File Details
Housing Decor Guide v2.39.0
- R
- May 1, 2026
- 1.79 MB
- 7.4K
- 12.0.5+2
- Retail
File Name
HousingDecorGuide-2.39.0.zip
Supported Versions
- 12.0.5
- 12.0.1
- 12.0.0
* Fix: PowerCrafting PruneProfessionsDB Category A was matching housing
decor recipes against HDG_ProfessionsDB by spellID, but ProfessionsDB
is keyed by itemID. Match never succeeded, so EVERY housing decor
recipe was being pruned out of the in-memory ProfessionsDB on load,
collapsing the sub-recipe DAG (no crafted reagent chains, no "what
produces this intermediate" lookups). Materials list and crafting
readiness widgets that depend on the DAG now resolve correctly.
* Fix: PowerCrafting CanPlayerCraft always returned false. itemIDIndex
stores the ProfessionsDB key (= itemID), but the function passed it
straight to PlayerKnowsRecipeBySpellID — itemIDs and spell IDs occupy
different numeric ranges. Now dereferences the entry and passes the
real entry.recipeID. Restores correct results for any caller asking
"can the player make this sub-component?"
* Fix: Acquire tab craftableByItem cache was storing the HDG_DecorDB
table key (legacy decor record id) instead of the actual
recipe.spellID, mirroring the same loop-variable shadowing bug as the
Decor Preview tab. Symptom was latent (downstream uses are boolean
~= nil checks) but the value is now correct for any future consumer.
* Fix: Decor Preview craftable column was showing recipes you actually know
as "no one knows it" (faint outline) for older expansions.
decorToRecipeCache was storing the legacy decor record id from the
HDG_DecorDB table key instead of the real recipe spellID field, so
PlayerKnowsRecipeBySpellID was being queried with the wrong number and
the persisted-cache lookup never matched. Recipes in your knownRecipes
cache (Alts tab counts) now light up gold correctly across all
expansions. Same fix applied to two other call sites using the same
misleading loop variable.
* Fix: PlayerKnowsRecipeBySpellID now reads the persisted profession
cache first (HDG_DB.characters[me].professions[*].knownRecipes) and
falls back to live C_SpellBook.IsSpellKnown only as a pre-scan
catch-net. The live API only sees recipes for the currently-slotted
expansion profession, so older-expansion recipes returned false even
when learned. The cache scan (run when the profession window opens)
records every learned recipe across all expansions, so the cache is
the authoritative answer once a scan has happened.
* New: Current house name shown right-aligned on the GRAND CURATOR
title line of the Decorator Profile. Reads the active neighborhood
from the MultiHouse cache (HDG_DB.account.houses) and tints the
label by faction (Alliance blue / Horde red). Updates each refresh.
* Fix: GetCharactersWhoKnowRecipe had the same flaw as the
PlayerKnowsRecipeBySpellID issue above — the CURRENT character was
checked via live C_SpellBook.IsSpellKnown only, while alts correctly
used the persisted cache. Result: "Recipe known by:" tooltips would
list only your alts and omit YOU on older-expansion recipes you
actually know. Now cache-first; live API is the pre-scan fallback.
* Fix: Find Lumber detection on the Alts tab top-right used the
deprecated IsPlayerSpell global, which returns nil on retail.
Replaced with the verified C_SpellBook.IsSpellKnown(1256697). The
"Find Lumber known" indicator should now actually light up for
characters that have learned it.
* Polish: Decor Preview "Craftable" column unified to a single icon
family. The old mix of bright gold star / dim grey star / dim
checkmark / bright red X was visually inverted from utility — the
loudest icon (Red X for "not craftable") was the least actionable.
Now: bright gold star = you know it, silver dim star = an alt knows
it, faint outline star = recipe exists but no one knows it, empty
cell = not a recipe (vendor / drop / event). Source category for
non-craftables stays in the tooltip and Acquire tab. The check icon
was also dropped — a check-mark for "recipe exists but you don't
know it" was counter-intuitive (checks usually mean done). Tooltip
legend updated to match.
* New: "Reset Config" button on the Appearance card — wipes
HDG_DB.config and reloads from defaults via a confirm popup. Recovers
from stale appearance/behaviour settings that can't be reached via
normal UI controls (e.g. fontScale stuck non-zero from old builds, or
legacy keys left behind by the HDG_Settings backward-compat proxy
that cause text to render visibly wider than expected and overflow
column widths). Shopping lists, characters, lumber map, custom
styles, and House tab layout are preserved. Popup explains a /reload
is sufficient in most cases; full relog only if anything looks off
afterwards.