the ability to clear the shopping list without having fulfilled it. I qeueued up some items on my bank alt, just playing with skillet when I first started using it, and now the shopping list shows up everytime I go to my bank on other alts, I don't have the mats listed, and don't need them, but I can't get it to go away...
The shopping list is dynamically created from the recipes you have queued across all your alts. I guess I could hook the list items back to the recipe that needs them so that removing the item would unqueue the recipe on that alt. Just clearing the shopping list without clearing the queued recipe is not possible with the current design.
Until this is done, you can just log on to your bank alt and clear the crafting queue(s) for that character.
ok, change from feature request to possible bug... I had hit the clear button to clear the qeueue, so thought nothing was qeueud. looking at it again tonight, I hit clear, which made the items disappear, then went to my bank and the shopping list came up again... opened the tradeskill window again, the list was back, so I hit the D button beside the items to delete them from queue individually, and that seems to have worked. So unless I'm making an incorrect assumption about the function of the clear button, it's not working... and I update with WAU daily, sometimes several times a day
nogudnik: Noticed that the buying queued reagents from a vendor is working.. Great to see, thanks!
However, when I click the button to buy, the text above the button, and the button itself both don't hide, like they should, so I could end up overbuying..
Also, it doesn't seem to be taking into account for if I already have some reagents in my inventory, as I had 1 Maiden's Anguish in my inventory already but it still bought 20 (only had 20 deadly poison queued), so I ended up with 21..
However, when I click the button to buy, the text above the button, and the button itself both don't hide, like they should, so I could end up overbuying..
Also, it doesn't seem to be taking into account for if I already have some reagents in my inventory, as I had 1 Maiden's Anguish in my inventory already but it still bought 20 (only had 20 deadly poison queued), so I ended up with 21..
This looks to be one of these "this can never happen" errors, but I'm looking into it now.
The tooltip scaling is based on the global UI scale right now. When I put this in I debated on whether or not to use the global setting or Skillet's setting. I choose the global setting because I think haveing all tooltips in the game use the same scaling works a bit better.
Let me know what you think of that. I'm always looking for feedback on this kind of thing.
Hey, sorry for getting back to you so late, but as for the points:
I'm still having the error display when learning new recipes it seems, also, as for the tooltip scaling, I've got the global scale set to 0.64, however Skillet doesn't seem to want to listen to that and is going by the 1 that's in the option panel for Skillet
(And yes, I'd agree that having all tooltips go by the global setting is best :) )
Edit: Tried removing the config file for Skillet from the SavedVariables folder, but the tooltip still isn't listening to the global setting
Hey all, I have scanned and didn't see this error but it only happened when I opened by enchanting window, all of my other windows worked just fine and I was wondering what the problem might be:
[2007/11/03 11:50:57-1505-x1]: SkilletStitch-1.1-51740 (Skillet):336: Usage: GetItemDataByIndex('profession', index)
<in C code>: in function `UseAction'
Interface\FrameXML\SecureTemplates.lua:266: in function `SecureActionButton_OnClick':
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
(tail call): ?:
<in C code>: in function `securecall'
Interface\FrameXML\SecureStateHeader.lua:998: in function <Interface\FrameXML\SecureStateHeader.lua:979>:
Also got this error, after clicking around a bit the first time in my skills:
[2007/11/03 11:58:51-1505-x1]: Skillet-1.10-53338\Skillet.lua:817: Usage: GetCraftInfo(index)
<in C code>: in function `UseAction'
Interface\FrameXML\SecureTemplates.lua:266: in function `SecureActionButton_OnClick':
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
(tail call): ?:
<in C code>: in function `securecall'
Interface\FrameXML\SecureStateHeader.lua:998: in function <Interface\FrameXML\SecureStateHeader.lua:979>:
Having issues with shopping list retrieving items from the bank with latest version. I queued items that required 12 Felweed. It would not get the items from the bank although I had 24. I even tried after relog with no luck. No errors, just didn't work.
Having issues with shopping list retrieving items from the bank with latest version. I queued items that required 12 Felweed. It would not get the items from the bank although I had 24. I even tried after relog with no luck. No errors, just didn't work.
Yikes! I was able to reproduce this and am working on it right now.
Edit: I think I found it. I just checked in a fix for a problem when more than 1 stack (full or partial) needed to be taken from the bank. I'm hoping this is what is happening in your case (the stack of 4 Felweed was found before the stack of 20).
Got this at mouseover of the Ragesteel Shoulders...
regards, Sha
This looks like a bug in TradeSkillInfo. I'm afriad there is not much I can do about it. You'll probably have better luck posting in the TradeSkillInfo thread: http://www.wowace.com/forums/index.php?topic=4692.0
Edit:
As I figured. To avoid this error, go to the TSI configuration and turn off the option "Show Combine Cost", or something similar to that. If you use the net profit feature, I apologize, but to be honest, nothing that has been added since 2.0 has an even close to accurate net profit shown in TSI.
I'll tag this to be hack-fixed in the next update I do.
Having issues with shopping list retrieving items from the bank with latest version. I queued items that required 12 Felweed. It would not get the items from the bank although I had 24. I even tried after relog with no luck. No errors, just didn't work.
Quote from nogudnik »
Yikes! I was able to reproduce this and am working on it right now.
Edit: I think I found it. I just checked in a fix for a problem when more than 1 stack (full or partial) needed to be taken from the bank. I'm hoping this is what is happening in your case (the stack of 4 Felweed was found before the stack of 20).
Thanks for the work on this addon, I've just started using it and it fills a lot of my needs with crafting.
I've run into the above problem with version 54065 (latest, I believe). I have no existing items in any of my bags to stack, so it's just trying to pull the items I have from the bank and just put them in my bags. It seems that after trying to place the item into the first bag it comes to, and it's full or cannot for some reason (i.e. Felweed into a Quiver), it fails to move onto any of the other bags.
It looks like the Cursor is reset when the functions PutItemInBackback or PutItemInBag are called, regardless of if the process succeeded or not, therefore it does not continue to look at any of the other bags that may have possible empty slots. I'm not sure how to solve it, other then finding a bag with an empty slot . . and making sure the item can be validly put into the bag (such as Felweed can be put in an herb bag or normal bag, but not into a mining bag).
Thanks again for the support and continued work on this.
I have a question about this mod, and it's probly too broad but I am gonna ask anyway. I use ATSW and have been following this thread for quite a while. And while I think it looks marvelous and the author is extremely active and continually developing which is very nice, what I want to know is. Is Skillet up to the point yet where it has ALL of the features that ATSW provided plus addition functionality or is it still lacking in some of ATSW's features. The only reason I haven't moved to this mod is becaause I had read of a few features that ATSW still had that skillet didn't and its actually a bit hard to keep track of comparing the two. I only assume that you are aiming to completely replace the much loved and used ATSW, and that would entail providing all the features and then building from there with even more functionality. Or at least thats mho of the way it should go because if yours "Can do all that plus some" then it truly is a replacement.
i'm curious... would it be a good thing or a bad thing if you could see all your tradeskills in one window? people have asked about the ability to swap tradeskills inside of skillet. would it be better to simply allow a more generic filtering system to only show you the tradeskill you wish? and if you happen to want to see both tailoring and enchanting on at the same time, then you why not let you? you'd need to have some sensible sorting for it to be practical. maybe some iconography to indicate the different skill origins (if that's important).
i know one of the design goals of skillet is to allow an open, plugable architecture and that a recipe "feeder" is one of envisioned plug-ins. in my head, i could see skillet splitting into three main bits:
1. data gathering (caching the tradeskills)
2. browsing the tradeskills and adding items to the queue (or shopping list)
3. executing the build queue
the data gathering phase would utilize the blizzard api to get all the information it could on all known tradeskills (known in the sense of known by the player). it would plug into the browser like any other feeder plugin might.
the browser would pretty much be what skillet is now and work entirely off of the cached data (which it sort of does already, only not 100% so). the drawback here is that plugins that need the blizzard api would fail since it's not open (and if it is open, which tradeskill is active?). they'd need to use an abstraction layer managed by skillet that mimics the blizzard api calls to retrieve cached data.
the execution of the build queue could be handled with a seperate window instead of in the browser. clicking "execute" would open a new small frame with just a few controls -- "pause, cancel, continue" and maybe a count of the items remaining in the queue (mouse over for a detailed list). the browser wouldn't need to be on the screen so you could get back a bunch of real estate to organize you bank bags or send mail or browse the auction house or whatever. or you could even continue to look through your tradeskills if you wanted to.
other tradeskill "feeder" plugins could provide detailed lists of all in-game recipes directly to the skillet browser to be operated on just like any other recipe. of course, if you don't know them, you couldn't actually execute them. the more data they provide (reagents, tools, skill level requirements, etc) the more useful they'd be. i could see something like ackisrecipelist plugging directly into skillet and using the skillet browser to let you fish for potential recipes to learn. if it provided reagent data, lilsparky's workshop could tell you whether they'd be profitable skills to learn.
personally, i think it'd be awesome if skillet went in this direction, but then, i like weird abstractions like this. the question is, would it be worth nogudnik's time and effort to go down this path if it really just made things quirky and unfamiliar. aside from the other obvious question of whether it's how he sees skillet operating.
so i'm kind of curious what people think. do these ideas make sense or would they be pointlessly complexifying a tried and true system?
and i know there's already a list of things to add/fix, but this kind of speaks to the philosophy of the program itself which would potentially affect how current problems are solved/features added.
nogudnik has been very open to ideas, so i just want to be clear that i'm posting this with that in mind. i don't want to give the impression that i think we can vote on how he proceeds with writing his addon. i can't help but feel that might be how this reads.
I've run into the above problem with version 54065 (latest, I believe). I have no existing items in any of my bags to stack, so it's just trying to pull the items I have from the bank and just put them in my bags. It seems that after trying to place the item into the first bag it comes to, and it's full or cannot for some reason (i.e. Felweed into a Quiver), it fails to move onto any of the other bags.
It looks like the Cursor is reset when the functions PutItemInBackback or PutItemInBag are called, regardless of if the process succeeded or not, therefore it does not continue to look at any of the other bags that may have possible empty slots. I'm not sure how to solve it, other then finding a bag with an empty slot . . and making sure the item can be validly put into the bag (such as Felweed can be put in an herb bag or normal bag, but not into a mining bag).
The code is supposed to search for a bag that can accept the item before it tries to move it. Looks like this not working properly. I've logged this issue as http://jira.wowace.com/browse/SKL-44 and will start looking into it.
I have a question about this mod, and it's probly too broad but I am gonna ask anyway. I use ATSW and have been following this thread for quite a while. And while I think it looks marvelous and the author is extremely active and continually developing which is very nice, what I want to know is. Is Skillet up to the point yet where it has ALL of the features that ATSW provided plus addition functionality or is it still lacking in some of ATSW's features. The only reason I haven't moved to this mod is becaause I had read of a few features that ATSW still had that skillet didn't and its actually a bit hard to keep track of comparing the two. I only assume that you are aiming to completely replace the much loved and used ATSW, and that would entail providing all the features and then building from there with even more functionality. Or at least thats mho of the way it should go because if yours "Can do all that plus some" then it truly is a replacement.
At the moment, I'm sure that ATSW has quite a few more features that Skillet does. It's been around longer.
I'm aiming to create a tradeskill mod that operates in a similar fashion to ATSW. I doubt very much that I'll try to duplicate every feature in ATSW, as I'm sure there are some I'm just won't be interested in writing :)
I don't really expect Skillet to ever replace ATSW, merely to provide an option for people looking for something slightly different.
The best advice I can offer you is to not try and figure out when Skillet has all the features in ATSW, but rather to identify the features that are important to you and use the mod that best provides those features.
i'm curious... would it be a good thing or a bad thing if you could see all your tradeskills in one window? people have asked about the ability to swap tradeskills inside of skillet. would it be better to simply allow a more generic filtering system to only show you the tradeskill you wish? and if you happen to want to see both tailoring and enchanting on at the same time, then you why not let you? you'd need to have some sensible sorting for it to be practical. maybe some iconography to indicate the different skill origins (if that's important).
i know one of the design goals of skillet is to allow an open, plugable architecture and that a recipe "feeder" is one of envisioned plug-ins. in my head, i could see skillet splitting into three main bits:
1. data gathering (caching the tradeskills)
2. browsing the tradeskills and adding items to the queue (or shopping list)
3. executing the build queue
the data gathering phase would utilize the blizzard api to get all the information it could on all known tradeskills (known in the sense of known by the player). it would plug into the browser like any other feeder plugin might.
the browser would pretty much be what skillet is now and work entirely off of the cached data (which it sort of does already, only not 100% so). the drawback here is that plugins that need the blizzard api would fail since it's not open (and if it is open, which tradeskill is active?). they'd need to use an abstraction layer managed by skillet that mimics the blizzard api calls to retrieve cached data.
the execution of the build queue could be handled with a seperate window instead of in the browser. clicking "execute" would open a new small frame with just a few controls -- "pause, cancel, continue" and maybe a count of the items remaining in the queue (mouse over for a detailed list). the browser wouldn't need to be on the screen so you could get back a bunch of real estate to organize you bank bags or send mail or browse the auction house or whatever. or you could even continue to look through your tradeskills if you wanted to.
other tradeskill "feeder" plugins could provide detailed lists of all in-game recipes directly to the skillet browser to be operated on just like any other recipe. of course, if you don't know them, you couldn't actually execute them. the more data they provide (reagents, tools, skill level requirements, etc) the more useful they'd be. i could see something like ackisrecipelist plugging directly into skillet and using the skillet browser to let you fish for potential recipes to learn. if it provided reagent data, lilsparky's workshop could tell you whether they'd be profitable skills to learn.
personally, i think it'd be awesome if skillet went in this direction, but then, i like weird abstractions like this. the question is, would it be worth nogudnik's time and effort to go down this path if it really just made things quirky and unfamiliar. aside from the other obvious question of whether it's how he sees skillet operating.
so i'm kind of curious what people think. do these ideas make sense or would they be pointlessly complexifying a tried and true system?
and i know there's already a list of things to add/fix, but this kind of speaks to the philosophy of the program itself which would potentially affect how current problems are solved/features added.
nogudnik has been very open to ideas, so i just want to be clear that i'm posting this with that in mind. i don't want to give the impression that i think we can vote on how he proceeds with writing his addon. i can't help but feel that might be how this reads.
I'm a bit pressed for time to write a detailed response right now, but in general this sounds like a good set of ideas. My long term goal is to make the Skillet core flexible enough and customizable enough that it will be easy for anyone to add new features to it.
Some of the suggestions (tracking recipe data myself rather than using the Blizzard API, allowing recipes to be plugging into the list evern if you don't know them) are things I'm planning on doing anyway.
I'll edit this post with more details when I get some time this weekend. If there's enough interest in the idea(s) then I'll update the Wiki page with some proposals for short and long term changes to Skillet that can be done to accommodate this.
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The shopping list is dynamically created from the recipes you have queued across all your alts. I guess I could hook the list items back to the recipe that needs them so that removing the item would unqueue the recipe on that alt. Just clearing the shopping list without clearing the queued recipe is not possible with the current design.
Until this is done, you can just log on to your bank alt and clear the crafting queue(s) for that character.
Edit: filed as http://jira.wowace.com/browse/SKL-41
However, when I click the button to buy, the text above the button, and the button itself both don't hide, like they should, so I could end up overbuying..
Also, it doesn't seem to be taking into account for if I already have some reagents in my inventory, as I had 1 Maiden's Anguish in my inventory already but it still bought 20 (only had 20 deadly poison queued), so I ended up with 21..
I've logged this as http://jira.wowace.com/browse/SKL-42 and will try and fix it as soon as possible. Thanks for letting me know.
Hey, sorry for getting back to you so late, but as for the points:
I'm still having the error display when learning new recipes it seems, also, as for the tooltip scaling, I've got the global scale set to 0.64, however Skillet doesn't seem to want to listen to that and is going by the 1 that's in the option panel for Skillet
(And yes, I'd agree that having all tooltips go by the global setting is best :) )
Edit: Tried removing the config file for Skillet from the SavedVariables folder, but the tooltip still isn't listening to the global setting
Also got this error, after clicking around a bit the first time in my skills:
[2007/11/03 11:58:51-1505-x1]: Skillet-1.10-53338\Skillet.lua:817: Usage: GetCraftInfo(index)
<in C code>: in function `UseAction'
Interface\FrameXML\SecureTemplates.lua:266: in function `SecureActionButton_OnClick':
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
(tail call): ?:
<in C code>: in function `securecall'
Interface\FrameXML\SecureStateHeader.lua:998: in function <Interface\FrameXML\SecureStateHeader.lua:979>:
Yikes! I was able to reproduce this and am working on it right now.
Edit: I think I found it. I just checked in a fix for a problem when more than 1 stack (full or partial) needed to be taken from the bank. I'm hoping this is what is happening in your case (the stack of 4 Felweed was found before the stack of 20).
Thanks.
Got this at mouseover of the Ragesteel Shoulders...
regards, Sha
This looks like a bug in TradeSkillInfo. I'm afriad there is not much I can do about it. You'll probably have better luck posting in the TradeSkillInfo thread: http://www.wowace.com/forums/index.php?topic=4692.0
Edit:
As I figured. To avoid this error, go to the TSI configuration and turn off the option "Show Combine Cost", or something similar to that. If you use the net profit feature, I apologize, but to be honest, nothing that has been added since 2.0 has an even close to accurate net profit shown in TSI.
I'll tag this to be hack-fixed in the next update I do.
thanks. :) Disabled the option and the error was gone...
regards, Sha
Thanks for the work on this addon, I've just started using it and it fills a lot of my needs with crafting.
I've run into the above problem with version 54065 (latest, I believe). I have no existing items in any of my bags to stack, so it's just trying to pull the items I have from the bank and just put them in my bags. It seems that after trying to place the item into the first bag it comes to, and it's full or cannot for some reason (i.e. Felweed into a Quiver), it fails to move onto any of the other bags.
It looks like the Cursor is reset when the functions PutItemInBackback or PutItemInBag are called, regardless of if the process succeeded or not, therefore it does not continue to look at any of the other bags that may have possible empty slots. I'm not sure how to solve it, other then finding a bag with an empty slot . . and making sure the item can be validly put into the bag (such as Felweed can be put in an herb bag or normal bag, but not into a mining bag).
Thanks again for the support and continued work on this.
Sorry if that was a bit muddled.
i know one of the design goals of skillet is to allow an open, plugable architecture and that a recipe "feeder" is one of envisioned plug-ins. in my head, i could see skillet splitting into three main bits:
1. data gathering (caching the tradeskills)
2. browsing the tradeskills and adding items to the queue (or shopping list)
3. executing the build queue
the data gathering phase would utilize the blizzard api to get all the information it could on all known tradeskills (known in the sense of known by the player). it would plug into the browser like any other feeder plugin might.
the browser would pretty much be what skillet is now and work entirely off of the cached data (which it sort of does already, only not 100% so). the drawback here is that plugins that need the blizzard api would fail since it's not open (and if it is open, which tradeskill is active?). they'd need to use an abstraction layer managed by skillet that mimics the blizzard api calls to retrieve cached data.
the execution of the build queue could be handled with a seperate window instead of in the browser. clicking "execute" would open a new small frame with just a few controls -- "pause, cancel, continue" and maybe a count of the items remaining in the queue (mouse over for a detailed list). the browser wouldn't need to be on the screen so you could get back a bunch of real estate to organize you bank bags or send mail or browse the auction house or whatever. or you could even continue to look through your tradeskills if you wanted to.
other tradeskill "feeder" plugins could provide detailed lists of all in-game recipes directly to the skillet browser to be operated on just like any other recipe. of course, if you don't know them, you couldn't actually execute them. the more data they provide (reagents, tools, skill level requirements, etc) the more useful they'd be. i could see something like ackisrecipelist plugging directly into skillet and using the skillet browser to let you fish for potential recipes to learn. if it provided reagent data, lilsparky's workshop could tell you whether they'd be profitable skills to learn.
personally, i think it'd be awesome if skillet went in this direction, but then, i like weird abstractions like this. the question is, would it be worth nogudnik's time and effort to go down this path if it really just made things quirky and unfamiliar. aside from the other obvious question of whether it's how he sees skillet operating.
so i'm kind of curious what people think. do these ideas make sense or would they be pointlessly complexifying a tried and true system?
and i know there's already a list of things to add/fix, but this kind of speaks to the philosophy of the program itself which would potentially affect how current problems are solved/features added.
nogudnik has been very open to ideas, so i just want to be clear that i'm posting this with that in mind. i don't want to give the impression that i think we can vote on how he proceeds with writing his addon. i can't help but feel that might be how this reads.
The code is supposed to search for a bag that can accept the item before it tries to move it. Looks like this not working properly. I've logged this issue as http://jira.wowace.com/browse/SKL-44 and will start looking into it.
At the moment, I'm sure that ATSW has quite a few more features that Skillet does. It's been around longer.
I'm aiming to create a tradeskill mod that operates in a similar fashion to ATSW. I doubt very much that I'll try to duplicate every feature in ATSW, as I'm sure there are some I'm just won't be interested in writing :)
I don't really expect Skillet to ever replace ATSW, merely to provide an option for people looking for something slightly different.
The best advice I can offer you is to not try and figure out when Skillet has all the features in ATSW, but rather to identify the features that are important to you and use the mod that best provides those features.
I'm a bit pressed for time to write a detailed response right now, but in general this sounds like a good set of ideas. My long term goal is to make the Skillet core flexible enough and customizable enough that it will be easy for anyone to add new features to it.
Some of the suggestions (tracking recipe data myself rather than using the Blizzard API, allowing recipes to be plugging into the list evern if you don't know them) are things I'm planning on doing anyway.
I'll edit this post with more details when I get some time this weekend. If there's enough interest in the idea(s) then I'll update the Wiki page with some proposals for short and long term changes to Skillet that can be done to accommodate this.