#tooldev-general
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Verrrrrry minor bug, but it looks like the line decorators can sometimes be off-center
@compact isle
Happens on the normal passive tree too. Now I can never unsee it, so thanks a lot Emmit #tooldev-general message
All the more reason for us not to support them in PoB
lol
Hol up
Obligated to share this pasta 
Please be pasta
AlwaysFloat please stop withholding my filtration
Wiki search console performance ๐
I've been getting poewiki.net results right next to the old one on google, which is a FeelsGoodMan
Noice
what the fuck
Anybody know where the wiki gets its assets for gems, items etc from?
Data mined from the game client
ah thanks, I quickly looked through the gh wiki and project, it looked like it only did data. I assume it pulls out the assets as png from the game files as well?
Yep
I haven't replaced the masks on line connectors, so when zoomed out you still get really bad performance while everything is rendering
thanks!
oh nice, so still room to optimize
I have a poe asset database in mind, where you can easily get an image for an item by name, nothing like this exists yet, I assume?
I have no idea if that would be allowed. That is why I always tell people the paths to the assets lol
fair point
GGG used to expose that, but that changed 2 leagues ago I think.
it's just very annoying, it seems like every tool has to reinvent the wheel, poedb has it, the wiki, poeplanner, poe.ninja, ....
now I need (some) assets and have to do it all over again
is there a way to correlate asset to poe cdn url?
Yeah, that is what I was saying. You used to be able to do poecdn/Art/**/filename, but they removed that a few months back. I am assuming because people were using them a ton
PoESkillTree also grabs the assets, but we used the old wiki to scrape all of that
feels a bit unfortunate
maybe it's still possible
In [10]: base64.b64decode(
...: "WzI1LDE0LHsiZiI6IjJESXRlbXMvQXJtb3Vycy9TaGllbGRzL1NoaWVsZFN0cjciLCJ3IjoyLCJoIjo0LCJzY2FsZSI6MX1d"
...: )
Out[10]: b'[25,14,{"f":"2DItems/Armours/Shields/ShieldStr7","w":2,"h":4,"scale":1}]'
but there is still another string behind that
It was in 3.15 as you can see here
You would have to generate the url
That part is the easy one haha there is the second bit which is a secret
ah thanks, too bad
https://web.poecdn.com/gen/image/WzIyLCJhMTViZWQzNGI2ZGZiODFiODQ3YjFiZDgyNGExMmY1YyIseyJ0IjowLCJzcCI6MC4zODM1fV0/020563f85c/Skill_Frame_Unallocated.png
I don't think anyone knows how to generate the 020563f85c
it looks like it could just be part of a hash
but yeah, no point in figuring out if ggg doesn't like it
it's just really really bad for anyone building a new tool who doesn't have access to a bunch of infrastructure already
poedb seems to have figured it out (maybe?) at least it links to the poecdn
@velvet fog how are you getting the poecdn asset links for poedb?
I would assume through the trade api?
either ingesting them from the river or just searching for the item and pulling back the icon
yeah I thought of that too, just search for the item, pull the image and move on
or follow the river to update a db
but that's just terrible
ty
ah nice!
The hash:y part of CDN URLs is as far as I understand it supposed to be opaque and not constructible by mortals, the only source for them is GGG.
yeah it probably has a secret included, but it could have been as easy as being a file hash
For asset extraction, the wiki indeed uses PyPoE with Ooz libraries or executables to decompress bundles and a DDS->PNG slicer I wrote for transcoding BC7 and other DXT formats.
PoB uses bun_extract_file in a similar vein to extract files but as all image assets there are via the passive tree JSON URLs, no current need to read/convert DDS files.
pypoe cli currently can only extract json (data) and export to wiki, if I needed the assets on a filesystem I assume I have to just do that myself with pypoe as a lib?
I do have the location of all the assets for the tree if anyone needs them ๐
Either try to use PyPoE as a library, or automate something around Bun:
bun_extract_file list-files GGPK_OR_STEAM_DIR
bun_extract_file extract-files [--regex] GGPK_OR_STEAM_DIR OUTPUT_DIR [FILE_PATHS...]
GGPK_OR_STEAM_DIR should be either a full path to a Standalone GGPK file or the Steam game directory.
If FILE_PATHS are omitted the file paths are taken from stdin.
If --regex is given, FILE_PATHS are interpreted as regular expressions to match.
4K PoB one day
sadly, we can't do 4k because not all the assets are large enough
Not gonna recommend trying to use Bun as a library via FFI, as it's very quirky and I made mistakes when designing it ๐
How much bigger than the web assets are they?
https://github.com/zao/ooz self compile this to get bun_extract_file?
The image converter: https://github.com/zao/poe-utils/
https://docs.google.com/spreadsheets/d/1X5CjAp227esxAV9A-wsQOx1YDIu7SHI4U8qSftLbgX8/edit?usp=sharing
Sprite Sheet Nodes
Width,Height,Width,Height,Width,Height,Width,Height,Width,Height,0.0863,0.3835
Actual Size,64,64,128,128,128,128,256,256,774,766,0.4698
Actual Size (4k),88,88,176,176,176,176,256,256,774,766,0.5561
Target Size,70,70,99,99,138,140,259,259,784,777,0.6424
0.7287
Zoom Level,Normal...
here is a spreadsheet I made...
Yep, or grab Windows binaries I've prepared.
does it compile on linux?
Yep.
for example, the jewel frame for the proxy nodes don't have a 4k asset (at least not one I could find)
puts it on the list
Ooh, I wonder if I ever pushed the fixes to sporadic data corruption on Linux if built with more than -O2... might not have.
What's the target size row for?
I strongly recommend building -DCMAKE_BUILD_TYPE=RelWithDebInfo: #tooldev-general message

Auto-vectorization clobbers when copying an unaligned 64-bit integer through punning when straddling a page boundary.
That bug was fun to hunt down ๐
Target Size is what the end result at a 1.0 zoom level would be. For exmaple, Notables and Keystones are the same actual size when you view the original image, but Notables are smaller than Keystones when you generate the art
how come it's unaligned, packed data straight from the ggpk?
It's deep inside the ooz decompressor itself, which is based on reverse-engineering of Oodle code.
Looks like the ingame assets are about 3x the width of the web ones
The reason why I don't really want to do this is you end up in the case where "hey, this one thing shouldn't be scaled by the number of nodes" which is really annoying.
It's kind of plain undefined behaviour as it walks underlying storage and assigns via overlapping uint64_t* pointers with arbitrary alignment.
The source and destination is in the decompression target buffer generated from the compressed bitstream.
Do you have a folder of all the assets?
Yep
I generated the maximum zoom level last league: https://github.com/poe-tool-dev/passive-skill-tree-json/tree/master/3.16.0-z0.9013
Quick fix is to replace COPY_64 with:
#define COPY_64(d, s) { uint64_t tmpVal; memcpy(&tmpVal, (s), 8); memcpy((d), &tmpVal, 8); }
and if you want your gpu to die: https://poeskilltree.com/?v=3.16.0-z0.9013
I bought a 3080 for a reason
I'll stick to -O2 :p
You can't even generate a screenshot because it overflows the buffer ๐
That is the maximum non-4k that you can do
you can do 4k, but you would have to deal with non-4k assets at times which means you don't get a better zoom level
Side to side with PoB, I thought it would look noticeably nicer by a large amount. Looks pretty similar imo
Pob left, yours right
the keystone looks better, imo
Also, one thing to note, I have to generate the "disabled" nodes, so they are slightly darker I think than what the official tree generates
Yeah, the only real difference at this level is the keystone. I could try pointing to the 4k assets and generating the same zoom level. It might give a bit sharper of an image on the nodes at least
One of these is not like the others... gonna be interesting to see if it persists at launch ๐
@compact isle I guess Steam rich presence is outside of your team's wheelhouse?
Here it is with just the icons generated at 4k (far right) everything else is just normal
The 4k one is noticeably sharper
The keystone frames should be the same, I am not sure why it is sharper? compression maybe
The mastery also looks better
the icons look much better though
Weird zoom levels for the previous one? I would love PoB to look like that if it could
Oh, it could be. I tried to match the size when I took the screenshot ๐
the weird thing is masteries don't have a 4k version
Which part of the mastery? The pic you showed has the hand symbol in the middle looking much sharper
All 110 masteries don't have 4k versions. I feel like this is a compression issue ๐
yeah far right looks really really good
It is much more noticeable when you are comparing the sprite sheets. They are much sharper
fun note, there are 21 passive skills that are missing 4k versions (at least from the extract I have)
Not sure if this fits here, but does anyone happen to know when poedb updates typically show up? I imagine they need the torrent at the very least, but I've never paid attention to how long it takes for them to update
Triggered by the 3h-before-launch completion patch, typically.
That implies it's automatic?
While there's lots of assets and stuff in the torrent, almost all the key data tables are intentionally scrubbed to give players a chance to enjoy the content.
Nah, Chuan is just a machine. ๐
Depends on how much has changed.
Minimum amount of work is having to download the update, extract the files needed, run some test imports to see what's broken, figure out specs for all those things, figure out all the new stuff for the league, etc.
It's done when it's done.
Same goes for PoB but at a way smaller scope.
Chuan usually gets the stuff that is already working uploaded while they figure out the new changes. I've never paid attention to how long that takes though, since we're doing the same thing for PoB...
Are these the same files you previously linked in the 0.9013 zoom level repo?
I didn't upload the 4k ones, but I can
https://github.com/poe-tool-dev/passive-skill-tree-json/tree/3.16.0-4k/3.16.0-z0.9013
This is just the normal assets at a higher zoom level, but the skill icons/masteries are 4k
one thing to note: the 4k assets are rendered as if they were to be at the 0.9013 zoom level
Cursed skill tree
Tree.zip
Yeah, POB doesn't render the tree correctly ๐
everything should be based on the zoom level, but it looks like it assumes that everything is drawn at 0.3835
Yeah, I'm trying to find the code that assumes that and change it
Found it further down on line 761 and 2 for nodes
I was just about to link that one as well ๐
Thats some efficient pathing right there, you get a notable and you get a notable!
There are a lot of places in this code where asset size is being scaled weird
Yeah got it working now though
The colours are a lot darker than the web tree assets though
Yeah, that was one thing I mentioned earlier. I don't know what filter they use for the disabled nodes. I currently scale the saturation to 0.4 and the brightness to 0.6
Oh, also, I messed up the groups apparently
I wonder if there's some linear vs. srgb mismatch somewhere.
Always a crapshoot when it comes to 8-bit assets and PoE is a quite mixed bag.
I don't manipulate any of the other assets though, so it is a bit weird that they are darker
oh, I see, you guys are using the old group backgrounds
I think with 3.16 they changed to the faded out versions
Yeah, I updated or dev branch to those the other day
also, the icons look like they are 1px off for some reason...
where pob
Cat ate its face.
noooo
They might have been, changed the zoom factor to be more decimals now
I don't think it is POB. I think I am dumping them to the sprite sheet wrong or something
A proper PoB update with the data-mined things can only happen at earliest around launch. Other releases could happen of course with intermediary changes, but it's also a bit risky.
The icons look a ton better though. Do you see a difference at zoom level 0.3835? I can always generate the higher res sprite sheets at the normal zoom levels
Yeah everything looks sharper
Got a bunch of weird missing background wheels I've noticed
meant to have this background asset
that is very strange
One thing I do noticed is the base JewelCircle1 has a black background ๐
instead of being transparent
Is only happening to groups with no mastery on them
game has 50% to crash when I use prophecy, should I report it 
-1 issue for devs
Your JSON file is different to the one that we usually get with the web tree
That's why it's not working
Yeah, assets and skillSprites will have additional stuff. outside of that, they should be the same
Our JSON to lua script didn't work too well for some reason so it wasn't picking up the node groups
Fixed now
Oh, I do output a bunch of stuff wrong actually...
Ahh, that would make sense lol
I don't put the flavourText back to hex and stuff
the nodes and groups are correct though
oh, maybe not...I output things as an int when they are strings ๐ฆ
I'm heading to bed, let me know if you find /fix the dark textures
Yeah, I don't know if I can fix the dark assets ๐
that is just how they come when I extract them
Not related to you guys are talking but I am bashing my head with trade API like for 2 days, can anyone help me, if someone is familiar with this API lmao
dangit just when I was about to make energy thread 
is anyone working on an Atlas tree tab for POB ?
or a website where you can save / load tree progression?
@primal schooner The consensus is kind of that it's not really a good fit for PoB.
The things that affect characters are quite marginal and it convolutes a lot.
Path of Exile Atlas tree building tool
There's already a flurry of websites dedicated to it.
yeah, jsut figured the funtionality would be easily replicated since yo ucan jsut copy the tree tab
"just" is a four letter word.
neither of those have version control
I don't see one
oh i didn't see that notification. it went away too fast
cool i'll check it out, thanks!
wdym they all save state in the url
Do you own this site?
Because laptop's trackpad zoom in/out literally doesnt work
no
still not seeing how to save multiple versions
I'm looking for something similar to POB's Passive Tree management control
Who devs poeplanner?
all of these builds are saved in the URL. so you save multiple versions by just copying the URL of each build. save them in a notepad or something and just paste the URL you want
right, i know the URLs contain the variables.
I'm just bookmarking htem currently
also a great idea
but i'm hoping some service will allow for tree management within their site / app
That will probably happen eventually lol just be patient. We got the data like 3 days ago
through a web page
but one more brain cells appeared out of nowhere and done post part, now need to work on return results and dunno if I can do that
Does anything change when running local?
Or still same template?
Thanks a lot mate!
10 hashes/minute probably
oh.
yeah this shit just became easier on my mind lol

right now you can still use /art/2DItems just not on Effects / Hideout / Pets subdirs
and the website won't generate those links anymore
yes but I'll pass it along
it's a rando object per-event but for the race coming up (example):
"progress": {
"MavenEnragedDefeated": true,
"CleansingBossDefeated": false,
"ConsumeBossDefeated": false
}
What is Class of items giving ArchnemesisMod to monsters ??
Ah, ok, thanks ๐
Torment time \o/
That was 2015....smh
No โ_.index.binโ?
https://github.com/LichProject/GGPK-Modifier maybe need for someone for testing purposes, it's my own tool created for myself
can it navigate without the index?
can't, but ggpk update still works without it
I don't have the energy today to carve out the data...
we don't know what's inside the .bin file until the index.bin released
Of marginal interest without the right bundles anyway, I reckon.
the Metadata is in there, about all
Hrm, harder to carve than binary formats, that's for sure.
Lots of them tend to be in the bulk bundles too.
Yeah, it would be hard to figure out your boundaries
thanks, but I will fix it when patch launched

Trying to interact with the drop down menu when adding items. Any ideas?
Which dropdown? What items? What version are you on?
I should be on the latest version. All item drop down menus. Category and beyond
I can't test anything right now but i want to get it working by the time i get on again
Are you on the beta version?
No idea. Just know i updated it earlier and it's the community fork (if that is relavent anymore)
Had computer on for a while on so something might have broke
What does the bottom left say:
No warnings. I will check later. Gonna try sleep soon
...I'm going to assume you're on the beta
Seems that way. I downgraded now and the problem is gone. Were you having the problem too?
Yeah
Should have just said so
I was only able to reproduce it after I knew it was happening only on the beta version
Thatโs awesome! Thank you ๐
I love those kind of features, makes event making really fun ๐
@mortal bone Not sure if this has been pointed out already, but the Show/Hide button for skillTreeStats has issues at lower resolutions where it goes off the top of the screen
Any news about PoB fork update?
Archnemesis stuff not up until patch drops tomorrow, the torrent deliberately does not have that data.
We are working on getting an update out before patch goes up though. Soon*
Soonโข
ENERGYYYYY
Yeah
I hope that ninja dev can update API's really fast
can you just chill?
should be fixed now
happy dat digging
Patch out 

Tools doesn't seem to have exploded at least.
I need to get some intermediary storage and rebuild all my RAIDs, I'm having abysmal performance doing anything pack-wise.
@compact isle sorry, not sure you are the right person to ping on this, but did you guys really mean to drop the "Ground Slam has" part of the line in it's Helm Enchant?
["MERCILESS"] = {
"25% increased Ground Slam Damage",
"16% increased Ground Slam Area of Effect",
- "Ground Slam has a 16% increased angle",
+ "16% increased angle",
},
["ENDGAME"] = {
"40% increased Ground Slam Damage",
"24% increased Ground Slam Area of Effect",
- "Ground Slam has a 24% increased angle",
+ "24% increased angle",
},
This is my Atlas planner -- planning to add a bunch of other stuff to it mostly oriented around trade league, but right now it is just a planner + stat grouping: https://exilewarplan.com/?state=eyJ0cmVlIjpbNTM2ODcwOTEyLDIwOTcxNTIsNzM0NjMwNCwtMjA4MDM3MDQxNiwxMDczNzQxODI4LDQzNDE3NiwxMDI0MSw1NzM2MzY2MzIsNTAzNjU0NTYsOTI0MDk5ODUsMTQwMzI4LDU3MTA4MTI4MCw1MzcwMjcwODAsNTcwNTU2NDM0LDM3NzgxNTA0LDU1NTI5OTMyOCwxNTgxMjAwLDEwOTE3MTUyMDAsNTcwNTA3Nzc3LDM3NzQ4NzUyLDEzNDQ2MDgyNTYsODM5MDY1Niw5NDExMDYyMTBdfQ%3D%3D
should drop numeric value too and call it a "Slightly increased angle"
"Nearby angles are included"
@pastel marten zoom step is too big
at all zoom levels or just closer to max zoom?
@pastel marten I mean zoom change delta you do by mousewheel
it will have undo/redo and search before league launch, thats my queue project 
yo, hows datamining going?
I'm looking into changes in BaseItemTypes atm, I only just started though, so I'm nowhere yet ๐
@worthy cape Mr tooldev man can you fetch our new lads some green names
Pobbin deserves it 
Oh right, fresh meat.
I mean wires and nostra dont have the role either, and they been a while
fuck timezone I thought it was one hour later
I like the masteries ๐ฎ
the what now
I almost want the tool dev one more ๐
@formal kraken @oak estuary @odd sail
Highlight party \o/
๐
For developing pobb.in, the awesome new build pastesite, and the other two for being PoB peeps.
oh
neat
For developing pobb.in, the awesome new build pastesite, and the other two for being PoB peeps.
@formal kraken , @oak estuary @odd sail are now tool devs. everyone pretend to be excited
not 
it was pretty funny seeing wires in here for ages with white name trying to help people with PoB stuff, when hes a Maintainer, but looks like a rando

I liked pretending ๐

I should drop pobb.in again, I have 0 planning for this league and I still have vim open ๐ฆ
no lootfilter, no build, no preparations 
wanna see my build
sure
I have a fallback (Poison Conc Occ), but honestly I am down to yolo something
Bleed bow?
imagine playing something actually playable 
are you gonna use a single target 6L?
that's it that's my plan right there that image
nice 
and the words lightning arrow
got a whole atlas tree prepped though
gonna be great for aoe clears
I don't. I have an idea, but idk
no click just run and gun 
I wanted to pick up delirium and blight (left side ish), then I saw grimro's tree and kinda liked that
right side expedition (ok some click) harb,shrines, abyss(not depths)
@mortal bone how do you handle PSGroupBackground for max === 4? E.g., cluster 42. looking through https://github.com/EmmittJ/SkillTree_TypeScript/blob/528f73ebf7bd6f9927346d34d6d4a630c1bed32a/models/PIXISkillTreeRenderer.ts#L329
An example project on how to use and render the Path of Exile skill tree data - SkillTree_TypeScript/PIXISkillTreeRenderer.ts at 528f73ebf7bd6f9927346d34d6d4a630c1bed32a ยท EmmittJ/SkillTree_TypeScript
on the official site, group 42 has a background though? (Synthesis cluster with Neural Pathways, top-left)
ic, basically just ignore those orbits. thanks!
Yep! I would have to dig out an example, but this has happened in past trees which is why I put that there
that makes sense. i just didn't put :327 and :329 together in my head for max of 4 ๐
Site is flashbanging
Ritual | 933167845-944185046-905521920-1020175480-975961711
Ultimatum | 1124189575-1131486309-1090698076-1222941913-1172554100
Expedition | 1227369173-1231965578-1189849183-1331074882-1279269888
Scourge | 1298361813-1303823249-1259482630-1407101139-1353656797
Archnemesis | 1391397302-1395893196-1349308915-1504250364-1450458423
league river shard id list, eh? neat (ritual, ultimatum, expedition, scourge, archnemesis)
Join me in rf fire trapper
Pohx RF with buffed fire trap with 4k base dot

Single target went from not found to it can kill stuff with patience
flashbanging? you mean its loading with a white bg or something?
Just did a small survey for PoB, quite a difference in row width for some of the DAT64:s they use: https://gist.github.com/zao/19fa08de268389b13bbf76afb622a34e
3.16.last vs. 3.17.0
how do I downgrade pob from 2.13.0 beta to 2.13.0? I can't load skill trees from account chars in the beta
untick the box, press check for updates
awesome, thanks
anyone already found in the data the possibilities of the forbidden flesh/flame jewels for scion?
Unique mods don't appear in the data until they appear in the river
ah, that is unfortunate, means I have to wait until the bosses are killed. thanks for your answer.
You can get all the different ascendancies main nodes but not the ones that allow you to start at a different ascendancies starting node
that would be awesome though, if you suddenly can start at another location
% pogo data2json Content-3.17.0.ggpk:Data/Prophecies.dat
pogo: open Data/Prophecies.dat: file does not exist
*sad trombone*
PoB updated with 3.17 stuff and heaps more
wew that is a lot
We've kinda neglected pushing out an update over the holiday season... ๐ฉ
๐
divide_by_ten_1dp_if_required
https://github.com/oriath-net/pogo/blob/main/dat/README.status.md updated for 3.17 status (no format updates yet)
raises an eyebrow at .itemblob files

Referenced from LeagueInfo. Appears to be some sort of internal representation of the teaser items in league announcements, replacing static images that were previously used
For example, Metadata/LeagueInfoPanelItems/Archnemesis/ApocalypseWard.itemblob represents the crafted item shown in https://www.pathofexile.com/siege under "Eldritch Implicit Modifiers".
@mortal bone what di you do to the JSON in order to have the 4k textures work?
Looks like some angles are funky for this tree near Templar start https://www.pathofexile.com/passive-skill-tree/3.16.0/AAAABgMCMRBYHwIYXTBbSbIk2KyXRZ286mpDogCCm4PbdhGu_9-wXyoRLcBmMtHPxDbFVcYA8OvumuDVgYVtkPoC4_AfLJxTUu9L1aYHpQQH2CRFRzpYBLN8gwj0Vkgdg4IQaPKt8evkAAL9a8_E-j8A8A==
is high idle CPU standard behavior for an idle but open PoBCF
I think there is some weirdness with PoB and alderlake. I set core affinity to the e-cores only and problem resolved. 
A lot. There are a ton of steps to get there. I should really just upload the code somewhere
Is there something specific you are looking for? Spritesheets are fairly easy compared to the assets. You basically pull in all the icons that are in the spritesheets, load them, dump them back out into a spritesheet, and add a json block to the correct spritesheet section
The curved connections are the actual worse because they are all in the same png, and you have to cut/export them individually
Oy, anyone wants to beta-test my atlas builder in about an hour ?
it's standalone
why?
why standalone or why test ?
standalone
why not ยฏ_(ใ)_/ยฏ
Was just wondering how hard it was if we wanted to support the 4k tree on PoB going fowards
Oh, technically there isn't anything you should have to do to be able to support higher zoom levels. I would just need to make the process a bit more fluid. Right now I just dump all the art to a hard drive then run a script that tries to load all the images from disk.
Has anyone managed to get an updated RePOE dataset for 3.17?
Hello, me again ๐
If anyone wants to give a try at my atlas builder, you can grab it here https://github.com/keyzou/POEAtlasBuilder/releases/tag/v1.0.1 (but please don't look at the code it's a mess from the stack to the splitting ;_; )
If you have some feedback, tag me here or DM me, I'll try fixing when I've got time
(Use is pretty simple, you have a summary button top left that expands and list the current modifier; they are grouped; if some are missing please shoot me a DM !)
(Also if there's no summary button also shoot me a DM ๐คจ )
(Also if you click the nodes too fast sometimes it won't connect to the rest, it's a known issue)
They changed all the synthesis unique maps to "Synthesised Map" base type.
Which caused problems for filterblade who reported it to me earlier - I was stripping Synthesised so it just became Map.
So it should be aligned soon so they're all correct.
Before Cortex was a Relic Chambers map I believe?
Most CPU churn tends to be due to users (or driver "optimization") overriding vsync modes in display control panels. PoB attempts to run synced to display refresh rate when active and at a reduced framerate when not.
I would add some screenshots.
On the readme ? or you mean there ? cause yea on the readme i forgor ๐
I'm not at my computer over the weekend. Will hopefully get it updated on Monday.
poggies: https://www.reddit.com/r/pathofexile/comments/slodlw/introducing_poe_atlas_builder_your_standalone/
Do we know how to get the data from official site trees ? (apart from the get-passive-skills endpoint, btw is there an equivalent for atlas trees ?)
For example do we know which encoding is:
AAAABgMBSQQHCPQQWBCuEQ8UsBZvFy8XVBpsHwIkqiTYLJwvXTI0NsU26TpYPmVEq0wtUpdTjVPUVa5VxlXWXypk52VyadhqQ3RVffF-oYCkghCCHoPbhW2Gd42Cj6aP-pUEna6d958Bn0ilZ6cIrJivm7hdu_a86sHFza_PGs_E0NDR5NWB2CTa3d-w42rkIuwY99f60vtjAAa6Gi9dUJZSl_t9ffG2UJ33hk-4Xf1rz8Q=
It looks like base64 but there's probably another layer
https://www.pathofexile.com/developer/docs/reference#types
Atlas Skill Tree
The Atlas Skill Tree introduced in Path of Exile: Siege of the Atlas (3.17.0) follows the same format as the regular passive tree and can also be loaded by the official Atlas Skill Tree viewer.
The class and ascendancy bytes should be set to 0, and the extended and mastery hash lists should be empty.
Example: https://www.pathofexile.com/atlas-skill-tree/AAAABgAAAfdPAAA=
holy shit how have I never seen this documentation, thanks
If you need, I have all the decoders implemented (in C#) here: https://github.com/PoESkillTree/PoESkillTree/tree/master/WPFSKillTree/Utils/UrlProcessing/Decoders
ah, it's when i'm finally done after fighting for a few hours that I see this, thanks !
Ah, my bad. I also have a TypeScript implementation, but it doesn't cover all the versions. It just covers v4/v3 right now: https://github.com/EmmittJ/SkillTree_TypeScript/blob/58418a1ebfa7802b01e00a804c8b05c88144db64/models/SkillTreeCodec.ts#L32
are there any helps that overlay a command pallete type tool for quick lookup. Kinda liked a runner that quickly navigates PoE man pages
any concise game mechanic tool would be sweet
Augment the wiki with some sort of cheat-sheet sections, harvest those for a launcher-like, profit ๐
yesss, im new to code but not CLI, maybe this is good project
Im assuming I can just fork man and create a new man db
poeman [mechanic] -e=exceptions -i=interactions -u=uniques(compat) -v=show all
shortcut keybinding to autofill and search current item on clipboard
speaking from some experience... you're better off starting from scratch, the whole man/groff ecosystem is awful
I presume you're not talking about a tool?
Hi! Asking here because no one seem to know about filters in question channels, and no one is answering.
Would anyone happen to know how to filter archnemesis parts?
Show # Opulent exalt sound, very rare powerful mod needed for a challenge
Class "Archnemesis Mod"
BaseType == "Opulent"
SetFontSize 45
This is apparently not right, "Basetype opulent" isn't found and I get an error message.
The filter info anouncement saiud we could filter the parts by "name", however there no mention of a "name" filter on the filter doc on the wiki, closest is "Basetype"
should just be
There's a specific ArchnemesisMod directive for the names.
ArchnemesisMod "Permafrost"
Oh ok, I'll try this.
By "Soon", like are we seeing an archnemesis section in filterblade within the week?
I wonder what it'll be like, it will require users understanding what they want to hide and show for their specific goals, and I don't see many people taking the time to do that...
Incoming highlight treant and scarabs things and hide all the rest
Anyone know where the text While a Pinnacle Atlas Boss is in your Presence comes from for the new implicit mods? Like for example the mod IncreasedAttackSpeedEldritchImplicitPinnaclePresence3 has stats: attack_speed_+% and local_influence_mod_requires_celestial_boss_presence, but there is no reference to local_influence_mod_requires_celestial_boss_presence in any in the stat description files for as far as I can see. So when I try to get the text for these stats I just get 18% increased Attack Speed instead of While a Pinnacle Atlas Boss is in your Presence, 18% increased Attack Speed. Also cant find the text in the dat tables for so far I checked.
being worked on now, should be in within next few hours
RePoE update is out
Is screen scraping within bounds of TOS? (eg, to make a recipe detecting tool)
The third-party policy on OCR has this to say about automating reactions based on content:
Macros must be invoked manually by the user (automated invocations such as but not limited to: timers, reacting to file changes, or from reading the screen are not allowed).
I'm asking about policy, I know it's technically feasible
There's nothing in particular about working off screendumps, and there's some precedent in things like the TFT Harvest aids.
So no invoking a macro that takes an in game action from it, but an information overlay seems ok. Thanks!
I will do that to double check, thanks!
So, which one of you fine people is making trade slow and even 502:ing occasionally? ๐
I bet three pinecones that it's the chaos recipe people again ^_^
just queue price-checks and spread over 24h so people receive results over mail at working time 
that live search manager was also revived after the source was released, and probably still doing naughty things
Maybe that's the one I'm thinking of.
the chaos recipe tool recommended people use local after realizing updating a filter online multiple times a minute was unfeasible
Would make more sense for bogging down the frontend.
Support got back quickly, but unfortunately with a non-answer. "In general, we do not encourage the creation or use of third-party tools because they provide advantages for players that use them. I'm afraid, due to the dynamics of our policies, we're unable to guarantee if a tool is allowed or would remain allowed in the future."
Typically, they'll never say its allowed, but they will tell you if its disallowed. Deniability incase their stance changes so they don't have to go back and tell people "hey we told you it was ok, but now its not anymore" and stops people from going "GGG APPROVED TOOL"
that's the stock answer, it means "sure, but we don't guarantee anything"
๐ https://oriath.net/Audio/ updated for 3.16 and 3.17. trying to decide whether it's even worth updating the atlas tool -- feels much less necessary without watchstones in the picture
still need to do some cleanup to disambiguate between all the different overlapping versions of Zana
Historically I've liked knowing at a glance what the tier sets are for each map.
omg, ggg stop ruining my scripts why all new basetypes are drop disabled 
I had to move the wiki onto Cloudflare yesterday, ran the risk of a big bandwidth overage bill ๐
This is 24 hours on CF
it's here clientstrings
wait was the vendors for more in pinnacle presence not a meme?
๐
Thanks, now to figure out how to handle this properly. not like GGG knows how to does this properly either ๐
yeah, they didn't expect this https://www.reddit.com/r/pathofexile/comments/soaphd/alright_how_do_i_bring_lilly_with_me_to_the/
yeah exactly
as far as i know these mods are the only ones which are handled this way
the real question is, is the mod actually conditional or is this just a display issue? ๐
well i guess all mods with buffs are handeled a bit weird
we will never know
i assume its just a display issue and stat that was there before the gilded fossile was applied still works
this is the very wrong channel for this question
oh my bad
Does anyone know of any tool or macro I can use to run through every Archnemesis thingie and give me a list of how many of each of them I have? Maybe an Awakened Poe Trade widget?
I've been playing around with them APT widgets but they're a bit hard to understand for me
Tooling would probably hinge on having access to the data in the API, or possibly OCR on the icons.
Not sure if either of those exist.
I've been feeling like using the caveman approach
Make a macro that goes through each slot, ctrl+c, go to notepad, ctrl+v, rinse, repeat
Note that it's against ToU to have a single macro perform multiple actions in response to user input, or perform a different action for the same user action.
Hmm, does hovering the mouse over items to copy their data locally count as an action that can be ruled upon? Damn
The only real way I see to do it is bulk OCR of icons, they're fixed in location and size per resolution and somewhat distinct.
I thought that one button-one action policy was purely for "server" actions, like attacks, toggling auras, potions, etc
You can't sweep the mouse and hit ^C multiple times, that's multiple server actions.
You can't keep state and aim at a different place and hit ^C once for every user action.
Wait, ctrl+c is a server action??
Kind of ambigious what a copy involves, but in spirit it's fishy.
I thought the data was all on the client side and that macroing that was kosher
Good thing I asked lol
Reading the dev docs:
Automation of key-strokes (or other inputs) that affect the game in any way must follow our macro rules:
- Macros must be invoked manually by the user (automated invocations such as but not limited to: timers, reacting to file changes, or from reading the screen are not allowed).
- Each macro invocation must have one set function (it cannot cycle between actions).
- The resulting function must only perform one action that interacts with the game (sending a single chat message or command counts as one action).
So yeah, "server action" or not, counts rather clearly against these.
The west version of Poe is not allowed to macro. However Chris has said himself on a stream that GGG will not take action against anyone that uses Awakened PoE Trade or Overwolf overlay
ctr+c doesn't work in many places ๐ข
Chinese version of PoE is allowed to macro and they have a built in macro section in their settings
Heh, can't copy AN mods it seems ^_^
What's up with the tiering there, are those in the game or is it just WIP art?
wip I think
.
This isnโt entirely correct. The flask macro is part of the launcher, not the client
hey, i'm wondering if anyone knows if there is a price-checking tool which runs on wayland? (i know...)
I understand that generally overlays will be hard to implement due to no clear way to target and focus a specified window (e.g xorg classes/ids) and i also understand that it's not mandatory to support a very small usergroup in an already niche operating system.
For me though, a normal application or terminal window on my second screen would suffice
and btw, if you're in here, thanks to the devs of awakened and Exilence for supporting us! and sorry if i missed a tool which also supports it <3
I'm actually using browser to develop most of it, but other than core feature it's not usable
uuuh, i didn't even think about running it in dev mode. core features might be enough for me
now that i think of it, capturing keypresses on wayland could also be a bit of a headache
checked PoE Overlay Community? seems like quite a few linux people use it but never heard someone using Wayland
thanks for the tip, i'll check it out
yeah, i'm mainly on wayland for the freesync support with multiple displays :) most xorg applications can be run on wayland with no problem whatsoever, however overlays are a completely different beast
and depending on how many people choose to play PoE on the Steam Deck (which already is a longshot without controller support from GGG) a need for wayland-based PoE tools could definitely exist
controller support is in the works and pretty close to done apparently
just lower priority
hell yeah, that's great to hear
They have more than just the flask macro
I only brought it up because I spent a long time on the Chinese version. Vastly different and they have way more functionality than we do
not sure if this is the right channel
but i'm having troubles with latest exilence version, is anyone having the same problems? any fix?
is there any way to know the weights of rare mob affixes and where those affixes can spawn? seeing as those influence the type of archnemesis item that drops a rarity could be "derived"
I have tried to find the tag relationship before with no luck
hey guys, I know GGG changed their webcdn URLS a while back, anyone know where I can find the image assets, I specifically looking for ui frames and buttons
arent they in the tree json?
Depends on what elements you're looking for, most chrome tends to be in atlases indexed by files like UIImages1.txt.
specifically looking for assets that used to be in 2DArt/UIImages
If you want to extract yourself, you'd do something like:
extract Art/UIImages1.txt;
find the texture file and rectangle corresponding to the Id you want;
use something like process-image to convert to PNG and slice out x/y/w/h.
Noting that entries in the sprite sheet are x1 y1 x2 y2 while process-image takes x y w h.
Just noticed that the guild stash tab audit history now includes the stash tab name. That's super nice.
@slate rover did you figure out how the "in your presence" mod descriptions tie to the stat keys?
So I'm thinking and saying they need to hurry up and finish poe 2, I'm saying how hard can it be? Grinding gears is probably the type of play that let's the dev team come to work wearing there PJ's. Get the lead out ppl
Wrong channel, this is for 3rd party tool development
I usually don't remove currency even when the game does. But yeah looks someone is selling ex or chaos and wanting maven orbs... I have a good idea for a fix.
giving them the bad news personally? ๐
No I've dispatched my carrier pigeon...
No, still have no clue how to handle it properly
const ELDRITCH_STATS = [
'local_influence_mod_requires_unique_monster_presence' => 'InfluenceStatConditionPresenceUniqueMonster',
'local_influence_mod_requires_celestial_boss_presence' => 'InfluenceStatConditionPresenceCelestialBoss',
];
ClientsStrings::NameToStats($txts, ELDRITCH_STATS['local_influence_mod_requires_unique_monster_presence']);
I sorted out the structure for TGM v6-v10 last night, can parse everything in 3.17.0 now
https://i.imgur.com/jGtwDvR.png
Documenting it is going to be a pain ^_^
I just give up on this ... too complex
Also moved to glTF instead of .obj for my debug output, apart from a few format constraints it's quite a bit nicer to work with than .obj.
Bleh, I was hoping I didn't have to hard code the mapping, but if that's what you're doing there probably isn't a better way
this wont really work in my case i think, will run into issues similar to with these boots https://poedb.tw/us/Victarios_Flight where the mod for movement speed aura also has the stat for what the buff is supposed to give, resulting in too much movement speed on the item
buffs and stats on mods have some weird interaction
I've finally thrown out my poe trade macro. Does anyone know if there exist a standalone ahk script or similar that lets me calculate weapon dps without a website?
awakaned trade macro is good
yeah I use it but that doesn't let me calculate weapon dps
works fine for me?
oh wait you're right, it just doesn't work for my void battery for some reason (not that it's relevant)
thanks ๐

Amazing, great work
I can't even get it to work this season, but just out of curiosity, why did you abandon it?
My psu gave up on me and blew up the other day. It killed it self and I lost two harddrives in the battle, one of which my trade macro was on, that I had some custom code on to get it to work. I used trade macro to see dps on weapons and warnings on map mods, but all that's replaced now with awakened Poe trade
Anyone got a json/whatever with all the Archnemesis crafting recipes?
found a bug in PoB. adding a pair of magic str/dex two-toned boots gives you a pair of str/int two-toned boots
anybody here know how to use regex syntax for stash filtering?
how do you evaluate 2nd digit in a value?
"+[16].% to All Elemental Resistances"
that triggers if the astral plate has 10/11/12 all res implicit
i can just blessing orb to < 10
so astral plate has the same implicit as i'm trying to roll
'all elemental resitances'
so I'm trying to evaluate for `16-18 all elemental resistances'
so the value will be 16/17/18
1[6-8]% to All Elemental Resistances
ah
https://regex101.com/
you can try regex here
I would love to see a loot pile generator ๐ป
I'm gonna file that idea in the round archive, too many tangents already ๐
However, FMTs for drop meshes tend to be rather friendly to work with, so shouldn't be that hard...

Do you have working audio as well?
Nope, that's Barks' domain.
Ehhโฆ drop sounds are probably in FMOD, which I haven't really done much with. I mostly work with dialogue, which is outside that
ty


don't mind me, all taken care of :3
could this be unified? ๐ฆ
in what sense?
for players # of x charges is directly underneath corresponding "do you use x charges?" whereas for minions # of charges is under endu charges and not the corresponding charge
@formal kraken i see gem links have been updated 

don't look at the css
this is literal black magic
conic-gradient(from 90deg at 1px 1px,#0000 90deg,currentColor 0) 0 .69rem
the 0.69rem isn't even a meme
There seems to be a text discrepancy between the PoE API modifiers for Forbidden Flame/Flesh.
API text: Allocates # if you have matching modifier on Forbidden Flame
Stat description in-game: Allocates Sign of Purpose if you have the matching modifier on Forbidden Flame
Note the removal of the between have and matching for the trade api text.
Is this intentional? or a bug/out-dated trade api stat text?
all "option" stats on trade are maintained by hand, so it's outdated
In that case, I should probably also report the Expendition boss stat naming discrepancy:
Trade API text: Area contains an Expedition Boss (#)
In-game text: Area contains [BOSS NAME]
see it's actually good that they're maintained by hand with meaningful description
Perhaps yeah... It's just annoying to have to maintain these myself too. Actually not to maintain them, but rather to discover them instead of being told beforehand and be able to anticipate the addition/change ahead of time.
That is because your line height is 1.35rem. and you are trying to set it ~half way ๐
mh I have to double check, I think I had issues with 50% 
but this does make sense
I didn't see much difference between 0.675rem and 0.69rem, but there might be at large scales
probably should change it to a calc(50% + correction) anyways
(if that's even necessary)
I don't think it is possible to define it as a % of line height
Hey guys, how do I go about getting various assets for my tool (cdn or from game files)? I've had a bit of a google and a search through discord but I haven't really been able to work it out
Options:
- extract and serve assets yourself (like wiki does)
- constantly monitor public stash tabs for images (poedb, ninja does)
- use trade api to get images, first time it will take a couple of hours because of rate limiting, every next game patch is incremental (awakened poe trade does this)
(this is only about item images, any UI assets you'll need serve yourself because they're no longer accessible from poecdn)
If you're going for (1), note that some item art is composed at runtime, like the contents of flasks and the colouring and composition of map area sigils onto the map plate.
Cases (2) and (3) do it for you.
(1) has more flexibility in resolution and is a bit more immediately accessible, but requires more work to keep up with DAT changes and dedicated tooling to extract and convert it.
Yeah that's fine. At this stage I'm not too worried about colouring of maps. I only need archnemesis icons and map icons at this stage, and I can colour the maps as I like
I'm using the steam client, is the stand-alone version preferred for extraction? I used the ggpk editor in the past but now it's all .bundle.bin that obviously doesn't work
Competent tooling ought to handle both, the Standalone GGPK contains bundles so it's just a bit of an extra layer around the goods.
One thing of note is that the DDS files are typically BC7 and not supported by most converters.
XnViewMP's converter supports it, and my process-image is purpose-built to do so.
For extraction of files, either my Bun or VisualGGPK2 should do.
Is yours https://github.com/zao/poe-utils?
Correct.
Nice one, I did see that but I don't know the path to any of the assets I want and it was talking about dds files so thought it was for something else
You're looking for Art/2DItems/Currency/Archnemesis for AN mod icons, note that there's several unused ones in there, the mapping is probably in ItemVisualIdentity somewhere.
As for map sigils, heaven knows, the Maps directory is a mess.
My approach to finding files tends to be:
bun_extract_file list-files "C:\Games\Path of Exile\Content.ggpk" | findstr /I bleh
Or go ham and just extract-files all 766k files into a tree on disk.
It takes some experience to get used to the directory structure, the game is huge.
hahaha yeah I probably won't do that one. From the looks of it, it's Art/2DItems/Maps/Atlas2Maps/New for the glyph and somewhere in there the base. Archnemesis seems pretty obvious as you've said above
Ah, even easier to relate the mod images and mods:
ArchnemesisMods.dat64 has Mod referencing Mods.dat64 row IDs and the image path is in Icon.
Mods.dat64 has human-readable name and description, among other things.
https://snosme.github.io/poe-dat-viewer/ is great for inspecting and exporting tables.
Fantastic, thank you!
(most 2D item images are still available via the CDN: ie. https://web.poecdn.com/image/Art/2DItems/Currency/Archnemesis/ModPantheonBrineking.png)
Does the CDN have rate limits that I should be aware of?
does anyone know where i can find/get the ggpk's for all major updates? i need the stat description files from each of those
The only source for past releases is Steam. All releases ever clocks in at around 11 TiB.
i dont really need every release ever, just the mayor releases for league starts
I'm so close to being able to provide the relevant files, but my data store isn't quite there.
Does anyone know how to identify alt-arts on the publish stash tab api, I found that some people have alt-arts that don't have any race reward flag set, and the only way I can identify them is by the icon URL
But this gets really tedious because not all items (even if they are the same basetype, art version etc) use the same icon path when fetched from the api.
ngl you should have some interesting use-case for items in Standard
I am not doing any trading if that's what you're implying, the search functions on the official website can search for alt arts.
I just track peoples uniques for the sake of providing the unique item collecting ladder.
What I used to do is track the coordinates of the items in the tab, as every unique has a slot (even if that slot is normally hidden), and this worked for a while, but this doesn't seem to entirely work when people have multiple unique tabs and alt arts get involved.
I still don't get what role alt art is playing here. Isn't it just (name, basetype) to have full unique collection. Or you can go as far as alt art, not dropable, event only, legacy rolls, all possible variants (watcher's eye, new jewel) and basically noone will ever be able to collect all items.
he said ladder, so I presume the point is to be the highest ranked
According to my export there is 1156 droppable unique items now. According to https://ladder.cld.moe/Standard only top 10 people have more than this. Not sure if it worth it 
funny part I don't even know what are those 150 items first place has, kinda defeats purpose of being a collector and not showcase your items. (yes I can see some relic versions, but nothing else that other don't have)
unique stash tab is somewhere in the middle -- it doesn't count legacy rolls or minor variants like Watcher's Eye, but does count some major variants of items like Doryani's Invitation or Yriel's Fostering
is there a map of which support gems work with which active skills somewhere? or are the tags accurate enough to use them (in most cases)?
Poedb shows it
oh sure enough, there's a supported by tab, totally missed that. thanks!
I am working on that, hence the questions about identifying the alt arts.
is this an appropriate place to share a PoB bug i found?
Hi, is there a way to export an atlas tree actually? Kinda like skill tree for characters? Or maybe it is not yet implemented? If it is, I would like to integrate the result of this exportable atlas tree inside a small web app
The API seems to have atlas_passives under LeagueAccount similar to how it has passives under Character.
See https://www.pathofexile.com/developer/docs/reference#types.
The passive tree website URLs are also documented at https://www.pathofexile.com/developer/docs/reference#extra
Thanks, looks like there is already some documentation done on it which looks really good.
Have a good day!
I see the documentation is still a bit obscure for the atlas passives as the return type provided on the documentation website is actually only an ?object. As I don't have an access to the OAuth API, is there a sandbox/testing environment that GGG provide?
I may need some very specific data and I don't want to request a OAuth access if I will not be able to use it.
Just in time for the game update ๐
yeah well I started this yesterday a few hours before the announcement
Yeah I know, just giving you a hard time
but if I make it recursive it's better
like if you have only t1 maybe you could get an innocence-touch without knowing it
the algorithm behind is very funny though
what I do is take the upper half of each nemesis (so the numbers don't fuck with the system) and comparing it to every archnem image to match it
i'm doing this with opencv
@drifting merlin ggg haven't added sorting, so... detect and highlight duplicate items.
but duplicates might be a good thing no ? some recipes have duplicates in them
but yeah that might go on par with "making it recursive"
when i'm done looking for recipes every useless nem could be flagged 
a BFS might do the trick there ๐ค
Sounds expensive ๐
meh, i'm discovering the python ecosystem so there might be better alternatives, but since we're comparing at most 64 entries to the amount of arches available, it's not that much imo
https://ru.pathofexile.com/account/view-profile/yakubakolasa please check my build how to raise damage
#build-fixing is the place for you. This is a chat for 3rd party tools.
@mortal bone Not sure if you have a page for issues, but the oldest tree on poeskilltree.com doesn't load anymore: https://poeskilltree.com/?v=0.11.3
Oh, I just realized I was going off of this list, but that particular version is missing in the dropdown: https://old.reddit.com/r/pathofexile/comments/bufkuy/poeskilltreecom_historical_skill_trees/
@oak estuary Yeah, that tree is actually 11.2
I didn't realize people still looked at that post haha
This was before I added a drop down
I don't, but it was linked on one of our PRs ๐คท
Which one? Lol
Description of the problem being solved:
Cannot import https://poeskilltree.com/?v=3.17.0#AAAABAMAAFSufdLfig==
trees without copying and pasting the base64 into PoE's skilltree web page
Steps t...
Just a warning the website only generates v4 urls right now
Actually if you edit your URL format to be like pathofexile.com that PR isn't even necessary. i.e. slash separated vs. query param (not saying you need to, just an observation)
Yeah we handle all versions
Um, I can't because it is all client side unless you can modify the window location without navigating to that page
Kinda what I figured
Actually, you apparently can do that now...been a while since I did any frontend work https://computerrock.com/en/blog/html5-changing-the-browser-url-without-refreshing-page
Hmm, I might look into it haha
Ping me if you add it, I'll hold off on merging that PR for now ๐
fwiw: this is what youtube uses for almost all "navigations", which is how they can do seemingly impossible things like keeping videos playing across pages
Yay for SPA shenanigans.
This would be really nice for tree state management too
location.hash is a pain in the ass because it doesn't trigger a change event when navigating back/forward
Anchors are so lovely.
doesn't that trigger a hashchange event?
It might. I just know I have had problems in the past with it, but I haven't messed with the url stuff in a hot minute
It has been about 2 years since I have actually looked into it, and a lot has changed since then
Yeah, I don't think I will go down this route ๐ pushState is a pain to deal with refresh pages/copy paste
I fixed this up btw. You will now just be redirected to the latest skill tree if that version doesn't exist
Not everything will work perfect, but the skill tree generator works ๐
https://github.com/PoESkillTree/PoESkillTree/releases/tag/3.0.4
You will have to swap the atlas asset/json manually, but at a minimum everything loads up and you can skill/plan "builds" ๐
Is there a standalone for the Atlas tree?
PoB's collection of third party ones: https://github.com/PathOfBuildingCommunity/PathOfBuilding/issues/4033#issuecomment-1045342970
Thank you very much 
I built an atlas tree preview website. Breakdown by leagues, masters, travel vs. clusters, etc. Just paste in your atlas tree link and it will pop right up! Hoping to get people using this to share their builds around. Feel free to check it out: https://atlas.omri.io/ and PM me your feedbacks, thanks
Created by /u/IcyRespawn
nice
oh fancy seeing you here XD
what information does the POE client return that you have access to with an overlay?
none, all data overlays have access to comes from reading the client.txt chat log
is there documentation on what that info is?
none official
got a link to that unofficial info?
nope. I meant there isn't any official but didn't rule out someone else having written some I just wouldn't know where it would be found
ok yeah, I see it now. I was hoping there was more information about the map
I was thinking of doing some sort of overlay where it would read in what things were affecting maps
like metamorph / harvest / etc
and make a check list
to show once you've comepleted those items
or have a manual check
probably the best you could do is a user-initiated OCR
If I want to make a trade macro program, what's the best way to send commands to poe? Just simulate userinput and write out the text into poe?
yes, but check if you're really need to https://github.com/poe-tool-dev/awesome-poe
I want to make a Elgato StreamDeck plugin, since I got it for birthday and am not using it much rn.
that's cool idea
But I may borrow some code from one of the existing tools
Anyone know if the Leauge -> Unique Item relationship is defined in the GGPK somewhere, or are these pages maintained by hand https://poedb.tw/us/Archnemesis_league#ArchnemesisUnique ?
by hand
super late to the party, but one more recipe reference: https://oriath.net/archnemesis/
Not bad at all! Only real feedback I have is collect them all in a broader grid at the bottom of the screen, and have the active recepie show at the top, a simple vertical scroll is a bit jank ux wise, but it works very smoothly and navigates without a hitch.
@compact isle Use Mac to select Traditional Chinese language, you can receive Chinese message in the official market, but the trade settings page does not have Chinese Whisper Language.
anyone know who made https://pathofatlas.com/?
@fickle yew time to get rid of the "Prophecies" and "Watchstones" categories?
https://github.com/RansisPoe/PathOfAtlas is probably @weary cobalt going by their reddit name @dense shore
yep, that's me. I'm taking a bit of a break from PoE due to Lost Ark, but I'm planning to expand on the tool more before next league
Who knows... Maybe ๐
trying to fix my aurabot exporter to work with the harbinger action speed buff, but I can't seem to find an 'action speed' modifier that works in the community fork of PoB, am I just bad at looking, or is there not a supported mod for that yet?
There isn't a mod in-game that directly affects action speed, so PoB doesn't have a reason to support parsing for it. It's all done through other skills or buffs
TIL, yeah it'll be added eventually, then
alright, ill just pretend the harb buff isn't real for now on my aurabot exporter fork
but ill remember it to add support for it later
Thanks!
Feel free to open a PR to add it yourself ๐
I have a PR for my exporter, but I've only used Lua once, so its super janky
functional, but janky
might try to hack something together for action speed at some point too, but not today
Yeah, I more meant for parsing the action speed mod, since it's comparatively simple
oh, for sure
@civic crane would it be possible to add auto-complete or a dropdown for poe-dat-viewer? I don't usually know all the minor versions so it yells at me that it can't find the exact version I typed in
can someone help me?
I'm trying to build something to track my exp, and i want to access my info, i've been reading this https://www.pathofexile.com/developer/docs/authorization#request but i didn't figure out how do I create an client_id or even how i'm supposed to generate my authorization token
adblocker conflict, looks deliberate. grumble.
it's not because of nitropay, it's because the whole page is wrapped in <body id="topbanner"> which gets caught by https://github.com/uBlockOrigin/uAssets/issues/4351
auto-complete for what, don't get what the "minor versions" you mention.
I'm guessing it's about the patch version field for the CDN, but does that even do anything but the latest and possibly whatever you have cached in local storage or something?
yes, only latest one is valid. When patch is out you either don't change version and use whatever bundles was cached (and get error when it's not), OR copy-paste new version (double-click)
Oh, my misunderstanding, then. I thought you were pulling old bundles down based on that input. Why even have that field editable, then? Just load the latest every time or show the cached version number if there is one
is there a custom rule or something we can add to make it work
add to "my filters":
poedb.tw#@#[id*="banner"]
(assuming you mean poedb being blank)
perfect thanks
i wonder why that's complex enough to trick ublock's default settings
i'm a poedb patreon supporter, i don't mind supporting tools i use but that's ridiculous
my monthly patreon is all gas no breaks and like 4 poe tools lol
it isn't, the rule that's causing problems is specific to poedb
quivers are no longer drop disabled 
Huh?
tooldev stuff #tooldev-general message
yay, introducing new stats
my kind of code
that's some powerful React.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED energy there
too bad that two-toned boots and two stone rings are drop disabled ๐
and fishing rod as well i guess
yes, the real name of column from video (https://youtu.be/XNN0RLIfg-Y?t=2689) is "Hide from site".
Fishing rod for obvious reason is hidden, two-* base items need special handling anyway, so I'm okay with these
oh that makes more sense if it is hide from site
Hello folks. Just curious as a historian: What did came first, the chicken or the egg: https://github.com/grindinggear/skilltree-export vs https://github.com/poe-tool-dev/passive-skill-tree-json ? Or are those different?
Exported data for Path of Exile's Passive Skill Tree. - GitHub - grindinggear/skilltree-export: Exported data for Path of Exile's Passive Skill Tree.
that I know how to do ๐
but I am still curious what triggered the change ... when GGG started to publish, would it have made sense to use exclusively it?
I guess the reason must be "why change something that works..." ๐
Like, in general or how Path of Exile implements it?
While I'm interested, I have a feeling this is probably a ToS violation.
What is ToS?
terms of service
hey im trying to code something similar to POE's skill tree. I have a question, do skills in the skill tree connect with each other in a map<(int SkillId, List<SkillId>)
Basically this forces the player to unlock 1 skill, before unlocking all the other skills that are locked behind it
Take my answer with a pinch of salt, since I've not seen any of the code for these trees... but I imagine it'd be represented as a graph, where each node knows which other nodes are connected to it. You'd then just check whether one or more of the connected nodes are enabled.
The primary public resources on terrain generation are in the Exilecon, NZ GDC, and GDG presentations.
A map is probably enough, with a lookup on each of the IDs in the list to see if one or more are enabled.
I'm doing some terrain-generation adjacent work on my hideout editor, but am trying to avoid doing too much in-depth generation, rather hardcode which tilekeys are used and where rooms are shifted.
the PoE skill tree is on github, as are a lot of viewers for it people have made
Currently a bit stuck figuring out the multi-tile file format as the collision information is still in an unknown encoding for v4-v6.
Pivoted into making an interactive viewer for graphs/tilesets/multitiles/rooms/overlays where I'll be trying to match tile keys.
I'm intentionally not touching anything around the actual terrain generation logic of the game, rather work off first principles and data.
Thank you ๐
And no, extremely uninterested in assisting any form of cheating or interfacing with the application memory and logic.
It's probably a good thing that this is extremely hard ๐

@civic crane how can i open settings on awakened poe trade when its bound to a key thta doesnt work/exist?
Open log folder via tray icon, there's config.json there in which you can edit key.
oh ty lifesaver!
@worthy cape Have you finished making the interactive viewer for the tiles?
Will it be open source?
The terrain generator I created is client dependent and currently not very stable
Iโve got two parallel codebases right now, one in Python with a web front end for mass parsing and format exploration with parsers written for exploration, and one in C++ for the hideout editor which is a bit more narrowly scoped in what it needs to handle.
Iโm currently working on getting the 3D view going there so I can investigate how much manual work Iโm going to have to do to match the existing hideout generation.
I havenโt decided on how open things should be yet, may it be source or format specs. Depends a bit on how nefarious people can be with the information.
With how very flexible and smart things are made, Iโm gonna have to tighten the scope a lot. I used to think that rooms had direct tile references but nah, they use tile keys too.
Not even sure what actually makes up a tile key, Iโve assumed that itโs the tag and the four sides of edge and ground types, but they in themselves have a bunch of nested data, especially virtual edges.
Progress is generally slow, slammed with work and still working toward the 38th challenge.
Does anyone know who's maintaining pob.party? The skill tree version is out of date.
I think it's xyz but not sure what his discord name is
@chrome topaz, but he hasn't been around for some time
Is it open sourced? It's such a useful tool, especially in conjunction with the poe.sale extensions that use it, that it'd be great to see it updated.
It's not open source
it's fixed ๐
as I don't read this discord often, best way to reach out to me is through the forums
is there a json file with item mods and weights?
Did you check if repoe had anything?
What's this got to do with tool development?
@compact isle mind updating https://github.com/grindinggear/skilltree-export ? We noticed some descriptions were out of date vs. the website.
updated
@compact isle in page https://www.pathofexile.com/developer/docs/reference said server endpoint is https://api.pathofexile.com, but is it possible to assign language parameter to api?
keep in mind not all mods have their spawn weights set, for example delve and incursion mods
and synthesis
and the only way to get spawn weights for those is to make a list manually, just like poedb did
ive been working on a list(in repoe format) like this for a while but due to uni i dont have much time rn
@compact isle I think there's an issue with how cluster nodes are included in the character JSON. There's no node ID's in the JSON sometimes for small clusters that are allocated in game. e.g https://pob-http.herokuapp.com/dronebreeder/crnjo does not include the IDs for these 3 nodes (66880, 66882, 66884)
you can try add the header X-Data-Language: ru etc but it may not always work (which is why it isn't documented)
I don't know how to interpret that data. Could I get the character name?
it's not the JSON we provide
Looks the same in JSON from the swaggerhub API page
Unless it's something to do with the hashes_ex we're not handling correctly?
hashes_ex is missing. Those are the allocated "generated hashes" of the cluster nodes
the skill id in the JSON isn't related to allocation for the small nodes as there are multiple copies of them
Ahh something wrong on our side then, time to go down the rabbit hole
is it possible to make /character-window/get-items accept X-Data-Language: us for garena server
no
Use Mac to select Traditional Chinese language, you can receive Chinese message in the official market, but the trade settings page does not have Chinese Whisper Language. Could you add Traditional Chinese to Whisper Language?
being able to select Traditional Chinese on mac is a bug and will be removed in 3.17.3
Was life regen removed from PoB?
if (name == "Torn") hide_life_regen = true
Probably not, but if you think you've run into some surprising behaviour, please share a pastebin or file an issue.
I dunno, this is all I'm seeing:
<<<<<<< Updated upstream
{ stat = "TotalEHP", label = "Effective Hit Pool", fmt = ".0f", compPercent = true },
{ stat = "SecondMinimalMaximumHitTaken", label = "Eff. Maximum Hit Taken", fmt = ".0f", compPercent = true },
=======
{ stat = "AverageTotalEHP", label = "Average EHP", fmt = "d", compPercent = true },
{ stat = "PhysicalTotalEHP", label = "Physical EHP", fmt = "d", compPercent = true },
{ stat = "ElementalTotalEHP", label = "Elemental EHP", fmt = "d", compPercent = true },
{ stat = "ChaosTotalEHP", label = "Chaos EHP", fmt = "d", compPercent = true },
{ stat = "Life", label = "Total Life", fmt = "d", compPercent = true },
{ stat = "Spec:LifeInc", label = "%Inc Life from Tree", fmt = "d%%", condFunc = function(v,o) return v > 0 and o.Life > 1 end },
{ stat = "LifeUnreserved", label = "Unreserved Life", fmt = "d", condFunc = function(v,o) return v < o.Life end, compPercent = true },
{ stat = "LifeUnreservedPercent", label = "Unreserved Life", fmt = "d%%", condFunc = function(v,o) return v < 100 end },
{ stat = "LifeRegen", label = "Life Regen", fmt = ".1f" },
{ stat = "LifeLeechGainRate", label = "Life Leech/On Hit Rate", fmt = ".1f", compPercent = true },
{ stat = "LifeLeechGainPerHit", label = "Life Leech/Gain per Hit", fmt = ".1f", compPercent = true },
>>>>>>> Stashed changes
Actual game mechanics are modeled as best as they can, you may be seeing something around the recently revamped EHP logic?
Works in the program. (After I remove the node that disables life regen.) Should've checked that first. ๐
I'll uh, take a longer look at the source. Maybe it was moved around a bit.
Dear internet...
same issues, thought my freshly installed windows was bugging @worthy cape
@gloomy palm Your conflict is probably from the PR that added colours to the sidebar/config/calcs pages, as that changed those entries into things like:
{ stat = "Life", label = "Total Life", fmt = "d", color = colorCodes.LIFE, compPercent = true },
Oh, you bothered to check on my behalf.
Thank you, that was indeed the case.
Ever curious ^_^
Actually, what's the deal with this anyways? Old EHP logic seemed fine?
The damage taken seems rather arbitrary, and this allows effective HP to only be multiples of this random number?
Thus, counter-intuitively, health nodes do not always increase your effective health, and resistance nodes never increase your effective health?
No idea about this, only saw it being worked on from afar.
@carmine merlin sorry for ping but
Is the transcandence or whatever the fuck it is
is broken on pob?
Looks like it ends up making your resistance go below zero. If you increase the hit damage you take it'll fix itself. Not sure how the formula works at that level of resistance
oh shit, general complexity of the keystone then
sorry for ping again localidentity! and thanks wires.
@slim pilot @oak estuary fixed in https://github.com/PathOfBuildingCommunity/PathOfBuilding/pull/4227 as of like 19 days ago, just needs to be merged
That's kind of what I figured, knee deep in Dancing Dervish stuff right now, so thanks for confirming that
@gloomy palm I was the one who did it, and btw the old ehp calc also was only multiples of the hit, but it was hidden and as the hit was a much smaller value (default of non-boss) it was more "smooth" (smaller breakpoints), I have discussed multiple times lowering the boss dmg in PoB even if its unrealistic for the boss, just to have more meaningful breakpoints
Are you sure? I'm referring to back from when effective health pools for all the damage types were calculated separately.
It's a personal problem, sure, but I had a system set up where I could calculate the effective health pool from the weighted sum of the other health pools, which I found acted as a reasonable optimization target.
yeah im the one who wrote the original ehp as well
uh that diff link wont work becouse the changes are too big, line 1450-1486 of the removed red stuff at the end of calc defence
particularly line 1466 is basically what changed
it use to be just max hit taken * block/avoidance etc * chance to not be hit etc
multiple people have asked to bring back old split ehp, but I dont see much use in keeping it when max hit taken is split and new ehp is much more useful when looking at specific enemy skills (rather than leaving the config blank and letting ti guess how much damage is incomming)
That is a shame. I'd love some solution which solves the problem of:
counter-intuitively, health nodes do not always increase your effective health, and resistance nodes never increase your effective health
sadly the solution is the enter a lower damage config, also resistance seems to work for me? (although only in some situations, set the std boss so it has default ele dmg)
although again, like I said before, if you want more granularity, you can always just look at the max hit takens
I suspect part of the intent was to factor "on block" mods into EHP. otoh, this plays all kinds of hell with aegis aurora -- according to POB I have an effective hit pool of 12 million and will survive for over an hour (if only! ๐)
nah it was just fairly wrong, particularly when people had high damage taken as X (like divine flesh), though the aegis thing is funny which is why I already put up a PR that adds the option to disable it (which will probs turn to disabling it by default soonish)
also I assume it massivly drops if you set boss config to somthing like sirus?
yeah, it's only ridiculous with a non-boss config
Hi
There is a chance I did an obvious mistake or some API paths don't work at all?
HTTP/2 404
date: Wed, 16 Mar 2022 06:07:58 GMT
content-type: application/json
expires: Thu, 19 Nov 1981 08:52:00 GMT
cache-control: no-store, no-cache, must-revalidate
pragma: no-cache
strict-transport-security: max-age=63115200; includeSubDomains; preload
access-control-allow-origin: *
cf-cache-status: DYNAMIC
expect-ct: max-age=604800, report-uri="https://report-uri.cloudflare.com/cdn-cgi/beacon/expect-ct"
server: cloudflare
cf-ray: 6ecb4fbdbbf699f1-CDG
{"error":{"code":1,"message":"Resource not found"}}```
do we have a list of what stats go into which pseudo stat on a trade website? ideally with their value, cuz strength to life shenanigans
yeah thought of that but that's a whole lot of queries so would rather avoid that if possible, but i don't think a list like this exists because it's probably not necessary on the frontend so it's probably buried somewhere in the backend which us mortals can't access
Well, lowering the physical damage to miniscule numbers makes armor give 90% damage reduction at all times, which is also an undesirable effect.
I can't both have armor not be super effective, and retain reasonable granularity in my effective HP.
seems to be a bug specifically with the item filter endpoint. We'll get it sorted. In the meantime you should be able to use https://www.pathofexile.com/api/item-filter (unless you need CORS)
It works, thx ๐
Btw the doc is wrong or the list endpoint is bugged
The array contains only partial objects, the validation field and the filter itself are missing
Not a problem for me, but idk, seems the good opportunity to report it if you have to work on it soon
quick question about item pricecheck.. if i understand correctly programs like Awakened POE Trade send a "ctrl+c" to 'windows' to use the ingame copy command and reads the clipboard to get the hovered item - or is there a other way? this is the reason why it doesnt work in heist for curio displays cause you cant copy them?
correct
the first part at least, I have no idea why it wouldn't work for the curios, pretty sure mathil pcs them in the curio all the time
ok guess i have to run a BP to test xD
yep copying ground items doesnt work
and curio as well
just tested again
so i guess ocr is the only way
yep
The question marks in the "value type" column mean they're not always present. I'll get some notes added to make this more clear
@compact isle Would it be possible to get groups-x.png and the respective "skillSprites" data in the json back for the skill tree exports? Because if I am correct these would still be used by the cluster jewel mastery nodes. I guess these were removed because the website doesnt render cluster jewels, but I would like to use them ๐
they should all be in there already. Do you have an example of one that isn't?
for a mastery like 54935 "54935": { "skill": 54935, "name": "Bow Damage Mastery", "icon": "Art/2DArt/SkillIcons/passives/AltMasteryGroupBow.png", "isMastery": true, "stats": [] },
the name of the icon is there, but its not in skillSprites and the actual image (which used to be the group-x.png images) arent in the assets folder anymore
in skillsprites it used to be under "mastery"
ah right that would've gotten nuked when masteries became a selectable thing
yeah exactly
we should be able to restore it, cheers for letting me know
Great, thanks and no problem
Makes sense, I understood them as ยซย absent if nullย ยป by habits
Anyone have insight on why orbitIndex on cluster jewel nodes in a character's passive tree json can be 1, 3, or 5, while in PassiveTreeExpansionJewels.dat the list of indices is only 0, 2, and 4? (This is just for small cluster jewels)
guesses just a different start of indices
that would be cool, but it's inconsistent
I see a single JSON of someone with Voice unique cluster and the JSON has 3 small clusters in the 3 sockets and 2 of them are orbit indexed 1,3,5 while the other one is 0,2,4
@worthy cape
C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe extract-files "E:\Games\WeGameApps\ๆตๆพไน่ทฏไฝ้ชๆ\Content.ggpk" "Bundles2\Metadata\StatDescriptions\"
Could not read _.index.bin
Could not open index
Ooh, sounds fun.
Any idea what might be off? I guess it's fairly hard to download from over here?
cross drive issue?
E:\Games\WeGameApps\ๆตๆพไน่ทฏไฝ้ชๆ>bun_extract_file.exe extract-files Content.ggpk "Bundles2\Metadata\StatDescriptions\" "Bundles2\Metadata\StatDescriptions\"
Index bundle decompressed, 20281745 bytes
Bundle count in index binary: 31406
File count in index binary: 743917
Decompressed inner size: 15542630
Ah, of course. The command line is probably turned into mojibake.
stuck for about 20 minutes without any files or directories being created
You can either stand in the game directory and run bun_extract_file.exe as you noticed, or something like this to do use per-drive CWDs:
cd E:\Games\WeGameApps\ๆตๆพไน่ทฏไฝ้ชๆ\
C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe list-files E:Content.ggpk
Ah!
The syntax is bun_extract_file extract-files [--regex] GGPK_OR_STEAM_DIR OUTPUT_DIR [FILE_PATHS...]
If no file paths (or patterns) are given it expects them at standard input.
On selecting the correct files you probably want something like:
bun_extract_file extract-files --regex path\to\Content.ggpk OutputDir "^Metadata/StatDescriptions/.*"
or:
bun_extract_file list-files Content.ggpk | findstr Metadata/StatDescriptions | bun_extract_file extract-files Content.ggpk DestDir
I could possibly use GetCommandLineW and CommandLineToArgvW to more reliably get the arguments I guess, not sure if the VFS can handle it.
C:\Games\bun-x64-Release-g462332b>bun_extract_file.exe extract-files --regex E:Content.ggpk DestDir "^Metadata/StatDescriptions/.*"
Index bundle decompressed, 20281745 bytes
Bundle count in index binary: 31406
File count in index binary: 743917
Decompressed inner size: 15542630
Done, 31/31 extracted, 0 missed.
thanks
I should probably add a diagnostic message for the stdin case, so that if someone invokes it interactively, they know that it's waiting for input.
I have done that mistake several times myself when wanting to extract the whole pack ๐
@compact isle looking to pick your brain on <#tooldev-general message> when you have a moment
@oak estuary also points out two message above that one that 1,3,5 indexes are inconsistent with what we see in the PassiveTreeExpansionJewels.DAT
hey is there a table of item class -> influence tags somewhere in game files?
i had stuff like "shaper_tag": "belt_shaper" in my old RePoE data but i dont remember if i modified the script to extract that
ye it seems ItemClasses.dat had columns like Shaper_TagsKey but its gone now
InfluenceTags.dat looks like what you want
hmm, is there a link in ggpk between an item id (like UniqueBelt7) and its display name (Headhunter in this case)? trying to map icon (.dds) => readable unique name and stuck after applying ItemVisualIdentity
i know there's UniqueStashLayout, but that just seems... wrong
afaik there is no direct link in client-side data -- the visual identity is part of the item data provided by the server, just like other properties like its mods
which is how alt-art items and art for bricked uniques work, as well as a few really weird kiwihalt-era items on standard
ah fair enough
thanks, i'll map it through the unique tab data then
for anyone searching, UniqueStashLayout has both WordsKey and ItemVisualIdentityKey, should be trivial after that
they're offset by a starting position in the jewel slot so that the overall rotation of the wheel makes sense
nothing here seems wrong with the APIs
ooh thats a good idea, do those also provide enough information to figure out the stats?
That offset makes some sense, but I also found this message about keystones having orbitIndex of 1 way back when. I'm guessing that is affected by the socket offset somehow, too? I found a couple of instances of cluster jewel keystones having indices of 4 and 5, so this message was confusing
can you (or someone else) link me your current understanding of the PassiveJewelSlots.dat file?
cheers
the last integer array in that table are the "start indices". First is for small, second for medium, third for large (assuming the array goes that high)
hopefully you can figure from that what the indices are adjusted by
pushed an update just now to the skilltree github with the mastery images restored
Thanks, though it looks like it broke https://www.pathofexile.com/passive-skill-tree ๐
Curse the 1% ๐
Looks to be working again ๐
it's always caching
cc https://shouldiblamecaching.com/
After all these years I still enjoy that page, no clue why.
What do you mean, the prefix/suffix names like "Punishing <...> of Frenzy", or the random rare item names like "Death Precinct"?



