haven't had an error in a long time, but with blacksmithing while having the window open and learning some new skills:
Date: 2007-12-24 18:25:35
ID: 39
Error occured in: Global
Count: 1
Message: ..\AddOns\Skillet\UI\MainFrame.lua line 897:
attempt to index local 's' (a nil value)
Debug:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:301: TriggerEvent()
Ace2\AceEvent-2.0\AceEvent-2.0.lua:914:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:907
i'm working on a new addon and i may have uncovered the cause of these weird GetItemInfo problems. if i monkeyed with the blizzard craft search filter and didn't reset it to "" when done, then skillet would be unwell and complain about any items it thought it could craft. i suspect there's an addon somewhere that's interfacing with the tradeskill or craft filters and skillet is stumbling on them.
skillet should probably just force a reset of these filters periodically.
I hit "Create all" on something and while it was crafting away, I clicked on a different recipe to start figuring out what I needed.
The text in my Queue changed to displaying the new recipe as queued up and counting down in number while it was still actually crafting the first recipe.
So... it didn't actually screw up the crafting at all, but it looked strange that the queue was counting down a recipe I was looking at instead of the recipe that was actually queued and processing.
A couple of things that are missing for me, that I would dearly love to see. (In essence, these are the reason I ended up going back to ATSW temporarily, because they make skilling up tradeskills nearly nightmarish.)
1. Recursive item materials - I see you have this on the list of things to do. Your example though indicates with raw cloth for 4 bolts, an item taking 3 bolts and an item taking 2 bolts would both show 1, when it should show 2 for the 2-bolt item. In general, I think anything that's recursive like that should be restricted to a per-item basis. The other related thing is, when I queue that 3-bolt item up, it still says I can make 2 of the 2-bolt items (assuming I'd already turned the cloth to bolts) and doesn't reduce the available mats at all. Is there any way to add that?
2. For whatever reason, Skillet doesn't show the amount of items made when crafting a recipe. Forex, 2 Elemental Blasting Powder, a Fel Iron Casing, and a Handful of Fel Iron Bolts is the mats list for Elemental Seaforium Charge, but the recipe makes 2 of them. In the default crafting interface and ATSW, they both show a number 2 on the icon to represent this, but Skillet doesn't. I'd settle for that, but if you could actually go a step further and do what ATSW hasn't been able to and actually make recipes with those items as sub-requirements take produced-per-craft into account, I would probably sell you my immortal soul and first born child for dirt cheap. :D
3. Most everything else I really want you're planning on. I did notice that the bug with random-recipe items getting queued may be tied to learning new ones, in which case you might want to look into looking for whatever event triggers with learning the recipe and giving it a ten-count before rescanning. That way it should catch the change automatically and won't be excessive if there's 10-20 recipes learned all at once. Additionally, a "sort by difficulty" option would be really really nice. I can fake it with hide trivial, which I really adore, but doing both would be better.
When opening a tradeskill, skillet hides the normal blizzard ui for that tradeskill and uses it's own. However the blizzard ui window isn't hidden fully. I can still "interact" with that window as if it were still there, it is just mostly "invisible." Not sure if this can be helped since some of the features may rely on having this window open in order for skillet to function.
1. Had the shopping list opened at the bank. Transferred some linen cloth from bags to bank. The shopping list picked it up as a needed item, 6 linen cloth.
2. Added a blacksmithing item (heavy copper maul) to the queue. Skillet added 40 rough sharpening stones to the queue as well.
2. Added a blacksmithing item (heavy copper maul) to the queue. Skillet added 40 rough sharpening stones to the queue as well.
no error messages. <shrug>
I occasionally see this happen as well with jewelcrafting, where I'll try to queue up say a ring, and will also get a few, for example, unneeded heavy statues entered into the queue as well. Last time I noticed it happen, I think I didn't have the full mats to make the ring in question, in case this may have something to do with tracking it down (i.e.: only happens when you can't craft the item due to lack of mats?).
i think the basic problem with skillet getting confused relates to the way it caches recipes. when it cahces, it grabs the whole list of recipes for your tradeskill and remembers the particular index for that recipe so it can still communicate with the game api. however, if something else comes along and alters the indexing (learning a new recipe, altering the api recipe search, etc) then the indices its recorded are will no longer match up and you'll get things like nil material links or mismatched recipes.
i haven't seen nogudnik post in here for a while, so i'm not sure if skillet is currently as active as it's been. i wouldnt' mind getting my hands dirty and contributing since i think the mod is really top notch...
Hm. The shopping list seems a little dim. I went on my bank alt, checked it, saw some needs, bought the stuff at the AH, got it from the mail, and then opened up the shopping list to see who needed what. It was all gone. So I mailed it to one alt, figuring I'd check all of 'em to see who needed whatever that one didn't. Lo and behold, soon as I mailed it, it popped back up on the shopping list. I would prefer it if stuff on the shopping list stayed there until (a) in the bags of the alt who put it on the list or (b) in the mailbox of that same toon. I don't know if the latter is possible, but the former ought to be.
iirc, nogudnick was on vacation - I don't know for how long. But there are other things in life besides addons that one does for free in their spare time. Abandoned means either the author publicly abandoned or hasn't been touched in months/over several patches and is breaking. Neither of which applies to Skillet.
I haven't seen that Netherweave problem, but yesterday I queued up a couple of LW recipes, went and got the mats, and when I opened skillet again to run the queue, the second item had changed to something completely different, for which I didn't have the mats, so it gave me the 'missing mats' error, albeit for the "correct" mats - if I had wanted to make the item that was at that point in the queue, which I didn't.
Could we get a feature so that when we open a trade window up again, the last selected item is selected again. I hate having to always reselect bandages, I liked how ATSW did this.
Thanks. Oh and I also have that bug where it queues the wrong stuff in an wierd amount. :p
[2008/01/23 14:15:32-554-x1]: Skillet-1.10-55300\UI\MainFrame.lua:897: attempt to index local 's' (a nil value)
Skillet-1.10-55300\Skillet.lua:771: in function `SetSelectedSkill'
Skillet-1.10-55300\UI\MainFrame.lua:1122: in function `SkillButton_OnClick'
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
---
Would also like to see the recursive items thing. It was the feature of ATSW that I was hoping most that Skillet would have when I decided to use it for a while (was using Manufac but it broke for a while after a patch).
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the one feature that this great addon is missing is the ablitity to keep track of craftable components....
ie it will not show that i can make a silk robe if i have silk but haven't turned them in to bolts of silk yet.
would it be possible to add this?
doc
Any chance on getting this error fixed? Not even sure if this addon is still being dev'd.
any word on this?
skillet should probably just force a reset of these filters periodically.
I hit "Create all" on something and while it was crafting away, I clicked on a different recipe to start figuring out what I needed.
The text in my Queue changed to displaying the new recipe as queued up and counting down in number while it was still actually crafting the first recipe.
So... it didn't actually screw up the crafting at all, but it looked strange that the queue was counting down a recipe I was looking at instead of the recipe that was actually queued and processing.
1. Recursive item materials - I see you have this on the list of things to do. Your example though indicates with raw cloth for 4 bolts, an item taking 3 bolts and an item taking 2 bolts would both show 1, when it should show 2 for the 2-bolt item. In general, I think anything that's recursive like that should be restricted to a per-item basis. The other related thing is, when I queue that 3-bolt item up, it still says I can make 2 of the 2-bolt items (assuming I'd already turned the cloth to bolts) and doesn't reduce the available mats at all. Is there any way to add that?
2. For whatever reason, Skillet doesn't show the amount of items made when crafting a recipe. Forex, 2 Elemental Blasting Powder, a Fel Iron Casing, and a Handful of Fel Iron Bolts is the mats list for Elemental Seaforium Charge, but the recipe makes 2 of them. In the default crafting interface and ATSW, they both show a number 2 on the icon to represent this, but Skillet doesn't. I'd settle for that, but if you could actually go a step further and do what ATSW hasn't been able to and actually make recipes with those items as sub-requirements take produced-per-craft into account, I would probably sell you my immortal soul and first born child for dirt cheap. :D
3. Most everything else I really want you're planning on. I did notice that the bug with random-recipe items getting queued may be tied to learning new ones, in which case you might want to look into looking for whatever event triggers with learning the recipe and giving it a ten-count before rescanning. That way it should catch the change automatically and won't be excessive if there's 10-20 recipes learned all at once. Additionally, a "sort by difficulty" option would be really really nice. I can fake it with hide trivial, which I really adore, but doing both would be better.
1. Had the shopping list opened at the bank. Transferred some linen cloth from bags to bank. The shopping list picked it up as a needed item, 6 linen cloth.
2. Added a blacksmithing item (heavy copper maul) to the queue. Skillet added 40 rough sharpening stones to the queue as well.
no error messages. <shrug>
I occasionally see this happen as well with jewelcrafting, where I'll try to queue up say a ring, and will also get a few, for example, unneeded heavy statues entered into the queue as well. Last time I noticed it happen, I think I didn't have the full mats to make the ring in question, in case this may have something to do with tracking it down (i.e.: only happens when you can't craft the item due to lack of mats?).
i haven't seen nogudnik post in here for a while, so i'm not sure if skillet is currently as active as it's been. i wouldnt' mind getting my hands dirty and contributing since i think the mod is really top notch...
Thanks. Oh and I also have that bug where it queues the wrong stuff in an wierd amount. :p