That issue occurs when the world map is showing a zone other than the one you are currently in. If you open the map and look at another zone, you will see the icons slide. If an addon switches the map and does not switch it back (even if the map is not shown to you), you will see the icons slide. This happens because Routes needs the current map to match your current zone in order to calculate where things should be drawn.
Yeah, using two addons that both do the same thing is just asking for trouble, especially when you bring in a third addon that's designed to communicate with one or the other.
any chance Somone can give me a list of what to download to make it work what data basses i need ect?
You mentioned GatherMate, so I'll assume you're using that. You need some data in your GatherMate database, so either go fly around and populate it yourself, or import node data from GatherMate_Data. Once that's done, you should be able to create a route in Routes using data from GatherMate.
Well, there is FuBar_RoutesFu that allows quick toggling of routes in the current zone... but it's written for FuBar 3.0, which means it uses the Rock framework, which means that unless you're already using another Rock-based addon, it'd be monumentally wasteful to run the entire framework for a single tiny plugin. If you are using a Rock addon, though, it may be exactly what you're looking for (if you're either using FuBar, not opposed to a minimap button, or are using Broker2FuBar and a DataBroker display addon). A while ago I'd considered writing a real DataBroker plugin to do the same... maybe I'll actually get around to that.
Xinhuan, something that would be really nice would be some method to refresh an existing route without having to delete and recreate it. I would expect to need to redo clustering and optimization, but it's rather tedious to have to redefine data to include in a route, and change settings like line color, simply because my data changed. :P
Looks like Xinhuan forgot to embed LibRockConfig-1.0 in RoutesFu. I've done so, and you should see an update to RoutesFu (and no more error message) within 20 minutes.
If you're getting errors, post the errors. We can't magically detect what errors you're getting, but the actual error messages would probably tell us exactly why you're having a problem.
No, there is no manual route regeneration. I would also like to see this feature, as after importing data into GatherMate, existing routes are not updated to include newly added nodes.
As for Gatherer, you'd probably want to ask on the Gatherer site, not here. :P
(Set it to always show the circle, then set the circle's alpha to 0% / invisible, for anyone else who wondered)
Actually, if you have a bunch of nodes piled up in the same place, you should use the "database cleanup" function in GatherMate to remove the duplicates. This will reduce static memory usage and improve performance, especially when generating paths with Routes.
(Added later) Another 'would it be possible', any way to flag a node as underground, so as to leave it out of a route? Most especially in Netherwing again, half the nethercite nodes are underground so you end up flying routes on stuff you can't get to. Even if they had to be done manually...
Xinhuan has already stated that he does not plan to add per-node metadata. I think, but I'm not positive, that he's mentioned plans to allow manual route editing, which would let you remove the underground nodes from the route. Look back through the thread for his posts for confirmation on this.
The ability to ignore nodes inside defined regions is already under development, unless I completely misunderstand what your "ignoring" means and what Xinhuan's "taboo regions" mean.
Prioritizing is likely not on the to-do list due to the overhead it would incur, and the lack of necessity. For gathering, since you can see populated nodes up to 80 yards away, there's not really any need to "include all X nodes in the route and any Y nodes that are on the way to X nodes" as you can still see the Y nodes even if they're not part of the route. I can't think of any non-gathering situation where prioritizing would be significantly beneficial. Do you have any examples?
perhaps you're farming ore in Nagrand. You might be sticking mainly to adamantite, but the occasional fel iron is good if it's close.
In that case, why not just create a route using only adamantite nodes? It's not like you can't still see fel iron deposits that are within 80 yds of your route...
Quote from Arkayenro »
also, can i create multiple routes (as per the current cartographer_routes) with different data (ie just ragveil or just felweed)
Yes, you can create as many routes in a zone as you like.
Quote from Arkayenro »
and can they be modified easily (ie if only have fel iron so far, when i get adamantite can i add that to the existing route or do i have to delete and recreate the route?)
If you want to add a new node type to an existing route, you will need to delete and recreate the route.
The Auto Show/Hide option "Only while tracking" doesn't notice when I change my tracking type. For example, I enter Zangarmarsh with no tracking ability active, so my Herbalism route is hidden. I then enable Find Herbs... the Herbalism route should appear, but does not. Changing the Show/Hide option for Herbalism routes has no effect; changing the option for another route type (even a route type I have none of, like Gas) causes the Herbalism route to appear.
- The built-in Cartographer_Waypoints support will only work on the Rock version of Cartographer. Not the Ace2 override once. (NOT fixing this one)
As a user of the Ace2 Cartographer, I'm curious as to why this is. Are there such major incompatibilities between the Ace2 and Rock versions of Cartographer_Waypoints, or is it just more a case of not wanting to spend the time adding the support?
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That is the latest released version, and yes, it still works just fine.
You mentioned GatherMate, so I'll assume you're using that. You need some data in your GatherMate database, so either go fly around and populate it yourself, or import node data from GatherMate_Data. Once that's done, you should be able to create a route in Routes using data from GatherMate.
As for Gatherer, you'd probably want to ask on the Gatherer site, not here. :P
Actually, if you have a bunch of nodes piled up in the same place, you should use the "database cleanup" function in GatherMate to remove the duplicates. This will reduce static memory usage and improve performance, especially when generating paths with Routes.
Xinhuan has already stated that he does not plan to add per-node metadata. I think, but I'm not positive, that he's mentioned plans to allow manual route editing, which would let you remove the underground nodes from the route. Look back through the thread for his posts for confirmation on this.
Prioritizing is likely not on the to-do list due to the overhead it would incur, and the lack of necessity. For gathering, since you can see populated nodes up to 80 yards away, there's not really any need to "include all X nodes in the route and any Y nodes that are on the way to X nodes" as you can still see the Y nodes even if they're not part of the route. I can't think of any non-gathering situation where prioritizing would be significantly beneficial. Do you have any examples?
In that case, why not just create a route using only adamantite nodes? It's not like you can't still see fel iron deposits that are within 80 yds of your route...
Yes, you can create as many routes in a zone as you like.
If you want to add a new node type to an existing route, you will need to delete and recreate the route.
I don't think prioritizing one selected node type over another makes any sense though...
As a user of the Ace2 Cartographer, I'm curious as to why this is. Are there such major incompatibilities between the Ace2 and Rock versions of Cartographer_Waypoints, or is it just more a case of not wanting to spend the time adding the support?