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  • WildStar
  • 121,528 Monthly Downloads
  • Supports: API 9
  • 369,873 Total Downloads
  • Updated 07/15/2014
  • Created 03/12/2014
  • 230 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:

List for changes that will be seen in v2.7.1 (expected to release 7/15/14):

Option to have shield and hp bar separate (not overlapped).
 -Shield top, hp below
 -Possible shield right, hp left.

Interrupt Armor as a separate frame
 - Also added as an option to display on castbar.

Border customization
 - Color
 - Width
 - Transparency
 - IN THE FUTURE there will be other borders (e.g. the default Carbine frames)

German localization fix for faction icons

Bugfix for Biji/Grid colors not updating properly

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
  • The new PUI options UI will be implemented. completed.
    • New options for some frames Examples:

2.9.0 (To Be Determined)

  • Resource Customization
  • Castbar Customization
  • Sprint/dash separated, and Customization
  • New PUI options UI finished.

Other Changes:

Updated PotatoUI to the new API version 9.


First Previous Page 1 of 70 Next Last
  • #1115

    There is something wrong with the Text Settings of the Special Castbar.

    I changed it to show the Progress on the right side, Name on the middle and None on the left side, but even tho i change it and it saves, it still will always show the default settings:


    Ingame Screenshot

  • #1116

    Nice catch. I unfortunately can't do a hotfix for it, but it will be coming in the next patch at the end of the month.

  • #1112

    I recently reinstalled this addon and I no longer saw the toolbox that had the edit/copy/reload ui buttons. When I did /pui it did nothing. Even after doing /potatoreset I couldn't see the bar. I ended up having to change my screen resolution to see that it somehow got thrown really high off my screen. Could you maybe tie that toolbox into the reset option incase this happens again or to other people.

  • #1113

    Great idea, I'll do that.

  • #1110

    About the only thing that you haven't already mentioned that I would like customization wise is the ability to set the bar colors to be dynamic based on health. Similar to how the vanilla frames do. Most of the time I find it hard to notice the bar going empty but the color change is obvious. This is especially an issue if you color your bar a base color, like black.

  • #1111

    I have mentioned things about it (in fact, there's a mention of it in the editor itself).

    So... sneak peak:

  • #1114

    I only glanced back a page or two and didn't see it in your "new features" list. Either way, sweet! To be honest I only went looking for a unitframe replacement to get rid of the annoying character portrait. I got a chunk of nice other features on top of it. Like your sprint/dodge meter is pretty great. Certainly better than the combination of mods I was using for it. The only other real complaint I have is with Interrupt armor, but you seem to be taking care of that one already. So keep up the good work!

  • #1107

    In editmode can I delete or remove unneeded UI bars so it makes it easier to move things around? Is there a master enable/disable of all the UI I am missing? Thanks for a badass mod!

  • #1109

    Elements of the UI will be modular in the next update (2.8).

    There will be separate add-ons for each type of window, such as:

    • PotatoFrames (all unit frames)
    • PotatoCastbars (all castbars)
    • PotatoDash
    • PotatoSprint
    • PotatoResources
    • PotatoBuffs (buffs and debuffs)

    Turning any of these add-ons off will hide the frame(s) associated. (E.g. disabling PotatoFrames will remove all unit frames. Disabling PotatoDash will disable the dash module.)

    Alternatively, I will be adding a "hide" feature which will hide frames without having to disable the add-ons (for those less tech savvy).

  • #1106

    Hi Mr. Potato. Im currently playin Stalker and i just realize onslaught empower buff was appearing on the player debuff instead of on the player buff. Are you able to fix this on the next patch? besides will there be more customization on our debuff or buff bars? thank you

  • #1108

    This is not a bug. The default frames will do the same.

    The buffs will not get more customization until I rewrite the buff module for TinkerFrames (I'm currently using the premade one by Carbine).

  • #1103

    Not sure if it was mentioned, but aren't the class color switched around? My medic is yellow :(

  • #1104

    The color match the "official"colors put forth by the website:

    If you're still unhappy with the colors, you can easily change them by selecting PUI Settings from the toolbox, and selecting "Class Colors".

  • #1105

    Oh I see, sry totally missed that option.

  • #1102

    As optimizations near an end, we're looking at about 0.027ms/frame per unitframe, with less than 3mb of memory used. This is less than default frames for memory usage, and only 0.010ms/frame per unitframe more, despite all the added customization.

    This WILL allow for smooth castbars!

    As for a release, 7/22 seems a bit ambitious. I didn't realize the immensity of work that the optimization would take. In lieu of having to rewire all of the customization, I decided to start writing the new PotatoUI customization code now.

    In a way, this is a GOOD thing, because the new customization menu will be out - i.e. new customization options, frame resetting from the menu itself (no more reset codes), and a much cleaner UI. However, it does mean that I will need more time.

    2.8 is now slated for A VERY LIBERAL estimated date of 7/30. This should allow for ample testing.

    2.9 will thus be TBD.

    2.9 will also mark the end of updates for PotatoUI until TinkerFrames is complete.

    Last edited by perterter on 7/21/2014 4:16:39 AM
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