delete your saved vars file. for some reason, the current version is still recording data, even tho i thought i disabled that feature.
edit: okay, you figured it out. some quick history... prior to trade links, i had implemented a system to record all the trade skill recipes you viewed so you could browse them on other toons. but with trade links, that whole system is pointless and redundant. but apparently some vestiges of it remain intact and cause some issues like what you've seen.
I don't know wow well enough to code an acceptable workaround for this, but I expect I'm in the minority. For now I've just moved the function changing code to a place where it really shouldn't be.
thanks for the tip about the LoadAddon thing. that'll help me debug things.
thanks for the tip about the LoadAddon thing. that'll help me debug things.
There's nothing left to debug really. I forgot that you aren't the sole original author of Skillet. You'll see what's happening as soon as you look at the code, but I'll quote it to save you the trouble.
if (not IsAddOnLoaded("Blizzard_TradeSkillUI")) then
LoadAddOn("Blizzard_TradeSkillUI");
end
self.BlizzardTradeSkillFrame = TradeSkillFrame
self.BlizzardTradeSkillFrame_Show = TradeSkillFrame_Show
TradeSkillFrame_Show = DoNothing
This is in the initialization function, so if it happens to execute before this PLAYER_LOGIN business, it will fail with a null return. Thus, blizzard tradeskill will load after this and the function will point to the default blizzard function. For now, I've just moved the above code so that it doesn't run until I tell it to once my ui is loaded. Not an acceptable solution, but it "just works."
There's nothing left to debug really. I forgot that you aren't the sole original author of Skillet. You'll see what's happening as soon as you look at the code, but I'll quote it to save you the trouble.
if (not IsAddOnLoaded("Blizzard_TradeSkillUI")) then
LoadAddOn("Blizzard_TradeSkillUI");
end
self.BlizzardTradeSkillFrame = TradeSkillFrame
self.BlizzardTradeSkillFrame_Show = TradeSkillFrame_Show
TradeSkillFrame_Show = DoNothing
This is in the initialization function, so if it happens to execute before this PLAYER_LOGIN business, it will fail with a null return. Thus, blizzard tradeskill will load after this and the function will point to the default blizzard function. For now, I've just moved the above code so that it doesn't run until I tell it to once my ui is loaded. Not an acceptable solution, but it "just works."
okay, so that's why it decided to break with 3.2.
i run addonloader which delays the loading of skillet (until after the player_login event, i guess), so this is probably why it's been working for me.
i'll disable it and work up a fix. thanks for doing the leg work.
Just trying r165, after struggling to manage without skillet after 3.2, but it's failed to open either skillet or the normal tradeskill window whenever I try to run it. I've tried the other new releases, r163 and r164 with the same result. r162 still gracefully fails to work though, so back to making 600 assorted glyphs the hard way...
Date: 2009-08-16 02:32:33
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\Skillet\SkilletData.lua line 201:
bad argument #2 to 'split' (string expected, got nil)
Debug:
...\AddOns\AllPlayed\libs\AceEvent-2.0\AceEvent-2.0.lua:299: TriggerEvent()
...\AddOns\AllPlayed\libs\AceEvent-2.0\AceEvent-2.0.lua:910:
...\AddOns\AllPlayed\libs\AceEvent-2.0\AceEvent-2.0.lua:903
[C]: UseAction()
..\FrameXML\SecureTemplates.lua:277: handler()
..\FrameXML\SecureTemplates.lua:487:
..\FrameXML\SecureTemplates.lua:445
(NB: The error report sometimes said it was line 200) Let me know if you want a full list of addons I'm running.
Had a strange error today when transmuting (or trying to transmute) a kings amber, i had the mats on me but instead of transmuting the gem i got a Eternal life (seems the 10 eternal life i had wasn't properly detected tricking it into beliving i needed to make one to have the mats).
Had a strange error today when transmuting (or trying to transmute) a kings amber, i had the mats on me but instead of transmuting the gem i got a Eternal life (seems the 10 eternal life i had wasn't properly detected tricking it into beliving i needed to make one to have the mats).
meh, 20h CD wasted to :(
hmm... that's odd. does it still want to make eternal lifes if you queue up a king's amber transmute? how about the details view of the kings amber transmute -- it should list the current inventory of eternal lifes vs how many are needed.
hmm... that's odd. does it still want to make eternal lifes if you queue up a king's amber transmute? how about the details view of the kings amber transmute -- it should list the current inventory of eternal lifes vs how many are needed.
Now when queueing it correctly ques up only the kings amber.
Current inventory is 11 life and 14 Glows, i had 10 and 14 before the transmute.
seems there was some sort of a hickup when detecting what materials i had, might just been a fluke but i thought id make a note of it.
it might be because of the new patch, you've got some nil's floating around... i have the hardest time tracking these down because they're semi-random. can you post a bit more of your error message? mainly i'd like to see where in skillet this is coming from.
but very likely, the issue will correct itself once your local cache fills up again.
thats all of the error, other than a list of addons. (I think) I did see thing that didn't show up in the Mail box and stuff for a bit, you may be right. I'll have to see tomorrow...
Since the patch yesterday, when trying to create a single glyph I'm fine, but when queueing multiple glyphs I get the following error (if altaholic is enabled)
I just switched to Skillet from ATSW and must say that this is by far and away the best of the two!
I'm having an odd issue with Inscription however. I've got all the glyphs but when I open the trade window all it shows is 13-16 glyphs for each class. It seems to vary from class to class and they are only major glyphs. No minor glyphs show at all.
If I install the main trunk everything displays properly, but I really like the new options in the clone and would like to use that, but since glyphs are my main source of income I kinda need to see them all.
EDIT: Nevermind. I figured it out. It appears that the filtering was on by default and it was filtering out all the Research/Book of Glyph glyphs. Might want to include those in the future however....
Hiya lilsparky, thanks for stepping up to maintain this addon! I really appreciate the work you've been doing.
A question/feature request: Is there a way to get items in the recipe list, at least the recipes that produce actual items, to display the tooltip for the item itself, instead of the detailed recipe or user notes?
The context for this is I use the Armory addon, which adds information to item tooltips about how many your alts have in inventory (including in the mail and up for auction--it's really helpful!) But to see this in Skillet, you have to click each recipe, then mouse over to the icon, then mouse back. This works when you only have a few items, but gets painfully tedious when you have several hundred glyphs or whatever to check. It would help immensely if there were an option to allow the item's tooltip to be shown while hovering over the recipe in the list.
Also, separate request, do you think the queue list could be made taller? IMO, the reagents list could stand to lose some of its height, since Skillet already rearranges the reagents to be more compact.
i have found one annoying thing and im wondering iof it can be turned of.
I had 0 Eternal Shadow in my inventory, i have bank and alts off, but it still displays me having 39 of them since i have other eternals that i can transmute into shadow, this makes me think i can make my gemtransmute when infact can not. is there any way to turn of that for my alchemist? (since transmut9ing them would trigger the CD and make me unable to make my gem)
Hiya lilsparky, thanks for stepping up to maintain this addon! I really appreciate the work you've been doing.
A question/feature request: Is there a way to get items in the recipe list, at least the recipes that produce actual items, to display the tooltip for the item itself, instead of the detailed recipe or user notes?
The context for this is I use the Armory addon, which adds information to item tooltips about how many your alts have in inventory (including in the mail and up for auction--it's really helpful!) But to see this in Skillet, you have to click each recipe, then mouse over to the icon, then mouse back. This works when you only have a few items, but gets painfully tedious when you have several hundred glyphs or whatever to check. It would help immensely if there were an option to allow the item's tooltip to be shown while hovering over the recipe in the list.
hold control when mousing over a recipe, and you'll get a tooltip for the item created locked to the upper left of the skillet panel.
Also, separate request, do you think the queue list could be made taller? IMO, the reagents list could stand to lose some of its height, since Skillet already rearranges the reagents to be more compact.
the detail window (where the reagents are listed) does have extra room at the bottom, but i use that to show ARL location data (if ARL is loaded). the detail window doesn't scroll and the queue window does, so i figured the detail window being extra large was the simplest solution. you might try resizing the window and then using the window scale to shrink it down.
i'm debating some different ideas for how to arrange the different window panes in an ideal situation. like, it would be possible to turn off the details if you don't have anything selected -- or shrink it to fit the data on hand... maybe have an expand button to show only the recipe list without the other pane.
i have found one annoying thing and im wondering iof it can be turned of.
I had 0 Eternal Shadow in my inventory, i have bank and alts off, but it still displays me having 39 of them since i have other eternals that i can transmute into shadow, this makes me think i can make my gemtransmute when infact can not. is there any way to turn of that for my alchemist? (since transmut9ing them would trigger the CD and make me unable to make my gem)
cooldowns have long bothered me. the api just doesn't provide enough data to handle them without some kind of cooldown database. ideally, i would be able to identify recipes with cooldowns (and those with shared cooldowns in particular) to adjust how craftable counts and queueing would operate... just need the database to do it... libpt maybe?
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delete your saved vars file. for some reason, the current version is still recording data, even tho i thought i disabled that feature.
edit: okay, you figured it out. some quick history... prior to trade links, i had implemented a system to record all the trade skill recipes you viewed so you could browse them on other toons. but with trade links, that whole system is pointless and redundant. but apparently some vestiges of it remain intact and cause some issues like what you've seen.
thanks for the tip about the LoadAddon thing. that'll help me debug things.
There's nothing left to debug really. I forgot that you aren't the sole original author of Skillet. You'll see what's happening as soon as you look at the code, but I'll quote it to save you the trouble.
This is in the initialization function, so if it happens to execute before this PLAYER_LOGIN business, it will fail with a null return. Thus, blizzard tradeskill will load after this and the function will point to the default blizzard function. For now, I've just moved the above code so that it doesn't run until I tell it to once my ui is loaded. Not an acceptable solution, but it "just works."
okay, so that's why it decided to break with 3.2.
i run addonloader which delays the loading of skillet (until after the player_login event, i guess), so this is probably why it's been working for me.
i'll disable it and work up a fix. thanks for doing the leg work.
(NB: The error report sometimes said it was line 200) Let me know if you want a full list of addons I'm running.
Keep going! :p
meh, 20h CD wasted to :(
hmm... that's odd. does it still want to make eternal lifes if you queue up a king's amber transmute? how about the details view of the kings amber transmute -- it should list the current inventory of eternal lifes vs how many are needed.
Now when queueing it correctly ques up only the kings amber.
Current inventory is 11 life and 14 Glows, i had 10 and 14 before the transmute.
seems there was some sort of a hickup when detecting what materials i had, might just been a fluke but i thought id make a note of it.
issue with LibPeriodicTable-3.1?
Date: 2009-08-19 17:15:25
ID: 1
Error occured in: Global
Count: 1
Message: ...r\libs\LibPeriodicTable-3.1\LibPeriodicTable-3.1.lua line 285:
Invalid arg1: invalid item.
Debug:
(tail call): ?
Ace2\AceEvent-2.0\AceEvent-2.0.lua:299: TriggerEvent()
Ace2\AceEvent-2.0\AceEvent-2.0.lua:910:
Ace2\AceEvent-2.0\AceEvent-2.0.lua:903
[C]: UseAction()
..\FrameXML\SecureTemplates.lua:277: handler()
..\FrameXML\SecureTemplates.lua:487:
..\FrameXML\SecureTemplates.lua:445
but very likely, the issue will correct itself once your local cache fills up again.
OK, I just checked again and all is well now.
When it is disabled, I get this message
Hopefully there is an easy fix?
At line 235 in SkilletQueue.lua I added
And both gave me exactly what I expected ... however the
Seemed to not work (again only in queue processing mode) ...
Any help would be GREATLY appreciated.
Thanks for all your hard work!
I'm having an odd issue with Inscription however. I've got all the glyphs but when I open the trade window all it shows is 13-16 glyphs for each class. It seems to vary from class to class and they are only major glyphs. No minor glyphs show at all.
If I install the main trunk everything displays properly, but I really like the new options in the clone and would like to use that, but since glyphs are my main source of income I kinda need to see them all.
EDIT: Nevermind. I figured it out. It appears that the filtering was on by default and it was filtering out all the Research/Book of Glyph glyphs. Might want to include those in the future however....
A question/feature request: Is there a way to get items in the recipe list, at least the recipes that produce actual items, to display the tooltip for the item itself, instead of the detailed recipe or user notes?
The context for this is I use the Armory addon, which adds information to item tooltips about how many your alts have in inventory (including in the mail and up for auction--it's really helpful!) But to see this in Skillet, you have to click each recipe, then mouse over to the icon, then mouse back. This works when you only have a few items, but gets painfully tedious when you have several hundred glyphs or whatever to check. It would help immensely if there were an option to allow the item's tooltip to be shown while hovering over the recipe in the list.
Also, separate request, do you think the queue list could be made taller? IMO, the reagents list could stand to lose some of its height, since Skillet already rearranges the reagents to be more compact.
I had 0 Eternal Shadow in my inventory, i have bank and alts off, but it still displays me having 39 of them since i have other eternals that i can transmute into shadow, this makes me think i can make my gemtransmute when infact can not. is there any way to turn of that for my alchemist? (since transmut9ing them would trigger the CD and make me unable to make my gem)
hold control when mousing over a recipe, and you'll get a tooltip for the item created locked to the upper left of the skillet panel.
the detail window (where the reagents are listed) does have extra room at the bottom, but i use that to show ARL location data (if ARL is loaded). the detail window doesn't scroll and the queue window does, so i figured the detail window being extra large was the simplest solution. you might try resizing the window and then using the window scale to shrink it down.
i'm debating some different ideas for how to arrange the different window panes in an ideal situation. like, it would be possible to turn off the details if you don't have anything selected -- or shrink it to fit the data on hand... maybe have an expand button to show only the recipe list without the other pane.
cooldowns have long bothered me. the api just doesn't provide enough data to handle them without some kind of cooldown database. ideally, i would be able to identify recipes with cooldowns (and those with shared cooldowns in particular) to adjust how craftable counts and queueing would operate... just need the database to do it... libpt maybe?