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  • WildStar
  • 12,103 Monthly Downloads
  • Supports: API 9
  • 384,556 Total Downloads
  • Updated 08/29/2014
  • Created 03/12/2014
  • 236 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File:
Support development! **

About PotatoUI

Last Updated: 7/11/14 - v2.7.0 - New Castbars, Text Truncation, Sprint/Dash Textures, HP colors, and more! Click for more details.

What is Potato UI?

PotatoUI is a UI addon that replaces a large portion of the default Carbine UI with simplified, yet highly customizable, UI elements. 


Customizable Modules By pressing the "Edit" button on the PotatoUI Toolbox, or by typing /potatoedit, PotatoUI will enter Editor Mode. This allows modules to be customized, moved, or resized. You can resize by dragging one of the corners, or entering values. Each frame is customizable via a menu once selected.

Examples can be seen in this awesome video by Falcon777:


Many other customization options - just check it out!


/pui or /potatoui - Toggles visibility of the "Editor toolbox", the frame that reads PotatoUI and has the edit and reset buttons.

/potatoedit - Toggles Editor Mode without having to press the button.

/potatoreset - Resets frames to default values (only works in Editor Mode).

Fine Tuned Positioning - While in Editor Mode, frames can be moved with keyboard commands. Arrow keys will move a frame, while the arrows on the number pad (2, 4, 6, 8) will resize it!


Content release plan:

2.8.0 (7/30)


  • Reducing the amount of processing needed
    • Aiming for 0.100ms/frame per unitframe (Update: Currently at 0.027ms/frame.)
    • This will allow for the SMOOTH castbars like SCastBar
    • Even in SCastBar, smooth castbars reduce processor performance (however barely affect graphics-driven FPS); thus, it will be a toggleable option.
  • Making the addon more modular - each element will have its own addon element.
    • PotatoFrames
    • PotatoCastbars
    • PotatoSprint
    • PotatoDash
    • PotatoCombatIcon
    • PotatoInterrupt
  • The new PUI options UI will be implemented. completed.
  • Other new features:
    • Bugfix for Biji/Grid colors not updating properly
    • German localization fix for faction icons
    • Interrupt Armor as a separate frame
       - Also added as an option to display on castbar.
    • Option to have shield and hp bar separate (not overlapped).
       -Shield top, hp below
       -Possible shield right, hp left.

2.9.0 (To Be Determined)

  • Resource Customization
  • Castbar Customization
  • Sprint/dash separated, and Customization
  • New PUI options UI finished. (Moved up to v2.8.)

Ninja update!

A very small feature and a bug fix:

  • Added coloring based on Kinetic Energy for Warrior resource bar (currently NOT customizable).
  • Bug fix for charged abilities (thanks to the user who posted it in the comments section).

The next update is coming along nicely, and should be out relatively soon if I keep up the pace I have been at.


First Previous Page 1 of 73 Next Last
  • #1157

    just a request if it is posible, i dont know how the addons can be made. 


    So could you make the parts to be hocked to something ? aka so you can aligne the bars.


    second could you make at least groups to lock together? 1 for player 2 for target 3 for focus 4 for ToT, or to make groups to lock together. Since now you have to click every bar to lock and then to reclick to unlock them to move the rest or make adjustments. 

    P.S. or at least if they are groups locked that all together Scale as one 

    I hope they can be make and it is not a problem with the Game utilitys.




    Btw nice Addon

  • #1158

    It is not a problem with game utility, I just have to think about how I will handle what I assume you're describing as snapping.

    Just know that snapping won't be in PotatoUI until I develop it for TinkerFrames.

  • #1156

    I put out a small update today. There's a change to the Warrior resource bar, and a fix for the charged ability bug (thanks to jijuakosxqwzts for saving me the debug work).

    This update is NOT, by any means, slowing down the progress of the main 2.8 update. In fact, that update is coming along faster than I had anticipated! :D Keep your potato eyes peeled... coming soon to a Wildstar near you.

  • #1153

    I'm setting a hard deadline of Saturday, September 8th. It may be out before, but will 100% be out by the 8th.

    A snippet of new features (* = already finished):

    • Modular UI elements
    • Interrupt armor shield icons are moveable and resizable*
    • Smooth castbars*
    • Color changes for Warrior KE resource bar* already implemented
    • HUGE performance gains (using about 20% of CPU than before)*
    • Bug fixes (charged casts, pet bar, others that have been put in but I forget*)

    Update after next:

    • Resource bar changes
    • Profile system (not character based)

    After that, development on TinkerFrames starts.

    Last edited by perterter on 8/29/2014 1:41:22 AM
  • #1155
    Quote from perterter»

    I'm setting a hard deadline of Saturday, August 8th.

    But i dont want to wait a whole year ;)

    Last edited by KungenMike on 8/28/2014 11:28:29 AM
  • #1154

    Thanks Perterter! And also, you said the 8th? I think you mean a different date because August 8th has passed, unless you mean next year! =P

  • #1150

    Well thank for the update and all the wonderfull add on work you do for us !!!!

  • #1149

    Yes, this addon is still being worked on. I have been busy with raiding, attunement for others, and working on a raid frame and interrupt add-on. I've sorta become the guild add-on guy.

    I suspect to resume releases for PUI within the next week or two

    Apologies for all the false promises. I'm a real person running a one-man show here. 

  • #1148

    Is this still being worked on? Or are we just into a slow steady progress zone of this addon?

  • #1147
    ehh.. isue

    this addon..literally deleted my multi-tap bar for my warrior. and i when i removed the addon it still isnt there. any help??

  • #1146


    I had the same problem randomly pop up while playing my spellslinger.  I opened the file (%APPDATA%\Roaming\NCSOFT\WildStar\addons\PotatoFrames\PotatoFrames.lua) in question and went to line 1916.  There, I found some code that looked like this:

    if nCurr ~= self.tCharged.previous then
        self.tCharged.tiers[self.tCharged.previous]:SetBarColor(string.format("%x", (self.tCharged.transCharged/100)*255)..self.tCharged.colorCharged)

    Try changing the block to read like this:

    if nCurr ~= self.tCharged.previous and self.tCharged.tiers[self.tCharged.previous] ~= nil then
        self.tCharged.tiers[self.tCharged.previous]:SetBarColor(string.format("%x", (self.tCharged.transCharged/100)*255)..self.tCharged.colorCharged)

     I haven't seen the error pop up again, but like I said, I was getting this randomly with some charged abilities, but I've not seen it in over the last hour and half of play today after I made the change.  My guess is that, in some cases, self.tCharged.tiers[self.tCharged.previous] evaluates to some nil value which causes problems when the script tries to dereference on line 1916 on the call to SetProgress.

    Last edited by ijuakosxqwzts on 8/17/2014 3:01:16 PM
  • #1145

    Hey hey :)

    Just want to know if you still play WS and are working on an UD for potato?



  • #1151


  • #1143

    update on update pls

  • #1142

    Is there a way to move the IA counter to a side like the default bars? I want to move the IA counter to the right and left of my and my enemy's health, respectively, in order to make them easier to see.

    Last edited by Samus1111111 on 8/13/2014 10:53:17 PM
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