This project is abandoned and its default file will likely not work with the most recent version of World of Warcraft. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
GnomeWorks TradeSkill Frame -
a complete replacement for the blizzard trade skill frame.
1x GnomeWorks-r18\GnomeWorks.lua:196: attempt to call method 'ConstructPseudoTrades' (a nil value)
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?:
AceTimer-3.0-5 (DataStore):164: in function <...\AddOns\DataStore\libs\AceTimer-3.0\AceTimer-3.0.lua:138>
-
and this error when I open a trade window:
1x GnomeWorks-r18\TradeButton.lua:64: attempt to call method 'GetTradeIcon' (a nil value)
GnomeWorks-r18\MainWindow.lua:1154: in function `CreateMainWindow'
GnomeWorks-r18\GnomeWorks.lua:211: in function <GnomeWorks\GnomeWorks.lua:208>
(tail call): ?:
<in C code>: ?
<string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5>
(tail call): ?:
AceTimer-3.0-5 (DataStore):164: in function <...\AddOns\DataStore\libs\AceTimer-3.0\AceTimer-3.0.lua:138>
1x GnomeWorks-r19\GnomeWorks.lua:196: attempt to call method 'ConstructPseudoTrades' (a nil value)
GnomeWorks-r19\GnomeWorks.lua:287: in function <GnomeWorks\GnomeWorks.lua:283>
<string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[2]":13: in function `?'
CallbackHandler-1.0-5 (Ace3):92: in function `Fire'
AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119>
<in C code>: in function `LoadAddOn'
AddonLoader-2.0\AddonLoader.lua:109: in function `LoadAddOn'
AddonLoader-2.0\Conditions.lua:128: in function <AddonLoader\Conditions.lua:118>
AddonLoader-2.0\Conditions.lua:143: in function <AddonLoader\Conditions.lua:133>
I get no crafting window at all when I open a tradeskill ;) The icon for the tradeskill stays highlighted until I click it again. But no Gnomeworks window...
And the real problem is: No lua errors at all so nothing I can provide to debug it.
I never thought that there ist so much information behind the craftable number *g*
An additional filter system like the one you described would be nice, too.
Maybe you can swap green and yellow (green means to me: ok, I have the mats to craft right here in my bag; yellow is more like: I have not everything, buy it to craft it)? Maybe it's a personal preference.
highend: if you mouse over the craftable number, it'll show a breakdown of how it's arrived at that number. bags, vendor, bank, alts are each considered. they are also color-coded also. i tried to make the craftable column use some intelligence in reporting counts so the screen isn't littered with redundant information. like instead of saying you can make 5/5/5/5 of an item (5 in bags, 5 in bags+vendor, 5 in bags+vendor+bank, 5 using all materials on all alts) it just says "5" and color codes it to indicate it's from your bags. if you had an additional bit of material in your bank such that you could craft another 3 items (5/5/8/8) it would show 5/8. the 5 would be coded for bags and the 8 would be coded for bank.
if you're talking about a need to filter/sort differently, then i could see that being useful. perhaps i could repurpose my recipe color filtering menu to do something similar for the craftable "have mats" filter. so "have mats in bank" or "have mats in bag" would be the option.
lusitan: attaching the queue sounds more and more like how it's going to go.
the queue will definitely include a means to re-arrange items. keep in mind, tho, that it's designed to be dynamic so that you don't need to manually queue craftable reagents. if you lack the reagents in your bag, the system will automatically want to craft any items needed for that recipe. it will update with your bag contents.
I really liking the way GW is shaping up, but i want to make some suggestions:-
- Attach the queue window to main frame or give us a choice to select either attached or not
- a way to move up and down queued items, this is one the the things that annoys me the most on skillet, im an incriber and sometimes i run out of inks to do the glyphs i want and there no way to put the queued inks on top of the list, instead of bottom, meaning i have to delete my queue, i use Glypher from auctioner to do the initial queues
- Enchanting sorted by slot would be awsome as well
Please give us a quick accessible option (maybe a drop down field on the main gn frame) which invs / banks gn should take into account for what we can actually craft.
Possible options:
1. Own inventory
2. Own inventory + bank inventory
3. Own inventory + bank inventory + alts (bank + inv together)
woot. finally. packaging always gets me since i develop disembedded.
the command buttons are all place holders right now. i want the queue buttons to allow queuing a single run. click it again to add more. then another button to queue "all" in an intelligent manner (multiple clicks to queue progressively more entries based on craftability of different inventories). perhaps crafting a stack would make sense as well. having a fixed amount as a numeric entry seems reasonable.
r18 now works for me. One thing I noticed is that the queue all button only adds one craftable at a time and not all and I'm missing the possibility to add a specified number to the queue, e.g. 10 mana potions.
the reason i don't disable the blizzard frame is because this mod doesn't actually DO any crafting. leaving the blizzard frame up means that people can play with this mod and still have the ability to craft things. once i implement the actual processing, i'll disable the blizz frame.
i'm still debating the attached/detached queue list. i might rework it so that it's anchored to the main frame....
Ok I am a little confused. I been trying this out and the looks of it is fine so far (I been a Skillet user for quite a while and looking for a replacement) However re-reading the description above is this addon supposed to be a total replacement of the Blizzard tradeskill window? Cause whenever I open a tradeskill I get BOTH the Gnomeworks window AND the Blizzard tradeskill window at the same time. As commented before the queue window doesn't close with the escape key which is a minor annoyance but nice to have once you get around to it. Also I like to see, eventually, support for Ackis Recipe List in terms of the scan button to open ARL and support for Armorcraft as I commonly craft items for my alts and such. So far so good with the polishing and look forward to a solid version.
rumbah: try again. my .toc was still not right but should be fixed now.
thortok: you can right-click on column headers to filter, left click to sort. i need to add a "flat" layout as well so you can see all recipes sorted together instead of in categories.
late-night commit. forgot i added a new file... should be fixed now.
Getting this error on login:
1x GnomeWorks-r18\GnomeWorks.lua:196: attempt to call method 'ConstructPseudoTrades' (a nil value) (tail call): ?: <in C code>: ? <string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5> (tail call): ?: AceTimer-3.0-5 (DataStore):164: in function <...\AddOns\DataStore\libs\AceTimer-3.0\AceTimer-3.0.lua:138>
-and this error when I open a trade window:
1x GnomeWorks-r18\TradeButton.lua:64: attempt to call method 'GetTradeIcon' (a nil value) GnomeWorks-r18\MainWindow.lua:1154: in function `CreateMainWindow' GnomeWorks-r18\GnomeWorks.lua:211: in function <GnomeWorks\GnomeWorks.lua:208> (tail call): ?: <in C code>: ? <string>:"safecall Dispatcher[2]":9: in function <[string "safecall Dispatcher[2]"]:5> (tail call): ?: AceTimer-3.0-5 (DataStore):164: in function <...\AddOns\DataStore\libs\AceTimer-3.0\AceTimer-3.0.lua:138>
-Its not working at the moment.
1x GnomeWorks-r19\GnomeWorks.lua:196: attempt to call method 'ConstructPseudoTrades' (a nil value) GnomeWorks-r19\GnomeWorks.lua:287: in function <GnomeWorks\GnomeWorks.lua:283> <string>:"safecall Dispatcher[2]":4: in function <[string "safecall Dispatcher[2]"]:4> <in C code>: ? <string>:"safecall Dispatcher[2]":13: in function `?' CallbackHandler-1.0-5 (Ace3):92: in function `Fire' AceEvent-3.0-3 (Ace3):120: in function <Ace3\AceEvent-3.0\AceEvent-3.0.lua:119> <in C code>: in function `LoadAddOn' AddonLoader-2.0\AddonLoader.lua:109: in function `LoadAddOn' AddonLoader-2.0\Conditions.lua:128: in function <AddonLoader\Conditions.lua:118> AddonLoader-2.0\Conditions.lua:143: in function <AddonLoader\Conditions.lua:133>
-Bugsack got 2 errors on r19 GW and r96 LSW, I suggest anyone using ace related addons have bugsack and buggrabber installed. (Posted a ticket, #7 )
Buggrabber grabs the bugs
Bugsack displays the bugs
Both are available here on wowace
http://www.wowace.com/addons/bug-grabber/
http://www.wowace.com/addons/bugsack/
r19 + r96
I get no crafting window at all when I open a tradeskill ;) The icon for the tradeskill stays highlighted until I click it again. But no Gnomeworks window...
And the real problem is: No lua errors at all so nothing I can provide to debug it.
okay, new revision is up. should be shedding the experimental tag.
blizz frame is gone and the queue actually does stuff!
there's a long way to go still, but i'm happy with how far it's come so far.
use the ticket system for errors. (oh my, there are already tickets... guess i have to subscribe my own mods?)
i went with green for vendor because it reminded me of money. :) i could probably code in some options to select those colors.
I never thought that there ist so much information behind the craftable number *g*
An additional filter system like the one you described would be nice, too.
Maybe you can swap green and yellow (green means to me: ok, I have the mats to craft right here in my bag; yellow is more like: I have not everything, buy it to craft it)? Maybe it's a personal preference.
Regards, Highend
highend: if you mouse over the craftable number, it'll show a breakdown of how it's arrived at that number. bags, vendor, bank, alts are each considered. they are also color-coded also. i tried to make the craftable column use some intelligence in reporting counts so the screen isn't littered with redundant information. like instead of saying you can make 5/5/5/5 of an item (5 in bags, 5 in bags+vendor, 5 in bags+vendor+bank, 5 using all materials on all alts) it just says "5" and color codes it to indicate it's from your bags. if you had an additional bit of material in your bank such that you could craft another 3 items (5/5/8/8) it would show 5/8. the 5 would be coded for bags and the 8 would be coded for bank.
if you're talking about a need to filter/sort differently, then i could see that being useful. perhaps i could repurpose my recipe color filtering menu to do something similar for the craftable "have mats" filter. so "have mats in bank" or "have mats in bag" would be the option.
lusitan: attaching the queue sounds more and more like how it's going to go.
the queue will definitely include a means to re-arrange items. keep in mind, tho, that it's designed to be dynamic so that you don't need to manually queue craftable reagents. if you lack the reagents in your bag, the system will automatically want to craft any items needed for that recipe. it will update with your bag contents.
i need to implement slots in general.
I really liking the way GW is shaping up, but i want to make some suggestions:-
Looking forward to future updates
Regarding counting reagents.
Please give us a quick accessible option (maybe a drop down field on the main gn frame) which invs / banks gn should take into account for what we can actually craft.
Possible options:
1. Own inventory
2. Own inventory + bank inventory
3. Own inventory + bank inventory + alts (bank + inv together)
Tia, Highend
woot. finally. packaging always gets me since i develop disembedded.
the command buttons are all place holders right now. i want the queue buttons to allow queuing a single run. click it again to add more. then another button to queue "all" in an intelligent manner (multiple clicks to queue progressively more entries based on craftability of different inventories). perhaps crafting a stack would make sense as well. having a fixed amount as a numeric entry seems reasonable.
r18 now works for me. One thing I noticed is that the queue all button only adds one craftable at a time and not all and I'm missing the possibility to add a specified number to the queue, e.g. 10 mana potions.
I hope so :)
the reason i don't disable the blizzard frame is because this mod doesn't actually DO any crafting. leaving the blizzard frame up means that people can play with this mod and still have the ability to craft things. once i implement the actual processing, i'll disable the blizz frame.
i'm still debating the attached/detached queue list. i might rework it so that it's anchored to the main frame....
Ok I am a little confused. I been trying this out and the looks of it is fine so far (I been a Skillet user for quite a while and looking for a replacement) However re-reading the description above is this addon supposed to be a total replacement of the Blizzard tradeskill window? Cause whenever I open a tradeskill I get BOTH the Gnomeworks window AND the Blizzard tradeskill window at the same time. As commented before the queue window doesn't close with the escape key which is a minor annoyance but nice to have once you get around to it. Also I like to see, eventually, support for Ackis Recipe List in terms of the scan button to open ARL and support for Armorcraft as I commonly craft items for my alts and such. So far so good with the polishing and look forward to a solid version.
rumbah: try again. my .toc was still not right but should be fixed now.
thortok: you can right-click on column headers to filter, left click to sort. i need to add a "flat" layout as well so you can see all recipes sorted together instead of in categories.
Thought I'd give this a try.
It opens the default blizzard frame as well as the addon frame when I open a tradeskill.
I like the feature of switching tradeskills within the addon frame. Cool.
Not sure how I feel about having the queue as a separate window. Wasn't prepared for that but it looks like it could be handy.
I'd like to be able to sort the list by difficulty instead of category. And the additional option of hiding gray and green recipes, too.
I couldn't find the options anywhere. Right clicking only allows me to lower or raise the frame (which I don't expect I'll ever have a need for?)
Other than that, looks good, no LUA errors, looking forward to watching this progress.
r17 + r95
lua errors are gone, good work!
One minor bug:
"Queue all" will only put one item on the crafting list, regardless of how many I could craft.
The latest version gives the following two errors and does not work: