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Compatibility:
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Lost Depths (8.1.5)
High Isle (8.0.0)
Updated:03/31/24 11:56 PM
Created:02/19/17 06:00 PM
Monthly downloads:8,030
Total downloads:1,082,806
Favorites:402
MD5:
Categories:TradeSkill Mods, Homestead
9.3.0
Furniture Catalogue  Popular! (More than 5000 hits)
Version: 4.80.1
by: manavortex, berylbones, wookiefriseur
Furniture Crafter's best friend*.
*Actually not. The AddOn is pretty indifferent towards humans. Don't take it personal.

DependsOn
If you are here because ESO told you that the AddOn can't load due to missing dependencies, please check here.

Missing/Incorrect entries
If you are here because you want to report an error in the data, please check here.
Feel free to send berylbones a message (here or in game) with the item info for timely updates!

Features:
Check the screenshots!
  • User-Interface: toggleable either via keybind or via slash command /fur[/size]
  • FurnitureShoppingList: Fully integrated
  • Compact/Full view: Check the +/- button
  • Item database: Holds a list of all available furniture blueprints (source: I datamined them myself! ^_^)
  • Filters: All filters are additive - check first screenshot
    • crafting station
    • crafting knowledge
    • item source
    • quality
    • game version
    • item name
  • Post to chat Print the recipe (if known) or the material list to chat from an item link or the Interface - see second screenshot
  • Responsive developer Found something that's not in the catalogue? Tell me where you got it, send me an item link, and in it goes!
Not possible:
  • Preview: I can't let you preview things from Furniture Catalogue. Scroll down for the long explanation.
  • Crown Store: I can't access Crown Store tooltips. If you have a crown store item, please send me the link and price!
Why should I use this instead of CraftStore?
You probably shouldn't - this AddOn has a different purpose. I wrote FurnitureCatalogue to help me with furnishing my homes - I wanted to know what's out there and how I can get it.

Donations welcome!
Writing this AddOn was a lot of work. Almost all the included data files are generated by hand. I have literally spent hours just standing in front of furniture merchants, checking item conditions and putting things into files. (If you want a better impression, check data/Homestead/AchievementVendors.lua - I have visited every single one of those myself.)
By careful estimate I've spent 30+ hours on FurC since Morrowind hit PTS - the initial release ate a week of vacation turned to pretty much nonstop coding.
I've taken over updating since manavortex no longer playes ESO, so if you want to give back, feel free to donate to @berylbones, both on NA and EU!

Possible issues

My crafter's knowledge isn't correct!
Just click the refresh button. If you want the AddOn to scan on every load, there is a setting "inable initial scan" - check if it's deactivated.

This only shows Pact PVP furniture, and I'm $other_faction!
This is a feature. Adding complexity adds bugs and loading times - and that's needlessly complex, since the prices and item sources are the same.

Something else is broken!
  1. Disable Shissu's Guild Tools - Shissu altered some ESO functions, it's nothing I can fix
  2. Reset the furniture catalogue database by middle-clicking the refresh button or wiping it from the menu
  3. Wipe the saved variables - you can do that from the AddOn menu via "Reset to default".
  4. Do a clean install of the AddOn to make sure no outdated files are left
  5. Get in touch with manavortex with a description of the bug:
    • Where exactly does it occur? (FurnitureCatalogue window, when right-clicking an item link...)
    • What is affected? (item links, posting to chat, exporting...)
    • What do I have to do when I want to reproduce this bug?
Big thanks to my fellow developers for being so awesome and helping me out so much!

The long version about the preview
I have talked to Chip Hilseberg (may his code never bug) about this, and he was quite clear - ZOS doesn't want us to preview items from the item links because of datamining etc. A function to preview items that we can craft may come eventually, but that will only help you while logged in on your crafter.

Why can't you make it work like FurniturePreview?
There is an API function that lets you preview something that is in a bag (a vendor is a bag too) or a guild store. In theory I could add preview functions from Furniture Catalogue for items that are in your inventory, but that would require yet another loop and have a negative impact on performance. (Again.) Just use FurniturePreview for those, please.

Wishlist/ToDo:
Add icons to recipes in bank/inventory/guildbank when a recipe is known/unknown
[ DONE ]

Add MasterMerchant integration to FurnitureCatalogue tooltip overlay
[ WON'T DO] - use FurnitureShoppingList or post to chat for regular tooltip

Fix the tooltip from the dropdown menus lingering after the menu has been closed
[ DONE ]

Fix up the export function
[ DONE ]

Hook up crafting station tooltips for rightclick
[ BACKLOG ]

Add the option to log other furniture crafter's account names when reading FurC output
[ BACKLOG ]

Add item links from guild trader on returning search results
[ BACKLOG ]

Add the option to import other furniture crafters' exported sheets for guild wide
[ BACKLOG ]
If you don't find change notes, it's because it's Luxury Furnisher. Booooring.

Speaking of boring: if you're really bored you can find the full changelog here and all undocumented changes here.
---

4.80.0 (2024-03-11)
- added furniture and blueprints from Scions of Ithelia (for now they show up as rumours, sources will be updated over time)
- updated some luxury furnishings
- API version update


4.79.0 (2024-01-29)
- confirmed multiple rumour items
- batch of luxury updates weeks 2023-50 through 2024-04
- rename archive from endless to infinite


4.78.0 (2023-12-09)
- all Crown crate furnishings updated
- several luxury furnishing updates
- confirmed some more scrying items


4.77.0 (2023-12-02)
- confirmed several scrying furnishings
- fixed missing achievements for Endless Archive (ingame bug)
- fixed some legerdemain achievements
- several luxury furnishing updates for week 45 through week 48


4.76.0 (2023-11-06)
- Welcome to the Endless Archive!
- Please note that this update's achievement furnishings are purchased with Archival Fortunes instead of gold. This addon does not yet reflect that change.
- missing achievement data for a couple of the new items
- still need to add info for some of the new antiquities. Will update again soon.


4.75.0 (2023-08-07)
- adding sources for Necrom items and catching up on luxury vendor
- merged and fixed some item categories and sources, less files now
- removed confirmed items from rumours


4.74.1 (2023-07-23)
- hotfix so LibPrice works again


4.73.0 (2023-07-17)
- minor bugfixes and item updates


4.72.0 (2023-06-04)
- Adding Necrom Items


4.71
- Fixing UI error


4.7
- Updated for Scribes of Fate - new items, lux items, plus updated a lot of the older crown items that needed pricing info.


4.6
- Finally got the new Galen items updated and caught up on lux vendor items. Sorry for the delay! Crown + crate items will be added soon. Thanks to everyone who has reached out with info and support.


4.5
- Added option to disable context menus in inventory. Fixed debug message posting to chat. General update for U35/Lost Depths and catching up on missed lux vendor items. I'm working on crown store items, so if you have info for anything missing please feel free to reach out!


4.4
- Welcome to High Isle! Most of the new items are accounted for, and I'll fill in the blanks when I can!
- Added drop down filter for writ voucher items - currently only shows crafting stations, but working on getting all writ voucher craftables under that filter as well. Plus some tweaks to the search feature that will hopefully make it easier to use.


4.323
- Mostly lux vendor items.
- Apologies for the delayed updates recently - life got very busy very fast, and I greatly appreciate everyone who continues to send me item info as they find missing or incorrect entries!
Optional Files (0)


Archived Files (59)
File Name
Version
Size
Uploader
Date
4.80.0
257kB
manavortex
03/11/24 10:18 AM
4.79.0
256kB
manavortex
01/29/24 08:48 AM
4.78.0
256kB
manavortex
12/09/23 06:41 AM
4.77.0
255kB
manavortex
12/02/23 07:41 AM
4.76.0
255kB
manavortex
11/05/23 11:41 PM
4.75.0
250kB
manavortex
08/06/23 08:47 PM
4.74.2
259kB
manavortex
07/29/23 05:15 AM
4.74.1
259kB
manavortex
07/23/23 05:11 PM
4.74.0
258kB
manavortex
07/22/23 03:10 AM
4.73.0
258kB
wookiefriseur
07/17/23 06:41 AM
4.72.0
279kB
wookiefriseur
06/04/23 09:38 AM
4.71
279kB
wookiefriseur
03/13/23 09:04 AM
4.7
279kB
berylbones
03/12/23 07:26 PM
4.6
281kB
berylbones
12/18/22 05:43 PM
4.5
279kB
berylbones
08/22/22 07:01 PM
4.4
277kB
berylbones
06/05/22 06:21 PM
4.323
275kB
berylbones
05/15/22 10:07 AM
4.322
276kB
berylbones
03/18/22 06:08 PM
4.321
276kB
berylbones
03/15/22 01:14 PM
4.32
276kB
berylbones
03/14/22 09:29 AM
4.313
277kB
berylbones
02/06/22 07:44 PM
4.312
277kB
berylbones
12/28/21 05:06 PM
4.311
279kB
berylbones
12/12/21 07:46 PM
4.31
278kB
berylbones
12/05/21 01:37 PM
4.3
277kB
berylbones
11/28/21 02:31 PM
4.2
267kB
manavortex
03/13/21 12:14 PM
4.16
263kB
manavortex
02/07/21 05:21 AM
4.15
259kB
manavortex
02/06/21 08:34 AM
4.14
263kB
manavortex
12/06/20 07:21 AM
4.13
251kB
manavortex
11/07/20 12:28 PM
4.1
248kB
manavortex
08/08/20 07:48 AM
3.9
248kB
manavortex
06/28/20 06:03 AM
3.8
247kB
manavortex
05/17/20 03:02 AM
3.7
238kB
manavortex
04/25/20 02:13 PM
3.6
161kB
manavortex
02/29/20 04:35 AM
3.5
155kB
manavortex
06/11/19 05:29 AM
3.4
155kB
manavortex
06/02/19 10:38 AM
3.2
157kB
manavortex
02/23/19 10:45 AM
3.1
157kB
manavortex
02/16/19 10:50 AM
3.00
222kB
manavortex
02/09/19 09:40 AM
2.90
216kB
manavortex
12/08/18 12:36 PM
2.80
210kB
manavortex
10/02/18 12:39 AM
2.7
201kB
manavortex
09/19/18 08:40 AM
2.6.0
198kB
manavortex
08/18/18 08:15 AM
2.5.0
177kB
manavortex
06/02/18 02:55 AM
2.4.0
132kB
manavortex
05/19/18 06:06 AM
2.3.0
169kB
manavortex
05/05/18 08:01 AM
2.2.0
169kB
manavortex
05/05/18 05:44 AM
2.0
584kB
manavortex
12/09/17 11:24 AM
1.9
202kB
manavortex
08/13/17 04:51 AM
1.8
201kB
manavortex
08/05/17 05:26 AM
1.7
199kB
manavortex
07/30/17 04:32 AM
1.6
205kB
manavortex
07/01/17 07:59 AM
1.5
205kB
manavortex
06/28/17 02:22 PM
1.3
217kB
manavortex
06/17/17 01:24 PM
1.2
216kB
manavortex
06/05/17 12:05 PM
1.1
215kB
manavortex
05/27/17 02:31 AM
1.0
212kB
manavortex
05/21/17 11:20 PM
0.1
69kB
manavortex
02/19/17 06:00 PM


Post A Reply Comment Options
Unread 05/02/20, 02:42 PM  
remosito
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Forum posts: 30
File comments: 295
Uploads: 6
Originally Posted by manavortex
Hey,


Err, right. Because I just added that yesterday.

I haven't hooked up the tooltip to change if the shift key is pressed. Can you try pressing shift and then mousing out and in again?
Did the mousing thing already with the shift pressed, or I wouldn't have gotten the debug output.

Unless by "mousing out and in again" you mean sth else than moving mousing from line to line or outside /fur window and back in. All while shift is pressed.
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Unread 05/02/20, 02:38 PM  
manavortex
 
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Hey,

{small note you never changed the debugLogger Channel away from MyAddon}
Err, right. Because I just added that yesterday.

I haven't hooked up the tooltip to change if the shift key is pressed. Can you try pressing shift and then mousing out and in again?
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Unread 05/02/20, 02:34 PM  
remosito
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Originally Posted by manavortex
hey,
seems the file didn't go through? O_O Anyhow, I've done a reupload.
Hey again :-)

I am quite flummoxed. Independent of if I press shift or not the popup window always displays the Item and never the Pattern.

Took the liberty of inserting

FurC.DebugOut("ReturnItemLink with shift down %d %d", recipeArray.blueprint, recipeArray.itemId )

right before

if recipeArray.blueprint then return FurC.GetItemLink(recipeArray.blueprint) end

in your ReturnItemLink

{small note you never changed the debugLogger Channel away from MyAddon}

and I do get the expected lines like:

ReturnItemLink with shift down 139587 139264

So shift recognition works. Patternrecognition too.... very strange....
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Unread 05/02/20, 10:08 AM  
manavortex
 
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hey,
seems the file didn't go through? O_O Anyhow, I've done a reupload.
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Unread 05/02/20, 10:06 AM  
remosito
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Originally Posted by manavortex
Hey remosito,



In the current version I included the feature that the tooltip will be populated with the blueprint (if there is one) when you mouseover the item in the FurC UI with shift pressed. Could you check if it works for you?
Important: Just pressing shift will do nothing (yet). You need to move the mouse off the row in question, then press the key, and then mouse back in.
Howdie manavortex :-)

where would I find that latest version? The newest one on here seems to be from 25th of April...

Kinda expected the one about needing to leave the line and come back after pressing shift. So in my head been doing it that way already ;-)

excited to try it out


cheers
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Unread 05/02/20, 02:00 AM  
manavortex
 
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Hey remosito,

yes that is exactly the feature idea I had in mind. Marvelous to hear you like the idea yourself too :-)

I was hoping it wouldn't be too much work.
In the current version I included the feature that the tooltip will be populated with the blueprint (if there is one) when you mouseover the item in the FurC UI with shift pressed. Could you check if it works for you?
Important: Just pressing shift will do nothing (yet). You need to move the mouse off the row in question, then press the key, and then mouse back in.
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Unread 04/29/20, 05:28 AM  
remosito
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Originally Posted by manavortex
Hey remosito,

Originally Posted by remosito
just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)
just to make sure that I've got your feature request, you'd like to display the recipe information on the mouseover tooltip on shift down instead of the item information?
I don't think that'll be too much work, and I rather like the idea myself

A most wonderful day to you as well!
Howdie,

yes that is exactly the feature idea I had in mind. Marvelous to hear you like the idea yourself too :-)

I was hoping it wouldn't be too much work.

have a great one
Last edited by remosito : 04/29/20 at 05:58 AM.
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Unread 04/29/20, 02:23 AM  
manavortex
 
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Hey remosito,

Originally Posted by remosito
just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)
just to make sure that I've got your feature request, you'd like to display the recipe information on the mouseover tooltip on shift down instead of the item information?
I don't think that'll be too much work, and I rather like the idea myself

A most wonderful day to you as well!
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Unread 04/29/20, 02:18 AM  
remosito
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Hey again,

this rabid dog failed again with his bone.... :-/

https://wiki.esoui.com/IsShiftKeyDown would be the api call....


Disclaimer: I really dont expect you to do any of these things. Especially in light of you not even playing (much) anymore.... just figured maybe throwing out some ideas and doing some minimal legwork might be helpful if you actually feel like doing them ;-)

wish you a most wonderful day
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Unread 04/28/20, 12:02 PM  
wolfstar

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Originally Posted by remosito
Very good point about the key. Personally I would not put it beyond ZOS to have patterns behind achievements in the future. Using same key will break if ever they do. And splitting the put together behind same key values then for all existing stuff will be a nightmare. I'd go for different key tbh....
They have with Summerset, which may have been handled by FC as craftable rather than achieve patterns. Haven't played Elsweyr enough to see if they did the same.
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Unread 04/28/20, 07:35 AM  
remosito
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Hey again,

had another idea based on dungeontrakcer addon. Kinda neat. shows you completion of a given dungeon when you hover mouse on it on the map. The cool trick they use. If you hover over it with the mouse only. It shows completion in normal. if you hover over it with shift pressed. it displays vet dungeon completion for all chars.

Wondering if sth like that could be done?

Looked a weebit into the code and there seems to be onmousenter eventhandlers as well as an itemlink that is set there. would be cool to change the itemlink to pattern if shift is pressed :-)

Code:
local function getItemLink(itemId)
    if nil == itemId then return end
  itemId = tostring(itemId)
  if #itemId > 55 then return itemId end
  if #itemId < 4 then return end
  return zo_strformat("|H1:item:<<1>>:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h", itemId)
end
if shift is pressed and item is craftable dont return zo_strformat("|H1:item:<<1>>:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h", itemId) but find pattern via your data tables and return that :-)

Edit: sorry...my boss once told me I am like a dog with a bone....just gotta chew it through... will try to let it go now :-)
Last edited by remosito : 04/28/20 at 07:36 AM.
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Unread 04/28/20, 06:29 AM  
remosito
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Originally Posted by manavortex
Yeah, exactly. I could perhaps even re-use the same key, since it's unlikely that anything sold by an achievement vendor will be craftable... hmmm.

Thanks for the praise, tbh, that was Ayantir's influence back in the days. The saved variables were horrible before.

]

Very good point about the key. Personally I would not put it beyond ZOS to have patterns behind achievements in the future. Using same key will break if ever they do. And splitting the put together behind same key values then for all existing stuff will be a nightmare. I'd go for different key tbh....

About my earlier idea of toggable second column ingredients vs pattern. Noticed that the hover over popup of the second row is as well linked to the item in the first link. So that wouldn't work. But you probably already know that :-)

Link Pattern to chat is a very good and workable workaround. so no biggie :-)

thanks for a fun exchange afternoon btw :-)
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Unread 04/28/20, 06:19 AM  
manavortex
 
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Yeah, exactly. I could perhaps even re-use the same key, since it's unlikely that anything sold by an achievement vendor will be craftable... hmmm.

Thanks for the praise, tbh, that was Ayantir's influence back in the days. The saved variables were horrible before.

Originally Posted by remosito
... do something similar for achievment by augmenting your existing saved vars info

Code:
[159452] = 
                    {
                        ["version"] = 14,
                        ["itemId"] = 159452,
                        ["itemLink"] = "|H1:item:159452:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                        ["origin"] = 7,
                        ["itemName"] = "Gray Reliquary",
                    },
}
with

Code:
 ["characters"] = 
  {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
  },
based on scan of achievements on that character?
Last edited by manavortex : 04/28/20 at 06:21 AM.
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Unread 04/28/20, 06:13 AM  
remosito
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Originally Posted by manavortex
Hey,

Originally Posted by remosito
Did look into your code though, and saw you seem to have achievement id stored:
yeah, I'm using that right now to generate the tooltip. I'll scan whether or not a character qualifies for the achievement in the future.

Originally Posted by remosito
I guess at startup or /fur read that saved vars once and premake the list for the achievements that matter for furniture would be more efficient....
Maybe you see how the crafter knowledge is stored? That's the approach I'm right now having in mind for the achievements. It _should_ be fairly lightweight.

Originally Posted by remosito
performance wise no idea how heavy reading such a big saved vars file is.... it would only trigger on your popup window appearance, so that ain't all the time at all.
It could be so much worse, but then, it piles up.
you mean this I assume?

Code:
[139277] = 
                    {
                        ["recipeListIndex"] = 18,
                        ["itemName"] = "Alinor Bowl, Shallow Limestone",
                        ["origin"] = 4,
                        ["characters"] = 
                        {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
                        },
                        ["blueprint"] = 139600,
                        ["itemId"] = 139277,
                        ["recipeIndex"] = 47,
                        ["version"] = 7,
                        ["itemLink"] = "|H1:item:139277:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                    },
and do something similar for achievment by augmenting your existing saved vars info

Code:
[159452] = 
                    {
                        ["version"] = 14,
                        ["itemId"] = 159452,
                        ["itemLink"] = "|H1:item:159452:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h",
                        ["origin"] = 7,
                        ["itemName"] = "Gray Reliquary",
                    },
}
with

Code:
 ["characters"] = 
  {
                            ["Ranaera Woodsinger"] = true,
                            ["Valyria Carcosa"] = true,
  },
based on scan of achievements on that character?

I like it very much :-)

Very light-weight, elegant, no dependency on other addons.
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Unread 04/28/20, 06:02 AM  
remosito
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File comments: 295
Uploads: 6
Originally Posted by manavortex
Hey,



I think the reason is because TTC checks for the item tooltip to be opened, while MM checks for an inventory row to be hovered, I'm not sure. Fixing that will either be relatively simple or require me to rewrite the list from scratch (which I am postponing for around 3 years already ).



Due to how the data is structured and how ZOS handles blueprints, that's not as trivial as you imagine it (unfortunately). There is no direct connection from an item to the blueprint!
I'm listing furniture based on the item ID, that is the numerical part of an item link. You can find one by copying an item link in-game and then pasting it anywhere outside of it, it'll look like this:
|H0:item:139533:1:1:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0:0|h|h

The ID for this pattern is 139533.

That means, whenever you look up a recipe, I get the resulting item and look _that_ up. I make sure that any recipes the player encounters will get written to the saved variables, that's not something the API offers.

So what I'm doing is
  • I run a script to datamine all furniture items and blueprints whenever ZOS releases any new content
  • I throw those into a file (you can find them in the FurnitureCatalogue folder under data/MiscItemSources, for example)
  • I run over all those item links to create the AddOn's data (existing entries will not be re-created to save performance).

After that, I scan the current character's crafting knowledge and iterate through those entries, there is a skill line and a skill index or something like that.
If a recipe is known, I can add an entry that they can craft it. At the time I wrote it, if it was not known, I was out of luck, because the API wouldn't even tell me what it was (they do that on purpose to prevent datamining). If any items can be crafted that do not exist within the data files, I add an entry so that they show up in FurC - however, these won't have the "link recipe" option.

So while I could add an additional column, that would include a lot of empty values, and if it is displayed, I would have to populate it by looking up the recipes. I could perhaps add a filter to only display entries with a recipe? That would require me touching the UI, which... I have been postponing for about 2 years? But it's possible.

You can, however, use the "link recipe" context menu entry (where it exists) to post the recipe to chat (that will always result in an item link) and use the link from chat to get the data.

I hope that helps you some?

That does help indeed. And I should have realized that with craftable filters selected you don't change the underlying UI list. And this is why for craftable items there are the items in the column and not the patterns. And adding a column for that filter would mess up the view for all other or no filters :-)

how about toggle "display pattern or ingredients" for the second column?


tried the link pattern trick and at first thought does not work....apparantly links become active only after you have actually sent the chat out...

retestet the achievement link trick and after sending chat it does become clickable. though havent found an addon that modifies this popup to display which char has achieved it :-(
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