#tooldev-general
1 messages · Page 10 of 1
Awakened PoE Trade has a TS library for accessing DAT files, and most people have their own implementation of data access given a schema.
Well, I just need something very specific from there, so I'll figure out where it is and write something quick and dirty to extract it.
Great, lots of info to look into and lots of work to be done yet. But at least I have something I can work with and continue with my project.
What kind of thing are you working on, if you're willing to pop that bubble? 🙂
Oh, I got tired of trying to guess when my "Corrupted Fever" expires so I want to train a ML model to recognize all buffs/debuffs and then create an overlay that feeds game stream to detect them real time and present them in a useful way (ahhhm, not like the in game UI cough)
A bit ambitious but doable.
LOL. Exactly
It's the red icon <_<
But this should solve it
Then I will have an external window with configurable alerts, notifications, etc
Or an overlay, we'll see
I'm a fan of external windows as overlays inevitably tank framerate stability.
At least on Windows, but I reckon it's probably not that much better elsewhere either.
First, need to see if I can have a good enough model to recognize the buffs and if detection can be reasonably done in real time, like 2-5 times per second.
Model says: "it's lupus"
But hey, if Tesla can do it to drive a car, I probably can recognize Corrupted Fever 🙂
Will need to re-learn C#/.net, but that's ok.
And hopefully it will be finished before POE2, or it never will...
that sounds potentially not TOS-compliant, though of course hard to detect
I'm assuming Corrupted Fever has a fixed duration after you press the key? why not a timer on keypress?
Why not? It's an overlay, it doesn't read any memory and it doesn't automate anything.
It's not different than any other overlay.
any kind of non-user-initiated non-one-time screen scraping is suspect
It's not just CF. The entire buff UI is a biff ugly mess that's barely useable.
And a button recognize won't work since it doesn't refresh.
current overlays as far as I'm aware limit themselves to relocating icons at most, no interpretation
Timer that refreshes if you cost enough life to cast things under the duration.
Once kitted out it only really expires if you've got reduced buff duration or don't do anything for a long while.
And yeah, there are ToS concerns about automated scraping.
And if I do it in Apple Vision app? 🤪
trying to split hairs with TOS is never going to get you anywhere
it's a spirit of the rules kind of thing
I was kidding.
I'm not going to spend $4000 on Apple Vision just to detect CF expiration...
why would you go for machine learning/AI instead of something more "rudimentary" checking if a pre-existing graphic is present on your screen?
Probably so they don't have to check 10 parts of the screen for it, which honestly still sounds easier
Or rather, they'll have to do that anyways, but so they don't need 10 checks per debuff
l believe someone has tried that in the past, and that there are minor differences in the pixels each time the icon is rendered that makes recognising the image not simple
idk if GGG do feature requests, but probably the simplest solution would be if the game client coukd write buff events to a log file.
not happening, for a number of reasons
They are very against third party tools that help the player in combat
There's a quite important underlying reason that it should be possible to play the game out of the box and get the same experience that you see other people have in videos and streams, that the game is always recognizable across players and that everyone plays on a fair level.
"Mandatory" third party tools that interact continuously with the client are discouraged, we don't want to end up with something like WoW's mod hell where the game both plays itself and where client or game updates break people's UIs.
The existing experience may be a bit rigid, old, inaccessible and even arguably harmful - but it's the same for everyone.
Auto-crafters, programmable spinners, graphics Smoothers, flask/buff/skill parsers, all those and more are actively considered bad.
While it's laudable that people see problems and want to solve them, we all have to work within the collective spirit of the game and work to keep it and our relationship good for the future.
A properly trained ML model can do it more efficiently and accurately than doing pixel comparison. Also, buff pixels will be different under different resolutions and display settings and I'm not even sure the client draws them exactly the same each time under different conditions.
you're not happening
?
bone zone guys need for this feature to be added to Path of Building. Easy or not to implement this?https://www.reddit.com/r/PathOfExileBuilds/comments/1b4spim/my_untiring_calculation_for_self_damage_from/
I'd suggest checking the PoB Github issues, and making a new ticket if there isn't one that fits
Howdy hey, my users reported this issue to me today (pictured). I'm getting a 502 Bad Gateway on pathofexile.com/oauth/authorize
Other services like https://www.filterblade.xyz/ seem unaffected (2nd picture)
Any ideas?
should be fixed now - likely you were visiting the page directly?
Hmm visiting the page directly not quite sure how you mean, but here's how our app opens the page (WPF .NET Desktop app):
var url =
"https://www.pathofexile.com/oauth/authorize?" +
"client_id=chaosrecipeenhancer" +
"&response_type=code" +
"&scope=" + encodedScopes +
$"&state=${state}" +
"&redirect_uri=https://chaos-recipe.com/auth/success" +
$"&code_challenge=${codeChallenge}" +
"&code_challenge_method=S256";
// Open the URL in the default browser
OpenUrl(url);
private static void OpenUrl(string url)
{
try
{
Process.Start(new ProcessStartInfo
{
FileName = url,
UseShellExecute = true
});
}
catch (Exception ex)
{
Trace.WriteLine("An error occurred while trying to open the URL: " + ex.Message);
}
}
Haven't changed anything since last league. If there's a better way to access the page I'm happy to change it!
I'm just saying that's the difference between your implementation and, say, poestack 😄
but it was an issue on our end
Ahh understood - np and thanks a ton for the swift resolution! Y'all are awesome
So I managed to extract the images of all buffs (and their variations) from the bundles and match (most of) them with entries in BuffDefinions/BuffVisualls tables, so I have their names (although there are some wierd stuff with missing and duplicate names). Also found what I believe to be the current textures for buff frames, and the frames for charges/timers.
What I still can't figure out is how to identify the type of buff (buff/debuff/aura/flask/etc), I need this to match the images with the correct frames. It doesn't seem to be in BuffDefinitions table, any ideas?
buffs can be provided by a lot of things, for example flask buffs are referenced from flasks.dat. you can try searching through the schema https://github.com/poe-tool-dev/dat-schema/releases/download/latest/schema.min.json for all columns that reference BuffDefinitions or BuffTemplates, e.g. "references":{"table":"BuffDefinitions"}
Yeah, I know. I did all that but it's not there, at least not labeled. Maybe it's one of the "unknown" fields or in a different table. That's what I'm trying to find out.
After the Taiwan agent moved Hotcool, there were some problems that didn't exist before. Including traditional Chinese font replaced by Microsoft Yahei font of Simplified Chinese, the display is very uncomfortable. Certain telecoms will be directed to Japanese gateways causing unstable delays. I wrote to customer service but they said they would not handle non-account issues. There is no technical support available on the official forum.
oof
what do you mean not there?
That's just the flask type in the flasks table.
Ok, a step back. I need to generate an annotated list of all possible "buff" images that can appear in the buff bar UI. This will include its "type" (buff/debuff/flask/minion), it's proper name and the actual image file that gets rendered. I have a list of "buffs" from BuffDefinitions and image files from cross referencing it with BuffVisuals. But I can't find the types.
flask buffs you can identify by them being mentioned in that table IV_IS shared
I don't need to identify the flask buff types
I need to identify whats the type of the buff entry in BuffDefinitions, which can be, if I understand correctly, buff/debuff/flaks/minion/etc
I think you're talking past each other here. You should be able to use the existence of a buff definition key in the flask table to indicate that it should have a flask border.
Oh!
what about the other types?
It can be buff, debuf, minion - anything else?
I was analyzing the BuffDefinitions tables from all angles, I was sure the info must be there.
No idea, but the border art is sprites in UIImages1.txt, keyed by paths like these:
Art/2DArt/UIImages/InGame/Buff
Art/2DArt/UIImages/InGame/Debuff
Art/2DArt/UIImages/InGame/Flask
Art/2DArt/UIImages/InGame/Charges
Art/2DArt/UIImages/InGame/BuffTimer
Art/2DArt/UIImages/InGame/BuffLargeNumber
(and possibly more)
Yeah, I got those and extracted them from the sprite .dds files. Just missing the part of associating the buff icons with the current frames
And figuring out why some frames have both standard and 4K res and some don't
@sinful jetty Is it possible some of this info is in the "Unknown#" boolean fields just nobody bothered to figure it out yet?
Could be in code, could be in tables, haven't looked.
Hmm... there are 23 "Unknown" fields in BuffDefinitions with boolean values, most of them have true/false distribution.
Will try to do some data analysis to see if there are any recognizable patterns in those fields.
I mean, maybe some of them mean "IsFlask", "IsCharge" etc ?
The integer at 0x103 doesn't look too bad otherwise.
Was there ever any luck with this? If not it's totally okay, but figured I'd ask. 🙂
Does Onslaught have the same border when provided by a silver flask as it does when you get it from a skill, passive or mod?
silver flask vs. from a pair of gloves on activating a vaal skill:
these:
I don't think I have any other sources of onslaught that would intervene there.
the same? lm not great with colours. ld assumed that frames depended on the source but if that's not the case then l guess looking for a column in the buffs table makes sense
Yes, they look identical.
Was there ever any luck with this? If
Anyone heard anything about accessing guild stash tabs since this message? #tooldev-general message
Trying to build a guild stash logger for out group self found league and currently it relies on manually pulling the csv file from the website and feeding that into an API
Nope, I'm still running my audit logger which barely cuts it for my purposes.
the csv is such a pain to work with sometimes, better tooling would be nice, but its probs not worth the effort for them, accessing the guide stash tabs via ouath would be nice, even if for now it was locked to guild leader needing to do it like Novynn said
but then requiring the account requesting the details be the guild leader seemed too much
is better than no access
You mean stash-snitch?
Aye
Isn't it verboten to use that endpoint?
I see it kind of like character imports, a fairly narrow resource that when used for its intended purpose of auditing a guild is "fine" to use responsibly.
Different uses that put more load on it for different purposes may be more rude.
In my case, enforcing the one-for-one same-tier map tab rule of map exchange for a guild of like 250 peeps.
Hm. I guess if you haven't run into any issues with GGG over this a limited use is probably fine? I'm thinking an hourly fetch of the recent stash history
I forget how often the other officer runs it but it catches up according to rate limit on each run, so only intermittent load.
hi, im trying to use/install awakened poe trade, and i've been getting an error when i try to run it; see here: https://i.imgur.com/Rg8dSuC.png
the first couple times i tried to install it it kept throwing up an error regarding ffmpeg.dll
@distant trail Last time something like that came up, it was something like this I believe: https://thegeekpage.com/youll-need-a-new-app-to-open-this-exe-file/
Not sure what kind of thing led to the system being krangled like that.
hmm
would removing the microsoft store "app" from my computer cause this kind of issue
If you've messed with that, quite possibly.
Probably doesn't hurt to look at the registry part of the article to see if yours lines up or not.
yeah the registry was fine
ok, i restarted my pc and then installed it fresh again in my c drive this time and it seeeeeems to be okay?
thanks for the help
Think I figured out most of these. It's field "Unknown17" in BuffDefinitions, the values seems to be:
- Buff
- Debuff
- Charge
- Flask
- Curse
- Channelling
- Buff Shrine
- Flag
- Spell Shrine
- Team
- Labyrinth (?)
- Aspect
- Herald
- Mark
- Stolen mod (?)
- Link
- Not sure. Maybe don't exist in game.
Is there an item+affix JSON available somewhere I can dork around with? I want to work on a simple search tool without having to build that list myself.
depends what you wanna do, i think lvlvls repoe had a list of mods per base, but as always theres probably a problem with mods like delve, incursion etc which have 0 weight naturally
if you wanna do something with trade website theres also a problem with translating in game mods to whatever trade website is doing
Is it possible for multiple instances of PublicStashChange in a single public stash response to have the same id?
Not possible
Is anyone here involved in poeurl.com? The site seems to be down.
Is anyone here involved in poeurl.com?
Anyone here involved with Craft of Exile?
I'm trying to create deep links for the affix calculator for integration into https://github.com/flbraun/poe-palette. I already found out that the b and bi url params can be used to open the calculator with a base (e.g. Gloves (DEX)) and/or base item (e.g. Deerskin Gloves): https://www.craftofexile.com/?b=34&bi=7598
I wonder if these ids are some random internal id, or if they relate to something like game data or wiki identifiers.
Craft of Exile is a crafting simulator for Path of Exile designed to compute the probabilities of obtaining specific results through different methods.
You want someone like @nova hamlet for CoE fun-times.
Not affiliated, but I would guess those are the arbitrary internal IDs assigned when the item was added to the CoE database. The numeric "ID"s (really just row numbers) of base types in the game data can change from patch to patch, and therefore are not reliable for item identification.
Yeah, meanwhile I found this (slightly horrifying) endpoint: https://www.craftofexile.com/json/data/main/poec_data.json
I found the name and IDs from my example above in there, so I guess I could fetch that and programatically find my stuff in there.
I've been bored lately, so I added an Easter egg to my application. Typing the Konami code now brings up the POE version of Space Invaders. And yes, there's a secret fishing level.
that's cool!
I made this: https://ugimser.github.io/
You're the first to see this!
Any feedback is appreciated. I'm currently considering adding Gwen regex functionality, then css profiles. While live search integration would be ideal, unfortunately, GGG support told me no.
Should I continue development based on the current code, or rewrite it now?
continue, you don't have anything unique to show off right now
Continue development on the things you're allowed to do, don't continue on things that you can't use or ship.
both options do nothing
I've been digging into older versions of the game for funsies, and found this image in 1.3.0b. I didn't mess with the image, this is exactly how it is in the GGPK.
This was pre-Act 4 so no one would've ever seen it in the game, obviously.
Prohibited Library might get a kick out of that
At one point they left an easter egg in a preload GGPK: #tooldev-general message
I'd like to know why on earth there's a farramsnutsack.dds.
One of the branches had one release visible disjoint from the normal branch, not sure how old that was.
There's 0.11.6 from ancient alpha, but I don't have the pack itself handy, just the executables and contents.
That one snuck out just as 1.0.0 launched.
-rw-r--r-- 2 zao folk 4164735336 Jul 12 2021 Content-7374608244832901482.ggpk
-rw-r--r-- 2 zao folk 4378576358 Jul 11 2021 Content-8209108062808557867.ggpk
Is there a list with images of all uniq items? I need it for gwen regex.
Thanks. The first one is indeed labelled 0.11.6.
Well the model viewer still works all the way back to 0.11.6. I can't look up the proper names for the objects in the .dat files though, because I don't have a specification for each version.
It's interesting to see there's Act 4 stuff all the way back in the alpha too.
I went down a deep rabbit hole after the holidays to revise my TDT parser. Still haven't managed to get it to sync up the parse on most files.
Somehow the file format for tile metadata in an ARPG with procedural level generation is highly complex.
Material compiler is stuck a number of releases ago as well, it stopped working well after they introduced new block types in the FFX files.
TDTs are one of the formats I haven't tackled yet. I can generate models for individual terrain tiles using TGTs and TGMs, but I don't really have a desire to try to string them together into an actual scene.
At least not until the next time I'm really bored.
The primary allure of TDT for me was the walkability and height fields; I finally got those figured out but am stuck on which parts of the file are optional or not these days given flag sets, particularly with virtual TDTs in the mix. v8+ changed a lot of things and they're up to v13 or something by now.
Even in 0.11.6 some files only go down to version 3 or 4. Version 1 files must be from when the game looked like this:
Though it makes sense that versions would change more rapidly earlier in development.
Not too much new in the DAT files, assumedly just pack-related things.
just wondering, but editing shaders is probably off limits? was thinking how neat it would be to change them like in minecraft lol
yes, against ToS
sadge, i cant think a case where it would give an advantage
other than just painting hitboxes, but if I were disabled in some way, i'd like that option
There's a long history of people altering the visuals and game files for gameplay advantage.
Extremely forbidden and the cause of at least one banwave.
In addition, streamers adding shaders that turn every monster into a red hitbox makes the game look like crap to potential players (not to mention completely nullifying the work of the artists)
There's a tradition of that the game should look identical as seen on streams and videos vs. what you yourself see. This from everything of visual effects to UI and interaction.
do you know why did they do it? sure, it might make things easier for botting but thats about it for what i can come up
i dont think it would be very popular since it sounds very eye-heavy
Reduced clutter allows you to see dangerous ground effects, removed shadows and simplified lighting makes for better performance, minimap hacking for wildwood and zone cheese.
Lots of horrors.
People will optimize the fun out of any game, as they say. Even to the detriment of their eyes.
Ever seen professional Quake 1 players? 
well true, poe addiction is bad :P
The overall guidelines for tools are here: https://www.pathofexile.com/developer/docs#policy
In essence, the further detached from the game a tool is, the more welcome it is.
but hey, hear me out (devs:)! maybe follow like they did in minecraft, and only allow one of few settings, no free for all
I like the attitude of keeping it consistent across players and deliver QoL centrally.
Way over having to manage a horde of broken UI mods on patch since WoW and other games.
Playing cata beta right now I feel naked without my addons
I've got reasonably fond memories of a screen full of bars and buttons healing in Lich King.
good times right
Just as the devs intended
I used to play a MMO that looked like that, then I logged in years later on my 4k monitor
needless to say it was a wee bit less cluttered
so atlastree-export when 
The league-specific nodes must be fun for peeps making planners.
Yay for not having those in PoB 😄
it's a separate export ala ruthless
Ah, that makes sense.
I'd still love to have atlas trees in PoB tbh
Why?
easier to share, no external dependencies
Isn't an atlas tree link just as easy to share as a PoB link?
but then you have to have the atlas tree link inside your PoB in the notes or something
I believe one of the reasons to not have it in PoB was that atlas trees generally aren't overly associated with builds.
They don't interact with the build itself, and apart from selecting content that the build might farm well, are detached from how the build works.
that's the argument yeah, I just personally disagree
Where do you stop? There might also be situations where you use different filters on different characters, or different live searches, etc. At the end of the day PoB has to focus on what it does best
okay those are up now, though for atlas consumers be aware that there is a separate branch for the necropolis-specific tree (I'm already regretting it and wish I just put the data.json alongside the regular one)
as I type this out... I'm just going to do that
okay necropolis-specific atlas tree is necropolis.json which also contains the new groups/nodes
Is that supposed to still contain the Wildwood ascendancies?
yeah the aim was to leave them in for compatibility for now
oh, i was wondering why im not getting any new stuff when i use data.json
Allflame Ember is frameType 11
Is it intentional that the group IDs of atlas passives have almost all changed in 3.24, and differ between the necropolis and standard versions? Should I expect those to change every patch going forward?
I've now realized that some IDs changed in 3.22 > 3.23 too.
groups are completely ephemeral and change all the time yeah
Pain. Can't think of a better way to identify the groups that are Weird and manually fix them than by adding node IDs to group IDs. Most notably is that I want to consider The Light of Dawn and Baptised by Fire as part of the same group as the mastery icon they're adjacent to, and the abyss snake at the top as part of the same group as Reactive Swarm and the mastery icon. Otherwise my auto-allocation in path of pathing breaks
Congrats on keeping the site alive for the patch note rush last night by the way, printed PDF copies of the patch notes in vain. 
Is there any publicly available code for poe twitch extension?
or a similar chrome extension would be fine.
Since twitch is no longer available to Korean users, I would like to use this feature for streaming platforms used by Koreans. 
@mortal bone would it be possible for you to add the new atlas tree to https://poeskilltree.com/ for easy comparison I would much appreciate it ❤️
I really should have an automation pull these in
Note that there's disjoint atlas trees for standard and league now.
Yeah, I see
@lusty musk updated 🙂 https://poeskilltree.com/?v=3.24.0-pre
thanks ^^
Yeah, no problem. Necropolis might be a little scuffed as I didn't really test it out too much, but you can at least compare it to the standard atlas tree
@mortal bone the only thing I see as problematic is that it marks nodes that moved a tiny bit as yellow
like this one
it would be helpful if there's a check that doesn't mark a node if it just got moved a tiny bit visually and all its neighbors are (in a graph sense) still the same
but eh, if you can't be bothered I understand 😄
just a minor thing
Yeah, that is intentional
If the node has moved more than a node away from itself it will show up as changed
I understand graphs pretty well 😛
I didn't mean to imply that you didn't 😄
Honestly, there should be configurations for what you want to see when you compare, but I just haven't had time
based zao
Been praying all night that it doesn't break more than it already has 😄
Already got an XKCD "workflow" one 🙂
At least we have a week to fix it before league start 😅
PoB appeared half offscreen after the update but half is enough to get it back on screen, so no complaints
Neat! The old geometry values are a bit of a mess, particularly as you don't have all the configurations that end users tend to accumulate over years.
@velvet fog I assume you people with PoeCharm aren't affected by this SimpleGraphic upgrade?
I played for more than half an hour without any problems.
I did my best to not ship any changes in the interface for Lua consumers in this version, saving the mesh/transformed rendering and Unicode text for future revisions.
(meshes being prepared 2D geometry that can be drawn by reference, transformed being 2x3 matrices for positioning/orienting/scaling art, and Unicode text doing input editing more in terms of glyphs or clusters than bytes)
Hello again everyone
I wonder if some PoB people can shed light on an issue
Basically, new Tornado has the same mod as Wild Strike (100% of Physical Damage Converted to Fire, Cold or Lightning Damage)
And for the Wild Strike PoB says that this mod is not a skill mod, so it is not preventing any other phys conversions (like new Unholy might or masteries 40%) to occur
Is this PoB bug or PoE inconsistency?
who are the ppl that dev POB / how do you get in content with them?
why? if you find an issue, file a github issue ticket
i'd like to find out about getting / providing the code to add a feature
i guess i can jsut go to the CF git
lol yep thnx
@primal schooner send me a message
Hey, does anyone know if I can retrieve private league information/ladders from the POE API with a client_credentials grant? The docs only mention private leagues being available through an account: leagues scope.
Does anyone know if the search regex features have been properly documented anywhere? Does PoE use a generally available regex parsing/matching lib? Their own implementation of something regex-like?
You can get private league info via the generic league/ladder API you just need to know the name somehow
❤️ ty I was terrified I would have to implement PKCE on my server
@compact isle just tried with my expired private league from affliction and I am either calling it wrong (though I tried many variations) or it maybe doesn't work with expired leagues?
Name: Smol Bug Found (PL43484)
tried:
"https://api.pathofexile.com/league/Smol Bug Found"
"https://api.pathofexile.com/league/Smol Bug Found (PL43484)"
"https://api.pathofexile.com/league/Smol%20Bug%20Found%20(PL43484)"
"https://api.pathofexile.com/league/Smol%20Bug%20Found"
"https://api.pathofexile.com/league/PL43484"
Smol%20Bug%20Found%20%28PL43484%29
ah I am an idiot, ofc I needed to html encode the brackets :), tyvm
I've added Gwennen Regex and Syndicate Spreadsheets. Could you take a look and provide feedback with a fresh perspective? I'm out of ideas for new panels; maybe 'Incursion' would be a good addition, but we can already add images to the text box. Should I add more content before showing it to regular users? https://ugimser.github.io/
Colors?
you've created basically a windowing system but it lacks the basic controls user would expect of a windowing system
like being able to drag windows around, resize them, etc
even the fact that they default to piling on top of each other is kind of poor UI
that's a really poor UI choice
resize
Thank you, i didn't notice that people may not see it, will change move element to the position where it is in windows.
You may want to change the items on the left panel to make it more apparent those are actually buttons. Change the cursor to "pointer" and add some hover effect.
Also, remove the "move" button and add a draggable header to the panel.
Opened panels should have some sort of "cascade" and never open directly/exactly on top of each other
Keep same look & feel for all buttons and ALIGN EVEYTHING
Don't use "delete", it implies something gets actually deleted. Add a simple "X" which all users recognize.
And whenever something is draggable, change the cursor to "move"
Item filter time, folks! https://www.pathofexile.com/forum/view-thread/3497460
This has probably been asked before but I'm curios, were there any discussions/attempts to port PoB to the web for better accessibility and UI/UX?
@neon plume 👀
it's been done, just not maintained
pob.party was a thing for a while
"done and not maintained" is not done 🙂
that just rendered pob on the web, it didn't actually re-write the UI to be more accessible, right?
I mean, real PoB with all functionality that runs in the browser
you'll find that's a lot more complicated than you think
even something like pob.party was pretty limited in functionality
I'm sure it's a big and challenging project but it's not the first
Applications with more complicated UI and logic were done in the browser. I was just curious if it was attempted before.
It's not a question of "can you do it", it's a question of "can you do it under the given constraints" (expertise, time, money, community, value created)
porting code is especially difficult, it would be easier to write a new tool from scratch than to port PoB
Yes, I understand that.
Here's the repo he was working on: https://github.com/Vilsol/go-pob
But big part of the challenge is the logic and calculations, which was figured out already, albeit in different language.
yes, porting is only easy if you do it poorly (e.g. don't take full advantage of the target technologies)
The UI needs to be all brand new of course, but the logic is already figured out, why reinvent the wheel?
Honestly: try contributing to PoB first. You'd find out that UI and logic are not as separated as any of us would like
That's not a point for, or against, a web based PoB 🙂
The fundamental things you need is a working and performant LuaJIT compatible interpreter (or sufficient AoT compilation), implement enough of the Lua<->runtime interface for it to be able to interact with the outside world, accept how it's very frame-based and requires significant rejiggering to be eventful; and then be sad that the UI is extremely px-sized.
The runtime bit is probably not too rough, the Lua side is kind of the roughest.
I didn't mean that it should run the Lua code.
Can't really substitute anything on that side, and you can't really wire it up well to run on a backend host either as it's very chatty.
That's an eternal effort, but you could definitely try.
There's a lot of it, and it's very spaghetti.
Yeah, that's what I thought. I just wondered if it was attempted.
Too bad they removed alternate qualities - it'd be a nice Divergent Path of Building 😉
Some stabs with various tech and platforms, none more than partial PoC as far as I know.
The only advice I can give here is: don't go for the big bang rewrite. It's tempting, progress is so fast at the beginning. The end, on the other hand... you're never going to see it. You need to port the logic gradually, if at all. Which means that you need to find a way to run the Lua code regardless
I want some kind of cached effect system (is that what you call it?) for all pob calcs
The most success we've had with alternate implementations in general is the Linux/macOS peeps with pobfrontend, the Chinese with PoeCharm, and the headless consumers like ninja and pobbin(?).
Yes, a spreadsheet engine or build system (it's basically the same thing)
There is a Lua VM written in JS that runs in the browser.
Basically https://salsa-rs.netlify.app/salsa2022/
Note that we're on LuaJIT, which is a dialect with its own quirks.
I think Vilsol's go-pob repo was pretty far along, actually. Just stalled out like these things do
That's indeed one of the more persistent peeps.
I finally got a chance to look into this some more this week. I was hoping to be able to build the engine around the ModDB, but not everything uses that for calculations so it was more of a rat's nest than I was hoping to find
Very cool that you're looking into this again! Do you have an example of some calculation that doesn't use the modb?
There are quite a few stats intermingled that simply use a value from the output directly that was already calculated, so I'd have to merge ModDB and output to get a comprehensive view of which "cells" can be watched and updated
where do these implicits come from? theres no such text in any of the statdescriptions files
While a Unique Enemy is in your Presence, +20% to Fire Damage over Time Multiplier
They're composed in some fun way, aren't they?
ah, fun 
Kind of like a condition and effect; can't point you at how the wiki did them but someone else probably has the beans.
I remember the implementer coming and apologising to me
hmm so theyre not expressed by some combination of stat/values?
if the mod has a certain local stat then all other descriptions in that mod get the prefix text addedd
aha
are there any more fun effects like these? D:
mod-local stats really put a wrench in how im handling items 😄
Was gonna say some unique item mods, but those are precomposed for fun: https://www.poewiki.net/wiki/Modifier:LoseSoulEaterWhileNoUniqueInPresenceUnique~~1
I can't recall anything else than eldritch implicits that are conditional like that.
I wonder how much of a use case there'd be for a generic… let's call it an "effects engine"
That is, a generalization of the notion of stats which are affected by modifiers, possibly in ways which are affected by the values of other stats or temporary conditions. It's a fairly common feature in games and one which I've seen some get wrong in surprising ways
Item Filter Information page missing new gems
They hidingthe wander gems 10 mintues before leaguestart so nobody knows it's OP 
Wasn't necessary last league, I remember sneaking myself a frag kibo for 2c before everyone realised it was good
updated atlas passive trees to keep up to date with patch note updates
quite a task
Does anyone have the ability to add me to a Private League so I can see how it will show up on my list of leagues for my app?
I don't mind paying, but I unfortunately won't be joining lol. Just need to see what the API responses end up looking like.
hahahahahahaha hahahahahahaha hahahahahahaha breath hahahahahahahaha ha.... ha....... ha..........
I really wish I had the time to finish it
but the monstrous amount of work to do it.... was monstrous
I might ressurrect it for PoE 2
files like these degrade your sanity into the negative: https://github.com/Vilsol/go-pob/blob/dev/calculator/mod_parser.go
I think I am roughly 20% done with the port, some major pain point hurdles I have managed to cross. It is built to be run as either a web-app, a desktop app or even as a CLI (eventually). Can in theory even just be run as a lib and baked into a Go app or whatever. On the web side it compiles to WASM that gets run in a WebWorker to reduce any kind of visual lag. Communicates over a custom bridge I wrote. Luckily some of that I could reuse for my timeless jewel calculator. But there is till a shit ton of stuff to do (and this is only what I've noted as TODO):
Actually, after I was done with my 1:1 rewrite, I wanted to basically refactor the entire codebase into a reactive one, as that would suit a workload such as PoB much more. Allow only changes to be processed and rest can be cached. Effectively something akin to RXJS or Svelte Stores. There are libs for this already in Go but they're all meh, so I would end up writing something custom again most likely. This would also allow us to split up the massive codebase into logical chunks, instead of the massive 5k line functions it has right now.
Rewrite it in rust and use salsa :p
you can get started on that 😂
Since your all PoB gods in this chat, does anyone have experience or know how pobbin/poe.ninja implemented the generation of PoB codes from POE API characters? I assume they're running PoB headlessly on a server somewhere?
oh my fucking god
poe.ninja yes, pobbin can't do that (yet?)
I have too many ideas and not enough motivation/time 😦
How easy would it be to spin up PoB headlessly, beginning with precisely 0 knowledge of LUA/LuaJIT? Can it be easily dockerised or something?
I think we have some stabs at a build test suite that evals a bunch of them and sees if they diverged since the golden sample.
not easy but also not too hard
I haven't dockerized it, but it shouldn't be too bad to do it
you just have to make a custom lua script
@neon plume thank you, I'll give it a try
Non-docker action for general env setup: https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/dev/.github/workflows/test.yml
Squint at this script that busted would run to generate builds: https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/dev/spec/GenerateBuilds.lua
Effort to modernize our Docker image here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/7162 (Current one works, but this one is just better, frankly)
It seems like your tests already have some PoB-parsed builds to load in to your test environment to run tests. Are there any examples of fetching a character from the PoE API and converting it to PoB XML format, or generating a pob code to export?
No, not in our tests. That'd be back to rasmuskl and poe.ninja. You should be able to just set some values in ImportTab.lua (https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/8509f1952abd9ee7fa774c27c9657a56fbacef20/src/Classes/ImportTab.lua) and work from there, though.
Here's somethiong a bit different: a containerised PoB that you can instrument from Python instead of Lua (still have to execute Lua code though Python though):
https://gist.github.com/ppoelzl/b07dae6c4bc421c8325990e9d2644ab7
You need to map your cloned PoB repository root into /workdir on the container as a volume
wait hold on what the fuck why is the base image opensuse you monster
I hope you understand of course, that this means war
It has all the dependencies I need and I'm deeply invested in the SUSE ecosystem, both professionally and as a hobbyist
Isn't even that big of a base image at less than 100 MiB
confused angry vilsol noises
you're actually the first unironic opensuse user I've met
I thought they all had gone extinct
Most of them are just active in other spaces (because they tend to be older)
I tried SL once, accidentally blew away my Windows 120G SSD.
I even joined an opensuse telegram group once and all they talked about was arch lol
Got a SLES15.4 builder container for EB; weirdge distro.
How'd you use the headless wrapper in your example, just call the methods on the lua object?
A lot of Linux users in my local user/interest groups daily drive opens use. Almost all of them are 50+ and freelancers, which I find noteworthy. I only found out after settling on opens use myself, and all of them also did independently a long time before we met
As a true casual I just used what was installed on my tuxedo laptop (kubuntu) 😉
Yes, for now at least. I have some plans for the future though
openSUSE Tumbleweed is both rolling and stable, it's very nice.
"Wait, how can it be both? My Arch install breaks random stuff all the time!" openSUSE actually tests packages before updating them and automatically runs migration scripts on update if needed @neon plume 😉
don't you worry, I'm on nixos, everything breaks all the time, but at least I can rollback 🙂
I've looked into nix, very elegant idea, but the biggest downside is 0 industry adoption. I like my enterprise Linux upstream 😄
Who Linux freaks consider to be at the bottom of the food chain, Mac or Windows users?
Linux
If you install openSUSE on btrfs as root filesystem, you get automatic snapshots you can roll back to before and after every system update. Seamless integration between bootloader, file system and package manager
Heh
You see, we're too busy fighting amongst ourselves
right, but you can't just copypasta some config files to somone else and poof they have the same setup as you, or another one of your devices, or whatever
all I have to do to setup a new device is clone this repo https://github.com/Vilsol/.dotfiles
No, you just redeploy your Rancher Kubernetes cluster. Welcome to the cloud native future 😎
I have a nixos config for that
That's cool
no but seriously I do, I run k8s at home pls send help
To send help, I'd have to set up a few increasingly abstract services beforehand. Sounds too complicated /s
🍿
and just to be safe and efficient you should create a custom operator, so handling future help queries all it takes is creating a CRD
When do we get to the XML so we can really do enterprise
I can draw you some UML diagrams of some service someone can probably implement some time
we should discuss that at the next standup
a question to anyone that used the oauth api. do the endpoints provide CORS headers?
that headless wrapper wrapper looks interesting
I've been trying to get it all to work inside https://redbean.dev/ but never quite got there
Nothing meaningful at all in 3.23.2c:
--- build-13797513.json 2024-03-21 20:29:03.764663689 +0100
+++ build-13838588.json 2024-03-26 22:21:03.815397654 +0100
@@ -1617,11 +1617,11 @@
"var_offset": 4,
"var_size": 8
},
"data/customleaguetemplate.dat64": {
"fixed_size": 0,
- "row_count": 108,
+ "row_count": 116,
"row_width": 0,
"var_offset": 4,
"var_size": 8
},
"data/daemonspawningdata.dat64": {
you just made some dev silently cry with that statement
Taking things out of context on the Internet? Unheard of! 😄
Maybe they should drop some juicy data in one of these minor patches then 😉 hero of #tooldev-general
This is actually true
Pics or it didn't happen
😢
Or maybe this is diversion to keep you all out of the cool new stuff in the rest of the patch.

(That's a pic for you @oak estuary , even though it doesn't look like it)
See GGG devs behind the veil! They're just like us!
hey, we're helping! 😈
if anyone is really into weighted sum searches on the trade site, there is now a new "v2" option which works slightly differently, but presumably the same for those complex omegasearches you all like to do. Please let me know if there are any oddities!
more pseudo mods?
What is in the Syndicate boxes: : Fortification Vegan (Legion) i Leo Research?
https://ugimser.github.io/
oh yeah, OAuth docs updated but nothing really interesting:
https://www.pathofexile.com/developer/docs/changelog#3-24-0
Please don't post discord invites
I'm fiddling with a tool I started developing earlier this year and I'm using a items.json file to keep a list of all "known" items in the game. But I can't figure out where I got that file and thus get a fresh version once the server go back online tomorrow.
maybe from here https://lvlvllvlvllvlvl.github.io/RePoE/
I just found it. https://www.pathofexile.com/api/trade/data/items
ah, nice!
torrent time
I'll save my energy for tomorrow, I assume the custodians have been careful as usual.
Done, 264214/888544 extracted, 624330 missed.
making my league-ly appearance - oauth-enabled guild stash endpoints would be dope 
^ second this, even if just for guild leader
I hope ggg won't be mad:
Thirding. Please gib gs history endpoint.
New DAT64 filenames btw: https://gist.github.com/zao/7cdec6ad3bf5e72262938b770d9bcb08
Oof I thought you meant they renamed the existing ones
Heh. Here's the full set of DAT64 filenames.
A very slim subset of these are available in the torrent, but it's way too few to do anything interesting apart from seeing if schemas changed.
No dat64 files removed since 3.23.last
i forgot, does river contain ssf stashes
There was a ssf unique leaderboard so I think so
Unique leaderboard parse unique stash, not river
you can make ssf stash tabs public so they are almost definitely in the river
probably depends on the leaderboard website, but uniques.top requires you to make a unique stash tab public so it seems to use the river
send chuan all your caffeine
I'm gonna tax that feed.
haha go for it
Apparently pathofexile2.com also goes down during patching.
as it should
pathofexile2n't
I wonder if that will change after POE2 launch, or if it will still go down any time POE1 has an update.
that would be .. awkward
I cannot locate the list of haunted modifiers
graves have this listed but there is no sheet of haunted modifiers and I clicked a random armor piece and there is no section for haunted modifiers
@velvet fog still in process maybe?
isnt it just at the bottem of mods?
was I blind 
mind showing me I think we are looking in different places
I meant in ggpk, probs not on poeDB yet
Anyone got a tldr what changed in the SkillGems dat? @worthy cape 👀
I'm at the folks, computationally limited. Haven't seen much chatter.
Same width at least.
👌 enjoy your holiday!
Yeah that's the weird thing it fails parsing for me because of the width
There we go, patch version field on poe-dat-viewer is 3.24.0.1 now.
Had I been smort I'd type it in manually 😄
I'm checking against 3.23.2c; maybe you're more downlevel?
yeah probably am more behind
damn
thanks! I'll go figure it out and you have your time off
Sorry if this is the wrong place, but where do I find this page on poedb?
ah nice, color just moved from 195 to 83
It's been 135 bytes since 3.23.0 at least, I can say.
So possibly internal shuffle, I don't measure anything schema-wise.
that's strange, I am pretty sure I ran that code for 3.23
Oooh, there's a couple of juicy spoilers in the new dialogue.
ok I have been shown the modifiers
https://poedb.tw/us/Modifiers_list searhc necropolis to see them they don't have their own page yet evidently
PoEDB provides things come out each league, as well as items, uniques, skills and passives. Path of Exile Wiki editing functions.
Some of the new witch lines look like they have multiple options for the same event. Maybe they'll be randomized? That would be fun.
Possibly something they started working on for POE2.
@compact isle No endAt set for Necropolis leagues? But delveEvent is true...
I use it to detect non-permanent leagues since there is no other indication 🙂
there is category with current: true now
active: true?
What active means in that one is not really well defined..
well that is wrong lol, it's supposed to be current
Anyway the feedback I guess is that it is surprisingly hard to figure out whether something is a challenge league 🙂
it will be set if the league category matches the current active one for the patch (so 3.24.0+ will be Necropolis)
Alright that makes sense.
a common feedback, but nothing really dictates that outside of convention and marketing 😅
I can hardcode a check for Necropolis catagory id until you change active to current I guess 🙂
we could (and did at the start) run multiple challenge leagues at the same time
I said "a challenge league". I'm fine with multiple...
non-event, non-standard category is probably your best bet there
Alright. Up until this point endAt was a good indicator though.. But maybe Necropolis is the be all end all..
I mean previously testing endAt being null would just eliminate Standard which you can do via the category anyway
At least it only caused a few errors..
When is trade usually updated? Bulk trade already has the new scarabs, regular trade doesn't
Uniques and mods tend to be when people actually list some.
Ah. Damn that throws a slight wrench in my plans. But I can just wait till tomorrow
Figured scarabs and scuh would get immediately seeded
And also old ones removed
Not sure if the UI itself has some sort of caching going on.
I do not beliee there is any seeding seeding would allow you to bruteforce guess unique names
I mean, that's already possible by looking at the word lists
which word lists?
I assume you're talking about ggpk but there's a difference between exposed to end users and being exposed to people with technical knowledge
when searching for bob's mace an average user should never be typing bob and accidentally reveal the existence of bob's unannounced chancla
yeah that's fair, when you said "bruteforce" I assumed you were thinking of something more deliberate
PoEDB provides things come out each league, as well as items, uniques, skills and passives. Path of Exile Wiki editing functions.
same, wondered what's wrong then I saw that
Really struggling with the rate limits this time around (way too many @ everyone pings on my community channel)
Did anything change this time around?
I understand that public clients have a shared limit but I never ran into this issue before. Everyone is reporting rate limit errors
League start is a challenging time for OAuth users. I'm considering adding it as well, but are people really checking what they have in their stashes? To all seven unique individuals who clicked on the link before: https://ugimser.github.io/, I've incorporated Blight extractor regexes and Anointments. I believe it's almost ready to be showcased.
[PoEDB] updated to Patch 3.24.0, all gems, items, haunted modifiers, grave modifiers, lantern modifiers, and more...
https://poedb.tw/us/
PoEDB provides things come out each league, as well as items, uniques, skills and passives. Path of Exile Wiki editing functions.
any ideas? :/
Might help if you file an issue on this on GitHub.
Very odd tho, that ought to be in the release.
Oh wait, are you tracking dev or some branch?
community branch
Which repo and branch, and is it up to date?
The file is in the dev branch currently as far as I can see from here on the road.
I'm curious, are you running unreleased code for any development purposes or just to get all the bugs first? 😉
Lots of lessons learned from an (attempted) upgrade for 3.24. Putting this up for anyone who cares and can hopefully learn a bit from my mistakes:
After a long sleep I realize what was actually causing the issue.
The entry point to our app included a lookup for leagues to populate a setting.
We recently migrated away from the public leagues endpoint to support looking up private leagues for users. (previously they had to manually enter the custom league name, it was clunky UX so I was like "Hey, I can make this better!")
We didn't change the behavior or flow of the calls:
- User opens app
- App auto-calls (now pointing to rate-limit-enabled / OAuth-enabled) Leagues endpoint
- The shared chaosrecipeenhancer client saw this initial load it has never seen before (league launch setting, users calling authenticated endpoint every time they log in)
- Users see 429 app doesn't work AT ALL gg
So I will revert the change so that we are no longer blasting this on league launch. I am also going to make sure to 'lazily' load this data until the user interacts with that control so that we are also not pumping the numbers on that endpoint (it's not like we have hundreds of thousands of users, but anything to reduce your load)
I'm mainly putting this here for myself. But if anyone else finds issues in their apps after migrating to OAuth endpoints, be mindful of these sorts of impacts.
Hey folks,
A bit of self-promotion: I've just pushed the league update for Gains of Exile - https://gains-of-exile.vercel.app/, a site to compute optimal harvest-conversions. PoeNinja prices, weights, trade site quick-links, flip cheatsheet, and much much more. Honestly forgot most of the things I implemented by now. https://www.reddit.com/r/pathofexile/comments/1brp9ik/gains_of_exile_now_standardized_and_necropolized/
If anyone's planning to do any harvest flips this league, feel free to drop by 😉
Anyone have insight on how I can either find or calculate the tier of a mod on an item?
My approach right now is to find all of the mods with a non-zero weight given an item's set of tags, grouping the mods by family, then sorting by level requirement to assign tiers in each family
This seems to work for most mods, but some mods share the same family but are obviously not tiers of the same mod, like hybrid es/life and hybrid es/mana on an int armour
probably just group them by the stats they grant. elevated mods grant an additional stat, but other than that l think tier groups usually all have the same stats
wait nvm there's a 'modtype' column in mods.dat that appears to hold the information you're looking for
oh perfect yeah that's way better than grouping them by stats or family
Does someone know when Awakened poe trade will update?
When you close it 🤣
Only the author and various deities knows, but probably after a comfortable delay.
Wow you are so smart! I never thought about it! Thank you!
Helpfulness is my middle name
And first it "Not"?
Early changes if things are broken can come earlier, while things that are less important can take longer, especially if there's no market value for them.
There's a bus number of 1 for the project and we're also in the middle of Easter.
@carmine merlin I was going to make an issue but this is too minor to bother with filling out all of that
immediate results of pasting mjolner into pob add the attribute requirements to it again. If I actually add to character it fixes so there's nothing a character code would show you 
the tree in the client is not the same as the preview ones, or am i tripping?
ooh ouch
For Corpse Crafting, do we know if rating removes flat count of mod tiers or does it remove % of weight from the bottom up for that tag ?
you might want to go back and watch how Mark describes it
from what I recall him describing, entire tiers are removed
yeah, I have, liek 6 times and i keep waffleing between weight and count
it keeps higher tier, 100/(X+100), ex: +100 rating = 100/(100+100), keep 50% higher tier
do we know that from scraping GGPK, or another verified source?
you might want to go back and watch how Mark describes it
Mark describe +100 rating = 50% discard, +200 rating = 66% discard
what's the timestamp ?
it just same as scarcer modifier
Zizaran is joined by Mark "Neon" Roberts, Game Director of Path of Exile, to showcase several brand new aspects of Path of Exile Necropolis 3.24 League.
This talk further delves into the upcoming releases for the next PoE league.
Join this channel to get access to perks:
https://www.youtube.com/channel/UCAG3CiKOUkQysyKCXSFEBPA/join
Check out S...
you can open youtube transcript, and search the context for interesting keyword
@wet hollow this channel is for developers. Please refrain from posting here. Use #stream-sharing
does anyone have awakneed trade working for the new scarabs?
does anyone know the calculation of mod tiering, which parameter is based on the same group, because now ModFamily is plural
interesting, almost there, if you get it to properly calculate then people will finaly have a tool to learn to craft properly with it
so that I can stop seeing streamers with their terrable 50+ corpse crafts that have almost 0% chance for success complain that it gave a bad item
if people are complaining it's because the system is designed poorly
its just a new system (the tiering thing shown here ^) and is super easy to understand, its just most people dont think about it and so only tier up the mods they want and not ones they dont want (to block them)
so its designed well, just comunicated poorly
As I understood it, they warned about directly correlating it with tiers as there might be some additional aspects behind the scenes.
ModFamily may have different craft tags, can't be used as a group.
@nova hamlet ^?
How to sensibly check whether regexes are generated correctly?
or should I copy them instead of creating new ones?
Guys help, I'm trying to send json, but it doesn't work because of cors (I think so).
Sent from a firefox extension.
Return comes from the red arrows.
Hello, does anyone know where is the mapping mod id <-> mod name stored on the trade site? I am trying to locate it but cannot see it anywhere. (i.e. 200% increased chance of Lightning Modifiers is necropolis.stat_3824746815)
Haven't looked at normal mods/stats, but I believe for the Ultimatum "umods" the number was the hash in the game file data table.
Not sure if there's any lookup on the trade client side.
You can't mapping it
We map it for PoBs trade search stuff https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/dev/src/Data/QueryMods.lua
@prisma prism this is the file that generates QueryMods.lua above https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/dev/src/Classes/TradeQueryGenerator.lua
Oh, found it. A tricky one: https://www.pathofexile.com/api/trade/data/stats
is there a way to force AwakenedPOEtrade to update? I've closed and reopened it 6 times and it still hasn't updated even though it says it's ready to install
How long do you wait before reopening it?
15-20 sec a couple of those attempts
there's no isntaller or antyhing so idk if anythign is happeneing or when
Does anyone know how the corpse crafting works with corpse levels? Is it just average to produce the item level?
yeah ras what yo uened to know
I've been working with NEb from COE on it last 2 days
Basically looking at a coffin overview - trying to figure out how to group the corpses. Modifier is obvious - considering what to do with corpse level and monster category demon etc.
by tag
But what about levels? Will people only want to buy 82+?
so, my philosophy for crafting is : Players are going to want to do it by base then by affix
so for me, ideally, step 1 is to reduce ALL tags (of both wanted and unwanted tags) on the base you want.
then to increases the tags of the affixes yo uwant
oh
I want to understand how the corpse levels work 😄
i think the resultant item will just be the ilvl of hte lowest corpse yo uuse
not sure if it's avg
never checked that yet
someone here might know
it's definitely neither of those
if it's lowest, possibly. if its average yeah 82 for sures
i mean ilvl of corpse has to come into play somehow
it seems more like it's similar to alva
Chat suggested min(highest, avg + C) like Alva/Jun, but no claims of what the constant is.
So a level 25 corpse with a rare mod might still be worth something.
(and then there's the +ilvl mod that can shift it further I guess)
Hmm maybe I should just set up some level ranges to group by.
i mean short of someone having direct contact w/ someone that can verify this, idk how we'd know that.
welll thinking about it, does it even mattter?
if it's not lowest ilvl
won't any 100 rating / 500% increase / etc be worth it
I just want to figure out how to group them in my overview so I could help people actually trade them more..
I'd guess people would ignore ilvl and discard everything under a certain ilvl
Well you your ilevel becomes too low you can't get your tier 1 mods you're rolling for.
right, but if you are doing like 30+ corpses 1-2 lvl 70+ corpse should affect it much even if it was straight average
Right
idk if that's something you need to accoutn for
if it's easy maybe just do it in blocks
Maybe I'll just do ranges like I did with cluster jewels, although they have much more meaningful breakpoints..
yeah it looks like doing blocks up to avg affix ilvl breakpoint seems fine
How important is the monster category? Demon, Beast, Construct etc?
idk if that has any affect
I haven't gotten to use the mechanic that much yet, only level 70.
i know some familiesh ave requirements of other family members
I did see some mods that affect corpses of a certain category also buried etc.
haven't seen one that requires a type
i haven't seen one of those
i've been mostly working on crafting philosophy and backend maths
haven't looked at front end pricing type stuff
Example: 5% chance for Undead Corpses to not be consumed when Exorcising, up to 50%
i mean...
I think I'll just ignore category for now.
yeah unless like they have those corpses AND they happen to have a significant amount of that type in their craft layout, 5% is like ... meh
I just want to create a basic overview for corpses so people can get a bit of help actually finding out what to trade.
tbh idk if ppl would even collect that if they saw it
(50, maybe) 100 rating, (300) 500% increased chance, decreases chance, etc
all of the top tier tag affect corpses
I'll take all mods
Most likely it will look very much like this: https://poe.ninja/economy/necropolis/cluster-jewels
yeah i think that would probably be the best layout
i mean, all the data you are pulling is just based on the stream data anyways, right?
Yep
yeah, that seems like a good layout. the rest will work itself out
Will try to do item level breakpoints 1-69, 70-79, 80-83 and 84+... A bit random but
there any way to update it other than manually DLing and installing a new copy from the git ?
i can get it to update. i've waited 5 minutes between 2 attmpts now, and nothing
nvm found the install button through opening it in a web browser
i'll jsut do it that way from now on
... 🤦♂️
POE was in run as admin
@fickle yew in regards to the corpse types, the one people will care about are the increased Effect of "Corpse Type" Corpses adjacent to this Corpse which will be used in conjunction with the expensive corpses e.g.fracture, 6 link etc
Yeah I think that might not be worth it for now.
Anyone else having problem creating trade links to searches including Necropolis mods?
Even taking a search generated by the trade site itself produces this error message https://www.pathofexile.com/trade/search/Necropolis?q={"query":{"status":{"option":"online"},"stats":[{"type":"and","filters":[{"id":"necropolis.stat_692790602"}]}]},"sort":{"price":"asc"}}
Suspicious since it says implicit.stat_XXX instead of the actual necropolis.stat_XXX
hey, im trying to make my own tool for necropolis corpse crafting because whats on poedb is missing some things and seems to break down occasionally but i cant figure out how to get all the mods with tiers and weightings etc for all the different item types neatly organized into a file or a spreadsheet (without manually copy pasting and formatting everything). I've tried to figure out how to use RePoe as well as the dev tools on poedb but im not getting anywhere
missing some things?
just not really sure how to get started
(Raising Modifier Tier Rating excludes lower tier Modifiers from rolling, distributing their roll chance among higher tier Modifiers of the same Modifier type)
how to distribute the weight?
the first paragraph Raising Modifier Tier Rating excludes lower tier Modifiers from rolling is truncates tiers, distributing their roll chance among higher tier Modifiers of the same Modifier type should distribute the truncated weights
but it doesn't, as described by mark in the interview
because he said you could (prior to these new changes when they go live) make a tag only T2/T1, but it'd be impossibly hard to hit because there's no weight left
yes hence, why we are talking about them changing it
nebuchenazarr works in mysterious ways
it uses all the assumptions we'vebeen discussing
not updated for new info obv
it does a linear calc as you add each corpse to see which one affects the craft the most, and continutes up to 86/88 total corpses
what mark said conflicts with the description in the game.
yeah, so i'm assumign because they went through a bunch of iterations
as stated
they jsut forgot to update the text
he also mentions in there that they went with working with overall weighting and then they moved to truncating tiers by count (paraphrasing) so i'm assuming that text is just a remnant from a previous version
Does nebuchenazarr lurk here?
he lurks in tfts tooldev iirc
Because if they do, can they please make the nav use actual links rather than divs with event listeners so that middle click works
I've asked before haha
@nova hamlet
It is difficult to verify whether the game description is correct. After all, there are many random components, a large amount of testing data is required, and it is likely to be changed at any time.
k
I didn't think it would be so difficult to promote something. I posted on Reddit, and out of 1,000 views, only 4 people clicked the link to actually see the website.
Good that I bought the cheapest domain for $1.4 😄
Took me six months to get people talking about path of pathing properly
I can't wait for 2035 when my Hideout Editor is ready to release to all five people who make hideouts.
It's so hard to get feedback. The creator uses their own eyes; they know where things are and what to do and didn't know what didn't work (sometimes)
for what it's worth, I think it's a cool concept!
maybe would be good if you can zoom out to get a bigger working area
don't need all the info readable any ways
and just zoom in into what I need
Also it would help if the page loaded with a default, if anyone checks it out they can already see how it looks like
I like it, at least at first glance
cool site but,
Please note: Don't build anything complex here. This page is very young and will undergo frequent changes.
reduces the chance I put significant time into getting used to using it at this stage
other minor notes, yoke of suffering needs to be removed from the gwennen regex (as its now a t17 map boss drop).
Drops from Nightmare of the Unbreakable
same with wraithlord or whatever the helm is called
the syndicate button for "edit - fullscreen" wasnt immediately apparent it would let me edit the syndicate members ( I attempted to drag members around which obviously would be a terrible way to edit it, but also assumed the button would make the syndicate panel go fullscreen), this doesnt really need to be fixed and is likely just me being dumb
edit:, I dont actualy know if you cant get yoke out of gwennen, I assume you cant but 🤷♂️
also theres an interesting issue, if I scroll all the way down, and then click the element to move it and its the only reason its scrolled, it will move it up until there is no scroll anymore
eg before and after clicking syndicate (second image has no scroll bar becouse it moved it up)
Yoke of Suffering and Wraithlord have been removed. Poedb says they are boss-limited drops, and Gwennen can only give items that can be chanced. Tyvm
I had a big red arrow in syndicate panel, but it looks so bad that I left it as it is now.
it will move it up until there is no scroll
this is a bug
good, I have something to work on
I may add animation so that when someone clicks on the Syndicate image edit button, the border color changes?
It looks funny to me. I'm new here; could you tell me if your post looks the same?
Take a look now at the syndicate
my last post /s (don't compare yourself, it's just not fun)
don't take the amount of views or feedback you get as a benchmark, some posts just get randomly more traffic/interaction, especially if they cause some drama or unrelated discussions. Also it's really hard to write a good post to describe a tool, it's less about what the tool can do, it should be more about what the tool does for the player, etc.
But developing a tool purely for views/interactions is not gonna be a fun endevour, at least wouldn't be for me
take the small wins, take it is a fun project, heck that's how pobbin started, initially I wasn't even gonna publish it
"what the tool does for the player" - I think the key is to create something useful that a streamer can use on their stream.
I only don't want to be forgotten. I used this page for myself in the last league, but there are not so many people who are spamming boss carries and challenge posts.
If only people who downvote would write a word about what is wrong or doesn't work from their perspective. The world would be better.
my tummy feels funny
nah I mean, you usually get more interactions if you say less in the post and focus on what problem it solves for the player
there will always be downvotes on reddit, doesnt matter much. I didnt advertise my discord bot at all basically because i mostly made it for myself and my enjoyment. Getting it used here was a nice bonus tho.
my personal feelings on your site:
- i really dont like windowing on websites
- the syndicate thing really doesnt tell me much, i'd rather use one of the existing images with awakened trade macro
- i'd rather use my local text editor and be sure the data is kept vs what you say
- the gwennen regexes seem static and i cant adjust them like i can with alternatives for a stricter cutoff
- The design is functional but its not how i normally interact with the web so it feels a bit alien
are you planning on doing an allflames section in economy?
they are already very common, and based on what they said it will be way more common, so doubt many of them will be worth anything
even frogs/meatsacks
the problem is that every other 3rd party resources uses poe.ninja's api
so there's no awakened poe trade, filterblade, etc
and there are several VERY expensive Allflames
also, it's just data
"of the existing images " the force of habit. Small panels are created based on data from large panels, and the "Standard" spreadsheet is available in full screen.
"be sure the data is kept " data will stay with you until you clear local storage, but this is the first thing I made for myself. So many times I copied posts without WTS...
"gwennen regexes seem static " yes, and I'm not sure if I should change it. I mean, it costs time and gives nothing, from a trading league experience. Things like this are far away on the todo list, but they are there.
@fickle yew poe.ninja has 1089 unique items. Is there a good way to mark only those that can be chanced? For now, I've manually written down the 139 most expensive items...
suggestion for one of the tree tool people, shared tree instance on web where multiple people can edit and see changes in real time, like google docs, but for trees
Didn't someone make that for the krangled league with hidden passive tree?
I think so, there was some friction like needing to reload of somthing but it worked pretty well
Yeah I probably will. Just want to get coffins out first. Wonder if I should actually call it coffins or corpses...
i hate corpses
because they already use the keyword corpse(s)
bodies, carcasses, graves, coffins, etc
Taht section can be just allflames, have it seperate from coffin corpses
I meant the section with corpses in coffins.. Should that be called coffins or corpses? You buy coffins but they contain corpses..
I know when I saw them first, but it's not exposed anywhere
probably corpses, just like there are beasts not bestiary orbs
I guess we had corpses in the affliction league too, but I doubt we will have two kinds of corpses at the same time if one league goes core
i vote coffins 🙂
I guess I'll do coffins. That's also the icon..
coffins sounds good for the corpses
but those shoudl be a separate list form allflames
the 2 have nothing to do w/ one another
other than both being league mechanics
I just want to take a closer look at T17 mods to add them, now we can roll uber maps, poedb removed them right before my eyes. https://poedb.tw/us/Tier_17_map
youcan only use chaos orbs on T17 maps
this patch has changed the way of judging t17 affixes. I don’t know how to obtain them at the moment.
Alright added the coffin overview now if anyone needs the data: https://old.reddit.com/r/pathofexile/comments/1bummo8/poeninja_now_has_an_overview_for_coffins_corpses/?
fixed
T17 maps can have only those mods? GGG could make maps with reward T18, or separate them in some other way.
not all, some are missing
the calculation of uber tier map is very different from the other three, and I haven’t fully mastered it yet.
@fickle yew will you add allflames aswell? 😄 im kinda thinking of dropping a new update for exilence but it would be awesome to add coffins + allflames into it
Anyone know if there's something in the game files for if an item can still drop in current leagues?
I'm trying to restrict Tattoo's in PoB to only show the ones currently attainable but couldn't find anything
Tried using website visibility of 1 but that was wrong for a couple Tattoos (Loyalty Rakiata and Journey tattoos)
I save the items of itemfilter in db
https://www.pathofexile.com/forum/view-thread/3497460
hes been asked that a few times, his answer is yes #tooldev-general message
sorry discord search didnt pop up his message 😄
yeah I assumed so, more so feel sorry for him, as I assume hes been asked many times more than what I have seen
hey, anyone know where i could report a craftofexile bug?
DAT diff from 3.24.0 to 3.24.0b: https://gist.github.com/zao/c7f15d1eec00f136fca1d40b8ddeab39
new table necropoliscraftbases, changed width for necropoliscraftitemtypes (reduced), whole bunch of row and bulk data changes
The author tends to be easiest to reach with feedback in the TFT tool-dev-chat channel.
yea thats where i reached him, thanks!
Someone really needs to build a website to compare the DAT metadata across patches.
I'm unfortunately allergic to webs.
Yes but can't promise it will be today.
How do I generate the diff? Could maybe do it.
I generate data files offline that outline each DAT file in each build (via a local dat-shape tool on a prod instance).
JSON data files are pushed to a repo at https://github.com/pale-court/dat-meta, where global.json maps build IDs to human-readable game versions with files like builds/build-13930733.json for each individual build.
The index can contain releases it's aware of before the version is determined and the data is processed, but otherwise it's fairly atomic.
I have patch reports for each patch
The reports I share now are pretty much diff -u5 build-{$1,$2}.json and git diff -U5 --word-diff --no-index build-{$1,$2}.json; while a website would be able to answer more intelligent questions like "what changed between any two builds?".
is there anything i / we could help you with? 😄
Some projects don't look at DATs mid-league or between milestone patches, leading to a baseline of "whenever we last did this, league start?".
I can't seem to actually find any embers for sale.. Tried like 7 different ones on the trade site
i find quite alot of them
Doh it had remembered a corpse filter. Found them.
What does the monster level actually affect on the allflame embers?
You usually use them for the mod
i think you cant add a lvl 5 one on a map
i think the monster level has to be in a similar range to the map
ill check it gimme one sec
Would be nice to know. If I need to do level ranges like for coffins
Heh, the ClientStrings ID is spelled innovatively: ItemWarningAreaLevelPackLevelMistmatch
So what is the limit? 😅
Mistmatch....
8lvl it seems
yea just confirmed by buying some allflames its 8lvl difference to the maps monsterlvl
Great thanks. So I guess the last level breakpoint should be 75 or 76 to hit tier 16 or 17.
I'll probably do 1-59, 60-75 and 76+ then. Second being ones you can apply to at least a tier 1 map.
that sounds great!
I'll put it on my idea list.. But it's a long list 😅
Sounds fun though
where's the best place to view either JS and or PHP to access a specific stash tab for a player's account?
you mean like check someone else's code to see how they do it? probably GitHub?
wow poe is popular in brazil. APT google search
heh added a theme system to this thing
Still some missing pieces like 85% done, ugly colors to show whats not converted
I mostly rock this one or the cyan atm
Changing colors/design is the most annoying thing for me. Move 1px to the left, maybe 4 to the right, okay, maybe #334, no #339, no #324... looks bad, delete all changes from the last 30 minutes, again... Really best wishes to you
I made a lot of it pretty simple, anyone using tailwind would instantly get it, used color scales:
BorderHover = Theme.Colors.Gray[5],
BorderActive = Theme.Colors.Gray[4],
BorderFocused = Theme.Colors.Gray[5],
which is a "Base Theme" that gets applied to all components, so you can individually theme a component or just use a base theme:
Theme.CalcBreakdown = Theme.Base
Theme.CalcSection = Theme.Base
However, future things I would like to do will be difficult without a lot of code change:
- padding
- rounded corners
Could probably simplify it down to 5 colors
does pob even can render rounded corners?
no I'd have to modify the ui lib or overload it and hack it in
Do you intend to get it merged into PoB?
at some point yes
theres already some theme stuff around, interested how yours differs from that
there is a colorCodes section which controls mostly text and some borders, mine will hook into those
for the application itself, or for UI stuff inside it, you "can" make rounded UI elements it just not good to do with the current tools
I am refering to https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/6200
PoEDB provides things come out each league, as well as items, uniques, skills and passives. Path of Exile Wiki editing functions.
Grave Calc for increased Effect of Corpses in same row/col/adjacent
Fun fact, I tried some better upscaling libraries offline recently which incidentally rounded all sharp corners:
Today I don't have anything new for you, but... I'm so happy. GitHub Action started working properly, and I don't need to change files manually on the server anymore 😄
How often should I send requests to poe.ninja? @fickle yew
@worthy cape not sure if u have notifications https://github.com/poe-tool-dev/dat-schema/issues/73
By email, yeah. I invited them both to the org and to the particular repo.
nice
Did you mean full "maintain" rights or "write" by the way? Aimed for the former.
aang is in, @zenith zodiac is pending response.
don't know how they differ, just want them to be able to merge owns pr's and have push access 🙂
A bit more rights around repo configuration, pushing to protected branches:
https://docs.github.com/en/organizations/managing-user-access-to-your-organizations-repositories/managing-repository-roles/repository-roles-for-an-organization
Anyone here involved with poe-antiquary.xyz? Looks like their HTTPS cert expired on Tue, 02 Apr 2024 17:27:44 GMT.
I'll set it to Write, that's what you have.
No idea about antiquary, but there's a contact email under the Privacy policy.
Depends what you are querying..
x3
@spring compass
- cache time is 15min, so sending request earlier is pointless
- if possible use single endpoint
poe.ninja/api/data/DenseOverviews?league=${league.id}&language=en
No problem! I'm sending a request every 2 hours. I thought it might be too frequent.
Is there any reason to generate regexes for Allflames or Coffins? Does anyone need them?
yes, people want to quickly itemize top priced on poe.ninja
same as https://poe.re/#/beast
"It seems like nothing will come out of this; I have no idea how it works. 'Defence' highlights Gem..."
it uses the defence colour is my guess
so its searching the rawtext before the colour codes are taken out
(talking about inline text markup in Metadata/StatDescriptions/necropolis_stat_descriptions.txt)
@fickle yew anything else we can help with? 😄
https://mypoe.site/
Coffin regex. I'm posting it here only, not sure if it works properly. I've been telling myself for 6 hours that I'll finish in 30 minutes. I'm going to sleep. If someone wants, please check the regex. It works for my 6 corpses.
nice website maybe add text to display what it does :
Maybe later, now I'm too tired. Who thought that it would be good to have two different regexes for stash and necropolis morgue? Yes, I generated and tested it in my stash, and then noted that what works in stash doesn't work in the morgue.
Probably looking at different underlying item text - the stash is more generic while the underlying data for the UI might be a bit more specific to make it less ambigious.
Hard to tell what it is tho, considering you can't ^C that.
The Taiwanese translation is a bit bad this time , a lot of affixes are not translated correctly, resulting in the trade and the game displaying blank affixes , and the trade cannot be searched.
description
1 map_necropolis_haunted_mod_effect_+%
2
1|# "{}% increased effect of Haunted Modifiers on Monsters in your Maps"
#|-1 "{}% reduced effect of Haunted Modifiers on Monsters in your Maps" negate 1
lang "Traditional Chinese"
1
1|# "糾纏詞綴的效果對你地圖中的怪物增加 {}%"
I've written posts on the forums and letters to customer service, but they all say they don't know when they'll be updated!
1 map_bosses_have_azmeri_dust_if_fewer_than_x_monsters_remain
2
1 "If there is fewer than 1 monster remaining in your Maps, Final Map Bosses\nare Empowered by Wildwood Wisps"
2|# "If there are fewer than {0} monsters remaining in your Maps, Final Map Bosses\nare Empowered by Wildwood Wisps"
lang "Traditional Chinese"
1
1 "你地圖中剩餘的怪物少於 {0} 時,\n最終地圖頭目受荒林妖精強化"
There are a lot of issues that were reported last league and have not been fixed.
empty Filled Coffin (it's has affix +Mod Tier Rating, but can't search)
empty passives
Can PoB compiled to run on MacOS?
Thanks, I want to debug the source but this is a good start
How on earth did someone enter my website from a link on YouTube?
some youtuber put the link in their video description
And 1, exactly one person click on that link? 😄
as you yourself figured out, people dont really click links, so very possible if its a small youtuber
or could even have been the youtuber themselves testing out the link
I was thinking the same thing. Some yt just check if the link works. Yes, my post from yesterday got 33k views, but only 127 people clicked the link.
macOS and Linux peeps use custom patched distributions of the Lua code together with various vendors of pobfrontend, unlike the official version that is on our own SimpleGraphic runtime which they've cloned somewhat.
Many peeps also just run the real deal under Wine instead.
I just want to be able to debug it to understand some of the inner workings and my dev machine is mac.
Didn't want to install a dev env on my Windows gaming PC.
Wanted to know if there's some show stopper that prevents it from running on mac down the road before I start wasting time.
Is there a decent API to get inventory images/icons for specific basetypes/item names?
There's "three" ways to run PoB on macOS: a) Wine-based products like Whisky, GPTK and Crossover; b) the unofficial distribution from the forums on pobfrontend, and c) technically the actual real deal on the official SimpleGraphic runtime.
a) We aim to not break the Wine way on Linux and macOS irrecoverably with any changes to the proper PoB runtime and Lua as there's a fair amount of users on it; but there's always the risk of having to tinker a bit on the platforms, like when we changed renderer recently with some fallout.
b) The unofficial distribution of PoB on pobfrontend on Linux and macOS is at risk for the future as we evolve both the real PoB runtime and the Lua code, due to that the maintainership of their runtime is unclear and their ability to catch up to changes is uncertain.
c) Finally, and the reason why I scare-quoted "three", is the most fun way. The official SimpleGraphic runtime is after I refreshed it way more portable than the old WinAPI-heavy code, as it's built on GLFW and leverages ANGLE for API support. There's some holes in the API surface like spawning subprocesses and opening URLs, but an enthusiast could envisionably write a launcher for it and figure out the update and file storage story for it.
We don't have any resources nor much of a wish to maintain nor support other OSes there, as the platforms tend to come with more problems and we don't have the people or competence to do it long-term past proof-of-concept.
The debugging story is similar for B and C; the runtime is native code and is debugged with your favourite debugger/IDE and RenderDoc. The Lua code can be debugged with the EmmyLua module to interface with an outside debugger on Windows; it's assumedly similar on other OSes.
As you can see, you've got to be a bit more precise on what it is you're trying to do and for what purpose here for a more direct answer 🙂
@worthy cape Thanks a lot for the detailed response. I'm toying around with the idea of browser based pob. Probably nothing will get out of it but I'm having fun, starting with the passive tree editor. So I thought I'd look at the data structures and functions in the lua code.
Don't actually need to run it on Mac, just thought live debugging will be easier for me to understand stuff.
Ah right, that rings a bell. You've got a lot of fun ahead of you then 😄
It's certainly a lot of work but it's not that crazy to do it in browser canvas/svg. Many of the hassles that you had to struggle with, graphics and UI, are already built in.
Add a good reactive framework and it's a lot less impossible than it sounds.
I think I should improve the visibility of the page.
Largest friction I expect, still the Lua runtime and our abuse of it.
Largest friction for what?
Adaptation.
Why would I want to use that?
PoB fundamentally uses Lua. Unless you plan on eternally forking, that's what you get to use.
I know it uses lua, but there is no need to...
Reshaping the whole Lua side in something else is magnitudes more work and something that even the team with all the collaborators aren't embarking on - the evolution plan there is "spreadsheet engine from scratch".
The whole core of the simulation is in Lua. All contributions are in Lua. If you adopt something else you're going to have to reimplement all the quirks and structure of the thing in some other language.
If you do that, you're going either end up with something very much resembling Lua idioms in that other language, or something that diverges in functionality.
At the bottom of it, it's just math, no? Functions and data that can be ported.
Less math and more data structures and logic that reshapes that data.
There's the mod DB, the character data, and then the magic sauce is in the imperative logic that calculates the state from that.
The thing that's being ported then is "the whole thing", pretty much.
But it's still a deterministic system that can be, at least at first, duplicated.
I don't mean to discourage you from playing around, just noting the scope of it, up-front and ongoing.
You can discourage me, I will discourage myself when I get bored or find something else 🙂
New features tend to fall into two categories - being able to add a mapping for a mod and have the logic just magically interpret it, and "oh gods, why is everything on fire now?"
My point is, it's a lot of data and logic. but it's "just" data and logic, it can be be ported to other languages.
Sorry for the spam, but yes, someone made a video of my page: https://www.youtube.com/watch?v=exogIA2ti6o First time 😄 Sadly, translation is not available; maybe he is saying bad things 😛 @hazy fiber
查價網站: https://mypoe.site/
選擇 Coffin Regex
TFT Bulk Sell: https://bulk.tftrove.com/
希露Cirou的Discord: https://discord.gg/UhFfztxQjP
Twitch: https://www.twitch.tv/cilluchu
YouTube: https://www.youtube.com/channel/UCsY0FdU...
Maybe if you said to people over the years "sure, it's pretty straight forward, we just don't want to do it" someone would have done it by now 😉
(I'm disappointed that there's no giphy for Stargate SG-1's "nothing of the host survives")
People have tried. Some still try.
Time to wobble off for F1 and to break the runtime more. 
In any way, there's documentation in the repo on the overall structure of Calc*.lua, never looked much at it as it's not my wheelhouse.
Starting with the passive tree editor as it seems mainly UI/graphics work with more of a straight forward logic.
Sorry to ask again, but does anyone know the answer to this:
Is there a decent API to get inventory images/icons for specific basetypes/item names?
I think everyone kinda rolls their own (I did for pobbin), which you could re-use, but the probably best to use for outsiders is this https://lvlvllvlvllvlvl.github.io/RePoE/ repoe fork/update
thanks, I'll look into it
The roughest assets are probably ones like flasks and maps, as those are composed server-side.
Those peeps tend to source from the CDN via trade, unless they're crazy enough like the wiki (me) to emulate what the game does.
@hushed relic that's my exported files https://github.com/Dav1dde/assets.pobb.in I keep updated with already pre-processed flasks/assets ready to show
the other way to get the assets is grabbing them from trade/the stashtab river
Thanks guys
Yeah, I wanted to have a script to have an icon for every item on filterblade
I've been nomming off the icons from poe.ninja as it grabs the icon CDN url
and downloading those
but some basetypes are missing
like the chaos orb (because 1c is worth 1c...)
so I was looking for a way to automate this part, sadly so far running my own poe trade crawler seems to be the best automated approach
Yeah I think your best bet is the RePoE fork I linked, currently the most complete way (and scriptable?) of accessing game file assets afaik
Why not get them directly from game assets?
RePoE does that work already, including the chore of keeping the specs up to date and running the process.
Including, if you're not using Inya like the cool peeps, ensuring that you have a local up-to-date copy of the game assets for ingestion.
RePoE does that, implementing it yourself is not that trivial and annoying to keep updated if you have an actual other project you're working on and it isn't your main
Oh, if someone already done the work, sure.
Took me years to ship Inya, and that doesn't even process the data 😄
What's Inya?
Web API for arbitrary file access to any bundled or loose file from any PoE release since 1.0.0.
Whoa...
Built it for data mining and tool use to not have to deal with data extraction and unwieldy file trees on client computers and service machines.
Powers systems like https://github.com/pale-court/dat-meta and tooling like inya-cli that stages a number of builds locally with symlinks to share common bundles.
Sounds really cool. Would have been useful to know when I was cursing that obscure bundle packing algorithm.
Originally made it for the ever-stale hideout editor and model viewer codebase.
Hey, can anyone confirm if PoB calculates Minion crit chance correctly for Holy Relic of Conviction? I equipped Maata's Teachings and also checked "Minions use Power Charges" and both seem broken. The former doesn't get applied at all, the later uses player power charge scaling. Additionally, cooldown reduction scaling via quality doesn't seem to be applied correctly. Running from the latest dev branch
Maata's Teaching gives attack Crit chance. The relics trigger a spell.
Minion and player power charge Scaling is the same.
Ah, indeed to Maata's Teaching. Whoops! I thought Minions had 200% increased crit chance per power charge?
Ah, in the past that was the number? I suppose I'm just out of date, then. I still don't believe PoB is calculating CDR correctly with quality scaling on this gem
Weirdly enough I just got a white screen from some issue, reloaded PoB and now the scaling is being correctly applied. So I might have just hit a strange bug
hey, where are the "shared items" from PoB are stored?
Settings.xml in Documents/Path of Building
Do you think I should leave it as it is, or change it so that copying converts the content into an image? Currently, it separately copies the selected text or the entire text + images as PNG files are copied to the clipboard on the left mouse button click. I can't figure out how to set both text and image to the Windows clipboard simultaneously.
the tooltips for v2 seem to say the same as the v1 with slightly different wording? or am i blind again
First one does conditions first, v2 does conditions while summing
Please give me your opinion about the colors, whether they are better or worse than before (pure gray everywhere).
Could you please move the Client.txt file to the My Games folder? Because it is in Program Files, I cannot read its changes from the browser. Desktop programs do not have such restrictions.
well its up to you where the game is installed isnt it?
that doesnt help them if somone else wants to use the site
I'm surprised you have access to any arbitrary local files at all.
Looking forward to your website grabbing my several-hundred-meg Client.txt.
Would port the app to desktop if that’s a wanted feature.
yo guys, im a little ocnfused about what tools go against TOS, are sending clicks to POE considered illegal?
if so are autologout stuff considered illegal? auto hideout with awakened poe?
@terse summit The developer docs sum it up reasonably well.
For a given user action, it should result in the same game action sent to the game. Hit F5 to /hideout, copy item data under the cursor on a price-check, etc.
You can't ratchet different actions on a single user action; you can't make intelligent choices based on external or internal state, you can't do things without explicit user interaction to do the thing.
The APT keys all do a single identical thing every time they run, they're fine.
"Logout macros" like the lutbot one disconnects the client in a reasonably kosher way on explicit user interaction, also fine.
"autologout" as in something that reads process memory or sniffs network traffic to tell if you're about to die? Heck no.
Already tested, but only works for chrome, edge.
This is against the whole idea of using site.
so as long as 1 key maps to only 1 fixed action its okay
As long as it's the kind of common client action that you'd expect from the above, yeah, probably.
You can always ask if what you're making fits the spirit of the rules.
alright, maybe i can show you what im making right now and you can tell me if it is allowed? Im not really good with terms and conditions as u can tell LMAO
is that ok with u?
Just ask in here and we'll give an opinion, no worries.
alright
simple script where i can select a grid representing my inventory, i can shift and click 2 poitns to select all. and when ok is pressed it deposits all selected cells into my stash
hand pain inspired me to make this
that's one button doing multiple shiftclicks into stash is it not
hmm then in that case can i make it so that per ok press it deposits 1 item?
so i can just keep my mouse still
unless someone else wants to chime in that'd be ok i think
as log as you're not reading the screen to see where items are i guess?
nope no image recog involved, thought about doing that but im pretty sure it was gnna be against TOS so i didnt
likely against the tos since theres actual logic moving the cursor, unless you want to have a keybind per inventory slot i doubt that will be okay
pressing "ok" would move mouse to different positions wich is an alternating action
dang didn't realise that counted too
ah shit i see
As peeps mentioned, the incremental moving would be a ratcheting action that does "different things" on each press.
Sneaky, isn't it? 😄