon", "Collecting")

1.31 Changes:
  • Big performance increase (2x or better for me), thank you to Shadowfen for the code change suggestion!
  • Updated libraries

1.30 Changes:
  • Added French translation. Big thanks to Hasgaad!

1.29 Changes:
  • HOTFIX - resolve errors at merchant due to Wolfhunter API changes.

1.28 Changes:
  • Bumped API version for Wolfhunter.

1.27 Changes:
  • Bumped API version for Summerset.
  • Added support for jewelry crafting ingredients. Note: you will need to either create a new rule yourself, or reset AutoCategory to default settings to grab the new default rule.
    • To create your own rule, use
      Lua Code:
      1. filtertype("jewelrycrafting")
    • To reset to default settings: In the Auto Category add-on menu, use the Defaults button. Then use the /reloadui command. Important: this will remove any custom rules/settings you have defined.
  • New API function "IsMarkedIS()" - use to test whether an item is marked with Item Saver. Note that FCO ItemSaver users should continue to use "IsMarked()"

1.26 Changes:
  • New API function "islocked()" - use to test whether an item has been locked.

1.24 Changes:
  • Resolve circular dependency issue with DoItAll (requires matching update to DoItAll).


1.23 Changes:
  • Added Set Tracker support! Use "getsettrackerstate()" to retrieve the name of the Set Tracker category, if an item is tracked.
  • Added charlevel() and charcp() to pull current character level and CP. Can be used to compare item level to your character level with a custom rule. (Thanks to VulcanTourist)

1.22 Changes:
  • You can now define separate settings for your home storage chests (they will take their initial settings from your bank settings, but can be customized at will).

1.21 Changes:
  • Added support for home storage chests (big thanks to raj72616a). Currently, they will use the settings selected for your bank (no custom settings for home chests yet).
  • Bumped API version for Dragon Bones.
  • New maintainer (crafty35a).


1.19 Changes:
  • Fixed Localization.
  • New Feature: Collapsed/Expanded status can be saved now. You can turn it on in the general setting menu.

1.18 Changes:
  • Fixed Bug: IGV will show the last category correctly.
  • Fixed Bug: Items Count can be turned off permanently.
  • Fixed Bug: Quest Panel will not complain about lua error.

1.17 Changes:
  • Removed debug logs in destruct/improvement panel

1.16 Changes:
  • New Feature: Collapsible Category. You can now click the header to fold all items inside. Get an overall view of your inventory! Context Menu is available, you can collapse/expand all headers with one click.
  • New Feature: Hide-able Category. You can hide some categories to focus on the items you need to deal with. Also you can hide the items that are not matched in the 'Other' category. Can be set in bag setting menu.
  • New Feature: Items Count. You can get a total number about how many items inside the category. This can be turned off in the general setting menu.
  • Account Wide setting changed: You can switch account wide/character wide for each of your characters. (* Need to select again if you use character setting before, don't affect the bag settings)
  • Fixed bug: Removed duplicated rules in bag setting.
  • Fixed bug: German set names should be able to be matched now.
  • Changed api:keepresearch()
    After a lot of tests, the api is not working fine. So I decided to make the api work more simple: It will match all the items can be researched. If you want better result, please use it with other api together. This is a basic idea to filter the item that is not part of a set and can be researched:
    Lua Code:
    1. keepresearch() and not isset()
  • New api:isset() api:ismonsterset()

1.15 Changes:
  • New feature: Category header's height is customizable!
  • New feature: You can change the name of ungrouped Category.
  • New feature: Added a message in chat when toggling the add-on's function, and a switch for it to turn on/off.
  • Fixed bug: Toggling in Inventory Grid View should not result a bad layout.
  • Fixed bug: Removed tag should not to be restored after relog.
  • New Add-ons Integrated!
    Do It All: You can now use it with AC together.
    Alpha Gear: Added a new api:alphagear
    Master Merchant: Added a new api:getpricemm
    Tamriel Trade Centre: Added a new api:getpricettc
  • New api:isinbank

1.14 Changes:
  • CwC is supported!
  • Fixed integration for Inventory Grid View(3.2).

1.13 Changes:
  • Fixed Bug: Setting for Craft Station is not working.
  • Added API:
    Code:
    getquality
    please see api:getquality
  • Updated localization for Chinese.

1.12 Changes:
  • New Function: Export to all bag settings. You can now replace all bag settings by one of them.
  • Added API:
    Code:
    quality
    please see api:quality
  • Fixed Bug: Import from bag setting will incorrectly make settings be linked together.

1.11 Changes:
  • New bags supported: Guild Bank / Craft Bag / Craft Station for both keyboard and gamepad mode.
  • New function: Import from bag setting: you can import from a bag setting to replace current one. No need to create it from the beginning. Make backups by copying your AutoCategory.lua in SavedVariables folder!
  • New add-on supported: Quick Menu you can toggle Auto Category by Quick Menu to save a key binding, check it out!
  • Added API:
    Code:
    sellprice
    islearnable
    please see api:sellprice and api:islearnable for more info.

1.10 Changes:
1.09 Changes:
1.08 Changes:
  • Fixed Category 'Trait/Style Gems' (If not changed, please try to restore to defaults)
  • Added Localization support.

1.07 Changes:
  • Fixed a rare issue of IGV integration.

1.06 Changes:
  • Fixed Quest tab issue.
  • Adjusted the height of header to the same as item row.
  • Added custom appearance of header text. You can set up them in the setting menu (or type /ac)

1.05 Changes:
  • Fixed multiple add-on compatible issue.
  • Fixed auto set name in different languages.
  • Added API:
    Code:
    iscrafted
    please see api reference and tutorial for more info.

1.04 Changes:
  • Added gamepad trade inventory support. Thanks @catsith105 for testing!

1.03 Changes:
  • Integrated with 'Inventory Grid View'
  • Added a tutorial button.
  • Added a wiki home page and tutorial page.

1.02 Changes:
  • Fixed banking issue with deposit/withdraw items.

1.01 Changes:
  • Updated lib: LibAddonMenu to r24
  • Refined Addon Setting Menu
Archived Files (30)
File Name
Version
Size
Uploader
Date
1.33
110kB
crafty35a
10/22/18 06:46 AM
1.32
109kB
crafty35a
09/21/18 12:32 PM
1.31
110kB
crafty35a
09/17/18 09:08 AM
1.30
105kB
crafty35a
08/24/18 11:57 AM
1.29
104kB
crafty35a
08/13/18 08:39 AM
1.28
104kB
crafty35a
08/13/18 06:56 AM
1.27
104kB
crafty35a
05/21/18 06:31 AM
1.26
105kB
crafty35a
04/20/18 11:11 AM
1.25
105kB
crafty35a
04/19/18 01:21 PM
1.24
105kB
crafty35a
04/16/18 09:57 AM
1.23
105kB
crafty35a
04/15/18 06:37 PM
1.22
105kB
crafty35a
04/12/18 09:14 PM
1.21
104kB
crafty35a
04/11/18 11:25 AM
1.19
104kB
rockingdice
10/29/17 09:35 PM
1.18
103kB
rockingdice
10/29/17 11:11 AM
1.17
103kB
rockingdice
10/29/17 07:53 AM
1.16
103kB
rockingdice
10/28/17 11:55 PM
1.15
105kB
rockingdice
10/25/17 10:07 AM
1.14
103kB
rockingdice
10/23/17 07:59 PM
1.13
103kB
rockingdice
10/21/17 02:09 AM
1.12
107kB
rockingdice
10/19/17 05:04 AM
1.11
106kB
rockingdice
10/18/17 09:33 AM
1.10
104kB
rockingdice
10/08/17 08:26 AM
1.09
98kB
rockingdice
09/21/17 09:50 PM
1.08
96kB
rockingdice
09/18/17 09:13 PM
1.07
75kB
rockingdice
09/17/17 09:42 AM
1.06
75kB
rockingdice
09/15/17 09:12 PM
1.05
71kB
rockingdice
09/15/17 01:02 PM
1.04
71kB
rockingdice
09/14/17 10:25 AM
1.03
71kB
rockingdice
09/13/17 05:41 PM


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Unread 10/19/17, 02:38 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
Originally Posted by Deadmano
So I ran into an issue that really sucked, and I wish I backed up my saved variables...

Using the new Import From Bag option somehow permanently links the current "bag" to the chosen bag. For example, if I selected the Guild Bank bag, and imported from Backpack, and then I delete any categories from the Guild Bank it ALSO deletes the categories from the Backpack.

Is this intended? I'd much prefer if it didn't link them, and simply copied them once, allowing you to delete categories as you please, without fear of it also removing the categories you deleted from the imported bag...

I would still like to see a "use same settings for ALL bags" option, for those of us who will use the same categories, everywhere. And then obviously those who want separate categories can still manually set them up per bag.

EDIT: Also, at least from my side, when having about ~30 or so different categories, I am noticing quite some lag when using Bank Manager Revived to auto-push items to a guild bank, and having Roomba automatically stack items thereafter. Can you confirm if this is true on your side, and if there is anything can be done, performance wise? Like, perhaps wait to display categories AFTER BMR/Roomba have completed? As I have a feeling with the items being added/removed while Roomba is working, the categories are constantly refreshing?

EDIT 2: I just have to mention how in-love I am with this add-on! It completely caters to the OCD of me!!! I honestly cannot wait for the quality() API to hit so I can easily categorise items to be kept or sold, etc. For example, not deconstruct items under blue quality, as it just isn't worth it, to me.

Here's what my Deconstruct category currently looks like:

Lua Code:
  1. cp() < 160 and type("armor", "weapon") and not equiptype("neck") and not equiptype("ring") and not keepresearch() and not ismarked() and sellprice() < 60

And no doubt it'll grow as you add more handy API calls!

EDIT 3: Definitely need a way to solve the insane lag added by Roomba re-stacking items to banks... Perhaps a quick fix is to add a keybind to toggle all categories on/off?

EDIT 4: Shouldn't isbound() match Bind On Pick-Up items considering you can't trade them with anyone anyway? As right now I have to add an extra;
Lua Code:
  1. and not boundtype("on_pickup")
to catch those.
Okay, it's a bug from what you experienced with import feature. I'll fix it asap. Can you please check if relogging is helpful? So that they won't be linked anymore.

I can add a button to make all bags use your selected bag setting.

I saw your rule is quite complicated. It will make the categorizing more laggy, due to heavy calculation. Unfortunately, there's no solution for it. The more rules, the worse performance

There's a keybinding for toggling on/off, you can find it in the game setting - control.

isbound() is just a function from the game, so it's the default behavior. You can just use it like your way. I think it's because if you get the bop items recently, it can be traded with others within a limited time.
Last edited by rockingdice : 10/19/17 at 04:07 AM.
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Unread 10/18/17, 01:25 PM  
Deadmano

Forum posts: 0
File comments: 38
Uploads: 0
So I ran into an issue that really sucked, and I wish I backed up my saved variables...

Using the new Import From Bag option somehow permanently links the current "bag" to the chosen bag. For example, if I selected the Guild Bank bag, and imported from Backpack, and then I delete any categories from the Guild Bank it ALSO deletes the categories from the Backpack.

Is this intended? I'd much prefer if it didn't link them, and simply copied them once, allowing you to delete categories as you please, without fear of it also removing the categories you deleted from the imported bag...

I would still like to see a "use same settings for ALL bags" option, for those of us who will use the same categories, everywhere. And then obviously those who want separate categories can still manually set them up per bag.

EDIT: Also, at least from my side, when having about ~30 or so different categories, I am noticing quite some lag when using Bank Manager Revived to auto-push items to a guild bank, and having Roomba automatically stack items thereafter. Can you confirm if this is true on your side, and if there is anything can be done, performance wise? Like, perhaps wait to display categories AFTER BMR/Roomba have completed? As I have a feeling with the items being added/removed while Roomba is working, the categories are constantly refreshing?

EDIT 2: I just have to mention how in-love I am with this add-on! It completely caters to the OCD of me!!! I honestly cannot wait for the quality() API to hit so I can easily categorise items to be kept or sold, etc. For example, not deconstruct items under blue quality, as it just isn't worth it, to me.

Here's what my Deconstruct category currently looks like:

Lua Code:
  1. cp() < 160 and type("armor", "weapon") and not equiptype("neck") and not equiptype("ring") and not keepresearch() and not ismarked() and sellprice() < 60

And no doubt it'll grow as you add more handy API calls!

EDIT 3: Definitely need a way to solve the insane lag added by Roomba re-stacking items to banks... Perhaps a quick fix is to add a keybind to toggle all categories on/off?

EDIT 4: Shouldn't isbound() match Bind On Pick-Up items considering you can't trade them with anyone anyway? As right now I have to add an extra;
Lua Code:
  1. and not boundtype("on_pickup")
to catch those.
Last edited by Deadmano : 10/18/17 at 07:45 PM.
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Unread 10/18/17, 01:02 PM  
Deadmano

Forum posts: 0
File comments: 38
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Originally Posted by rockingdice
I'll add a quality() api in later version, now it supports sellprice() to check if the item is valuable.

About your deconstruct rule, I think the type("armor") also includes rings(also necklaces I think) in the game. You can exclude them by adding
Lua Code:
  1. not equiptype("ring", "neck")
You're exceptional, you know that? Seriously, THANK YOU! The latest update is AMAZING, and will make categorising things so much more easier! Can't wait for the quality() API! Hopefully all goes smoothly as intended. Keep well!
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Unread 10/18/17, 12:24 PM  
mendisabal

Forum posts: 3
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Re: Re: DoItAll conflict

Originally Posted by rockingdice
Originally Posted by mendisabal
my dear friend, it is a great pity that I am on the EU server ,wanted to send you some gold for your work .
Your best addon in the world , after the last update conflict with DoItAll , he is also very good and useful ,
please keep this in mind in future updates .
Can you please provide some more info? Is there any warning messages when loading? Do you use the latest version of DoItAll?

I tested a little, only installed both DoItAll and AC won't complain about errors, so can you please provide how to reproduce your issue?
of course, there are no errors , only the DoItAll does not work , I turned off your beautiful addon latest version and DoItAll earned correctly , when using previous versions autocategory problems did not arise, worked together fine .
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Unread 10/18/17, 09:47 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
Originally Posted by Deadmano
So just thought I'd let you know that I've spent a good few hours trying every possible scenario to try and figure out what is going on, and I don't think I've gotten very far... Here's what I do know...

1) Having the bank/bag categories separate, and not having a unified option, makes the categories go crazy in crafting windows, rules get ignored, etc. and to get it all to work you have to remember every other category to copy over as well as switch back and forth to confirm the priorities...

Here is an item that is researchable, in the bank, but should be covered by my RESEARCHABLE category, not the LOW LEVEL category...
Here is my LOW LEVEL category rules.
Here is my LOW LEVEL (BOUND) category rules.
And here is my RESEARCHABLE category rules.

Here's another example, where it should just be categorised under RESEARCHABLE but instead remains under another category.

And the Researchable category has a priority of 60. The Low Level category has a priority of 55, and the Low Level (Bound) category has a priority of 56... So can't be that?

Do you see any issues that may be causing this? The fact that some are in the bank? It's driving me crazy!

Also, is there a way for you to make rule based on the cost of an item and/or a rule based on the colour of an item? As sometimes I wanna deconstruct items under a specific gold value, but not deconstruct items that are below Blue, and anything above I wish to just vendor/trade. That would be super helpful, in other ways as well!

EDIT: Found another issue, I think? See this. For some reason, rings are being included in a rule that specifically only allows items of a type weapon, or armor... Here is my "Deconstruct" rule. What do you think might be the issue?
I'll add a quality() api in later version, now it supports sellprice() to check if the item is valuable.

About your deconstruct rule, I think the type("armor") also includes rings(also necklaces I think) in the game. You can exclude them by adding
Lua Code:
  1. not equiptype("ring", "neck")
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Unread 10/18/17, 09:38 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
New version(1.11) in pending!


1.11 Changes:
  • New bags supported: Guild Bank / Craft Bag / Craft Station for both keyboard and gamepad mode.
  • New function: Import from bag setting: you can import from a bag setting to replace current one. No need to create it from the beginning. Make backups by copying your AutoCategory.lua in SavedVariables folder!
  • New add-on supported: Quick Menu you can toggle Auto Category by Quick Menu to save a key binding, check it out!
  • Added API:
    Code:
    sellprice
    islearnable
    please see api:sellprice and api:islearnable for more info.

Last edited by rockingdice : 10/18/17 at 10:09 AM.
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Unread 10/18/17, 08:39 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
Re: DoItAll conflict

Originally Posted by mendisabal
my dear friend, it is a great pity that I am on the EU server ,wanted to send you some gold for your work .
Your best addon in the world , after the last update conflict with DoItAll , he is also very good and useful ,
please keep this in mind in future updates .
Can you please provide some more info? Is there any warning messages when loading? Do you use the latest version of DoItAll?

I tested a little, only installed both DoItAll and AC won't complain about errors, so can you please provide how to reproduce your issue?
Last edited by rockingdice : 10/18/17 at 09:39 AM.
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Unread 10/18/17, 04:39 AM  
mendisabal

Forum posts: 3
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DoItAll conflict

my dear friend, it is a great pity that I am on the EU server ,wanted to send you some gold for your work .
Your best addon in the world , after the last update conflict with DoItAll , he is also very good and useful ,
please keep this in mind in future updates .
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Unread 10/17/17, 12:55 AM  
rockingdice
 
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Forum posts: 10
File comments: 166
Uploads: 9
Originally Posted by Deadmano
So just thought I'd let you know that I've spent a good few hours trying every possible scenario to try and figure out what is going on, and I don't think I've gotten very far... Here's what I do know...

1) Having the bank/bag categories separate, and not having a unified option, makes the categories go crazy in crafting windows, rules get ignored, etc. and to get it all to work you have to remember every other category to copy over as well as switch back and forth to confirm the priorities...

Here is an item that is researchable, in the bank, but should be covered by my RESEARCHABLE category, not the LOW LEVEL category...
Here is my LOW LEVEL category rules.
Here is my LOW LEVEL (BOUND) category rules.
And here is my RESEARCHABLE category rules.

Here's another example, where it should just be categorised under RESEARCHABLE but instead remains under another category.

And the Researchable category has a priority of 60. The Low Level category has a priority of 55, and the Low Level (Bound) category has a priority of 56... So can't be that?

Do you see any issues that may be causing this? The fact that some are in the bank? It's driving me crazy!

Also, is there a way for you to make rule based on the cost of an item and/or a rule based on the colour of an item? As sometimes I wanna deconstruct items under a specific gold value, but not deconstruct items that are below Blue, and anything above I wish to just vendor/trade. That would be super helpful, in other ways as well!

EDIT: Found another issue, I think? See this. For some reason, rings are being included in a rule that specifically only allows items of a type weapon, or armor... Here is my "Deconstruct" rule. What do you think might be the issue?
The researchable is a little different, it's designed to find one item for each trait research, not all the researchable items should be in the category(but still seems to have bugs sometime). So I think your case is working as intended.
But it did have some issues about deconstruct/improvement menu. I'll add a bag setting for it to split from other settings. It should fix the issue you met.

Also I'll try to make some convenient functions to copy settings.

I can add a new api to get the cost of items, so that you can use it to do more things.
Last edited by rockingdice : 10/17/17 at 12:56 AM.
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Unread 10/16/17, 05:17 PM  
Deadmano

Forum posts: 0
File comments: 38
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So just thought I'd let you know that I've spent a good few hours trying every possible scenario to try and figure out what is going on, and I don't think I've gotten very far... Here's what I do know...

1) Having the bank/bag categories separate, and not having a unified option, makes the categories go crazy in crafting windows, rules get ignored, etc. and to get it all to work you have to remember every other category to copy over as well as switch back and forth to confirm the priorities...

Here is an item that is researchable, in the bank, but should be covered by my RESEARCHABLE category, not the LOW LEVEL category...
Here is my LOW LEVEL category rules.
Here is my LOW LEVEL (BOUND) category rules.
And here is my RESEARCHABLE category rules.

Here's another example, where it should just be categorised under RESEARCHABLE but instead remains under another category.

And the Researchable category has a priority of 60. The Low Level category has a priority of 55, and the Low Level (Bound) category has a priority of 56... So can't be that?

Do you see any issues that may be causing this? The fact that some are in the bank? It's driving me crazy!

Also, is there a way for you to make rule based on the cost of an item and/or a rule based on the colour of an item? As sometimes I wanna deconstruct items under a specific gold value, but not deconstruct items that are below Blue, and anything above I wish to just vendor/trade. That would be super helpful, in other ways as well!

EDIT: Found another issue, I think? See this. For some reason, rings are being included in a rule that specifically only allows items of a type weapon, or armor... Here is my "Deconstruct" rule. What do you think might be the issue?
Last edited by Deadmano : 10/16/17 at 06:29 PM.
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Unread 10/16/17, 11:31 AM  
Deadmano

Forum posts: 0
File comments: 38
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Originally Posted by rockingdice
The rules(categories) are shared, if you write a new category for your backpack, you can use it for your bank too, just switch to bank and add it, then set a priority for it(You can have different priority for different bag). You don't need to write the same category for another bag.

Also I'm planning to make a feature to switch between bag schemes(say some sets of bag settings). You can bind a key to switch from scheme A to scheme B, then your bag categories are changed to fit different situations like:

Cleaning bags/Farming Gears/Doing writs/Selling items/etc..
I speak for myself, though I am sure some would truly LOVE the ability to have Writ categories, that would be an absolute GODSEND and just what we need to complete our writs easier.

Regarding the shared categories, I was thinking more along the lines of an ability to have a unified option we can select (profile) that has the same categories for BOTH inventory and bank, that way we don't have to keep adding to each, as I sometimes forget and then wonder why it seems so different in the bank. :P
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Unread 10/16/17, 08:45 AM  
rockingdice
 
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Forum posts: 10
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Uploads: 9
Originally Posted by Deadmano
Originally Posted by rockingdice
Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
Ah, I forgot that it was two separate options for bag/bank! There is probably a clash, as I am only writing rules, mainly, for the bag. Is there a way you can give us an option to unify rules to be the same for both the bag and the bank, instead of trying to copy them twice each time?

Thanks for all your hard work thus far!!
The rules(categories) are shared, if you write a new category for your backpack, you can use it for your bank too, just switch to bank and add it, then set a priority for it(You can have different priority for different bag). You don't need to write the same category for another bag.

Also I'm planning to make a feature to switch between bag schemes(say some sets of bag settings). You can bind a key to switch from scheme A to scheme B, then your bag categories are changed to fit different situations like:

Cleaning bags/Farming Gears/Doing writs/Selling items/etc..
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Unread 10/16/17, 08:09 AM  
Deadmano

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Originally Posted by rockingdice
Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
Ah, I forgot that it was two separate options for bag/bank! There is probably a clash, as I am only writing rules, mainly, for the bag. Is there a way you can give us an option to unify rules to be the same for both the bag and the bank, instead of trying to copy them twice each time?

Thanks for all your hard work thus far!!
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Unread 10/16/17, 02:28 AM  
rockingdice
 
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Originally Posted by Deadmano
I just have to say, that this is truly one of the best add-on out of a dozen essential add-ons... The power behind categorising everything to your heart's content is exceptional!

My only issue is that it seems when you are in the deconstruct/improvement menus that the categories do not respect the category priority. Any reason why this might be? You can test this with your low level category vs. researchables, and notice that the low level category appears above researchables instead of below it.

EDIT: If it makes any difference, these items that are not respecting the category values are items from the bank, not on hand in the inventory.
Thank you for your appreciation!
The deconstruct/improvement menus work a little different, it'll show the items from both your backpack and your bank. So actually there should be both settings in one tab. I'm not sure if it causes the issue. Maybe it needs a unique setting. I'll check it if I've got time.
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Unread 10/16/17, 02:08 AM  
rockingdice
 
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Originally Posted by Deadmano
I know this is outside the scope of the mod, as you're basically just filtering item types, but what are the chances to somehow have a filter type to filter materials needed for active writs? For example, if I need to make Calcinium Daggers, it'll filter for Calcinium Ingots? Or for Clarified Syrah Wine it'd filter for Surilie Grapes and Isinglass?

EDIT: Master Recipe List can mark items needed for provisioning writs with a blue tick, so it somehow does track it, perhaps you can full that information from that add-on or so what could be done about doing it directly?
I'll check if anything I can do.
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