glad you like it. i've got plenty of stuff i intend to add, too.
:-D I see a possible future for Skillet:
Skillet: What do you want to do today? Me: What about training my gnome engineering to level 375? Skillet: Ok, no problem. Please visit your bank, these vendors and AH. I'll get all the necessary reagents for you. Me: Oh, ok...
One more problem with Create/Queue All buttons:
I'm creating Undermine Clam Chowder which needs 2x Zesty Clam Meat. I only have 3 pieces of the meat but Skillet queues 2 runs of the recipe notifying me I'm missing one piece of Zesty Clam Meat. I suggest queuing lower bound in such cases so as many as possible items are created without any errors.
The new Skillet doesn't seem particularly happy with Enchanting:
[2008/04/14 15:12:21-627-x1]: Skillet-1.11-69259\SkilletQueue.lua:290: attempt to index field 'reverseLookup' (a nil value)
Skillet-1.11-69259\SkilletQueue.lua:349: in function `CreateItems'
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
actually, my plan for the queuing system is to make it a bit more complex than just run this recipe 5 times, then this one 3.
i'm planning on having different operators: one that just iterates, one that iterates until you get to a certain skill level, one that iterates until you have certain number of items in your inventory...
i'd also like to add parenting to the queue list, so that you could do some complex things like leveling up a skill that needs crafted items. it would craft some of those items (take a guess at how many to run) then run the other skill for a bit (guessing again at the number). if it still needs more levels, it goes back to the child recipe to craft more reagents (guessing again) and then again back to the main skill for another run.
this requires a lot of "continue" clicking by the user, but a scheme like this would allow people to construct powerleveling plugs in that basically stuff the queue with a queue list to get you from whatever level you're at to whatever level they can.
One more problem with Create/Queue All buttons:
I'm creating Undermine Clam Chowder which needs 2x Zesty Clam Meat. I only have 3 pieces of the meat but Skillet queues 2 runs of the recipe notifying me I'm missing one piece of Zesty Clam Meat. I suggest queuing lower bound in such cases so as many as possible items are created without any errors.
hmm.. yeah, the queue all button will be changed to only go by bag counts. i'm assuming the bag count was correct for that recipe, yeah? did you have more meat in the bank? just curious why it picked 2 iterations...
The new Skillet doesn't seem particularly happy with Enchanting:
[2008/04/14 15:12:21-627-x1]: Skillet-1.11-69259\SkilletQueue.lua:290: attempt to index field 'reverseLookup' (a nil value)
Skillet-1.11-69259\SkilletQueue.lua:349: in function `CreateItems'
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
hmm... enchanting should work, but it's possible there's something stupid i'm missing in the craft scanning code. i'm probably failing to init that table there. try scanning a different trades skill or first aid or cooking first. that'll init that table and then enchanting should work...
Is there any way for the LilSparkySkillet to be added to the WAU?
Also, and I apologize for not reading through two different threads to find the answer... But, have you fixed the way Skillet seems to hang at the end of each item creation/cast? The original Skillet seems to be getting worse in this behavior. :/
Is there any way for the LilSparkySkillet to be added to the WAU?
Also, and I apologize for not reading through two different threads to find the answer... But, have you fixed the way Skillet seems to hang at the end of each item creation/cast? The original Skillet seems to be getting worse in this behavior. :/
the only way to get it into the wau is to make a trunk version -- either by stepping on the current skillet or making a new trunk. i was highly discouraged from adding a new trunk, so the other option is to merge into the skillet trunk. that is my preferred method, but it's not stable enough for that just yet.
i've completely changed much of the way skillet handles things, so it's possible that problem is fixed. i never experienced it, so it's hard for me to say.
actually, my plan for the queuing system is to make it a bit more complex than just run this recipe 5 times, then this one 3.
i'm planning on having different operators: one that just iterates, one that iterates until you get to a certain skill level, one that iterates until you have certain number of items in your inventory...
i'd also like to add parenting to the queue list, so that you could do some complex things like leveling up a skill that needs crafted items. it would craft some of those items (take a guess at how many to run) then run the other skill for a bit (guessing again at the number). if it still needs more levels, it goes back to the child recipe to craft more reagents (guessing again) and then again back to the main skill for another run.
this requires a lot of "continue" clicking by the user, but a scheme like this would allow people to construct powerleveling plugs in that basically stuff the queue with a queue list to get you from whatever level you're at to whatever level they can.
that'd be nifty, i think.
Waht?! My good lord, my post was just a joke about adding AI to the Skillet which would do anything you wanted... And you are already planning on creating something like this :(
My idea for Skillet is to create professional full featured tradeskill UI. I don't want Skillet to be a powerleveling service. On the other side I find the idea to iterate until you reach a specific skill level useful - Many times I've been seeing myself creating just one item at a time to gain just the one skill level needed and not to create any more unnecessary items...
Quote from lilsparky »
hmm.. yeah, the queue all button will be changed to only go by bag counts. i'm assuming the bag count was correct for that recipe, yeah? did you have more meat in the bank? just curious why it picked 2 iterations...
Skillet correctly reported I had 3 meats in my bags. I'm pretty sure I didn't have any in the bank as I don't put any cooking ingredients in the bank. There may have been some on my alts, but BankItems didn't report any at the time (I've checked before reporting) so my first thought was a rounding problem...
Waht?! My good lord, my post was just a joke about adding AI to the Skillet which would do anything you wanted... And you are already planning on creating something like this :(
My idea for Skillet is to create professional full featured tradeskill UI. I don't want Skillet to be a powerleveling service. On the other side I find the idea to iterate until you reach a specific skill level useful - Many times I've been seeing myself creating just one item at a time to gain just the one skill level needed and not to create any more unnecessary items...
well, my desire is to make it possible for somebody else to add a plugin to accomplish that feat, not to build it into skillet. the necessary functionality serves other purposes.
for example, you queue up an item that requires bolts of linen cloth, so they are queued up as a pre-requisite. you have no linen cloth nor bolts of linen cloth. you check the ah and find it's cheaper to buy the bolts instead of the raw linen. because your inventory has changed, you no longer need to craft those bolts and can move on to the recipe you wanted without having to manually delete anything.
and even without this complicated system, one could already write a plugin that simply goes in and queues up recipe ids and iterations.
Skillet correctly reported I had 3 meats in my bags. I'm pretty sure I didn't have any in the bank as I don't put any cooking ingredients in the bank. There may have been some on my alts, but BankItems didn't report any at the time (I've checked before reporting) so my first thought was a rounding problem...
Out of curiosity, have you gotten to the bottom of why Skillet refuses to iterate through on raw Netherweave and the like?
Not sure I'm being clear (tired), so I'll explain.
If I'm crafting something in engineering - say, Bronze Bombs - I need Coarse Blasting Powder and Bronze Bars. Skillet will look at my bags and report that I can make X of them based on Coarse Stones and Bronze Bars in my bag, and Queue All will queue up the blasting powder first, then the bombs.
If I do it with Netherweave Belt though, and I've got something like 80 Netherweave Cloth in my bags, Skillet tells me that I can't make any, instead of counting the cloth as "to be made into bolts" and figuring from there.
Also, is it possible to, when queueing up raw materials for something (such as bolts of netherweave) to give a notification if there are other items in other tradeskills queued on that character that use the same raw materials? I beat my head against the wall wondering why Skillet was ignoring precisely 36 Netherweave at all times on my tailor for about 2 months before I finally went into the Lua and discovered that I had 18 Heavy Netherweave Bandages queued in First Aid.
EDIT: re: "basing your zip out of SVN" and WUU - I think he's asking for you to put your zip file into SVN as well as everything else. Not entirely sure. All I know is, WUU's AceSVN isn't doing anything with what's there.
Also, is it possible to, when queueing up raw materials for something (such as bolts of netherweave) to give a notification if there are other items in other tradeskills queued on that character that use the same raw materials? I beat my head against the wall wondering why Skillet was ignoring precisely 36 Netherweave at all times on my tailor for about 2 months before I finally went into the Lua and discovered that I had 18 Heavy Netherweave Bandages queued in First Aid.
I've noticed the lilsparky's version to display the tradeskill name before each queued recipe and I thought it will display whole queue for all the tradeskills at once. This should solve this problem ;)
Quote from Paks »
EDIT: re: "basing your zip out of SVN" and WUU - I think he's asking for you to put your zip file into SVN as well as everything else. Not entirely sure. All I know is, WUU's AceSVN isn't doing anything with what's there.
this is just a thank you note to lilsparky really. the trunk skillet has basically become unusable for me. it bugs out so much that on occasion it can even take the whole UI to a grinding halt and if trying to queue more than one item it more often than not will queue up random other items without cause or reason, often in place of the required item.
conversely lilsparky's branch works basically perfectly (even with both lsw and fizzwidgets). the new features are promising and even though i can see its not exactly the finished product its still further on than the trunk i feel. It is a shame the original author has gone AWOL, and i know you say...
Quote from lilsparky »
i was highly discouraged from adding a new trunk, so the other option is to merge into the skillet trunk. that is my preferred method, but it's not stable enough for that just yet.
but from my experience your branch is far more stable than the original, and seems more promising in terms of features, both planned and current.
i suppose, long story short, thank you. Not only for making a great addon usable again, but to go on and improve it further.
Wow, as others have said great job. I am liking the single window with buttons at the top, great idea. I am haveing a problem recognizing booze as buyable. Flask of port and flagon of mead specifically, for stewed trout and cptain rumsey's lager. Looking forward to updates! :)
I just started using your branch today. And yes, it does clear up the hang I got with the original Skillet, the real test will be with engineering or when I do a transmute though. But the simple stuff isn't hanging, which is good.
I'm noticing that when I press create all, and it shows I have the mats for 9 of x but only 7 vials, it'll queue all 9, instead of just 7. I really would prefer it to only create the 7. Call me lazy, but I don't want to move the slider or enter a number or even just clear the queue afterwards. :p
I also noticed that unless I Rescan or close and reopen skillet, it'll say there is an extra item to still be made, even though there isn't and it did finish the correct amount that was in queue.
Finally, and I apologize if this has already been suggested and/or is in the works... It would be great if we could custom sort the recipes. It's really annoy that Blizz's default (for alc in this instance) has two 'Other' categories and a miscellaneous. There are like 5 categories that could easily be combined into maybe 2 or 3. Heh.
Out of curiosity, have you gotten to the bottom of why Skillet refuses to iterate through on raw Netherweave and the like?
Not sure I'm being clear (tired), so I'll explain.
If I'm crafting something in engineering - say, Bronze Bombs - I need Coarse Blasting Powder and Bronze Bars. Skillet will look at my bags and report that I can make X of them based on Coarse Stones and Bronze Bars in my bag, and Queue All will queue up the blasting powder first, then the bombs.
If I do it with Netherweave Belt though, and I've got something like 80 Netherweave Cloth in my bags, Skillet tells me that I can't make any, instead of counting the cloth as "to be made into bolts" and figuring from there.
never had any problems myself. i don't believe there are any such in my branch, tho i do know if there are recipes that produce the same reagent (some enchanting recipes, for example) then it'll queue them both up if you queue up something that needs that reagent. for example, you need a small prismatic shard and there are two enchanting recipes that produce small prismatic shards. i need to figure out a good way around this.
Also, is it possible to, when queueing up raw materials for something (such as bolts of netherweave) to give a notification if there are other items in other tradeskills queued on that character that use the same raw materials? I beat my head against the wall wondering why Skillet was ignoring precisely 36 Netherweave at all times on my tailor for about 2 months before I finally went into the Lua and discovered that I had 18 Heavy Netherweave Bandages queued in First Aid.
i've actually combined all queues into one. i did this because some recipes use reagents made from other tradeskills and for the very reason you mentioned about having stuff queued without realizing it.
i do want to change the "create" functionality, tho, to have priority over the queue so you can have a large queue and also be able to quickly make an item or two without having to move things around.
i've debated going back to multiple queues and allowing people to create queues and switch between them...
EDIT: re: "basing your zip out of SVN" and WUU - I think he's asking for you to put your zip file into SVN as well as everything else. Not entirely sure. All I know is, WUU's AceSVN isn't doing anything with what's there.
yeah, i asked about that as well -- putting the zip into the svn and was also discouraged from doing that. it won't be an issue for too long, tho. i suspect in a couple weeks things should be stable enough that i can go ahead and merge with the main branch...
Wow, as others have said great job. I am liking the single window with buttons at the top, great idea. I am haveing a problem recognizing booze as buyable. Flask of port and flagon of mead specifically, for stewed trout and cptain rumsey's lager. Looking forward to updates! :)
yeah, i think that's an issue with periodic table. there are items in there that just don't exist. i've hardwired a few of them in, but it seems there are a lot more.
there is a merchant scanning routine inside of skillet (for buying reagents) so it's possible i could add a flag to save any items it runs across that are buyable. you'd have to run across those items first tho.
I just started using your branch today. And yes, it does clear up the hang I got with the original Skillet, the real test will be with engineering or when I do a transmute though. But the simple stuff isn't hanging, which is good.
I'm noticing that when I press create all, and it shows I have the mats for 9 of x but only 7 vials, it'll queue all 9, instead of just 7. I really would prefer it to only create the 7. Call me lazy, but I don't want to move the slider or enter a number or even just clear the queue afterwards. :p
yeah, create all and queue all don't seem to work quite right. i'll fix that next go-round.
I also noticed that unless I Rescan or close and reopen skillet, it'll say there is an extra item to still be made, even though there isn't and it did finish the correct amount that was in queue.
that's purely an update issue. i've tried to keep my updates to only when i know things have changed (to reduce cpu usage) but i may have missed a couple instances. i'll see what's up here...
Finally, and I apologize if this has already been suggested and/or is in the works... It would be great if we could custom sort the recipes. It's really annoy that Blizz's default (for alc in this instance) has two 'Other' categories and a miscellaneous. There are like 5 categories that could easily be combined into maybe 2 or 3. Heh.
Really want to try this version of skillet out, but don't really want to install a Svn client if i can help it, will the link on page one first post be updated regularly so that i can keep up with the changes or will i need an svn client?
Tat
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:-D I see a possible future for Skillet:
I'm creating Undermine Clam Chowder which needs 2x Zesty Clam Meat. I only have 3 pieces of the meat but Skillet queues 2 runs of the recipe notifying me I'm missing one piece of Zesty Clam Meat. I suggest queuing lower bound in such cases so as many as possible items are created without any errors.
[2008/04/14 15:12:21-627-x1]: Skillet-1.11-69259\SkilletQueue.lua:290: attempt to index field 'reverseLookup' (a nil value)
Skillet-1.11-69259\SkilletQueue.lua:349: in function `CreateItems'
<string>:"*:OnClick":1: in function <[string "*:OnClick"]:1>
actually, my plan for the queuing system is to make it a bit more complex than just run this recipe 5 times, then this one 3.
i'm planning on having different operators: one that just iterates, one that iterates until you get to a certain skill level, one that iterates until you have certain number of items in your inventory...
i'd also like to add parenting to the queue list, so that you could do some complex things like leveling up a skill that needs crafted items. it would craft some of those items (take a guess at how many to run) then run the other skill for a bit (guessing again at the number). if it still needs more levels, it goes back to the child recipe to craft more reagents (guessing again) and then again back to the main skill for another run.
this requires a lot of "continue" clicking by the user, but a scheme like this would allow people to construct powerleveling plugs in that basically stuff the queue with a queue list to get you from whatever level you're at to whatever level they can.
that'd be nifty, i think.
hmm.. yeah, the queue all button will be changed to only go by bag counts. i'm assuming the bag count was correct for that recipe, yeah? did you have more meat in the bank? just curious why it picked 2 iterations...
hmm... enchanting should work, but it's possible there's something stupid i'm missing in the craft scanning code. i'm probably failing to init that table there. try scanning a different trades skill or first aid or cooking first. that'll init that table and then enchanting should work...
Also, and I apologize for not reading through two different threads to find the answer... But, have you fixed the way Skillet seems to hang at the end of each item creation/cast? The original Skillet seems to be getting worse in this behavior. :/
the only way to get it into the wau is to make a trunk version -- either by stepping on the current skillet or making a new trunk. i was highly discouraged from adding a new trunk, so the other option is to merge into the skillet trunk. that is my preferred method, but it's not stable enough for that just yet.
i've completely changed much of the way skillet handles things, so it's possible that problem is fixed. i never experienced it, so it's hard for me to say.
Waht?! My good lord, my post was just a joke about adding AI to the Skillet which would do anything you wanted... And you are already planning on creating something like this :(
My idea for Skillet is to create professional full featured tradeskill UI. I don't want Skillet to be a powerleveling service. On the other side I find the idea to iterate until you reach a specific skill level useful - Many times I've been seeing myself creating just one item at a time to gain just the one skill level needed and not to create any more unnecessary items...
Skillet correctly reported I had 3 meats in my bags. I'm pretty sure I didn't have any in the bank as I don't put any cooking ingredients in the bank. There may have been some on my alts, but BankItems didn't report any at the time (I've checked before reporting) so my first thought was a rounding problem...
well, my desire is to make it possible for somebody else to add a plugin to accomplish that feat, not to build it into skillet. the necessary functionality serves other purposes.
for example, you queue up an item that requires bolts of linen cloth, so they are queued up as a pre-requisite. you have no linen cloth nor bolts of linen cloth. you check the ah and find it's cheaper to buy the bolts instead of the raw linen. because your inventory has changed, you no longer need to craft those bolts and can move on to the recipe you wanted without having to manually delete anything.
and even without this complicated system, one could already write a plugin that simply goes in and queues up recipe ids and iterations.
weird. i'll check it out.
Not sure I'm being clear (tired), so I'll explain.
If I'm crafting something in engineering - say, Bronze Bombs - I need Coarse Blasting Powder and Bronze Bars. Skillet will look at my bags and report that I can make X of them based on Coarse Stones and Bronze Bars in my bag, and Queue All will queue up the blasting powder first, then the bombs.
If I do it with Netherweave Belt though, and I've got something like 80 Netherweave Cloth in my bags, Skillet tells me that I can't make any, instead of counting the cloth as "to be made into bolts" and figuring from there.
Also, is it possible to, when queueing up raw materials for something (such as bolts of netherweave) to give a notification if there are other items in other tradeskills queued on that character that use the same raw materials? I beat my head against the wall wondering why Skillet was ignoring precisely 36 Netherweave at all times on my tailor for about 2 months before I finally went into the Lua and discovered that I had 18 Heavy Netherweave Bandages queued in First Aid.
EDIT: re: "basing your zip out of SVN" and WUU - I think he's asking for you to put your zip file into SVN as well as everything else. Not entirely sure. All I know is, WUU's AceSVN isn't doing anything with what's there.
I've noticed the lilsparky's version to display the tradeskill name before each queued recipe and I thought it will display whole queue for all the tradeskills at once. This should solve this problem ;)
No, we (me with lilsparky) understood each other correctly - I requested to be able to update lilsparky's Skillet from SVN without the need to download the ZIP file from this thread, because WUU can update directly from SVN for me automatically. For creating the distribution ZIP file from SVN, lilsparky can use:
svn export -r HEAD --force "" target="" data-ensure-absolute>http://svn.wowace.com/wowace/branches/Skillet/lilsparky/" "Skillet" for embedded version
svn export -r HEAD --force --ignore-externals "" target="" data-ensure-absolute>http://svn.wowace.com/wowace/branches/Skillet/lilsparky/" "Skillet" for disembedded version
and pack the directory afterwards.
conversely lilsparky's branch works basically perfectly (even with both lsw and fizzwidgets). the new features are promising and even though i can see its not exactly the finished product its still further on than the trunk i feel. It is a shame the original author has gone AWOL, and i know you say...
but from my experience your branch is far more stable than the original, and seems more promising in terms of features, both planned and current.
i suppose, long story short, thank you. Not only for making a great addon usable again, but to go on and improve it further.
I'm noticing that when I press create all, and it shows I have the mats for 9 of x but only 7 vials, it'll queue all 9, instead of just 7. I really would prefer it to only create the 7. Call me lazy, but I don't want to move the slider or enter a number or even just clear the queue afterwards. :p
I also noticed that unless I Rescan or close and reopen skillet, it'll say there is an extra item to still be made, even though there isn't and it did finish the correct amount that was in queue.
Finally, and I apologize if this has already been suggested and/or is in the works... It would be great if we could custom sort the recipes. It's really annoy that Blizz's default (for alc in this instance) has two 'Other' categories and a miscellaneous. There are like 5 categories that could easily be combined into maybe 2 or 3. Heh.
never had any problems myself. i don't believe there are any such in my branch, tho i do know if there are recipes that produce the same reagent (some enchanting recipes, for example) then it'll queue them both up if you queue up something that needs that reagent. for example, you need a small prismatic shard and there are two enchanting recipes that produce small prismatic shards. i need to figure out a good way around this.
i've actually combined all queues into one. i did this because some recipes use reagents made from other tradeskills and for the very reason you mentioned about having stuff queued without realizing it.
i do want to change the "create" functionality, tho, to have priority over the queue so you can have a large queue and also be able to quickly make an item or two without having to move things around.
i've debated going back to multiple queues and allowing people to create queues and switch between them...
yeah, i asked about that as well -- putting the zip into the svn and was also discouraged from doing that. it won't be an issue for too long, tho. i suspect in a couple weeks things should be stable enough that i can go ahead and merge with the main branch...
yeah, i think that's an issue with periodic table. there are items in there that just don't exist. i've hardwired a few of them in, but it seems there are a lot more.
there is a merchant scanning routine inside of skillet (for buying reagents) so it's possible i could add a flag to save any items it runs across that are buyable. you'd have to run across those items first tho.
yeah, create all and queue all don't seem to work quite right. i'll fix that next go-round.
that's purely an update issue. i've tried to keep my updates to only when i know things have changed (to reduce cpu usage) but i may have missed a couple instances. i'll see what's up here...
yeah, it's definitely a planned feature.
Tat