#tooldev-general
1 messages Β· Page 17 of 1
will do thanks didnt know they have one
the usual approach would be to have a Show rule == the basetypes you want
and then second to the end a rule to hide all basic classes normal/magic/rare
take a look at a filterblade filter
or mine which is linked in my profile
https://www.pathofexile.com/item-filter/about
why is it listed here as a valid operator then -.-
it might be but I've rarely if ever used it, and never with basetypes
my guess would be that it's for integers, not matching
i see that would make sense
Hide
Quality = 0
AreaLevel > 70
Rarity <= Magic
Class "Flasks"
this is the work of neversink btw and i tried to adjust it to exclude "Ultimate Mana Flask" BaseTypes.
how would you tackle that case?
DropLevel < whatever the drop level of ultimate mana flask is?
just put a Show rule for Ultimate above that rule
DropLevel would be one way but less clear
I'm actually having a conversation with NeverSink about flask itemlevels atm, that rule is liable to change when it makes it to filterblade because pretty sure he's wrong
Mostly need the "benefits" of em
put a show before that
What do you think of making PoB generate typings from dat-schema?
PoB2 will, but what about the current one?
oh yeah I saw those in the codebase, what do they even mean or do?
Set the width of the columns in our GGPK viewer/exporter
So that needs to stay with PoB at least
I think that could actually be benificial to be in dat-schema using a GQL directive
e.g. like
type ActiveSkills {
Id: string @unique @width(chars: 190)
}
yep easy to add
That could work then
and then each tool would multiply the "chars" by whatever font size/pixels/something they decide
oh one use case I do have for PoB is I store old specs with old game versions so I can switch back and check things sometimes
I grab the data files from the steam/epic version and store them
I guess I can just store a copy of the schema files localy and point to that when needed
I was thinking of making a fork of https://github.com/adainrivers/poe2-data with the indexes for Keys removed, the dats that PoB uses and with an updated spec so then I wouldn't need to look at old game versions
That way the diffs are easily readable for me
yeah I think a different versioning system would be better
ability to jump to previous versions is very useful
Could literally just write a thing that generates and stores in gh-pages
there are historical versions of the schema at https://github.com/lvlvllvlvllvlvl/dat-schema-validator/tree/develop/history (pre-3.23 schemas were created by checking out every commit of dat-schema and cross-referencing the commit timestamp to version release dates https://github.com/lvlvllvlvllvlvl/dat-schema-validator/blob/develop/dat-schema-history.bash)
Contribute to lvlvllvlvllvlvl/dat-schema-validator development by creating an account on GitHub.
the code in that repo also supports reading historic ggpk data from inya (src/datfile.ts, but l don't currently know if/how it works)
I'd prefer if there was some automated way of getting the versions than just looking at history
i make https://poe.sato942.com
A problem I had back in the day for archaeological datamining was that new knowledge can be found over time; older schemas are more barebones than they need to be.
This as newer schemas mix together discovery of old fields with mapping out of changed or new fields.
yeah, and solving that problem would probably help with updating the schemas for new versions (you'd need to handle both inserted and deleted columns so it would work the same going forwards or backwards through version). l have some ideas about how it could be done but my intuition is that any automated process would be so fragile that it wouldn't be any better than maintaining the schemas by hand.
I think me and Faust had some thoughts about doing since/until annotations for fields/tables, but in the end most authors don't care enough about the past to create and maintain those.
yeah, l think it can get complex pretty quick. even maintaining concurrent poe1 and poe2 schemas is a lot
btw is there a way to mark tables that are removed in poe2, so they will only be validFor: 1? l've been meaning to check the code but haven't had time
removed the indexes from the repo
I should have clarified, I was meaning to remove row indexes from Key values like this
ah I see, yeah they are needed because of Unk ref fields
Although removing the main row index does also help the diff if they add a row randomly in the middle of a table
yep, I can probably remove them from non-unk references as well
I can see the need for them to be there for the unkeyed ones as they might point us to the correct table after we have enough data or patch notes to correlate them to
Does anyone know if there is another way to call the apis about the guild/character information without having to renew the poe session cookie every time it expires manually? I checked the OAuth but you cannot register applications anymore. If someone is willing to help me I would really appreciate it, Iβve been trying workarounds for a couple days and none seem long term efficient
The only other option I can think of would be poe.ninja, but that will only work with characters on the ladder, I think.
Thank you soo much, Iβll look into it!
done as well
Nice, that should make the diffs much cleaner on updates
@civic crane https://github.com/poe-tool-dev/dat-schema/pull/91
Hey guys! Is there any trade related app that is compatible with GEFORCE now? I know loot filter will be possible when they enable online sync, but i would really love if there was some tool to check itens
@modest path the pipeline with server is crazy π
https://developer.mozilla.org/en-US/docs/Web/API/File_System_API should be more simple, and one day we will even get file watcher https://developer.chrome.com/blog/file-system-observer
@civic crane you saying import the dat-schema generation code directly then support loading schema directly from files on disk in poe-dat-viewer?
I'm an ops guy/sre so I'm classically allergic to frontend
Not unwilling to learn though
@modest path
how i see it:
add support to cli to watch gql files and generate json
in the viewer add button to open this json, when you press Reset Schema it will also reread it from that file
Yeah, seems sane - Only downside there is that the file system api requires https, so you've gotta deal with that if you want to develop poe-dat-viewer locally at the same time
Ideally poe-dat-viewer would also be able to use schema from urls as then you could also point it at your own fork of dat-schema
@velvet fog I notice https://poe2db.tw/us/Life_Flasks#FlasksMods doesn't have mod names, but they're displayed ingame when you inspect, so they must be somewhere? same with https://poe2db.tw/us/Jewels#JewelMods
added
ty 
personally l think the most convenient functionality would be if the 'show schema' tab for each table in the dat viewer had two-way data binding. no idea if that's technically feasible but l think it would be a really nice experience if any column changes you made in the table view would be reflected in the schema view or if you could edit the schema view text to change the columns shown when you reload schema
This comboed with the definition being in a db instead of git would allow for wiki-like collaboration which would be neato
I always feel like I'm flying by the seat of my pants when I have changes made to a spec in poe-dat-viewer; with no way to tell if I'm diverging from the upstream spec and no way to persist it.
Is the conversion from graphql to json lossy or could it be bidirectional?
Open table, it's largely broken; purge my schema and it becomes worse π
I think metadata would be useful, too - If I'm reversing something there is a large variety in how confident I am of what something is - Being able to specify a field and mark it as just-a-guess vs definitely-it would be nice for my own sanity
ColumnName_JustAGuessThough
Nothing is as permanent as a temporary solution name.
I usually suffix variablenames with Maybe if I'm not sure
works again
pretty sure it's lossless
this is not a channel for gamemakers
this is for community tool peeps
bitching is for reddit
Nah you just forgot to read the topic
I'm busy teaching yours, though
You're about to catch a ban mate
It's a bold strategy
actually ill just ban him
Nothing of value was lost
more updates added : https://poe.sato942.com/
toggle between POE1/POE2
save templates.
working on importing
Is there no way to use the gateway portal for act 3 after completing act 3? it brings me to act 1 now and i have a quest item in my inventory i cannot get rid of unless i run through the whole map again.
the checkpoints do not exist unless going through the act 3 gateway.
Not a help channel, this is community tool devs
my bad i thought it wat for the actual devs to fix the game
Narp
That's the forums
Or support
Or travelling to New Zealand and pressing your face up against the windows of their offices
If you do the last one, please take a video
also deliver toucan themed thingies
comments are lost(
Not sure where else to post thisβ¦
Still getting random game crash at no particular time or reason. Game boots right back up with no apparent bug or problem. This might be a known issue, I am just unaware if so.
Forums, ggg support in general, this channel is exclusive for third party tools development talk
Hello i hope im in the right place. does anymone know how i get it back to default? I already uninstalled and installed it back but the setting stayed the same. the tool only let me press ctrl + alt + d but when i press it, it sends me to the desktop. ctrl + D is not working and not in the settings anymore.
The upstream APT has a context menu for the tray icon that can send you to the config directory in AppData. The fork you're running may have that functionality as well.
From there you ought to be able to alter or remove your config.json.
Thanks for the answer but i only understand half of it π
i open the config folder and then what am i searching for?
is it maybe possilbe to show you my screen?
Regular APT has a config.json file there. Renaming it makes APT create a fresh config file.
If your fork behaves differently, you should probably seek aid with the creator, in whatever way they deem suitable.
ah yeah i see the file and you say i should delete and get a new file?
yeah i was trying to reach out in the toll it says i should ask in this discord
renaming i just read it sry i will try that
you a god it worked thak you so much!
is that an APT fork because official APT doesn't support poe2?
i have no clue but it fixed the problem
but still not working either way i cant search items like other streamers or player if i wanna search the window open for a second and then sends me to the desktop
Seems so, I don't think I've seen the author around here unless their handles differ significantly between Discord and GitHub. The Discord handle in the About page still resolves to SnosMe, so the new author is a mystery.
yeah, I have seen his face just a couple comments above π
So uh, the old timeless jewel logic does not work anymore π
how was it originally figured out?
You'd need the current new tree and the murmur hash algorithm to know for sure. Do you have both of those?
I can probs test it in PoB fairly soon. We've got a functioning tree now so won't be hard
very TOS-breaking decompiling
some people likely had it for years before it was finally publicly leaked
Is there any export or way to get all base items stats? Or do you need to manually recreate that?
Preamble: I realise lots of people probably just dip in and ask the exact same question I'm about to ask, but all I've found is endless forum threads with no responses, or just 'x didn't work', so sorry!
Is there a definitive list of what does and doesn't work for poe(2) regex? Some things seem to work and others don't. e.g. Start of line, ^ , works, but searching for newline, \n , or carriage return, \r, doesn't seem to ( \n\r also doesnt work).
There doesnt seem to be an identifier (A, S, E , AE, AS, ES) for basetypes, but They always appear in order on an item. So I figured something like this is a (horrible) way to get what I want, no lookaheads or backs, just dumb exact matches.
-\n(Arm.\n|Ene.\n-|Ene.*\nEva)
But it no worky.
I haven't touched regex since very early webhosting tech support days, and I imagine there's another way to capture what I want (e.g. searching by requirements), but it would be nice to know what does work and what doesn't.
Poe.re has options to search by item base, but that is used for determining affixes, rather than actually including the item type in the match. I assume searching merchants for whiter bases was a fair bit less important in poe1
Example is not what I was actually searching for, just wanted to demonstrate the issue
maybe there were some logic changes in poe1 that i didnt follow. is murmur itself still the same?
I would assume they kept it the same but they could have easily tweaked it a bit. Do you have a tree file that you can test it on?
Have you had a look at the poe 1 regex sites and see what types of regex parameters they offer? It's probs publicly available in their page code
Yeah that's where I started, and how I arrived here
because I haven't been able to find what parameters work and dont
only 'here are some working things' , and 'this works'. I was hoping there was a doc similar to the dev docs for the api
My google has failed me today
well yea the tree. im just comparing notables to some video i found on youtube and im getting different ones. i didnt change any logic from poe1, though idk if there were any changes since the long time ago i made it
I really hope this time it's server side only what I expected it to be for poe1
I really disliked Timeless jewels before we had them figured out. It encouraged people to hoard and manipulate the market for the better one. With it out in the open its an equal playing field
When you manually added the stats in PoB I had a dream of compiling all of that data from uploaded builds and making a website for it. Thought that would've been neat and kept in the spirit of discovery
There's at least one decent convo in the history in here about the regex engine and its peculiarities
This convo: #tooldev-general message
Thanks!
I feel like there's been such a huge upswing in offtopic questions in here lately. Should we change the name of the channel to community-tool-development or something more clear?
The channel description is mostly just telling people what it's not π
Which nobody reads before posting
Having a role you have to opt into before you can post or something might help
not-ggg-tooldev-general
"I came here because it said ggg dev"
you can't win π
we have a secret channel that only tooldev role can access already but this channel is better since people can just jump in
oh? maybe I should bother to get tooldev role at some point
Are you taking applications for the tool developer role? π
!ggg-game-support-help should fix it π
there's no formal process for getting the role
relevant message
I'm less talking exclusivity and more talking a reaction role on a "this is not ggg support channel and we can't help you with the game, please don't bother asking" message that gives you the send messages perm in the channel
could be a little bit alienating for new people with genuine tooldev questions, and tbh there isn't that many spam messages in here anyway
role granting is at the behest of the server moderators
Thank you. I seem to have taken over maintaining Acquisition, but I haven't needed to do more than learn how to use the apis, which isn't nearly as deep into development as the discussions I'm seeing here.
the role gated channel has way less than 1% of the convo that happens here, it gets maybe a handful of messages a week, and sometimes goes months with 0 messages
so your not missing anything
@civic crane hi, how can i restore those widgets if i deleted them?
Filters soon?
You appear to be using a fork of SnosMe's original tool which could differ in any number of ways.
You might want to direct your inquiries to whomever is responsible for that fork.
I don't know how to restore them in the original version either. You could give zao's above tip a go and get a fresh config. #tooldev-general message
Where can i find the loot filter? Is it allowed to use ?
This channel is exclusive for third party tools development talk. You can find item filter information on the forums. I suggest googling filterblade/neversink. They have a filter for poe2 on github you could start learning with.
oh, there is a secret tooldev channel? π
yes but this channel here is way way more alive
but I like secrets π₯Έ

seeing raizqt struggle with editing his filter, I really think about making a vscode extension with syntax completion and such. but I have no idea how π
I liked the idea that you have to link your GitHub or GitLab account to Discord to get the role, and make the channel read-only without the role. That's some development effort though. Not sure if server staff is interested, which is fine also
Aren't there a few ones with syntax already, or something more like a fuller LSP?
Could've sworn I've seen a visual editor for filters before too, like a standalone program?
discord supports it out of the box
syntax exist, but not full LSP. I just imagined in my head while watching raiz, that having auto complete for the base types would be cool. also showing in a hover the stats of them.
or showing a preview of the colors with the color editor popup.
and finally a preview of the setting block
linked roles
ah someone did that already https://marketplace.visualstudio.com/items?itemName=thmsn.poe2-filter
Extension for Visual Studio Code - A Visual Studio Code extension for Path of Exile 2 item filter files
I've been using thmsn 's yeah
looking good. he even generates an outline based on some comments I guess established by neversink.
(she)
if you have an established tool released, you can ask mods here for the role, thats about it
i was scrolled up a bit >_>
happens to the best π
Ha, someone even made a documentation for the item filter https://www.pathofexile.com/item-filter/about π
Ruthless filters must have an alpha value of 80
this is oddly specific
I guess that aligns with how for Ruthless there's no Hide but there's a Minimal.
keep in mind it's probably up to date for poe1 rather than poe2
Damn that looks good
O Devs! Let us test BIND SPECTRE on the 300 mobs and help you in testing it during the holiday please
wrong channel for that my man, this is so far off topic you're basically in the wrong continent...
This channel is exclusive for third party tools development talk.
Has anyone tried to use Import in PoE1?
It doesn't work in 2, was wondering if that is just up to it using an old "fork" of the filter engine, if it was never actually implemented, or intentionally left out
anyone knows how to make a shortcut to go to my hideout? im playin pc with a controller
So if Application registrations are closed. How are folks authing and testing tooling theyre developing?
They just got lucky enough to get onboard or is there stuff that isnt behind auth?
probably made an app before registration was closed
but yeah, the internal (website related) apis aren't locked behind oauth
most of them just use poesessid, if they are authed at all
@zenith zodiac /poe2/uniques.html is missing some uniques, eg Strugglescream, I'm guessing maybe they didn't exist last time you exported (also the version at the top is the PoE1 version)
Anyone got a psg parser or I gotta attempt to make one?
if your talking about path of buildings passive skill graph exporter thingy, then theres already progress made with exporting the skill tree within the PoB discord
if its actualy an issue, making an issue on github would be nice
back up
what is path of building?

(I'm new here)
First time PoE player with PoE 2?
yes.
Path of Building is THE best build planner for Path of Exile 1
oh. gotcha
I'll check again in a bit, managed to circumvent. Might actually be a problem with poe.ninja so need to figure out which one it is lol
what are people doing to filter active and in use items vs inactive items in poe2?
trade site, if you mean datamined vs actually in game
yeah that makes sense, as in querying it via API and just data munging for a list of usable things?
more or less
poedb backup sql and data at that time
Is there an API for Poe 2 character data similar to https://www.pathofexile.com/developer/docs/reference#characters-get ?
In general I saw no docs on poe2 API but maybe it's not out in early access?
Was talking about a way to parse .psg files like PassiveSkillGraph and output it into a json or something along those lines. Ended up just creating my own.
It seems the trade website does not support affixes from "Time-Lost Ruby" jewels yet. Is this a known issue?
trade site is missing alot of radius jewel mods (including on the uniques), I am sure its known and will be fixed in time
but they probs have higher priority issues atm
yeah PoB has one thats very out of date, thats been redone for poe2, good to hear you made your own
what is this bug. They keep spawning. #tooldev-general
Vinderi knows all about it:
This channel is for third party tool development, you probably want one of the more game-specific help channels, assuming you have access to them.
i'm looking for info on how to filter for item Tier (not even sure if that is available.)
Has ggg released any info?
You mean the "drop tier" kind of thing on the item filter name plate?
ye, like unidentified tier 2
"Expert Cultist Greathammer (Tier 5)" like?
yes
(I don't know the answer, just wanted to clarify the question π )
that's alright, is there a place i could try to lookup this information?
or someone i could ask?
I know cdr loves to direct people to the Filterblade Discord as that gathers a lot of filter enthusiasts.
i believe the old wiki had a page that was a guide to writing a loot filter, i'm hoping that the wiki for path of exile 2 will have something similar
reply was that it doesn't seem to exist in the loot filter system, would it be possible to suggest that this should be added?
could be something simple like ItemTier >= 2
You can always leave feedback on the EA forums.
it's not possible
may not be available currently, you think they may add it later?
it's anyone's guess
is it a known issue that lvl 21 gems aren't searchable?
shows up in search results as long as you don't specify gem level of 21
the map cover the debug mode
thats technically a 20+1 gem, (the difference is that it doesnt increase the level or attribute requirements, and f you have the corrupt on a level 1 gem you can still level it to 20 for a 21)
is how others explained it to me
Hi π
New here and planning to build something.
Is there a way to get the currency exchange data from an API yet (PoE 2)?
so poe ninja used the stash tab data?
yes, the stash tab river API
okay, thanks. π
How does poe db get its poe2 data? From game files? Is there an open source tool that helps with that?
there's several, yes, though chuan has his own tools afaik
Nothing stopping you from starting that page!
There are open source tools being worked on as part of the wiki project, the wiki also exposes data back out via various apis
Ah, interesting. Do you have a starting point or will I find it easily?
Some details here: https://www.poewiki.net/wiki/Path_of_Exile_Wiki:PyPoE
some folks are working on the fork for poe2 but theyβve also just been spending some time playing the new game. Any and all help welcome
PyPoE is a Python 3 based collection of development tools to work with Path of Exile, originally developed by OmegaK2. The command line interface is used extensively to update many pages on the wiki with game data.
The Project Path of Exile Wiki fork of PyPoE is on github. Follow the instructions to install it.
As far as querying data, the cargoquery endpoint is the one that would allow you to query data from the wiki. https://www.poe2wiki.net/api.php
you can get exchange data from https://www.pathofexile.com/trade2/exchange/poe2/Standard with poesessid, just like https://orbwatch.trade/
You can start with the information at https://github.com/adainrivers/poe2-data
Isn't that just explicit bulk listings, separate from the CX?
I think this is the closest way to exchange data
What I mean is that the original question seems to have been about the CX in particular, which is to my knowledge separate from the trade site listings.
While ratios may align somewhat, that's not a guarantee as people may strongly favour one or the other for particular currencies.
do we know when we can get a new api key
i'm coming back after several years and cannot register for a key
https://www.pathofexile.com/developer/docs
We are currently unable to process new applications.
they are busy, presumably with poe2 stuff, apparently it's been like this for months so unlikely to change any time soon
Any good way to download trade item data in bulk?
there are ways around not having a key but i really just wanted to do it the easy way π¦
the only way would be public stash api, which is also locked behind oauth
I don't have any information on API access, by the way.
piklo can i dm you
you can but I don't see why you cant just ask here
I found a big bug, how do I report it or where can I upload a video showing it?
ya I figured as much. The problem is there's no way to search for the corruption +1 or -1.
Staff...GGG ?
Iβm the developer of https://orbwatch.trade/ and have been using your APIs responsibly. Iβm looking to take my project further by integrating build and stash tracking. The current POESESSID approach can be cumbersome (especially with Cloudflare logins with the latest change).
Iβve reviewed recent discussions in this channel and understand thereβs currently no direct way to request API access on the website due to the PoE 2 changes. Is there a way to obtain OAuth access or a similar streamlined authentication method (Possibly manually)? Any help would be appreciated.
Early access bug report forums
I think we can only wait until ggg updates either the website or the OAuth api for poe2, and until they decide they have the bandwidth to accept new OAuth application requests.
I had one user the other day who reported authentication problems, and it turned out that the oauth api endpoints were briefly down while the website api (the one using poesessid) was working.
Hey there! Does anyone know if there's a way to change the default currency in exiled exchange 2? Right now it gives me prices in chaos and divines and also gives me exchance rate chaos vs div. I would like to have it be ex and div since chaos aren't used much in trading.
that awakened trade fork seems to really pick off π
You got a link?
I don't. But there have been plenty people here asking about issues with their exiled exchange 2. which looks 100% like APT
https://www.reddit.com/r/PathOfExile2/comments/1hg7icm/awakened_poe_trade_for_poe_2_called_exile/
This is probably the reason for the increase.
https://github.com/Kvan7/Exiled-Exchange-2
Sweet. Iβve been using Poe overlay 2 and itβs annoying
Think thatβs probably more so due to overwolf. But either way.
Is there a trade API for PoE2?
The only thing I found was https://www.pathofexile.com/developer/docs/reference but that seems to be an API for the first game?
mind elaborating on your findings? π
Created a python script that screenshots the damage number on a boss, and does math.
There is no API yet.
No stash API either?
No APIs at all, yet.
got it, thanks!
I'm intending to open up API registration tonight (NZDT) for ~32 hours. I'll try and get as many done before the Christmas break. I'll put another message here when I update the docs. Obviously the major disclaimer is that no PoE2 information is available, so don't get excited if you're waiting for that!
Yeah. Mostly useful for people looking to auth with your PoE account
How does that work? Do you mean people can apply to gain access to the API when it finally opens?
Auth for what specifically? Whats the use case?
Basically that
We won't give access for APIs that don't exist yet. It's an oAuth2 API so you can use it to identify users without having to build your own auth, for instance
And give access to more restricted data for the accounts that authorize you to do so
Would this window be a good time to ask for a change of scope to an existing authorized application?
Iβm anticipating that acquisition will want the βaccount:profileβ scope to handle realms properly, but I have some hacky workarounds in mind if it would be better to wait.
how do you differentiate skill gems and spirit gems in dat files?
maybe question for @velvet fog
as in BaseItemTypes , like Archmage vs Fireball
poe2db has them differentiated but I'm scratching my head at how https://poe2db.tw/Spirit_Gems#SpiritGemsGem
maybe the Buff tag?
probably missing something obvious I guess
CutTier % 2 == 0
That's innovative 
For me yeah differentiating by buff tag worked
wait actually idk how
I am feeling mega mentally slow today and cant work out how GemEffects, GemTags etc ties back to the bases
Rip yeah, actually cant help you, went a completely different route for getting item data for my site than from the game files
But yeah from what ive found in my info, any with tag buff are spirit using gems
Oh i see someone answered u π
yeah, I am just making things as data driven as it can be bc Im expecting changes
Yeah nah ur very right
I make https://qcrist.github.io/poe-tree-path-helper/
Source at https://github.com/qcrist/poe-tree-path-helper
Basically path of pathing for poe2, but also a passive tree viewer
Very nice! Love how responsive it feels when recalculating paths, much better than path of pathing handled it
Thanks! I tried to keep as much of the solving work off the main thread as I could
Yeah, that'd do it. Path of pathing does everything on one thread 
Kinda lost motivation to make it better after I made it work well at all after changing to something akin to Kruskal's algorithm
Yeah, I've found that it's tricky to make approximations that are particularly fast while also being accurate. The main reason it's taken so long is that I'll spend a few days coding up a "faster" or "more accurate" algorithm, just for it to be worse. It really kills motivation
Yeah I'll be getting through all outstanding emails!
Are the edges weighted in any way? Or do you consider every edge weight of 1?
I was wondering why not just BFS from every selected vertex?
Yes, there's weighting. For the atlas tree in poe1 as an easy example, the gateways don't have stats, making them comparably worse to pick than any two nodes that have stats, so I weighted them to make them more expensive to path through.
A simple BFS would also result in weird loops and pathing oddities. There's a whole host of research on steiner trees (what we're trying to produce) and how to make them, it's real neat
Oh really cool, and actually now that im thinking about it, you're phrasing the problem as "we have this unconnected set of vertices we want to connect in the cheapest way possible, find the path that connects them" - I was thinking of it linearly, as in we start with vertex A, and then we select vertex B, so we must do graph.bfs(A,B), and then we select C, so then we must do min(graph,bfs(A,C), graph.bfs(B,C)), .....
I can see how Kruskals is actually better then.
You're exactly right! If the order of allocation mattered then a bfs would work, and that is actually what I did do for my first implementation of path of pathing! For each desired node, starting at the root, find the shortest path to a desired node, allocate it, repeat until done
But because it starts at the root and goes out until it's allocated everything, it does some really weird stuff. I think it was the ranger start that was notorious for duplicate pathings in my early versions, where it would do a whole bunch of unnecessary nodes because it didn't know at the start that certain travel nodes would end up being used for a different path, so it just got weird
With my current implementation it still has some of those same issues where it doesn't re-evaluate already allocated nodes based on new allocations, but because it allocates the shortest path between sets of already connected nodes, it minimizes those issues while keeping the runtime decent in a single-threaded browser environment
Thanks for explaining!
Holy shit this would be an early christmas gift.
novynn has coworkers
what where

hi there its totally irrelevant because I don't anymore but I used to manage this channel so I've interacted with novynn a bit more than most here I guess. 
Have you always been working on api stuff or is that new Lily?
I don't actually work on API stuff. I made path of pathing before getting hired, and I've coded against the API in some community tooling stuff before, but being on this side of things is very new. I'm still so new that I'm not actually able to help out with actual API stuff, not even the oauth apps yet, but I'll probably assist eventually!
My job is adjacent enough to the web devs that I can offload a bit from time to time 

The main issue for solving the tree is that it is NP hard, aka no polynomial time algorithm. I actually have a non-polynomial solver ( SteinerSolverFullOpt2 ) to create truth data to test algorithms against. Unfortunately it's 0(3^n), so anything over around 15 selected nodes becomes unreasonable pretty quickly.
Luckily the passive tree is relatively simple from a graph perspective, so approximations can be very good. The approximation used on the site correctly solves all truth data I have generated so far.
My version of an accurate algorithm (which I implemented based on a maths paper that I got an actual mathematician to help me decipher) took over an hour to handle.. I forget how many, but it was in the range of 7-8 ish desired nodes
It was bad
wont be for poe2. Those api still arent available. But can still use oauth for logging in of users
Solves the whacky cloudflare problems no? the random 500 for no reason ?
For our purposes? I am not sure. I havent had cloudflare problems in a while?
Have u been included the poesessid that is passed back by the api
All this would let u do is be able to outsource account registration / logging in through making it tied to ur poe account.
Ahhh I see, I guess your right, this would give us an avenue of requesting from trade api logged in and refreshing it through oauth
hadnt considered that
Actually it woudnt provide poesessid anyway from what im reading. Trade site is a completely isolated system.
The accurate algorithm I used was O(3^terminals * nodes^2). I assume yours was similar. There's little that can be done about the 3^terminals, but you can reduce the node count pretty significantly by pruning the nodes first. Many nodes can't be optimal Steiner nodes, dead ends and nodes with less than 3 connections in particular. Every 10x reduction in node count gets you 4ish more terminal nodes
Yeah, there were loads of optimizations that could've been done to make it less terrible for the usecase I was aiming for, but none that got close enough to make up for the fact that it was orders of magnitude slower for a few percentage points increase in accuracy/consistency, which just wasn't worth it in my view. I abandoned the idea in favour of a kruskal approach with some trickery to make it less fuckywucky
Yeah, a path that's 1 node more than optimal generated in milliseconds is way better than a perfect path that took days π
Even if I somewhat fixed the performance issues it's still O(2^n) for memory usage anyway π΅
Yeah, exactly!
I've opened up registrations again. The instructions are (in the docs)[https://www.pathofexile.com/developer/docs#gettingstarted]. I'm working tomorrow and the 24th, but I'll probably mark them as closed again until the new year at midday-ish on the 24th. If you get an email in before then, I should be able to get to you (unless thousands of people have been waiting). All times here NZDT.
Please note if you see this and you're thinking of applying for access, the web servers are really loaded with PoE2 as some might expect, we usually need to know what your app plans to do, but that's extra important now, so please make sure to give as much detail as possible on what you want to do with your application, and don't skip the bit where you explain your scope choices! If there's too much back and forth then you might be waiting until the new year.
Also, just in case it was not clear; all APIs are PoE1 only so don't ask for PoE2 stuff! The endpoints that are not specific to a game will still be relevant though of course. And just on that note, there's no guarantee that PoE2 APIs will match their PoE1 equivalents, so building something for PoE1 so that you can swap it over for PoE2 miiiight be a waste of time.
@exotic egret There are items in Taiwan Realm trade2, but they are no online status. Any hope it can be fixed before Christmas?
Unfortunately that's unlikely. The game servers provide that information to us, and if it's not there we have to get the game server techs involved π¦
I'll take a look tomorrow though
@fiery trench @wind jolt @rancid tinsel @ashen aspen Y'all have expressed interest in oauth in the past, see the post I replied to. If I missed anyone I'm sorry!
is there any merit to signing up for this if our current application wouldnt use it until poe2 apis are available. Dont want to waste your guys time. But if for example, poe2 api is released and there is a delay after that for new applications then there would be merit for registering now?
I strongly suspect that when poe2 APIs release, we'll process oauth applications to actually use those APIs. I probably wouldn't apply right now for a poe2 exclusive application, in part because you need to explain what you want to do with it, and using endpoints that don't exist isn't really enough.
Yeah my thoughts exactly, thanks
Yeah I'll be telling people asking about PoE2 to wait until they're out
The applications closed mostly because we had way too much to do and looking at oAuth apps was something we could cut
Should be better next year
I dont see any changes on that page from anything that I have read before.
What is the best email to use?
Refresh with a cache clear (ctrl+f5) and you should see new instructions
Or just refresh a few times until you hit the right webserver. I may have missed one π
Thats strange, I been doing work all day and ....
Ah see... LOL
Thank you for the heads-up :)
I just found a script that translates the entire poe2 trade page into chinese lol https://greasyfork.org/zh-CN/scripts/520190-poe2-trade-ηΉδ½/code
POE2 trade ηΉδ½ε - ζΎθ―Ύε
actually kind of impressive. I dont even understand chinese but I ran it anyways just to see it, and after I removed it the page stayed in chinese even after refresh. Took me min to figure out they were doing stuff in local storage that persisted outside of the plugin.
trade site stores it's data in web local storage, you can use extension or script to change it
I found that yea, I ended up just deleting my local storage cache and it refreshed back to english
You can play poe2 in traditional Chinese, but the trade site doesn't have a traditional Chinese option.
I have seen some like this, its 3d spatial awareness, they are normally pretty bad to do
way higher failure rate for humans, but also way lower bot successrate, so its popular on ones which dont want to use googles captcha
must be great for accessibility! /s
Woo! I hope you aren't being inundated with too many OAuth requests. but I've just submitted my own scope change request for Acquisition, so I'm part of the problem now π
In the context of item filters for poe2, where can i find a list of Class and also BaseType? Is there a complete deadlisting somewhere?
thank you
curl https://raw.githubusercontent.com/adainrivers/poe2-data/refs/heads/main/data/baseitemtypes.json | jq '.[].Name'```
does anyone know where PoB2 is being built? i'd like to contribute to the cause
We're working on it privately until it's ready to release in around 2 weeks time
Given I have item name in a desktop app, what would be the easiest way to get artwork for it? Would I have to datamine and host the artworks somewhere myself or is it possible & allowed to use poecdn?
If you only have the name and not the full json object for the item, maybe you can do a trade search and scrape the results? Although that wonβt always be accurate (e.g. for vaalβed uniques that have turned into rares).
Yeah so that's probably fine, doing it through trade is my backup plan since the app will touch it anyway if user requests it so it could just slowly build up its own cache of artworks - still would be nicer if it didn't have to π I think with enough digging i should get to the path the (close-enough) art is at - but more wonder whether i need to maintain my own server with them unpacked or if poecdn use is possible/allowed or someone from community provides them already.
My game keeps crashing whenever I load up poe2 im in act 1
Sir this is a wendys.
Bug reports go here https://www.pathofexile.com/forum/view-forum/2214
if you are dealing with equipment, you could try using the item's base type instead of it's full name. This would also be wrong for some edge cases, but you could easily cache all base types for the item types you care about.
I'm missing the connection between SkillGems and ActiveSkills in the data, any ideas?
I can match using the name, but that doesn't feel right
I have tried only few skills but this seem to work:
skillgems.gemeffects
-> gemeffects.grantedeffect
-> grantedeffects.activeskill
personally i just used the trade site, and searched some bases, and hit F12, the art is in the Sources tab. no idea how to get via api url
but the pain of manually saving lol, unless someone knows the method to scrape the console sources tab, like is there a way to narrow this down to the art url : https://www.pathofexile.com/api/trade2/data/items
@hushed relic are there any nuances to PoE2 loot filters we've found that diverges from PoE1, or do they work essentially the same, but just with a different set of base types / item classes?
Im gonna fiddle with seeing how well PoeFilterX "just works" with PoE2 now, I think its about time I sort that out, and if PoE2's rules and whatnot all work the same way Im hopeful it just works out of the box already
This is what we use for PoB
And this for support gems skillGem.BaseItemType.Name
I also have a bunch of additional checks to remove gems that donβt yet exist in game but are in the game files if you want those @rancid tinsel
how to use item filter on Unidentified (Tier 2-6) items?
As of now you can't detect the tier
no (known) syntax exists for it
tried many combinations, but don't work
You cannot iirc, which sucks
it would be very useful and I am sure is on GGGs list to add, but there is no method to filter those yet
the request has definitely been strongly communicated to GGG
Have yall tried the MapTier filter? The (Tier x) is reminiscent of how tiers worked for maps so, it might apply to gear now as well
santa has come back, with a much prettier table
(reupload to fix incorrect colors)
interesting to see how some tables are wildly different
I have no idea when it happened but at some point neovim treesitter became able to parse .filter files O_o
must be matching some other kind of syntax that it accepts I guess
aHHHH dangit
It is WaystoneTier if you havent figured it out yet @hazy wigeon
oh dang lol, Ill have to fix that
Hi, i just wanna know about xbox serie S performance, did you guy planned to make it playbale or its impossible and you sell it like Activision blizzard could do
Not the channel for this
OK SO WICH ONE
is there a published list of what implicit and explicit modifiers are possible for specific items?
instead of the giant master list
for example I want to know which explicit and implicit modifiers are possible for a crossbow
poe2db
For example Crossbows
prefix == implicit, suffix == explicit?
prefix and suffix are both explicit
unsure how implicits work on PoE 2, i'm a poe 1 grinder
ok thanks, if thats the case then poe2db doesn't seem to make the distinction
whats the difference between prefix and suffix then?
GGG puts certain types of mods in the prefix pool, and other types in suffix
eg, resists are suffixes
oh I see, so its more of a categorization over modifiers?
Rare items typically have room for three prefixes and three suffixes.
that too
are you sure that isn't what implict and explicit means?
Their names make a bit more sense for magic items where the name is literally "Prefix's Thingiemabob of the Suffix", having at most one of each.
yes, implicts are separate and generally tied to the item base
Explicit modifiers are "below the line" on the item and is what you typically craft.
Implicits are more intrinsic to the item and manipulated in other ways or not at all.
https://imgur.com/lj0mRJh yea so the one on top in the lines is implicit here and the rest are explicit right?
honestly seeing poe 2 tourists come not knowing what the difference between implicits/explicits are makes me happy? in a weird sense
means the game is attracting brand new people
yeah indeed
yea its my first poe game lol, actually my first arpg of the sort
excellent choice
poetrademacro, now that's a blast from the past.
thanks for explaining y'all
In-game in PoE2 you can see the distribution between prefixes and suffixes and their tier by holding Alt on an item and squinting at the very faint text.
yeah the visual clarity on the mod tiers in poe 2 vs. poe 1 is awful π₯΄
I guess this is the right question to ask then, can any of the listed modifiers for a crossbow for example show up in the implicit section? Or only a subset of them can?
none of the explicit modifiers can show up as implicits
implicit is a separate mod pool
Do you mean it can't show up as a duplicate in both sections, or that the ones listed on the poe2db website literally cannot show up as implicits for that item at all?
In PoE 1 there are a couple ways to add an implicit modifier to the item:
Synthesis
Vaal Orb
Implicit from the base type
Again not sure how PoE 2 works with implicits because I'm honestly not grinding it much right now, but I assume the Implicit from base type remains the same
If you navigate to the "Crossbow Item / 25" section you can see all the subtypes of Crossbow, and what (if any) implicit modifier that item has "inbuilt". Eg here Tense Crossbow:
yeah the implicts are tied to the base
eg Grenade Skills Fire an additional Projectile, or Loads an additional bolt
Im looking at an amulet that has an implict # to maximum Life which im pretty sure is also possible in the explicit section
Maybe weapons are different
Yeah there can be some overlap in mod text, but they are different mods
Different values, ranges etc
ah gotcha
So in this case you can "double dip"
Eg. you can have both the in-built item maximum life AND an explicit modifier that gives life
The dots are beginning to finally connect in my head
it seems like there can only be one implicit on an item
at least for amulets
and they are entirely based on the type of amulet
Just the numbers will vary in the given ranges?
PoE1 had all sorts of ways to jam more than one implicit into items, including overwriting the existing ones.
Miss it every day 
enchantments?
Do they count as sidecrafted explicits or something distinct?
They seem to render enchant-like, but not sure how they fully fit in.
I can tell you in a minute for sure
I think runes are completly new mod slot category
(asking partly because I'm curious about how the concepts are understood, but also because if I look it up myself only I will know)
trade site has stat filter set as both Rune and Enchantment and both searches yield the same results i think
ah ok, so how do we enchant π
Enchants are from corruption
https://pastebin.com/FrhCcqec search for "runeMods" here and see how its in a distinct category from explicitMods
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Fixed lol
In that case it has two runes, both that add 20% damage
so the runeMods section has only one modifier which is the sum of the two runes "40% damage"
yep, two separate types of mods above the line
Rune Implicit, and Corruption Enchantment, or something
Yep this is why I'd say rune vs enchants are completely separate. Search with implicits as well: https://www.pathofexile.com/trade2/search/poe2/Standard/GJRlLGYUb
now when do we get synths π
would be nice if we hold Alt at trade site and it shows full info
That would be fairly simple to implement actually
lol , would crash browser
i'd be happy if we got ctrl + alt + c back in game π
I do also share the opinion that having to switch between the two does kinda kill the immersion a little, I wish there was a way to trade straight from the game without having to open a browser
im working on a pdps calculator and im too lazy to add enchants, runes, but now i have more to work on, learning from u guys
pdps for in-game?
I mean for what use case?
for console users to simply theorycraft a pdps wep onthefly
cos they dont have pob or coe too lengthy clicks
im playstation guy
hmm I wonder how accurate/expesive ocr is nowdays, could just snap a photo on your phone and work with that π
its poe, gotta reinvent the wheel
Not to justify it not being that way but to give some historical context: in the past there was no trade site at all, people had to go to the forums and list items for sale there (with the ability to directly link the item in their post to an item ingame so there'd be tooltips etc.)
The current system historically grew based on that old forum-based system
(and GGG has been doing a lot to improve it over the last years)
apparently, if u have 0 premium tabs, u can still click ur item to a forum post and get it listed in tradesite
yep
You can also list items for sale via a forum post while you wear them on a character
just the local weapon base pdps
I just realized the tier or level of a modifier is a good approximation of its actual value
since the range at each tier seems fairly small
l put a cdn in front of the cdn so you can see these https://ggpk.exposed/4.1.0.11/art/2ditems/relics/
nice domain
I just found an explicit mod that isn't listed here
[Critical|Critical Hits] ignore Enemy Monster [Resistances|Elemental Resistances]
I mightve found a few actually
but I just dont have the brain power to compare all of them right now
The list I have is 59 in length but the website only shows 33
you've got unique mods mixed in probably, I don't think ignore res can roll on rares
wait a sec
how, I swear i filtered my items on rares
I'll have to check tomorrow
maybe i did on accident
lets see something lol
that mod smells like choir
oh and beacon
if poe2 is anything like poe1 then in some cases its impossible to datamine where a mod can spawn, some mods need to be added manually
although this mod in particular sounds like a unique item rather than a rare, but who knows
The mod for it is UniqueCriticalStrikesIgnoreResistances1 which is clear that it comes from a unique
@civic crane @carmine merlin I want to start working on merging the schemas into dat-schema, but there are a few conventions that should be decided upon, and probably outlined in the readme or something.
- There are HASH32 and HASH16 fields, but it seems like dat-schema uses signed integers, but PoB uses unsigned integers for them. Which should be the final one? Do either have a reason for picking one over the other?
- PoB has an extra "type" which is an Interval. It is just two 32-bit signed integers back-to-back. Should this type be carried over?
- Should foreign keys be suffixed with "Key" (or "Keys" for arrays)? This seems to be a chaotic even within each schema, so this should probably be decided.
- Field renamig. dat-schema has plenty of fields that are just named "Stat1", "Stat2", "Stat3", etc... Some of those have actual names in PoB schema. Should the name be carried over? I think now is the best time for this, considering everything is changing.
There is probably more, but I think we can start the discussion here.
- I thought they had to be unsigned but I've never checked if that was just an issue on our end
- We used interval a decent amount so we'd need to fix our export scripts to handle the changed names which probably isn't too hard but it is handy to know they are related
- I usually don't name them key (the ones in PoB are cause I copied them from your schema in the past) cause I like the names to be a bit shorter so I can see everything in our export UI without needing to scroll horizontally across the screen
- Yeah I've worked out a bunch of the actual names for a lot of the stat fields so they should probs be carried over
tyvm, that sounds like the way
would be great, thanks
This is the script I used to generate all the skill gems currently in the game
The line lua elseif not skillGem.IsSupport and types[i] == colour and not gemEffect.Id:match("Unknown") and not gemEffect.Id:match("Playtest") and not gemEffect.GrantedEffect.ActiveSkill.DisplayName:match("DNT") and not skillGem.BaseItemType.Name:match("DNT") and dat("SkillGemSupports"):GetRow("ActiveGem", dat("SkillGems"):GetRow("BaseItemType", dat("BaseItemTypes"):GetRow("Id", skillGem.BaseItemType.Id))) then is the one to eliminate all the skills that can't be used atm
cool
I've made some progress with data structures, need to write a .cs to datschema converter I guess
I have the file it spits out too if you want that
the code is enough, tyvm
- I thought they had to be unsigned but
thanks for Art
hi, why does the forum thread is not updated, is the forumurl wrong, can anyone help?
i mean it console logs "updated forum", but when i check the website, it isnt
log what the post returns in terms of status code and content you cant just assume any response means updated
would it be possible to host other projects under poe-tool-dev?
Like @grave wren says, you need to check the output yourself. There multiple possible errors, including one that is triggered if you send too many requests too quickly. (This has nothing to do with the OAuth API rate limiting iirc, so you can't monitor or manage forum shop postings like you would API calls).
do you know where to get the data for this view?
any api to get an item's price just by its name or baseType?
I've also been looking for this
my candidate is the SkillGems, the int at offset 173
for poisonburst it's 1, escape shot 2, lightning arrow 3, lightningrod 4
but then, detonatingarrow 0, iceshot 0, raidofarrows 0
I'll login and take a poke around, I was thinking similar when I was looking at it a day ago
"Id": "shield_charge",
"DisplayedName": "Shield Charge",
"Id": "shield_charge_nolos_req",
"DisplayedName": "Shield Charge",
"Id": "new_shield_charge",
"DisplayedName": "Shield Charge",
"Id": "new_new_shield_charge",
"DisplayedName": "Shield Charge",
"Id": "new_new_shield_charge_cooldown",
"DisplayedName": "Shield Charge",
"Id": "channel_shield_charge",
"DisplayedName": "Shield Charge",```
π€
TableCharge is the most cursed DAT file
you mean this? π€£
There is a ggpk browsing/explorer app, right? that you can just scroll through data?
Not sure if I missed it, but has anyone figured out the rule name for loot filters to detect uncut skill gem levels? π
isn't that just their level?
Rarity: Currency
Uncut Skill Gem
--------
Level: 10
--------
Item Level: 10
--------
Creates a Skill Gem or Level an existing gem to level 10
--------
Right Click to engrave a Skill Gem.
Here, just copy pasted that from a gem. I guess it is item level?
Trade site uses item levels, but filter doesn't seem to be, unless I am doing something wrong.
Let me try that again and fiddle around a bit π thanks!
ItemLevel, you'll probably get quicker answers to filter questions on FilterBlade discord
It was indeed item level, thanks! One of my other rules was stealing prio π thanks!
ended up with this, exactly matches the count in-game, 135
.Where(s => !string.IsNullOrWhiteSpace(s.Video)).ToList();```
Not using filterblade, or do you just mean there are more filter creators there?
video π€
public StringReference Video;```
SkillCraftingData
Mine also grabs the extra skills from some items and the skill tree. But that's not needed for you I guess
Extra skulls? Headhunter tooling.
Damn autocorrect
not atm, but later yes
each file leads to a new challenge
{
"RowIndex": 0,
"Id": "Marauder",
"CharacterKey": {
"TableName": "Characters",
"Id": "Metadata/Characters/Str/StrFour",
"RowIndex": 0
},
"Unk024": "Art/2DArt/UIImages/InGame/Gemcutting/GemcuttingListMarauder",
"Unk032": "Art/2DArt/UIImages/InGame/GemcuttingNew/GemcuttingIconAxe",
"Unk040": "Art/2DArt/UIImages/InGame/ConsoleNew/GemCrafting/CMarauder",
"Text": "Axe"
},```
Also the graph in game for the skill tiers should match the required level for the gem and the uncut gem dat
with the public-stash-tabs api, do i have any indication of which time correlates to a change id? what change do i get if i don't provide a next_change_id? Is my only chance to get a recent change id from the poe.ninja stats site? are there some common change ids anywhere for past league starts?
for current change id you can use https://www.pathofexile.com/api/trade/data/change-ids, nothing for league starts
Sometimes some kind soul writes a league-start-y ID down in here. Sometimes not.
thankies. How fucked would i be if i start at the beginning to catch up? Where does the first change without an id lead me to?
thats a good question i ask myself every now and then but then i start doing the math and i just give up just so i dont get sad
realistically speaking, theres borderline no point in getting old ids
if a stash hasnt been updated in like a year (or any relatively long period of time) it might as well not exist for most reasons and purposes
except for when i want to create statistics about how items were listed throughout a league. But i realistically wont go back that far as the compute is not worth it. still would be nice to have some indication of time -> changeid
theres probably no point in going further than necropolis which was 9 months ago
psapi doesnt include historical data
if stash changed since the id x, then it will be empty in id x
oh ok, yeah thats good to know. then it really does make no sense π
I wonder if that's efficient on the backend site? i thought the river existed so the change jsons can be cached by cloudflare. But if it has to change everytime a stash gets updated. huh
it probably is cached for some period of time, not indefinitely
unless you have infinite drives its not really feasible to store it forever, also when the api result change you would have to clear the cache anyway, so unless you store all that stuff in the database it wont be recoverable anyway
The JSON is very verbose, most consumers of it tend to only store it temporarily for mangling into some more dense and usable representation.
true true. Sometimes i want to know more about ggg's backend infrastructure. Just a curious person π Next exilecon i will hammer you guys with questions you cant evade, be prepared π
invent guaranteed evasion keystone
Shirt with Resolute Technique already in printing
not showing up probably works no matter what
doesn't look like they are cached, neighter the search response or listing responses
also gzip is so 2000s now π€£
actually never heard of zstd. brotli and gzip i know. Have to look that up, is it a new algo?
yeah
it's really really good
json file
cf by default uses compression lvl 3, I sometimes precompress static files with lvl 15, then it's an additional 20% smaller
zstandard is nice, I used it across the board for my Inya CDN.
Didn't put much of a dent into the Oodle bundles of course, but it does a good job for individual unbundled assets and definitely helps for the hundreds of megabytes of JSONL for the file manifests π
yeah, spa backed with static json data + zstandard is like supercharged website
can imagine
Speaking of which...
sometimes i think we're at maximum with our compression algos, but then someone does a 13x speedup.
which site is that
inya.zao.se
since you're with ggg now you can promote that idea in the next daily for sure @worthy cape . Im sure webdev(s) are bored by now π
Haven't touched it in a while as it's a right pain in the behind to SSH to Finland and I've been busy with other projects since.
Probably down since the Hetzner network maintenance recently:
yep same for me
noted, I have couple of sites running on Hetzner as well
maybe seecable got cut again
The proxmox itself is up, the inner host is up but seems to have no outgoing routes....
That'll do it:
oops
It's funny what a little latency does to the throughput of a service like this. It takes ages to grab even a file manifest from across the world, as nothing along the way is tuned for high latency transfers.
feels good that I don't have a corp job anymore, no need for anything complex π
couple of json files and workers and π
The actual thing I was going to compare:
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 225M 0 225M 0 0 7561k 0 --:--:-- 0:00:30 --:--:-- 9436k
% Total % Received % Xferd Average Speed Time Time Time Current
Dload Upload Total Spent Left Speed
100 57.1M 100 57.1M 0 0 5753k 0 0:00:10 0:00:10 --:--:-- 9038k
what's different?
Plain JSONL vs. zstd:d JSONL.
what about gzip vs zstd tho?
Before I moved I got started on a gRPC-based protocol instead for filtering file listings and obtaining multiple files pipelined.
60 megs, so not too different here.
ye guess overall compression is more of a factor here
Half the file is just content hashes so fairly high in entropy.
yeah, it wont help much
wish someone accidentally leaked the dat field names π
but then no fun π€£
One of them is called Id.
Big leak happening here
omg

I wonder if there is a thing like column name hashes somewhere π€
diablo has such thing
There are a few in an old gdc video out there. Has been linked a couple times here. Nothing earth shattering though
yep saw them, Id was there for sure
GGG panically removing all id fields now
Hey, tomorrow Iβll be changing from ps5 to pc, is there a way that I canβt have all my skins and stash tabs?
wrong channel. not game support here sorry
Np Ty
Iβm sure Iβve read in this channel that GGG have essentially confirmed that the community (RE) names are better than the actual internal ones.
Some community ones are hilariously wrong too.
Is there a Currency Exchange endpoint ? One that can access the values that are shown in game ?
no, and it will be a long time before one exists probably
The big difference is throughput
Hmm, anybody know the specifics of how creative the casts per second/cast time displays are? Mine displays as .34s cast time, with 2.96 casts per second, but that would be 2.94117647058824 casts per second?
I'm assuming it's not stored in a float or something
oh no, it's rounding cast time for display
ignore me, I was assuming cast time was the stored value but casts per second clearly is
"stored" in what manner?
I just found it in the tables as 700 for base cast time, so it no longer makes sense to me
Stored vs calculated
like if you calculate cast time from displayed casts per second and round it
you get what it displays
if you calculate casts per second from displayed cast time, you get nonsense that can't be rounded sanely
but in grantedeffects.dat, CastTime is 700, which matches the default of .7s
I was expecting it to be stored as casts per second or something
Looking at the list of stats, I see a lot of them around cast time, but very few if not none around cast time.
Edit: didn't guess right enough in the DAT viewer π
But I guess they could be calculating casts per second from the cast time, then back-calculating cast time for the ui
Don't forget that the game runs on ticks too, which I don't know if they play in here or just for fancier things like CoC breakpoints.
Yeah not an issue at the moment
Which UI is this, skill buttons or the foldout skill breakdown?
This really only makes sense so far if they are re-calculating the cast time from the casts per second
foldout skill breakdown
I kind of wish that poe-dat-viewer had some sort of filtering, it's hard to find things like stats in the lists.
For sure
These don't round right consistently either way
I bet one is calculated from the real number, then teh result and that original number are both rounded and displayed
Gonna save this rabbit hole for a rainy day, it's a good sightseeing delve for me.
Hahah
Happy holidays everyone! May your passive tree shine bright!
Happy holidays!
Happy holidays!
has anyone created an instilling helper yet? i started working on one and couldn't find anyone who did
There are two linked here https://www.reddit.com/r/PathOfExile2/s/3HtaEpBQcb
(if thatβs what you meant)
thanks, was looking around and couldn't find any, mine is almost done so are there any features those lack that anybody would want if i were to continue?
i liked how raelys let you select the quantity of oils (which factored in the 3-to-1 vendor recipe) on his so you could see what is craftable given your current stash
looks like Distil-a-skill doesn't have the reforging bench logic in place
those tools do a good enough job imo, can't think of any features that aren't covered
maybe something like a "total cost" display for each "annoint", but that's dependent on the market
if poe.ninja api is available i could do that (or if the trade api publishes pricing info conveniently)
the reforging bench logic is almost there, then just gotta style it
Ugh don't mention Hetzner to me, been having so many issues with them recently 
are there any references in the .dat files for filters?
The previous fetch api had result[0].item.extended.text which was base64 encoded text similar to the ctrl+alt+c text for an item in the game. The poe1 trade site has a "Copy Item" button on each listing to expose this. It seems like this is gone (although I see a glitchy version of the button still in my browser). Will this feature be coming back or is it likely to remain removed?
Hello there ! I share my repo for any people looking for a POE2 price checker or helper. It's not a new one but sources are now open.
https://github.com/maxensas/xiletrade for more details. Just release a good version usable with POE2. Merry Christmas ! π
is there any documentation for this api "https://poe.ninja/api/data/itemoverview?league=Settlers&type=" ???
nevermind i got it
'tis the season for tool development 
https://poe2scout.com/api/items/deliriuminstill
Feel free to use my api for these prices. Its quite WIP and cant promise it wont change.
that looks like the old raelys blight webpage π
this isn't a support channel, contact GGG support through the website
For live searches, do I need to do something special with my websocket to get a whisper_token?
thank you
you don't get whisper-token from the websocket
you just get an itemid
then you can do a normal fetch to get the rest of that item's info, including the whisper-token
Youβre correct. Except that Iβm not getting a whisper_token for my item via the fetch requests.
Where does one go to report feedback/suggestions to GGG?
ctrl f feedback, choose one of those https://www.pathofexile.com/forum
ty
Funny why people think this is a support channel. The name is "tooldev-general" π
dev = game = support obviously
cant really blame non devs, also theres like a million channels on this discord and this one just sounds the most support ish
It may also be one of the channels that may be visible to newcomers without any time gating, Discord servers work in mysterious ways.
should be a sneaky channel called "support" that contains a bot directing peeps to the correct place
i think that would be smart. a channel like that, and when you try to write to it, it will give you the link to the forum and/or the support email, based on the question
#lareneg-vedloot when?
no, seriously. i think that would keep people away and point them in the correct direction at the same time
linked roles with github acc to write messages is the solution
dunno i am not a fan of requiring linking accounts - i like to keep my stuff separate
just a simple reaction like poe1/poe2 for the tooldev section should be enough if that isn't done yet so it's not visible by default but you can opt in
maybe @pulsar moat (happy holidays!) can tell us if they have a better idea to keep this a bit sheltered
this channel isnt visible by default already
well, in a discord way anyway
you either have to get one of those interests or check the channel itself in channels section
or click show all channels i suppose
ah interesting, maybe its enabled by default for older accounts?
I imagine some percentage of people will come here anyway thinking "if they make tools for the game, they probably know a lot about it and can help me"
dev = game dev = support, obviously
From a non-tool-dev (aspiring tool dev) perspective, I'm glad this channel is open since I can get a glimpse into what's happening. It's also been helpful in the past to try and solve issues with different 3rd party tools.
But I also understand the frustration
We all know developers love support
Iβm new to this scene, but I remember being unsure if this channel was for third-party development or something else
I've just updated the onboarding settings to make it less accidental for people to misspost in #tooldev-general and #wiki, as well as in the wrong PoE 1 vs PoE 2 help channel.
- There were previously two onboarding questions that could lead you to #tooldev-general, now there is just one, and it has a warning that it's probably not relevant
- No question assigns you #wiki anymore, you need to seek it out manually
- The only question that assigns you PoE 1 or PoE 2 Help channels is the PoE 1 vs PoE 2 question -- previously the "I want to ask/answer questions" answer would assign you both. This likely led to misplaced questions
- Pic: Before/after questions. Note that you can still manually navigate to any channel with id:browse / id:customize
@high ginkgo not correct location for support. Please head to ggg support directly, or forums.
This here is for 3rd party tools dev only. Not related to ggg.
The only people who can help you with game access problems is support, contact them and wait for a reply.
However long it takes for them to get to your request and investigate/handle it. There's more load than usual now after PoE2 EA: https://www.pathofexile.com/forum/view-thread/3616595
This channel is for tool development, I recommend that you people discuss this elsewhere if you want to talk about it.
I understand that you're frustrated and eager to play, but the people to answer your questions are support. I can't comment on anything around obtaining keys from an outside source.
okay
I think I'll have something basic usable in the next few days if you want to have a try
I pivoted a little bit, more towards a rawer implementation of what the actual filter spec is like
Feels great to start over on frontend for poe2, so much technical debt removed. Now I just need to actually fix the regex. π
I got mixed feelings about shadcn/tailwind, but at least the progress has been fast
I find myself disliking Tailwind more and more for actual production apps, but itβs indeed amazing for quick progress
Haven't used in production before, so this is a decent way of getting some exposure to it. So far its nice that you get stuff done quickly, but its also a bit awkward at the edges where I want to do some more custom stuff.
One of the best things was that the grid/layout was really easy to fix. I am pretty bad at css so that was a win π
in the filter syntax, a block always needs to have a condition, right?
Tailwind π
but is it responsive? π
yes π
Just bumping this again, with optimism π₯Ή. My desire is to take advantage of the fact that the whisper api highlights the item in the person's inventory, making life easier for them.
I like picocss for my quick and dirty stuff 
no, if I'm understand what you mean correctly
something like Show SetBorderColor 255 180 0 255 Continue should work
in fact you can do just Hide
(don't do that)
haha, I like that one π
Nope, any block without a condition will apply to every item. I use a few of those in my filter to standardize things at the start.
Thanks. Was trying to write a grammar for the filter syntax. Wasted tons of hours today trying to understand tspeg. π
with tailwind, it's perfectly fine to extend it in the config and add your own classes if there's gaps (which there is almost always). I think it's a great tool for teams as it gives you a common agreed upon syntax which in contrast to normal CSS is a godsend (inheritance, naming things, etc)
I made this months ago but it shows my point, you can do inset-center, inset-y-center, etc in that project to do absolute page centre positioning
Oh, thats cool! Yeah, its a good opportunity to learn tailwind, and I'll probably do all the mistakes π
The webpage is live btw: https://poe2.re/vendor
Still a lot of work to do. Including the backend to ensure the expressions are as short as possible. Now I just did some guesswork and testing π
Path of Exile 2 Regex
nice; some suggestions: "movement speed (any)"; item classes like "Amulet", "Ring", "Belt"; "Item types" heading should probably be something like "Rarity"
So was looking for the IDs for Path of Exile 2
Do they exist yet or are we still waiting for the pages to get updated?
what do you mean by IDs? like for filters?
Sorry I should've specified. I mean like guild IDs
as in like guild tags in game?
Thanks, good suggestions!
movement speed any is actually implemented, it happens when you select all movement speeds, but agreed, should be a button
Implemented item classes and renamed to rarity, good suggestions. I'll see how I solve the movement speed thing (as in make it make sense in UI)
No as in the guild IDs to make API calls to publish stashes.
I dont think there is support for PoE2 APIs yet
I keep checking the websites to see if my poe2 characters show up, because that will mean theyβve released a production version of the website API, even though I expect thatβs months off..
pointless until Jan 6th or whatever the date is. give them time, they're almost certainly being stretched thin time wise
Agreed, but I still canβt help myself. Trying to keep myself busy in the meantime with bug fixes and rewrites.
GGG can expire it whenever they want, lately it's lasted not very long at all
The cookie itself has information on when it expires iirc. I think last time I checked I saw something like a few weeks.
methinks it's a server side session and that server is going π₯ and invalidating all of them
getting signed out of trade website etc
likely manually
soon tm
need to make a condition builder thing for UI and it's usable, which is kinda cool
while I was refactoring to this I realised I could make the data fetching happen client side, Im doing everything with snosme's implementation and sqlite so I could leave updates (e.g. fetching new item bases) up to the client
I might do that later, either way it'll be usable for poe2 a some point in the coming week or so
Iβve been doing it manually, but I inherited a 10 year old code base
@zenith zodiac is the unique list you have for poe2 complete?
it wasn't last time I looked, unless it was updated
was missing uniques from later patches
need to find a reliable way to produce a list of unique names + base types
I scrape the list on the trade site
I really dont want to have to scrape trade hahaha
Ive done enough of that in my life
(someone please make a pipeline for it for repoe :D)
the game data should be complete I think, you just have to keep up with patches
issue is the uniques are almost entirely obfuscated
iv is pulling them from the unique tab layout
which only leaves out unique relics I think
Schema has format not compatible with this package. Check for "pathofexile-dat" updates. assuming you know judging from today's commit history but sharing in case you didnt, getting this err with pathofexile-dat lib @civic crane
dont think I've changed anything, maybe Im having a dumb moment though
l think GGG's intent for uniques is for them to be discovered in-game rather than from the game files. the unique stash tab file is currently the only way that l know of to link unique names to their art is through the stash tab, which connects names from words.dat to arts from itemvisualidentity.dat - l expect those would contain every unique name and art that is in the game, but would also include items that aren't in the game yet
you can find png (actually any image format, if you change the &format= parameter in the url to a different file extension) versions of the dds files linked from itemvisualidentity at https://www.ggpk.exposed/4.1.0.11/
but to answer the original question l have run the exporter with data from the current patch but the list hasn't changed since two weeks ago
guess certain uniques don't show up there then
there's a copy of the old schema at https://github.com/lvlvllvlvllvlvl/dat-schema-validator/raw/918b538ff45d0e43bd46db89ee7f5ee4cb23c560/history/4.1.0.11/schema.json
Oh does the trade site have an API? Can you link it for me?
And where is that at?
it's a hash value, and may be expired per league
for reuseable, just save the query string, ex: https://www.pathofexile.com/trade2/search/poe2/Standard?q={%22query%22:{%22term%22:%22Prism%20of%20Belief%22,%22stats%22:[{%22type%22:%22and%22,%22filters%22:[{%22id%22:%22explicit.stat_448592698%22,%22value%22:{%22max%22:2,%22min%22:2},%22disabled%22:false}],%22disabled%22:false}],%22status%22:{%22option%22:%22online%22}}}
Oh, that is an interesting webpage. And interesting TLD, didn't know this one existed. π
someone know how long time i need wait to respond from they side?
@civic crane poe-dat-viewer's pathofexile-dat-schema version needs bumped to 8.0.0 I think - Current version on npm can't work with the current schema; seems fine after manually upgrading the dep https://github.com/SnosMe/poe-dat-viewer/blob/master/lib/package.json#L17
Not sure if .filter files is a tool per say, but do we not have the option to specify multiple sound files in PoE2? Or am I using a wrong syntax?
I am back home now, so definitely keen to try it out
Based on looking at the .dat files, it looks like PoE2 was forked from PoE1 around 3.18, which means newer additions to item filtering functionality is probably not in PoE2 (yet)
Is there a publicly available PoE2 data export for item basetypes/classes somewhere that I can just load from a script? Just looking into possibly generating my own item filters.
can someone tell me how it look like when i buy acc with early acces?
@worthy cape
it could be banned or something like that? or what you can do with account like that?
This is not GGG support. Don't ping GGG employees. Check on the early access forum or contact support
i contact them about my key and i dont get respond
and where i can find information about buy account with early acces?
You don't. Buying accounts is not allowed.
okay maybe u can tell me how long i need to wait for respond?
from support on email?
I don't work for GGG. This is not a GGG support Discord.
No, there is no such thing. You just have to wait for a response. Nobody can tell you how long it will take.
brother i understand that but u know its looks like i Play maybe 30 minutes and go to sleep and when i wake up i cant play
That sucks. But there's nothing anybody here can do for you to change that.
We all have to contact GGG email support whenever we have issues. None of us gets any kind of special treatment and devs are not in this Discord to handle support requests.
i know but no one can tell me how long i need to wait... its disrespecfull i understand they have a lot of reports of buggs and something like that but any respond from they side
you said you bought the account? that's RMT, you can't do that...
There may be a language barrier and they could mean that they bought an access key from a third party key store, or something along those lines.
Oh maybe the interval stuff isn't implemented yet?
Good morning, btw.
Good morning, and happy holidays
Please excuse the "bump" just once! Wanted to bring this to attention once more in case it got missed in the conversation.
there is multiple but you need dev knowledge to use them
snosme's is probably the most user friendly, you would still need to parse and relink the files to get meaningful data out of them like class, basetype relations
Should be fine as long it doesn't require mining the client files directly
that's how it works lol
Oh I figured there might be a data export already
it's more needing to do the parsing, relinking, etc.
In a more consumable format I mean
RePoE normally has cooked JSON files for several kinds of data, but seems quite short on PoE2 content thus far.
there is some exported data in repoe but I am not sure how prog'd it is for poe2
ah zao beat me to it

Great minds think alike.
what data do you need in it? I can see if I can generate a json for you.
Ah okay, so basically everyone is just going directly to the source of the data and parsing it out themselves with some tool or another?
I was just looking for basically the basetypes and item classes as seen in poe2db, to make it a bit easier for me to generate filter files
The wiki exposes things via cargo tables as well, but I don't think they're that far on the data mining side yet for PoE2.
for filter stuff there's multiple things that will be getting released shortly, fairly sure filterblade isnt that far off and I've been working on something on and off that's nearing being usable
can you link an example
Nice! I sorely miss FilterBlade haha
All of these, pretty much. https://poe2db.tw/
I cant imagine it's easy work upgrading it to support poe1 and poe2, there's all these little itty bits of differences which add up
FilterBlade is 2-3 weeks hopefully
if you don't need any other info beyond that then yeah that's easiest
https://snosme.github.io/poe-dat-viewer/
data/itemclasses.datc64 and data/baseitemtypes.datc64
I will actually grab that viewer though. That seems handy to have in general.
Much appreciated
code is here https://github.com/SnosMe/poe-dat-viewer and the lib that fetches the data is usable from command line https://github.com/SnosMe/poe-dat-viewer/tree/master/lib
like I said though, you need dev knowledge to use it and will have to do a bunch of relinking to be able to get the relationships data
You mean relating data back to each other by foreign keys and such?
e.g. you could use the list of classes from above, you wont know what is linked to what without relinking or just guessing though
yea, exactly
some of the data is fairly intuitive, some of it isnt
e.g. Socketable is soul cores and runes
compared to Life Flasks, Boots, Charms etc
Ah right. I see what you mean. Yeah, that sounds mostly straight forward, thanks for the heads up. I like to think I would have eventually figured out that Socketable means "thing which can be socketed" and concluded it was for runes and soulcores haha
Pop quiz - what's a warstaff? π
this is not a support channel, https://www.pathofexile.com/forum/view-forum/2214
Hah, just spent a decent chunk of time figuring out why I was getting this. Looks like the schema version got bumped yesterday but poe-dat-viewer wasn't updated to reference the updated dat-schema version.
There we go, all good now.
This tooling is amazing. Much better than the stuff out there for D4 atm lol
Blizzard file formats seem like all sorts of fun.
One of the most impressive initiatives I've seen around RE was the CP77 modding scene. Those data files used only hashes for file paths and resource names.
The mod community kept a big crowdsourced database of mappings from hash to string up until the time when the game had been out for long enough and stable enough. At that point the developer gave them a full lookup table and told them to have fun.
I'm no expert on CASC or the more dated MPQ format, but there did seem to be an underwhelming amount of good tooling, not sure why. I also recall it takes an eternity to read, parse and export anything after each update.
This was instant once the index is loaded.
I think there's definitely something to be said about encouraging your community/players to build cool stuff and giving them the tools to do it, or at least making it very easy for them to build those tools.
It's one of the things I liked about PoE1 back when I was in tooldev - with a way less adversarial relationship than in other games for benign tools and correspondingly toolmakers having some restraint on their side.
It's very reminiscent of my time playing EVE Online (for over a decade) because those devs also had a very open relationship with community tool developers and was often keen on making sure the community had a comprehensive REST API as well as first-party static dumps for game data.
Eve Online is more of a spreadsheet game than a space game
One of my main frustrations trying to do any kind of D4 tooling is that there's just too much mystery math, Blizzard doesn't really share anything.
Take that back 

It's an interesting game for sure.
I hear they redid Training just after I finished my first few years of skilling up.
I still have fond memories of playing, especially when I hear some songs from the soundtrack.
Skill training has been a major point of contention in the game's New Player Experience for a long time, even since I started playing. No doubt it's undergone frequent changes, hard to get people to stomach the idea of skills taking a long time to train, days, even months.
But it definitely has strong appeal with a niche audience, IMO in some ways similar to PoE1 even. With the depth and scope of each game being very appealing among their respective audiences.
lve added base item types and item classes to repoe-fork/poe2. it's generally not too much effort adding a exporter - just copy the module from the poe1 folder to poe2 and work through the errors - but the wiki exporter is a higher priority for me right now
Probably a dumb question, but on poe2db I can see that "Expert Keth Raiment" has these tags: int_armour, body_armour, armour. In my own table export of BaseItemTypes, it only seems to have the int_armour tag. What am I missing?
inside InheritsMetadata, ex Metadata/Items/Currency/StackableCurrency in ggpk
Ah, there we go. Thanks, that makes sense. I added InheritsFrom to my table export: ```json
{
"_index": 2353,
"Id": "Metadata/Items/Armours/BodyArmours/FourBodyInt6Cruel",
"ItemClass": 24,
"Name": "Advanced Keth Raiment",
"InheritsFrom": "Metadata/Items/Armours/BodyArmours/AbstractBodyArmour",
"Tags": [
40
]
},
It's a recursive structure
Is AbstractBodyArmour a file that needs to be exported and/or parsed with a separate tool, then?
If you need the tags
Gotcha. I'm reading that the Steam version doesn't use GGPK anymore.
Amazing, thanks. Is there some kind of automated deployment thing happening in this repo that shows how this data is parsed? Just for learning purposes.
Oh yeah, does seem to have all the parsing stuff here, so it's more than just the static content. Cool
Since 3.11.2 or so, late 2020 π
Most reasonable tools can extract from either Standalone or Steam.
yeah, it runs a github action that parses everything, the base items exporter is at https://github.com/repoe-fork/repoe-fork.github.io/blob/master/RePoE/parser/poe2/base_items.py
What about the metadata though? Are those files also being parsed somewhere?
I mean to ask, where is AbstractBodyArmour.json being created from
uses pypoe to extract the data - l think the wiki's fork is the only working version of pypoe https://github.com/Project-Path-of-Exile-Wiki/PyPoE/ - which is where the file format parsers are
the json is created from a .it file, which is parsed with https://github.com/Project-Path-of-Exile-Wiki/PyPoE/blob/dev/PyPoE/poe/file/it.py
you can see the raw file at https://www.ggpk.exposed/4.1.0.11/metadata/items/armours/bodyarmours
Ah, I understand. So for now the PyPoE fork only works with the Standalone client, right?
no, it can read from steam or the cdn too (the github action reads from the cdn). 'ggpk' is just a figure of speech
Hah, okay. Just wanted to get a grasp on what's coming from where, so this is great thank you. I think RePoE is the more convenient option for what I want, definitely. Appreciate the links.
Making sure to bookmark all of these projects for future development reference if I want to do more than just templating and generating item filters.
For now my use case is fairly limited to just doing simple things like ```
Show
DropLevel > 70
BaseType {{ base_types|with_tag("int_armour", "dex_int_armour") }}
And also working around the lack of "Import" in PoE2 
Where can i see this?
Ty
This describes PoE1 syntax, the PoE2 syntax is apparently a bit divergent.
Ah i see
I was trying to figure if there something that can help me modify current Neversink lootfilter
It's still good for PoE2, mostly. I think if you reference both the PoE1 docs and NeverSink's filter, you can easily pick up the basics and add your own changes.
Alright ill give it a shot, ty

