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).
what do you mean recursive? skillet does queue up the items you need to create other items if you can craft them, but it's an option you need to turn on.
what it doesn't do (yet?) is tell you that you can make items based on the ability to make their components. personally, i find that more useful than what i have in the bank.
Last few days I've been getting alot of periodic lib errors when opening Skillet, on one toon it locks up completely.Not sure if it's Skillet or Periodic lib, I do know that if I turn off Skillet and open the tradeskills I get no errors.
I constantly have to open my Tradeskills twice, first time it opens in Blizz mode then it will open in Skillet, also it seems that Skillet has a problem using queue's, it will load things into a queue list but will just stop creating the first item after a couple and never continue you have to remove them all and start over
I constantly have to open my Tradeskills twice, first time it opens in Blizz mode then it will open in Skillet, also it seems that Skillet has a problem using queue's, it will load things into a queue list but will just stop creating the first item after a couple and never continue you have to remove them all and start over
yuppa, have to open 2x also....dunno about queing, don't do much of that.
TradeskillInfo-1.0.58105\TradeskillInfo.lua:886: attempt to perform arithmetic on field 'cost' (a nil value)
TradeskillInfo-1.0.58105\TradeskillInfo.lua:384: in function <Interface\AddOns\TradeskillInfo\TradeskillInfo.lua:371>
(tail call): ?:
Skillet-1.10-55300\UI\MainFrame.lua:822: in function `DisplayTradeskillTooltip'
<string>:"*:OnEnter":2: in function <[string "*:OnEnter"]:1>
---
errors out every time i click on "Belt of Deep Shadow
what do you mean recursive? skillet does queue up the items you need to create other items if you can craft them, but it's an option you need to turn on.
what it doesn't do (yet?) is tell you that you can make items based on the ability to make their components. personally, i find that more useful than what i have in the bank.
Actually, no it doesn't do that. I'm trying to do it with leather now, and it isn't smart enough to make Heavy Knothide from scraps. Where is this magic option because I don't see it anywhere...
Say you want to make a leatherworking item that requires 15 heavy knothide leather, but you only have 10 heavy knothide in your inventory. Add this leatherworking item to your queue. I don't know if you need to have the mats (scraps) for heavy knothide in your inventory or not, but it should queue up 5 Heavy Knothide Leather for you to make (to add to your 10) so that you can then create the item you originally queued.
Actually, no it doesn't do that. I'm trying to do it with leather now, and it isn't smart enough to make Heavy Knothide from scraps. Where is this magic option because I don't see it anywhere...
under "options", there's a "features" tab. in that pane, there is a toggle for "Queue craftable reagents".
TradeskillInfo-1.0.58105\TradeskillInfo.lua:886: attempt to perform arithmetic on field 'cost' (a nil value)
TradeskillInfo-1.0.58105\TradeskillInfo.lua:384: in function <Interface\AddOns\TradeskillInfo\TradeskillInfo.lua:371>
(tail call): ?:
Skillet-1.10-55300\UI\MainFrame.lua:822: in function `DisplayTradeskillTooltip'
<string>:"*:OnEnter":2: in function <[string "*:OnEnter"]:1>
---
errors out every time i click on "Belt of Deep Shadow
that sounds like a problem with tradeskillinfo more than skillet. skillet will call tradeskillinfo if it's loaded, so that's why it only shows up with skillet.
under "options", there's a "features" tab. in that pane, there is a toggle for "Queue craftable reagents".
check it.
That part works for me but what happens is it will create 1 or 2 or the first itemin the queue and then just stop but with no indication why. I have to remove all items from queue and start over, I've gotten to where I won't queue them up just create 'X' of one item then 'X" of the next and so on
I really like skillet, but I do miss one thing. I'd really like the ability to queue up some enchants, and get a shopping list for what I need to do them. Can't seem to do that now.
I really like skillet, but I do miss one thing. I'd really like the ability to queue up some enchants, and get a shopping list for what I need to do them. Can't seem to do that now.
yeah, i don't know of enchants was ever something you could queue. i think the reasoning was that you need to tell it the explicit item to enchant (usually) so queuing up multiples didn't make sense. thing is, some enchants actually make items and indeed some actually make items needed for other enchants (prismatic shards) so queues actually do make sense here. and yeah, purely for shopping list purposes it's handy as well.
All the Oils are also a good example of enchanting craftables that would benefit from queue,
however enchanting generally doesn't produce an item.. it needs a target to apply to, queue doesn't make sense there.
I really love skillet and I use it for quite some time now since it works better than ATSW, at least for me.
I do miss one thing though and I don't know if this has been said before cause I couldn't read all the 17 pages, but at some recipies, especially in engineering, crafting one thing means getting more than one items. For example when crafting bolts, one craft means you get more than one bolts, and at the moment skillet does not show how many items will be crafted even though the default ui and ATSW do show.
I would really be glad if this could be fixed.
Thx
I really love skillet and I use it for quite some time now since it works better than ATSW, at least for me.
I do miss one thing though and I don't know if this has been said before cause I couldn't read all the 17 pages, but at some recipies, especially in engineering, crafting one thing means getting more than one items. For example when crafting bolts, one craft means you get more than one bolts, and at the moment skillet does not show how many items will be crafted even though the default ui and ATSW do show.
I would really be glad if this could be fixed.
Thx
The author is aware of this (I know I pointed it out before in this thread along with a few other people), and if I recall correctly, a ticket was created in whichever bug tracker it was that they're using. So, it's at least planned to be fixed at some point.
Every time I hit a skill level where most of my enchants switch colors (red to yellow, yellow to green, etc) the enchant that was selected isn't selected any more and a random one is selected instead, if you're not really paying attention you could be using the wrong enchant.
under "options", there's a "features" tab. in that pane, there is a toggle for "Queue craftable reagents".
check it.
Yeah I have that enabled and it still couldn't figure out that it could make some Heavy Knothide Leather by first converting some scraps to regular Knothide Leather.
Yeah I have that enabled and it still couldn't figure out that it could make some Heavy Knothide Leather by first converting some scraps to regular Knothide Leather.
really? that's no good. maybe try dumping the wtf skillet variables and see if that helps. it's supposed to, but it could be broken.
edit:
set the option to make reagents clickable, then click on the knothide leather reagent in your heavy knothide leather recipe and see if it understands that you have a recipe for that. if it does, you'll be taken to the knothide leather recipe.
I'm pretty certain this kind of errors (reported a few times and experience by myself on occation)
Quote from ilmorris »
[2007/12/13 20:29:57-705-x1]: Skillet-1.10-55300\TradeskillInfo.lua:56: Usage: GetTradeSkillInfo(index)
Skillet-1.10-55300\TradeskillInfo.lua:56: in function `GetTradeSkillInfo'
Skillet-1.10-55300\UI\Sorting.lua:56: in function <Interface\AddOns\Skillet\UI\Sorting.lua:54>
(tail call): ?:
<in C code>: in function `sort'
Skillet-1.10-55300\UI\Sorting.lua:188: in function <Interface\AddOns\Skillet\UI\Sorting.lua:150>
Skillet-1.10-55300\UI\Sorting.lua:297: in function `internal_ResortRecipes'
Skillet-1.10-55300\ThirdPartyHooks.lua:478: in function `ResortRecipes'
Skillet-1.10-55300\UI\MainFrame.lua:487: in function <Interface\AddOns\Skillet\UI\MainFrame.lua:413>
(tail call): ?:
Skillet-1.10-55300\Skillet.lua:785: in function `UpdateFilter'
<string>:"*:OnTextChanged":1: in function <[string "*:OnTextChanged"]:1>
[2007/12/13 20:29:57-705-x1]: Skillet-1.10-55300\TradeskillInfo.lua:56: Usage: GetTradeSkillInfo(index)
Keep up the great work! Your mod makes the professions more user friendly.
Quote from Terak »
got this error today after patching
[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>
---
Quote from Tylius »
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
all have the same root cause.
Skillet doesn't update its listings when you learn a new recipe.
This is the reason they're hard to track down and why they will also not reappear next time you logon.
I looked through the files and didn't find SKILL_LINES_CHANGED event registered anywhere.
(only reference is commented out and the related function is never called)
Maybe nogudnik was in the process of coding tradeskill updates a different way but didn't finish.
The fix could be as simple as registering SKILL_LINES_CHANGED in OnEnable and forcing a rescan,
in a new function Skillet:SKILL_LINES_CHANGED()
I'll try it on my local copy but as learning new skills is not something I can repeat on demand (limited tries)
can someone take a look at it also?
Quote from Serenus »
Every time I hit a skill level where most of my enchants switch colors (red to yellow, yellow to green, etc) the enchant that was selected isn't selected any more and a random one is selected instead, if you're not really paying attention you could be using the wrong enchant.
Looks like a bug to me ;x
This is also the same issue and corroborates the above to some extent.
Rollback Post to RevisionRollBack
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what do you mean recursive? skillet does queue up the items you need to create other items if you can craft them, but it's an option you need to turn on.
what it doesn't do (yet?) is tell you that you can make items based on the ability to make their components. personally, i find that more useful than what i have in the bank.
yuppa, have to open 2x also....dunno about queing, don't do much of that.
TradeskillInfo-1.0.58105\TradeskillInfo.lua:384: in function <Interface\AddOns\TradeskillInfo\TradeskillInfo.lua:371>
(tail call): ?:
Skillet-1.10-55300\UI\MainFrame.lua:822: in function `DisplayTradeskillTooltip'
<string>:"*:OnEnter":2: in function <[string "*:OnEnter"]:1>
---
errors out every time i click on "Belt of Deep Shadow
Actually, no it doesn't do that. I'm trying to do it with leather now, and it isn't smart enough to make Heavy Knothide from scraps. Where is this magic option because I don't see it anywhere...
under "options", there's a "features" tab. in that pane, there is a toggle for "Queue craftable reagents".
check it.
that sounds like a problem with tradeskillinfo more than skillet. skillet will call tradeskillinfo if it's loaded, so that's why it only shows up with skillet.
That part works for me but what happens is it will create 1 or 2 or the first itemin the queue and then just stop but with no indication why. I have to remove all items from queue and start over, I've gotten to where I won't queue them up just create 'X' of one item then 'X" of the next and so on
yeah, i don't know of enchants was ever something you could queue. i think the reasoning was that you need to tell it the explicit item to enchant (usually) so queuing up multiples didn't make sense. thing is, some enchants actually make items and indeed some actually make items needed for other enchants (prismatic shards) so queues actually do make sense here. and yeah, purely for shopping list purposes it's handy as well.
however enchanting generally doesn't produce an item.. it needs a target to apply to, queue doesn't make sense there.
I do miss one thing though and I don't know if this has been said before cause I couldn't read all the 17 pages, but at some recipies, especially in engineering, crafting one thing means getting more than one items. For example when crafting bolts, one craft means you get more than one bolts, and at the moment skillet does not show how many items will be crafted even though the default ui and ATSW do show.
I would really be glad if this could be fixed.
Thx
The author is aware of this (I know I pointed it out before in this thread along with a few other people), and if I recall correctly, a ticket was created in whichever bug tracker it was that they're using. So, it's at least planned to be fixed at some point.
Looks like a bug to me ;x
Yeah I have that enabled and it still couldn't figure out that it could make some Heavy Knothide Leather by first converting some scraps to regular Knothide Leather.
really? that's no good. maybe try dumping the wtf skillet variables and see if that helps. it's supposed to, but it could be broken.
edit:
set the option to make reagents clickable, then click on the knothide leather reagent in your heavy knothide leather recipe and see if it understands that you have a recipe for that. if it does, you'll be taken to the knothide leather recipe.
all have the same root cause.
Skillet doesn't update its listings when you learn a new recipe.
This is the reason they're hard to track down and why they will also not reappear next time you logon.
I looked through the files and didn't find SKILL_LINES_CHANGED event registered anywhere.
(only reference is commented out and the related function is never called)
Maybe nogudnik was in the process of coding tradeskill updates a different way but didn't finish.
The fix could be as simple as registering SKILL_LINES_CHANGED in OnEnable and forcing a rescan,
in a new function Skillet:SKILL_LINES_CHANGED()
I'll try it on my local copy but as learning new skills is not something I can repeat on demand (limited tries)
can someone take a look at it also?
This is also the same issue and corroborates the above to some extent.