Not sure if anyone has mentioned this, read through a few pages but didn't want to trudge through 27 pages just to check so here it is. Would it be possible to queue , on a blacksmith/miner, for example all the ore smelting and then, because it knows you're going to have the ore available queue items to make stuff with those new bars in the same queue? I guess it's two parts, the first is linking the queue windows between skills and the second is including the items above the current one in the queue to see if they will yield materials that are required.
Not sure if anyone has mentioned this, read through a few pages but didn't want to trudge through 27 pages just to check so here it is. Would it be possible to queue , on a blacksmith/miner, for example all the ore smelting and then, because it knows you're going to have the ore available queue items to make stuff with those new bars in the same queue? I guess it's two parts, the first is linking the queue windows between skills and the second is including the items above the current one in the queue to see if they will yield materials that are required.
Thanks
yes. this is the functionality of the branch i'm working on (there's a thread here called "skillet -- the lilsparky branch" that details it). one queue per character instead of one per trade and the individual trades will queue from each other (like engineering queueing up blacksmithing trades).
Skillet seems to not hide the original Tradeskill frame entirely. The frame is invisible alright, but I am still able to mouseover and get tooltips from the reagents of whatever recipe is chosen in the original Tradeskill frame.
Skillet is way better than ATSW imho, however, there is one thing that I haven't been able to find and answer about.
Yes I have read the forums, but I must have missed it somewhere. When crafting multiple items I also have a 3 to 4 second lock-up. I have heard that was relational to bags? I currently use the most recent version of ArkInventory, and I have all the instant sort abilities turned off.
The only other thing that comes to mind would be Mr.Plow, though i only have it set up to use when i say so.
Never had this issue with my bag setup with ATSW, just wondering if there was a way to correct this?
I have this same lock-up issue with the original Skillet, and I've never even heard of Mr. Plow. When I switched to LilSparky's branch of Skillet the lock-ups ceased.
Skillet seems to not hide the original Tradeskill frame entirely. The frame is invisible alright, but I am still able to mouseover and get tooltips from the reagents of whatever recipe is chosen in the original Tradeskill frame.
yes, it's actually a cheat to hide the frame. my branch (which will ideally be merged into the trunk) does this a different way which i believe negates this effect.
I have this same lock-up issue with the original Skillet, and I've never even heard of Mr. Plow. When I switched to LilSparky's branch of Skillet the lock-ups ceased.
yeah, this was another reason to handle the inventory stuff myself. there were a lot of complaints about skillet locking up which seem related to which inventory manager the user had installed. i never had a problem myself (using baggins) so i dunno what the actual cause was. my guess is that the inordinate number of bag messages that could get fired on any kind of bag sorting (1 for an item leaving a bag, 1 for an item be placed in a bag -- repeated for each item that gets moved) probably was the root of the issue.
there's a throttle built into skillet to avoid the actual processing till there are no pending bag updates, but it could be that it was failing for some reason.
yes, it's actually a cheat to hide the frame. my branch (which will ideally be merged into the trunk) does this a different way which i believe negates this effect.
When can we expect a merge, since the original author is either no longer available or has no intention of updating.
yes, it's actually a cheat to hide the frame. my branch (which will ideally be merged into the trunk) does this a different way which i believe negates this effect.
I will be watching both Skillet threads for the upcoming merge, since GemHelper and Skillet has some inter-dependencies. (And also to make sure you included the BankItems format code change.) GemHelper takes over and hides only the default JC UI. If Skillet or ATSW is present, then I treat Skillet/ATSW as the "default UI" to override.
My original discussions with nogudnik was able to reach a way where the 2 addons doesn't kill each other on how to hide each other's UI and the default UI when both are installed.
I will be watching both Skillet threads for the upcoming merge, since GemHelper and Skillet has some inter-dependencies. (And also to make sure you included the BankItems format code change.)
Xin, my understanding is that he won't be including it, because BankItems won't be interfaced from Skillet's end. He's running his own inventory tracking in his branch rather than grabbing from other addons.
I will be watching both Skillet threads for the upcoming merge, since GemHelper and Skillet has some inter-dependencies. (And also to make sure you included the BankItems format code change.) GemHelper takes over and hides only the default JC UI. If Skillet or ATSW is present, then I treat Skillet/ATSW as the "default UI" to override.
My original discussions with nogudnik was able to reach a way where the 2 addons doesn't kill each other on how to hide each other's UI and the default UI when both are installed.
i absolutely want to keep skillet as co-operative as possible. my dream would be that other authors write modules for it to do specific things or provide specific features. but at the very least, playing nicely with other mods is a must.
the trunk skillet's method (and atsw's) was to allow the blizzard frame to be drawn, then do tricks with alpha, scaling, and placement to pretend it didn't exist. what i've done (and it seems safe so far) is to simply no-op the frame drawing routines. this keeps them from registering in the ui scheme and taking up "slots" (left or center) and making other ui frames act funny.
there's a built-in function that determines which trade skills skillet will handle. would it make sense to have a function in skillet to allow other mods to lock it out based on tradeskill? or do you think skillet should try to figure out which other mods are around and handle the co-operation itself? i'd lean towards the former myself so that it doesn't turn into a big list of if-thens for all the different potential tradeskill mods.
Xin, my understanding is that he won't be including it, because BankItems won't be interfaced from Skillet's end. He's running his own inventory tracking in his branch rather than grabbing from other addons.
yes, at the moment libpossessions is inactive. that might change tho. i'll have to see how it works out in practice. i'm thinking what i could do is look for supported inventory systems and have an internal system as a fallback if none are present. but for now, i'd like to see if the inventory data i'm storing is really going to be a problem.
not sure if it has been mentioned or anyone else has this problem... i recently sent one of my chars about 136 netherweave cloth and for some strange reason skillet doesn't "see" those. i can't craft anything with them. it's as if they are non-existent even though they are in my inventory. i've just removed skillet and i can use the materials with the default skill window just fine.
not sure if it has been mentioned or anyone else has this problem... i recently sent one of my chars about 136 netherweave cloth and for some strange reason skillet doesn't "see" those. i can't craft anything with them. it's as if they are non-existent even though they are in my inventory. i've just removed skillet and i can use the materials with the default skill window just fine.
do you use any bag addons?
the skill counts are only advisory. there's nothing in skillet that would prevent you from executing a tradeskill it doesn't think you have mats for, that i'm aware of...
the skill counts are only advisory. there's nothing in skillet that would prevent you from executing a tradeskill it doesn't think you have mats for, that i'm aware of...
It doesn't, actually. I had a similar problem on my tailor, in that I had 36 cloth being ignored, and was able to work around it by manually queueing the recipes.
Fix in my case was 18 queued heavy netherweave bandages in First Aid that I'd forgotten about, so you may want to check other tradeskills to make sure you don't have something using it queued up.
It doesn't, actually. I had a similar problem on my tailor, in that I had 36 cloth being ignored, and was able to work around it by manually queueing the recipes.
Fix in my case was 18 queued heavy netherweave bandages in First Aid that I'd forgotten about, so you may want to check other tradeskills to make sure you don't have something using it queued up.
oh yeah, that one.
my branch actually combines all tradeskill queues for each player since it's typical to have one trade (say engineering) need items created with another (like blacksmithing). bouncing back and forth between the queues doesn't make sense.
my branch actually combines all tradeskill queues for each player since it's typical to have one trade (say engineering) need items created with another (like blacksmithing). bouncing back and forth between the queues doesn't make sense.
Are your queue's independent of Character though, it's ok to have queue's saved between trades but when you get problems because one of your other chars has some stuff in the queue and you try to work on something else it want to run that queue. ATSW had the problem for a long time and you could not clear the queue unless you went back to those chars.
Are your queue's independent of Character though, it's ok to have queue's saved between trades but when you get problems because one of your other chars has some stuff in the queue and you try to work on something else it want to run that queue. ATSW had the problem for a long time and you could not clear the queue unless you went back to those chars.
yes, queues are per character. and my branch allows you to modify the queues of any alts.
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Thanks
yes. this is the functionality of the branch i'm working on (there's a thread here called "skillet -- the lilsparky branch" that details it). one queue per character instead of one per trade and the individual trades will queue from each other (like engineering queueing up blacksmithing trades).
Yes I have read the forums, but I must have missed it somewhere. When crafting multiple items I also have a 3 to 4 second lock-up. I have heard that was relational to bags? I currently use the most recent version of ArkInventory, and I have all the instant sort abilities turned off.
The only other thing that comes to mind would be Mr.Plow, though i only have it set up to use when i say so.
Never had this issue with my bag setup with ATSW, just wondering if there was a way to correct this?
yes, it's actually a cheat to hide the frame. my branch (which will ideally be merged into the trunk) does this a different way which i believe negates this effect.
yeah, this was another reason to handle the inventory stuff myself. there were a lot of complaints about skillet locking up which seem related to which inventory manager the user had installed. i never had a problem myself (using baggins) so i dunno what the actual cause was. my guess is that the inordinate number of bag messages that could get fired on any kind of bag sorting (1 for an item leaving a bag, 1 for an item be placed in a bag -- repeated for each item that gets moved) probably was the root of the issue.
there's a throttle built into skillet to avoid the actual processing till there are no pending bag updates, but it could be that it was failing for some reason.
When can we expect a merge, since the original author is either no longer available or has no intention of updating.
I will be watching both Skillet threads for the upcoming merge, since GemHelper and Skillet has some inter-dependencies. (And also to make sure you included the BankItems format code change.) GemHelper takes over and hides only the default JC UI. If Skillet or ATSW is present, then I treat Skillet/ATSW as the "default UI" to override.
My original discussions with nogudnik was able to reach a way where the 2 addons doesn't kill each other on how to hide each other's UI and the default UI when both are installed.
Xin, my understanding is that he won't be including it, because BankItems won't be interfaced from Skillet's end. He's running his own inventory tracking in his branch rather than grabbing from other addons.
i'm just trying to get to stable point before merging, really. hopefully in the next couple weeks.
i absolutely want to keep skillet as co-operative as possible. my dream would be that other authors write modules for it to do specific things or provide specific features. but at the very least, playing nicely with other mods is a must.
the trunk skillet's method (and atsw's) was to allow the blizzard frame to be drawn, then do tricks with alpha, scaling, and placement to pretend it didn't exist. what i've done (and it seems safe so far) is to simply no-op the frame drawing routines. this keeps them from registering in the ui scheme and taking up "slots" (left or center) and making other ui frames act funny.
there's a built-in function that determines which trade skills skillet will handle. would it make sense to have a function in skillet to allow other mods to lock it out based on tradeskill? or do you think skillet should try to figure out which other mods are around and handle the co-operation itself? i'd lean towards the former myself so that it doesn't turn into a big list of if-thens for all the different potential tradeskill mods.
yes, at the moment libpossessions is inactive. that might change tho. i'll have to see how it works out in practice. i'm thinking what i could do is look for supported inventory systems and have an internal system as a fallback if none are present. but for now, i'd like to see if the inventory data i'm storing is really going to be a problem.
do you use any bag addons?
the skill counts are only advisory. there's nothing in skillet that would prevent you from executing a tradeskill it doesn't think you have mats for, that i'm aware of...
It doesn't, actually. I had a similar problem on my tailor, in that I had 36 cloth being ignored, and was able to work around it by manually queueing the recipes.
Fix in my case was 18 queued heavy netherweave bandages in First Aid that I'd forgotten about, so you may want to check other tradeskills to make sure you don't have something using it queued up.
oh yeah, that one.
my branch actually combines all tradeskill queues for each player since it's typical to have one trade (say engineering) need items created with another (like blacksmithing). bouncing back and forth between the queues doesn't make sense.
Are your queue's independent of Character though, it's ok to have queue's saved between trades but when you get problems because one of your other chars has some stuff in the queue and you try to work on something else it want to run that queue. ATSW had the problem for a long time and you could not clear the queue unless you went back to those chars.
yes, queues are per character. and my branch allows you to modify the queues of any alts.