v0.9.13-forever
What's new
ForeverArtisan changelog
0.9.13 (2026-10-06)
- Plans include recipes you can still train: when a trainer you've opened (Trade Contacts) teaches a recipe you haven't learned, the plan uses it from the skill it needs, says "train at 40" on that step, and puts "Train Heavy Linen Bandage" with the trainer and cost at the top of the shopping list (the cost counts in the total). Plans no longer stop just because your only recipe went gray. If no trainer is on file yet, the plan tells you to open one once.
- Plans pick the cheaper way up when two recipes are close: if their skill-up chances are within 10% of each other, the one that costs less per skill point wins (using the same prices as the shopping list). With no prices yet, the best chance still wins, and anything you can make from your bags still comes first.
- Recipe colors you've seen now stick. Forever only tells addons where a recipe turns gray, so yellow and green were guessed at 40 and 20 below. Every time you open your crafting window, ForeverArtisan remembers each recipe's color at your skill and moves the guess to fit, so a bandage you saw orange at 28 isn't planned as yellow at 22. Skill-up chances for yellow and green now fall evenly from where yellow starts to gray.
- Training on the shopping list is in the order you'll learn it. Everything your skill already allows sits on one "Train now" line with the total cost (one trip to the trainer; hover it for who teaches each). The rest follow one line each with the skill you learn it at ("at 80").
- Drag the bottom-right corner of any crafting window to make it taller. The Progress tab then shows more of the plan and the shopping list, and the size is remembered. Long plans and shopping lists also scroll with the mouse wheel now ("more below, scroll down" used to say so without it working).
0.9.12 (2026-10-06)
- Prices in your crafting plans: every shopping list (Alchemy, Blacksmithing, Enchanting, Engineering, Leatherworking, Tailoring, Cooking and First Aid) shows what each missing material costs and a total for everything you still need to buy, with how old the prices are. No other addon needed: ForeverArtisan remembers the cheapest buyout on Auction House pages you look at yourself. With Auctionator installed it uses Auctionator's scans too (whichever price is newer wins), and a vendor from your Trade Contacts wins when it's cheaper. At the Auction House, click a shopping list item to put its name in the search box. ForeverArtisan never searches or buys for you.
0.9.11 (2026-10-06)
- Fixed Mining, Herbalism and Skinning not counting ("0 nodes since your last skill-up"). With auto loot, Forever can skip the loot window entirely, so ForeverArtisan never saw what a node gave you. It now also counts the node from the "You receive loot" line in chat, right after your Mining, Herb Gathering or Skinning cast, so every node and skin counts again.
/fa mine debugshows what the game reports while you mine, for bug reports.
0.9.10 (2026-10-05)
- Job titles in town, no switch: friendly NPCs show their job under their name (like <Leatherworking Trainer>) for everyone, now part of Core so they work even with Trade Contacts off. The "Show NPC names in town" checkbox is gone. Titles and Trade Contacts' noting of crafting NPCs both need the game's friendly NPC nameplates on. If they're off, the
/fapanel and the Search tab say so with a "Turn on nameplates" button, and chat reminds you once per session in town./fa nameplatesturns them on. ForeverArtisan no longer changes your nameplate settings by itself. - Plays nice with nameplate addons: if Plater, Threat Plates, Tidy Plates, Neat Plates, KuiNameplates, Platynator, nPlates or ElvUI nameplates are running, ForeverArtisan leaves NPC titles to them so you never see a title twice. Trade Contacts still notes the crafting NPCs you pass.
/fa titles on | off | autolets you choose for yourself. - Sturdier in combat and crowded towns: Forever hides some values from addons (unit names on some nameplates, buffs, casts and cooldowns in combat). Every part of ForeverArtisan now skips those quietly instead of showing a Lua error, and keeps working once the values are readable again.
/fa versionshows how many it skipped this session. - Reporting errors: the What's new note, the welcome notice and
/fa feedback(or/fa bug) now end with "Seeing an error? Tell us at foreverartisan.app/bug". Type that address in your browser; it opens the bug form.
0.9.9 (2026-10-04)
- Fixed a Lua error ("cannot be indexed with secret keys") from nameplates in busy towns like the Undercity. Forever hides some unit names from addons; ForeverArtisan now skips those instead of erroring.
- New icons: the minimap button is the gold FA logo and Trade Contacts is a gold map pin, so they no longer look like other addons' buttons. The AddOns list uses them too.
- What's new: after an update, your first login prints the headline features of each release since the one you had (up to three) in chat. New installs get the welcome notice instead.
/fa newshows it again.
0.9.8 (2026-10-03)
- Smoother play: profession windows are read once per change instead of by all eight crafting modules on every craft; open windows only redraw what changes with time; item tooltips skip anything that isn't a material of yours before doing any work; the fishing lure bar, nameplate titles and Trade Contacts search do much less work per second. Nothing you see changes.
- Tooltips: the first line ForeverArtisan adds to a herb, ore, mob or item tooltip has a small gold "FA" on the right, so you can tell our lines from the game's.
- Fishing: the "capped" message and the Progress tab name the character level for the next rank (Expert book: level 20, Nat Pagle's Artisan quest: level 35), and if you're below it, how many levels you still need.
- Fishing: "No fishing key set" waits until you equip a fishing pole instead of showing on every login.
- Trade Contacts: a map pin in another zone now says which zone ("It's in Desolace, so open the Desolace map to see it") and switches an open world map there.
- Camping: each camp item has a Craft button that opens its profession window on the recipe. It grays out when you're missing materials; hover it to see what's missing.
- Camping (new module,
/fa camp): the camp item each of your professions can place now and the skill for the next tier, the one-hour cooldown after you place one (with "Camp items are ready again" in chat), and the Cooking campfire kits with the skill to learn and to use each. At a campfire with your cooldown ready and a camp item in your bags, chat reminds you to place it. It never places anything for you and doesn't map other players' fires. Turn it off in the/fapanel like any module. - Herbalism: Cultivation reminders for Tauren. Hover a herb out in the world and the tooltip says "Cultivation ready: cast it first to grow a duplicate" while the spell is off cooldown. Start picking a herb while it's ready and chat reminds you once. When the hour is up, chat says "Cultivation is ready again." The Herbalism window shows "Cultivation: ready" or the minutes left. Works without Herbalism, and stays hidden on characters who don't know the spell.
- Cultivation has a level requirement for each herb. ForeverArtisan doesn't guess it: when a cast fails because your level is too low, it remembers that herb, and its tooltip says "Cultivation: needs level 25 for this herb".
/fa herb cultivationlists what it has learned;/fa herb cultivation offturns the reminders off (or untick the box in the Herbalism window).
0.9.7 (2026-10-02)
- Blacksmithing, Tailoring, Engineering and Enchanting (new modules): the same window as Alchemy and Leatherworking, with what to make now, a plan to your target skill with a shopping list, a craft log, a recipe book and where to train next. Every one of the 12 professions now has a module.
/fa bs,/fa tailor,/fa eng,/fa ench - Tailoring counts bolts of cloth as crafts. Blacksmithing and Engineering point ore to your Mining log and say where bars come from. Enchanting points dust and essences to disenchanting.
- Enchanting works with the older Classic Enchanting window. When the game doesn't give a recipe's gray level, the plan estimates it from today's color and the Recipe book shows it as "gray at ~N".
- Welcome notice (once per account): what ForeverArtisan is for. It remembers where you've been, not where you're going, with a "Pick my professions" button and where to send bugs and ideas.
/fa welcomebrings it back. It replaces the old beta notice. - Where to get recipes you don't have (Recipe book, every crafting module including Cooking and First Aid): it lists every recipe, the ones you know first, then "Not learned yet", each sorted by gray level. Show: All / Learned / Not learned buttons at the bottom; it opens on All. Under "Not learned yet", recipes with a source you know (trainer, vendor, drop, quest) come first. Profession trainer tooltips in Trade Contacts list what they teach and the skill each needs. Each one you haven't learned says where it comes from: a trainer you've met (with the skill needed), a vendor you've met (price, limited stock), a recipe you looted (which mob, where) or a quest that offered it. Click one for a waypoint. Only what you've seen in Forever, no guesses; anything else shows "not found yet".
- Tools and stations (all crafting modules): a recipe that needs a tool you don't have says so in Make now ("needs Blacksmith Hammer") instead of "can make". Tools go at the top of the plan's shopping list, and hovering a recipe shows its tool and where it's made ("Made at: Anvil"). Works with the newer profession window too, which lists tools as requirements (Runed Copper Rod). A material you'd make with a recipe whose tool you don't have yet is bought instead (Mote of Magic until you have the rod). Forever's newer window is read every time it opens;
/fa <profession> debugshows what was read. - Trade Contacts saves class trainers (Mage Trainer, Druid Trainer and so on) when you pass or talk to them. Pick Trade > Class trainers on the Contacts tab, or search
/fa mage, for every one you've met; click for a waypoint. Open a class trainer's training window once and it saves every spell they teach; hover the trainer on the Contacts tab to see them, the next ones for your level first, with level and cost. "Only not visited" lists your own class's trainers only, and the crafting lists stay crafting-only. - Trade Contacts, Search tab: a "Nearest trainer" button. Each menu line names the closest trainer for your class or a profession. Pick one to list every trainer of that kind you've met or passed, nearest first with the distance, and click the one you want for a waypoint. The menu only lists trainers you've found.
- A profession you haven't learned now says "Learn from:" with the closest trainer you've met or passed when no Apprentice trainer is on file (marked "seen" if you haven't talked to them), instead of "ask a city guard". Fixed "a Enchanting trainer".
- Every crafting module (Cooking and First Aid too) has an "Open window" button at the top right that opens the game's profession window, and clicking a recipe you know in Make now or the Recipe book opens it on that recipe where the game allows.
- Materials you loot from mobs are remembered: shopping lists and material tooltips in every crafting module say "Dropped by Mangy Duskbat, Tirisfal Glades (you looted it 6 times)" instead of "Drops from mobs". Only your own loot; chests, herbs and ore veins aren't counted as mob drops. Hovering such a material anywhere (bags, chat links) shows the same "Dropped by" line, even before you know a recipe that uses it.
- A second minimap button, a book, opens Trade Contacts in one click (only while Trade Contacts is on). Drag it anywhere;
/fa minimap contactshides or shows it. /fafinds a module by its name, short alias, the person ("blacksmith", "enchanter", "tailor") or a clear start of the name ("black", "leather"). A module that's off says how to turn it on, and how to search vendors instead (/fa search blacksmith).- Every scrolling list (Recipe book, logs, Trade Contacts, shopping lists) says "N more below, scroll down" under the last row when there's more.
- The
/fapanel uses shorter rows so all 13 modules fit; hover a row for its description.
0.9.6 (2026-09-30)
- Fishing: setting the reel-in key to your fishing key now shows it on the reel-in row ("Space (same key)") instead of "none", so one-button fishing is clear. Clear on that row turns it off.
0.9.5 (2026-09-29)
- Trade Contacts: a crafting NPC you talked to is saved even when no trainer or shop window opens (a trainer who won't train you yet only shows chat). They show as "visited, no list yet" instead of "seen, not visited".
- Trade Contacts search: one row per trainer, with the ranks they teach on it ("trains 16 · Apprentice").
- Trade Contacts: two checkboxes on the Search tab replace the scout and todo commands. "Show NPC names in town" finds crafting NPCs as you pass; "Only not visited" lists the ones you haven't talked to, nearest first. The slash commands still work.
- The
/fapanel has a "Show NPC names in town" checkbox at the bottom, next to Vendor search, so scout mode is easy to find. - Wording: "seen, not visited yet" is now "seen, talk to save".
- Hover either "Show NPC names in town" checkbox for what it does and how many NPCs you have seen. Ticking it says so in chat, and clicking a checkbox's label works too.
- Search with "Only not visited" ticked now says when it hid a match ("Karolek matches, but you've already visited") instead of "Nobody left to visit".
- Trade Contacts, Contacts tab: grouped under town headers (click one to fold it), with a Zone picker (All zones, Where I am, or one zone) and a Trade picker (All crafting, one profession, Trade & general goods, or Everyone). Innkeepers, class and riding trainers saved by older versions are hidden unless you pick Everyone. The "before update" tag is gone from each row; a grey name means the same thing.
- Fix: Fishing kept one skill, pole and weapon set for the whole account, so an alt without Fishing showed your main's skill (and "capped, train!") and your main's pole. Each character now has its own; an alt without Fishing shows "not learned yet". Poles and weapons you already set move to the characters that own them.
- Fix: after you unlearn a profession, its module kept showing your old skill (for example "Herbalism 3 / 75" after dropping Herbalism). All modules now show it as not learned, Progress tabs included.
- Crafting plans (Alchemy, Leatherworking): materials you have to make first, like Light Leather from scraps or cured hides, now count toward your skill-ups, so the plan needs fewer of the main craft. Each step shows what it makes along the way ("+ 119 Light Leather"). When two recipes are equally good for skill-ups, the plan picks the one that uses fewer materials (a Handstitched Cloak over the Vest).
0.9.4 (2026-09-29)
- Alchemy (new module): what to make now for skill-ups, a plan to your target skill with a shopping list, a craft log, a recipe book, where to train next, and Alchemy lines on herb and vial tooltips. Herbs you're short on point to where your Herbalism log found them. Transmutes stay out of the plan because of their cooldowns.
/fa alch - Leatherworking (new module): the same window and plan. Cured hides count as crafts, not purchases: the plan makes only the ones you don't already have and lists the raw hides and Salt instead. Leather and hides point to where your Skinning log found them.
/fa lw - Alchemy and Leatherworking name a trainer from your Trade Contacts for your next rank once you've met one.
- Fishing: the Derby tab is now the Cast marker tab. The marker tools sit at the top; the derby countdown, rules and catches are still there underneath.
- Trade Contacts: riding instructors and weapon masters are no longer saved as contacts (class trainers already weren't). Ones saved before stay until you forget them.
- Fix: First Aid said "You haven't learned First Aid" on characters without Cooking. The same check in Cooking, Fishing, Herbalism, Mining and Skinning could miss a profession the same way.
- Trade Contacts search: a trainer shows as one row ("trains 33") instead of one row per recipe; "alchemy" now finds Alchemists and "leatherworking" finds Leatherworkers; NPCs you've passed but not talked to show up too, marked "seen, not visited yet". Results are nearest first, across zones on your continent. Use
/fa search alchemywhen the word is also a module name. - Trade Contacts: trainer entries no longer end in "(available)" or "(unavailable)".
- Every list: long names and long details share the row instead of printing over each other.
- Cooking, First Aid, Alchemy, Leatherworking: until your recipes are read, every tab shows an "Open <profession> window" button. One click opens the window and the recipes are read.
- Cooking, First Aid, Alchemy, Leatherworking: on a character that hasn't learned the profession, the window names the nearest trainer from your Trade Contacts who teaches Apprentice, with a Waypoint button.
- No more BETA tag on tested releases. Only builds named "-beta" show it now, and the login popup went with it.
/fa feedbackstill shows where to send bugs and ideas.
0.9.3 (2026-09-28)
- Listed for WoW Forever only. Addon managers no longer offer ForeverArtisan to Classic Era players, where it doesn't work. No changes in game.
0.9.2 (2026-09-28)
- Download fix: the zip no longer includes a stray folder without a TOC file, which made Wago reject the 0.9.1-beta.1 upload. No changes in game.
0.9.1-beta.1 (2026-09-28)
- Cooking / First Aid: the plan explains itself. A red line shows when you are capped and planning past your rank; the yellow "recipes stop at N" line moved up under the target box; the target turns red when the plan cannot reach it. Same warning in
/fa cook planand/fa aid plan. - Trade Contacts: weapon and armor vendors are now read instead of skipped, and saved only if they actually sell crafting goods (with just those items).
- Core: new vendor-only reagent list. Tooltips and shopping lists say what kind of vendor sells a reagent before you have met one ("Cooking Supplies vendors - none in your Trade Contacts yet").
0.9.0 (2026-09-27)
- One suite, one version: every part of ForeverArtisan now shares this number. /fa version shows it; the module panel flags any part that doesn't match.
- Suite style: every window, tab row, heading, skill bar and goal list comes from Core's shared style kit. Gold everywhere.
- Names: everything is ForeverArtisan now. Commands /fa fish, /fa cook, /fa herb, /fa mine, /fa skin, /fa aid, /fa contacts (plus /fafish, /facook, /faherb, /famining, /faskin, /faaid, /facontacts, /fasearch). Old /mfish, /mlog, /mats removed. Saved data moves over automatically.
- Herbalism, Mining, Skinning: goals get progress bars and editable amounts; Progress tabs get the skill bar.
- Fishing: the fishing key re-applies itself after you equip the pole (and every couple of seconds if anything drops it), so you no longer have to clear and re-set it. /fa fish status shows whether the key is active.
- Beta notice only counts as seen after you click "Got it", so it can't be missed.
- Beta tag is automatic: every 0.x build (and any -beta build) shows BETA; release builds don't. The minimap tooltip shows the version too.
- Trade Contacts (new, replaces the old vendor list): your own crafting address book. Talk to a crafting vendor or profession trainer and they're saved with what they sell or teach, prices, limited stock and location. Search it (/fa <item>), see "Sold by" on item tooltips, click for a waypoint. It starts empty, only knows NPCs you've met, and is shared by all characters on your account. Turn it off in the /fa panel like any module. Contacts stay honest: passing by one refreshes it, after a game update the ones you haven't seen since are marked "before update", after two updates without a sighting they drop out of tooltips and search, and you can forget one with a double right-click.
- Core no longer ships a built-in vendor list. Fishing's "Suggest from Cooking" now reads the Cooking module.
- Cooking: shows where to train the next rank (and what to do when capped).
- First Aid: new module. Make now, plan + shopping list, craft log, recipe book, where to train next, material tooltips.
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