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Removed "have X, need X" display from intermediate items. In retrospect, showing those values is rather pointless, since the number on the icon tells you how many you need to make, and adjusting it according to inventory is already done before populating the intermediate queue, so a breakdown of have/need doesn't tell you anything you already know.

pschifferer [11-20-09 - 03:48]
Removed "have X, need X" display from intermediate items.  In retrospect, showing those values is rather pointless, since the number on the icon tells you how many you need to make, and adjusting it according to inventory is already done before populating the intermediate queue, so a breakdown of have/need doesn't tell you anything you already know.
Filename
CauldronMainUI.lua
diff --git a/CauldronMainUI.lua b/CauldronMainUI.lua
index 59fa4b8..a0306f0 100644
--- a/CauldronMainUI.lua
+++ b/CauldronMainUI.lua
@@ -917,14 +917,15 @@ function Cauldron:UpdateQueue()
 			-- set quantity info
 			frame = _G["CauldronQueueIntItem"..i.."Info"];
 			local countInfo = Cauldron:ReagentCount(queueInfo.name);
-			local infoText = string.format(queueInfo.tradeskill.."; "..L["Have %d"], countInfo.has);
+			local infoText = queueInfo.tradeskill;
+			--[[ string.format(queueInfo.tradeskill.."; "..L["Have %d"], countInfo.has);
 			if countInfo.bank > 0 then
 				infoText = infoText..string.format(L[" (%d in bank)"], countInfo.bank);
 			end
 			local need = math.max(0, queueInfo.amount - countInfo.has);
 			if need > 0 then
 				infoText = infoText..string.format(L[", need %d"], need);
-			end
+			end --]]
 			-- alts/bank/etc.
 			frame:SetText(infoText);
 			frame:SetTextColor(0.1, 0.1, 0.1, 1.0);