Dragonflight Update

In this post, we’re going to dive into where we’re at, what’s coming soon, and where we’re going with regards to supporting gold making in Dragonflight. I’ll start things off here by apologizing for not being as active as I would have liked with communicating this information sooner. TSM was definitely not as ready as I would have hoped for the changes in Dragonflight. There are a variety of reasons for this, which mainly boil down to not having enough development hours to spend and underestimating just how much of TSM would need to change to support the new profession changes. I understand people’s frustration with the state of TSM in Dragonflight so far, and am committed to improving things going forward. However, this will take some time.

Current State of Things

With that said, let’s talk about what changes we’ve made so far, and where things are at as of the time of writing (v4.12.20). The following things are working today:

  • For crafted commodity items, the crafting cost and profit will accurately display in the tooltip, and be available for use in custom strings (i.e. in Auctioning operation prices).
  • Quality, optional, and finishing materials can all be added manually to a recipe within the Crafting UI and then either crafted directly or added to the queue. Gathering then supports collecting all the materials as normal.
  • Restocking your groups based on Crafting operations is fully supported for crafted commodity items.

Coming Next

Here’s a list of things that are actively being worked on and can be expected to be released in the very near future:

  • Crafting cost and restocking support for quality crafts which produce gear of varying item levels.
  • Updated Destroying data for DF Milling, Prospecting, and Disenchanting.
  • Crafting UI support for selecting materials for and crafting recipes that don’t have fixed materials. This includes things like Mass Milling, Mass Prospecting, Recrafting, etc.
  • Improved UI for manually selected the target item for a quality craft, and having TSM automatically populate the cheapest set of quality materials needed.
  • Improved UI for selecting optional materials (including quality mats and finishing mats).
  • Display of crafting stats for quality crafts such as expected quality, inspiration, multicraft.
  • Support for taking inspiration into account when calculating the crafting cost.

Longer-Term Roadmap

There are a few other areas of TSM which definitely need some love and will be revisited in the not-too-distant future, which I thought I’d also call out here:

  • Improvements to how TSM handles buying commodities from the AH.
  • Item cache rebuilding performance improvements.
  • Account syncing performance improvements.

Crafting Cost

I thought it would be helpful to give some details on how we’re approaching crafting costs in Dragonflight. As we all know, Dragonflight greatly expanded the complexity of crafting things with professions. At its core, each recipe has a difficulty which gets matched up against your skill level to determine the result. That skill can then be modified with higher quality materials and various optional materials, as well as by proc’ing inspiration. In order to calculate how much it costs to craft something, TSM currently considers all the potential qualities of materials which result in the desired item being crafted.

As a hypothetical example, let’s assume there’s a potion which takes 1 herb and 1 vial to craft, with each of the materials being 1 of 3 qualities, and the recipe producing up to quality 3 of the potion. Let’s assume that using quality 3 of both materials results in quality 2 of the potion being crafted, and any other combination of materials results in quality 1 of the potion being crafted. To determine the crafting cost of the quality 1 potion, TSM will determine that there are 4 possible ways you could craft this item, from the 4 possible combinations of quality 1/2 of the herb, and quality 1/2 of the vial. TSM will then pick the cheapest of these options and use that as your crafting cost. Going further, it’s impossible to craft quality 3 of the potion, so TSM will treat that as an item you don’t yet know how to craft, and not display a crafting cost. Similarly, if you weren’t able to get your skill low enough to craft quality 1 of the potion anymore, TSM would treat that as something you can no longer craft and not show a crafting cost.

Currently, inspiration is not taken into account. From the above example, it’s possible that you could craft quality 3 of the potion if you were inspired. It seems like this will be important for some recipes where it won’t be feasible to get your skill high enough to craft at the highest quality without an inspiration proc for some crafts. This is something that’s not yet taken into account, but is something that we will plan to support in a future update as mentioned above.

Also, the game allows you to mix and max different qualities of the same material to hyper-optimize your crafting cost. For example, a recipe may require 5 of an herb, but you may only need to supply 1 at quality 3 with the remaining 4 being quality 1 in order to craft the desired quality of the crafted item. This isn’t something TSM takes into account, and is not something we have plans to support, due to the exponential increase in computing resource it would require to consider all possible permutations. Calculating crafting costs is already an order of magnitude slower than any other price source in TSM, so we felt that requiring all of a given material to be at the same quality struck the right balance between maximizing profits and keeping things performant and manageable for the user (i.e. when listing materials needed to craft something and/or gathering them).

Wrapping Up

In conclusion, there is a lot of work to do to get TSM where we want it to be for Dragonflight gold-making. This work is ongoing and we’re committed to aggressively work through the list of outstanding features and push out new functionality and bug fixes as they are ready. We’ll check in again with an update as things progress. If you have any feedback on the current state of things or the upcoming features, let us know in Discord.