The Skillet cannot cope with newly learned recipes very well. Shift-Rescan is the only workaround for this problem in the game. After learning a new Engineering recipe my recipe list becomes desynced with the main view as seen on the attached screenshots.
First screenshot shows Sniper Scope (the new recipe learned) selected, but Deadly Scope displayed...
The second screenshot shows Inlaid Mithril Cylinder Plans selected, but nothing is displayed...
Also to note: the recipe sorting is still behaving wierdly: the "Miscellaneous 2" category in Engineering is jumping around the recipe list - sometimes it is in the middle of the list, sometimes it is the first group displayed.
yeah, i have fixed the desync thing. in "flat" i think it will work with the current version.
how are you sorting when it jumps? there's a problem that when you first open a trade it's not always sorting the way it says until you click on something, then it seems to wake up and do the right sort...
yeah, i have fixed the desync thing. in "flat" i think it will work with the current version.
ok. Waiting for an update :)
Quote from lilsparky »
how are you sorting when it jumps? there's a problem that when you first open a trade it's not always sorting the way it says until you click on something, then it seems to wake up and do the right sort...
yes, this is the issue - I hadn't thought about it as connected to Opening the window, because I close and open Skillet all the time to resolve the "Gray(disabled?) Pause button" and "Stopping after two runs" problem
ok. Waiting for an update :)
yes, this is the issue - I hadn't thought about it as connected to Opening the window, because I close and open Skillet all the time to resolve the "Gray(disabled?) Pause button" and "Stopping after two runs" problem
you can refresh the pause thing by clicking on a queued item, i think. it seems to just be needing to force a redraw on that window. the 2 and done problem is something i haven't figured out. i've seen other people complain about it in other tradeskill mods. seems to be related to the state of the api in terms of which tradeskill is "active". gotta figure out how it's breaking skillet, tho...
Might wanna go into your WTF folder and backup the saved variable files related to the original Skillet, for cya's sake. The delete them, as well as the Skillet addon itself.
That way you install with a fresh version. I had to do that myself inorder for it to work properly.
Good Luck
P.s.- Even though this version is still a little buggy it is way worth it :)
and to LilSparky....still waiting for the button to automatically add 50g to my total everytime I hit it. Need some G for my epic mount lol
It's exactly what I did before instaliing it. I'll try again but I deleted all saved variables for skillet and the addon itself before installing the new one.
It's exactly what I did before instaliing it. I'll try again but I deleted all saved variables for skillet and the addon itself before installing the new one.
try manually opening your trade by typing /cast Smelting ( or whatever trade you're trying). that'll make sure it's not something else interfering.
oh, and maybe try "/skillet enable"... (not sure if the enable/disable stuff is really working but it's worth a try)
OK I found the problem. As I said I am using bongos for my action bars, and bongos allows a modifier key to be placed on a bar so whenever you hold the key (In my case shift) it swap 1 bar to another one (Like a new bar with different buttons) and that's where I have my skill buttons. If I call them from it then I get the standard blizzard interface, but if I put the skill in the main bar (The one that shows when I am not holding shift) I get skillet's window.
The original skillet didn't have this problem, could you look into it? Bongos modifier bar is still an action bar in game (Just hidden until a button is held) so somewhere you're not considering them I guess.
As for skillet itself I love the changes, and I noticed a few things I thought I'd point out:
- When I am making things, like a bag with tailoring, I press the start button and it will start making the first "reagent" in the queue but once that is done it won't change the start button back to start, it stays on pause and the only way for me to get the start button again is to press pause, switch to another skill on the skill selection buttons in the top and select the old skill back again so I can continue with making my bag
- On the same problem above, if I instead of pressing pause first before switching skill I switch straight away, reagents start disappearing from the queue list (I think every single skill changes removes one reagent from the list) until the queue is empty.
- Retrieve button in the shopping list seems not to be working with the bank
- There seems to be a problem with reagent count once I ask it to make an item that requires other items to be made before (Like a bag requires netherweave bolts) but I haven't researched on this one much to know exactly what the problem is
OK forget what I said above about my problem, thought it was odd the addon wouldn't recognize the hidden bar since it is just a normal blizz bar when it comes to code so I thought it might be actually holding the shift instead what is making the blizz window appear and voila, it is.
Any chance you can fix that, or if it is intended can you add an option to disable that or maybe change the hotkey for it?
OK forget what I said above about my problem, thought it was odd the addon wouldn't recognize the hidden bar since it is just a normal blizz bar when it comes to code so I thought it might be actually holding the shift instead what is making the blizz window appear and voila, it is.
Any chance you can fix that, or if it is intended can you add an option to disable that or maybe change the hotkey for it?
The other comments are still valid though.
Thanks
ya know, i was gonna ask if you were holding shift when opening. it's there as a means to get to the standard blizz ui if something goes haywire in skillet w/o having to reload the ui. i can add an option.
the queue issue is one i need to look into. it seems to not recognize when the crafting has completed for a run.
not sure why bank retrieval isn't working now, but it has in the past so it shouldn't be hard to get working again. that code is kind of old and blizz has updated a bit of the bag handling stuff, so i might go in a retool it if it's not easy to fix as is.
I had to pull Skillet, just quit working.deleted all the SV's too.I get a flood of errors when I try to open it from either AutoBar or Fubar tcgTradeskills.
I had to pull Skillet, just quit working.deleted all the SV's too.I get a flood of errors when I try to open it from either AutoBar or Fubar tcgTradeskills.
I'd have to re install, I know you mentioned it was a quirk that only like me and one other person had it , but you didn't know where to start.I tried opened right from my spellbook too.I just deleted my WTF to make a fresh start.Who knows, maybe all will have worked it's way out...switching from BT3 to BT4, from CyCircled to ButtonFacade,from the different changes to AutoBar....could have made things touchy ( I'm not bitchen, I know what can happen with fresh updates)
I've queued some poisons and went to the Vendor to buy the reagents using Skillet's Buy Reagents button. All the reagents were bought, but this error came up:
Message: ..\AddOns\Skillet\UI\MerchantWindow.lua line 242:
attempt to call method 'ScanInventory' (a nil value)
Debug:
[C]: ScanInventory()
Skillet\UI\MerchantWindow.lua:242: BuyRequiredReagents()
[string "*:OnClick"]:1:
[string "*:OnClick"]:1
I've queued some poisons and went to the Vendor to buy the reagents using Skillet's Buy Reagents button. All the reagents were bought, but this error came up:
Message: ..\AddOns\Skillet\UI\MerchantWindow.lua line 242:
attempt to call method 'ScanInventory' (a nil value)
Debug:
[C]: ScanInventory()
Skillet\UI\MerchantWindow.lua:242: BuyRequiredReagents()
[string "*:OnClick"]:1:
[string "*:OnClick"]:1
And the Buy Reagents button didn't go away...
I'm using latest Skillet (r72910).
yeah, that's some dyslexia on my part -- should have been InventoryScan instead. i'll have a new version up today i think. should fix a bunch of these little problems (bank retrieval, the queue "pause" bug, and some others).
the biggest problem is still that damned stop after 2 skill ups.
I wanted to make a mana potion injector (ENG).
I queued up the injector and then noticed I needed some fel Iron Bars and only had Ore, I then queued up fel iron bars.
only thing is, I can't process them since they are at the bottom of the list. Would be nice if it would let us drag the list order to change it, or would auto queue the bars first, because it knows I only have ore.
Also, to do this I had to clear the Queue, but when i did, the counts for making bars didn't reset, it stayed the same as when they where still in the queue.
I wanted to make a mana potion injector (ENG).
I queued up the injector and then noticed I needed some fel Iron Bars and only had Ore, I then queued up fel iron bars.
only thing is, I can't process them since they are at the bottom of the list. Would be nice if it would let us drag the list order to change it, or would auto queue the bars first, because it knows I only have ore.
Also, to do this I had to clear the Queue, but when i did, the counts for making bars didn't reset, it stayed the same as when they where still in the queue.
looking good!
yeah, actually i'd like to disconnect the "create" and "queue" setup so that you can have items queued and still be able to do things immediately (like, maybe you have a bunch of stuff queued but then get into a bg and need some bandages).
also, it sounds like you're saying the reagent counts didn't update properly when you emptied you queue. is that right? when you mouse-over a reagent in the detail window, it'll show you how many are being used in the queue. if you get that problem again, see what it says for any reagent that is messed up. i'd help me debug the problem.
overall, tho, i'd like to add a lot to the queue system. right now, it's pretty bare-bones. re-ordering would be cool as well as a parenting kind of system so that items being crafted specifically as reagents for another skill run would be children of that skill run.
the biggest problem is still that damned stop after 2 skill ups.
In the same session with the Poison buying problem reported earlier I've tried to create 4 pieces of Charred Bear Kabobs using Cooking. The recipe was yellow and I've skilled up only with the second item (the skill up was listed before the actual item in combat log). Skillet successfully created 3rd item (without skill up) and then stopped (with one more queued).
Also I encountered the only 2 items created bug when there were no skill ups but it was a quest item showing Quest objectives updated message after each recipe run.
Still using it here but my biggest bug bear is when it stops after 2 craft runs and you have to close it and open it to resume
Tat
You can just click pause at the bottom of the window, click on the queue portion of the window, and then click start (where it normally says paused) to continue your crafting. This is much easier than closing the window entirely and reopening it to continue crafting, at least until a fix is found. A number of crafting addons I have tried has this same "stop after two crafts" problem.
yeah, actually i'd like to disconnect the "create" and "queue" setup so that you can have items queued and still be able to do things immediately (like, maybe you have a bunch of stuff queued but then get into a bg and need some bandages).
also, it sounds like you're saying the reagent counts didn't update properly when you emptied you queue. is that right? when you mouse-over a reagent in the detail window, it'll show you how many are being used in the queue. if you get that problem again, see what it says for any reagent that is messed up. i'd help me debug the problem.
overall, tho, i'd like to add a lot to the queue system. right now, it's pretty bare-bones. re-ordering would be cool as well as a parenting kind of system so that items being crafted specifically as reagents for another skill run would be children of that skill run.
Yes, after I cleared the queue nothing changed back in the list on the left. I have mouse over turned off because it gets in the way. maybe add a small delay so when the mouse is moving a lot it doesn't show up? the list it's self has the numbers on the right, and in this case I queued up all of my Ore to make bars, so those numbers vanished when they where in the queue, they didn't come back until I closed and reopened the window, after clearing the queue.
In the same session with the Poison buying problem reported earlier I've tried to create 4 pieces of Charred Bear Kabobs using Cooking. The recipe was yellow and I've skilled up only with the second item (the skill up was listed before the actual item in combat log). Skillet successfully created 3rd item (without skill up) and then stopped (with one more queued).
Also I encountered the only 2 items created bug when there were no skill ups but it was a quest item showing Quest objectives updated message after each recipe run.
interesting... that makes me think there's something amiss in the event handling code. when you skill up, the skillet gets a message about it and does some house-keeping. not sure what kind of message "quest objectives updated" is, but i have a guess... thanks for the info.
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yeah, i have fixed the desync thing. in "flat" i think it will work with the current version.
how are you sorting when it jumps? there's a problem that when you first open a trade it's not always sorting the way it says until you click on something, then it seems to wake up and do the right sort...
ok. Waiting for an update :)
yes, this is the issue - I hadn't thought about it as connected to Opening the window, because I close and open Skillet all the time to resolve the "Gray(disabled?) Pause button" and "Stopping after two runs" problem
you can refresh the pause thing by clicking on a queued item, i think. it seems to just be needing to force a redraw on that window. the 2 and done problem is something i haven't figured out. i've seen other people complain about it in other tradeskill mods. seems to be related to the state of the api in terms of which tradeskill is "active". gotta figure out how it's breaking skillet, tho...
It's exactly what I did before instaliing it. I'll try again but I deleted all saved variables for skillet and the addon itself before installing the new one.
try manually opening your trade by typing /cast Smelting ( or whatever trade you're trying). that'll make sure it's not something else interfering.
oh, and maybe try "/skillet enable"... (not sure if the enable/disable stuff is really working but it's worth a try)
The original skillet didn't have this problem, could you look into it? Bongos modifier bar is still an action bar in game (Just hidden until a button is held) so somewhere you're not considering them I guess.
As for skillet itself I love the changes, and I noticed a few things I thought I'd point out:
- When I am making things, like a bag with tailoring, I press the start button and it will start making the first "reagent" in the queue but once that is done it won't change the start button back to start, it stays on pause and the only way for me to get the start button again is to press pause, switch to another skill on the skill selection buttons in the top and select the old skill back again so I can continue with making my bag
- On the same problem above, if I instead of pressing pause first before switching skill I switch straight away, reagents start disappearing from the queue list (I think every single skill changes removes one reagent from the list) until the queue is empty.
- Retrieve button in the shopping list seems not to be working with the bank
- There seems to be a problem with reagent count once I ask it to make an item that requires other items to be made before (Like a bag requires netherweave bolts) but I haven't researched on this one much to know exactly what the problem is
Any chance you can fix that, or if it is intended can you add an option to disable that or maybe change the hotkey for it?
The other comments are still valid though.
Thanks
ya know, i was gonna ask if you were holding shift when opening. it's there as a means to get to the standard blizz ui if something goes haywire in skillet w/o having to reload the ui. i can add an option.
the queue issue is one i need to look into. it seems to not recognize when the crafting has completed for a run.
not sure why bank retrieval isn't working now, but it has in the past so it shouldn't be hard to get working again. that code is kind of old and blizz has updated a bit of the bag handling stuff, so i might go in a retool it if it's not easy to fix as is.
The other is when you learn new skills and it desync itself and you have to shift click it to reset it i use Blizzard and difficulty as sorts.
Tat
does it work with the spellbook or /cast?
remind me of the errors you were getting...
I'd have to re install, I know you mentioned it was a quirk that only like me and one other person had it , but you didn't know where to start.I tried opened right from my spellbook too.I just deleted my WTF to make a fresh start.Who knows, maybe all will have worked it's way out...switching from BT3 to BT4, from CyCircled to ButtonFacade,from the different changes to AutoBar....could have made things touchy ( I'm not bitchen, I know what can happen with fresh updates)
And the Buy Reagents button didn't go away...
I'm using latest Skillet (r72910).
yeah, that's some dyslexia on my part -- should have been InventoryScan instead. i'll have a new version up today i think. should fix a bunch of these little problems (bank retrieval, the queue "pause" bug, and some others).
the biggest problem is still that damned stop after 2 skill ups.
I wanted to make a mana potion injector (ENG).
I queued up the injector and then noticed I needed some fel Iron Bars and only had Ore, I then queued up fel iron bars.
only thing is, I can't process them since they are at the bottom of the list. Would be nice if it would let us drag the list order to change it, or would auto queue the bars first, because it knows I only have ore.
Also, to do this I had to clear the Queue, but when i did, the counts for making bars didn't reset, it stayed the same as when they where still in the queue.
looking good!
yeah, actually i'd like to disconnect the "create" and "queue" setup so that you can have items queued and still be able to do things immediately (like, maybe you have a bunch of stuff queued but then get into a bg and need some bandages).
also, it sounds like you're saying the reagent counts didn't update properly when you emptied you queue. is that right? when you mouse-over a reagent in the detail window, it'll show you how many are being used in the queue. if you get that problem again, see what it says for any reagent that is messed up. i'd help me debug the problem.
overall, tho, i'd like to add a lot to the queue system. right now, it's pretty bare-bones. re-ordering would be cool as well as a parenting kind of system so that items being crafted specifically as reagents for another skill run would be children of that skill run.
In the same session with the Poison buying problem reported earlier I've tried to create 4 pieces of Charred Bear Kabobs using Cooking. The recipe was yellow and I've skilled up only with the second item (the skill up was listed before the actual item in combat log). Skillet successfully created 3rd item (without skill up) and then stopped (with one more queued).
Also I encountered the only 2 items created bug when there were no skill ups but it was a quest item showing Quest objectives updated message after each recipe run.
You can just click pause at the bottom of the window, click on the queue portion of the window, and then click start (where it normally says paused) to continue your crafting. This is much easier than closing the window entirely and reopening it to continue crafting, at least until a fix is found. A number of crafting addons I have tried has this same "stop after two crafts" problem.
Yes, after I cleared the queue nothing changed back in the list on the left. I have mouse over turned off because it gets in the way. maybe add a small delay so when the mouse is moving a lot it doesn't show up? the list it's self has the numbers on the right, and in this case I queued up all of my Ore to make bars, so those numbers vanished when they where in the queue, they didn't come back until I closed and reopened the window, after clearing the queue.
interesting... that makes me think there's something amiss in the event handling code. when you skill up, the skillet gets a message about it and does some house-keeping. not sure what kind of message "quest objectives updated" is, but i have a guess... thanks for the info.