_Routes only works on data that has already been gathered by _Mining/Fishing/Herbing/ExtractGas/Treasure. If you just installed all these addons, you obviously won't have any data to work with.
What you need to do is to install Cartographer_Data as well to get a datamined database of all herbs/ore/treasure nodes from wowhead, this is updated weekly.
Ok so I got everything installed, and set up routes, and optimized them, (yes, i have nodes in my database), but my route lines won't show up. I checked to make sure they weren't hidden, or transparent. If I use waypoints, i can follow that, but id much rather have a route line on the map and minimap. Anyone have any idea?
No, I do not have any idea. You could possibly have transparent lines in the line color settings. Look in both the route color as well as the default line colors and make sure the alpha isn't 0.
Sometimes an accidental mouse scroll while hovering over the color selection stuff will scroll something you didn't really want to scroll.
Ok so I got everything installed, and set up routes, and optimized them, (yes, i have nodes in my database), but my route lines won't show up. I checked to make sure they weren't hidden, or transparent. If I use waypoints, i can follow that, but id much rather have a route line on the map and minimap. Anyone have any idea?
yeah .. disable VanasKoS and check again lines on maps :)
Everytime I open the map, I get this error "Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)". The only other map addons i have are Cartographer Mining and Extract Motes. I'm not sure what the problem is and I really want to try this mod out. Thanks.
It means something didn't load properly prior to that error message. You will need to supply the error message of the previous error. You may have an addon that is hiding these errors away from you, such as !Swatter.
Please note that for _Routes to work, you must have _Notes and _Professions as well as at least one of the gathering modules (_Mining/_Herbalism/_ExtractGas/_Fishing/_Treasure). _Notes and _Professions comes as part of the default Cartographer package, I do not know if they are loaded/enabled, or whether they were installed as embedded or disembedded addons.
Note also that you must be using the Rock version of Cartographer, which is simply called "Cartographer" on files.wowace.com. _Routes will not with "Cartographer1" which is a much older version based on Ace2.
Either there's a feature I don't know about or this is a feature that I'm requesting...
Is there a quick toggle method on either FuBar or other that turns on and off the waypoint arrow? Right now, when I go into Nagrand to do my 3 cycle of farming, I bring up Map->Cartographer->Route->Nagrand->Use Waypoint Arrow. When I'm done with my farming, I similiarly do the same thing to turn off the Arrow.
It'd be nice if you could change the routes to include nodes though, currently you have to delete the route and remake it if you for example want to include fel iron or remove fel iron from a mining path.`
Also, this might just be a cartographer bit, but it'd be nice if the color of the pink circles on the minimap could be changed, reduced transparency etc.
And, the addon should work with cartographer professions.
There's no way i need the gas cloud collecting routes on my miner, as he's no engineer.
Itd also be nice to see some kind of progress bar for the optimisation process.
I've just had it optimizing for about 15 minutes with no idea whether it was anywhere near completed yet.
1. You can create as many routes as you want. You can make a route with Fel Iron Ore, and create a second route without Fel Iron Ore. Then use FuBar_RoutesFu to quickly show/hide the one you want to use.
2. The color of the pink circles has to do with Cartographer_Notes, if you wish, you can do your own modification to Cartographer_Notes\Artwork\TrackCircle.tga in your addons folder.
3. Cartographer_Routes does indeed come with its own set of options that works almost like Cartographer_Professions. Maybe you didn't look in the options hard enough, but they are in the main options for Cartographer_Routes to "Use auto-show/hide" with various options to automatically show/hide routes depending on your active professions.
4. A progress bar is not possible for the optimization process as it is a non-linear algorithm. It works on a "multiple pass" basis, each pass improving on the previous pass until it reaches a point where the improvement made is too minimal and then it will stop. This is somewhat like the Windows XP Disk Defragmentation utility, and its progress bar is worthless because its only showing you the % of each pass, but it doesn't know how many passes it will take, it could be 3 passes, it could be 10 passes, it stops only when it thinks it has done enough. This is why in the Vista version, it no longer shows you a progress bar at all.
VanasKoS causes Routes to not show. Might be a result of their "warning window" that displays targetable names of nearby players, which is a frequent source of taint.
Update:
I fixed the issue on the VanasKoS end.
Changelog as follows
xinhuan * r57849 VanasKoS/:
VanasKoS: - Add missing external folder GraphTextures of GraphLib so that this stupid addon doesn't break every other addon that uses GraphLib if it is installed with libraries embedded (i.e. with externals) and its GraphLib version conveniently happens to be newer.
Yes, I hereby declare VanasKoS as a horribly bloated addon that tries to do too much, code can be cleaned up plenty, and the fact that it requires 2 custom channels to sync is entirely stupid.
Can you think of a good algorithm that can quickly collapse nodes with minimal overlapping?
not being mathematical i'm not sure if this would work but instead of using straight point-to-point lines perhaps you could use splines (is that the right thing?) instead?
ie, leave the data points where they are and just "curve" the drawn lines at a set radius? although they may be too hard to draw.
oh, forgot to ask, would it be possible to edit an existing route? so i can add new node types to it as i find them? right now all i can seem to do is delete the route and then add it in again.
eg, if all i've found is adamantite and i create the route with that, then i find a fel iron, i want to add it in, not have to delete/add the route. would be nice if we could both add and remove node types from a route.
Splines and stuff are too difficult to implement, because we want to draw the lines in real time on the minimap, not add calculation complexities.
As for nodes types, you cannot add/remove "node types" to an existing route, you have to recreate it. Sorry, but these features do take a lot of time to write, and that's something quite precious these days.
As it stands, once you have a route created with all the node types you want, there is rarely a reason you would need to recreate it, so its just a minor annoyance.
It means something didn't load properly prior to that error message. You will need to supply the error message of the previous error. You may have an addon that is hiding these errors away from you, such as !Swatter.
Please note that for _Routes to work, you must have _Notes and _Professions as well as at least one of the gathering modules (_Mining/_Herbalism/_ExtractGas/_Fishing/_Treasure). _Notes and _Professions comes as part of the default Cartographer package, I do not know if they are loaded/enabled, or whether they were installed as embedded or disembedded addons.
Note also that you must be using the Rock version of Cartographer, which is simply called "Cartographer" on files.wowace.com. _Routes will not with "Cartographer1" which is a much older version based on Ace2.
Ok, so I made sure that I had Cartographer loaded, not Cartographer1, and I do have the notes, proffesions, and one of the gathering modules (mining for me) loaded, but I'm still getting error messages. I got 3, I'll list them in order (these are copy and pasted from the mod BugSack btw, the entire message they listed.)
1. "Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
<in C code>: in function `SetMapToCurrentZone'
...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:247: in function <...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:245>:
(tail call): ?:
(tail call): ?:
(tail call): ?:
<string>:"*:OnShow":3: in function <[string "*:OnShow"]:1>
...ns\Cartographer\Cartographer_LookNFeel\LookNFeel.lua:460: in function <...ns\Cartographer\Cartographer_LookNFeel\LookNFeel.lua:459>:
<in C code>: in function `Show'
Cartographer-r54557\Cartographer.lua:1050: in function <Interface\AddOns\Cartographer\Cartographer.lua:1048>
(tail call): ?:
Interface\FrameXML\UIParent.lua:896: in function `ShowUIPanel':
Interface\FrameXML\WorldMapFrame.lua:663: in function <Interface\FrameXML\WorldMapFrame.lua:659>:
<in C code>: in function `ToggleWorldMap'
Cartographer-r54557\Cartographer_Notes\Notes.lua:3300: in function <...ace\AddOns\Cartographer\Cartographer_Notes\Notes.lua:3299>
(tail call): ?:
<string>:"TOGGLEWORLDMAP":1: in function <[string "TOGGLEWORLDMAP"]:1>"
2. "Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
Cartographer_Routes-1.0\Core.lua:236: in function <Interface\AddOns\Cartographer_Routes\Core.lua:212>
(tail call): ?:
<in C code>: in function `ToggleWorldMap'
Cartographer-r54557\Cartographer_Notes\Notes.lua:3300: in function <...ace\AddOns\Cartographer\Cartographer_Notes\Notes.lua:3299>
(tail call): ?:
<string>:"TOGGLEWORLDMAP":1: in function <[string "TOGGLEWORLDMAP"]:1>"
3. " Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
<in C code>: in function `SetMapZoom'
...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:242: in function <...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:240>:
(tail call): ?:
<in C code>: in function `SetMapZoom'
Interface\FrameXML\WorldMapFrame.lua:373: in function <Interface\FrameXML\WorldMapFrame.lua:371>:
(tail call): ?:
(tail call): ?:
Interface\FrameXML\WorldMapFrame.lua:402: in function <Interface\FrameXML\WorldMapFrame.lua:385>:
(tail call): ?:
(tail call): ?:
(tail call): ?:
<string>:"*:OnMouseUp":1: in function <[string "*:OnMouseUp"]:1>"
I'm not sure if this helps or anything, just hope you can make sense of this all. Thanks again.
Ragna: Try deleting your WTF\Account\(YourAccountName)\SavedVariables\Cartographer_Routes.lua file. Do this when wow is not running.
If that doesn't work, I suspect you have an outdated library somewhere, do you use embedded libraries, or disembedded and do you use WAU to update addons?
4. A progress bar is not possible for the optimization process as it is a non-linear algorithm. It works on a "multiple pass" basis, each pass improving on the previous pass until it reaches a point where the improvement made is too minimal and then it will stop. This is somewhat like the Windows XP Disk Defragmentation utility, and its progress bar is worthless because its only showing you the % of each pass, but it doesn't know how many passes it will take, it could be 3 passes, it could be 10 passes, it stops only when it thinks it has done enough. This is why in the Vista version, it no longer shows you a progress bar at all.
True, though in the case of 40 nodes, it'll be done in at most 10-12 seconds.
But with 400 nodes it'll take 20-30 minutes at times, and memory usage increases quite rapidly.
Some form of progress reporting would be a possibility in theory yes?
Perhaps it could output to the chatlog once a minute on it's current state of work so you can at least see that it's doing "something"
e.g. X nodes discarded, X paths rerouted, X splines merged, Latest path length : Y
Curved paths would be quite a nice feature, but i can see that being rather difficult to implement (as mentioned earlier) as well as a horror to calculate.
Ragna: Try deleting your WTF\Account\(YourAccountName)\SavedVariables\Cartographer_Routes.lua file. Do this when wow is not running.
If that doesn't work, I suspect you have an outdated library somewhere, do you use embedded libraries, or disembedded and do you use WAU to update addons?
Deleting the file did not work, and I did not use WAU (Wow Ace Updater i think you meant) till now, and I updated all my mods, and I'm not getting any error messages anymore, thanks =)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What you need to do is to install Cartographer_Data as well to get a datamined database of all herbs/ore/treasure nodes from wowhead, this is updated weekly.
Sometimes an accidental mouse scroll while hovering over the color selection stuff will scroll something you didn't really want to scroll.
yeah .. disable VanasKoS and check again lines on maps :)
Please note that for _Routes to work, you must have _Notes and _Professions as well as at least one of the gathering modules (_Mining/_Herbalism/_ExtractGas/_Fishing/_Treasure). _Notes and _Professions comes as part of the default Cartographer package, I do not know if they are loaded/enabled, or whether they were installed as embedded or disembedded addons.
Note also that you must be using the Rock version of Cartographer, which is simply called "Cartographer" on files.wowace.com. _Routes will not with "Cartographer1" which is a much older version based on Ace2.
Is there a quick toggle method on either FuBar or other that turns on and off the waypoint arrow? Right now, when I go into Nagrand to do my 3 cycle of farming, I bring up Map->Cartographer->Route->Nagrand->Use Waypoint Arrow. When I'm done with my farming, I similiarly do the same thing to turn off the Arrow.
It'd be nice if you could change the routes to include nodes though, currently you have to delete the route and remake it if you for example want to include fel iron or remove fel iron from a mining path.`
Also, this might just be a cartographer bit, but it'd be nice if the color of the pink circles on the minimap could be changed, reduced transparency etc.
And, the addon should work with cartographer professions.
There's no way i need the gas cloud collecting routes on my miner, as he's no engineer.
Itd also be nice to see some kind of progress bar for the optimisation process.
I've just had it optimizing for about 15 minutes with no idea whether it was anywhere near completed yet.
1. You can create as many routes as you want. You can make a route with Fel Iron Ore, and create a second route without Fel Iron Ore. Then use FuBar_RoutesFu to quickly show/hide the one you want to use.
2. The color of the pink circles has to do with Cartographer_Notes, if you wish, you can do your own modification to Cartographer_Notes\Artwork\TrackCircle.tga in your addons folder.
3. Cartographer_Routes does indeed come with its own set of options that works almost like Cartographer_Professions. Maybe you didn't look in the options hard enough, but they are in the main options for Cartographer_Routes to "Use auto-show/hide" with various options to automatically show/hide routes depending on your active professions.
4. A progress bar is not possible for the optimization process as it is a non-linear algorithm. It works on a "multiple pass" basis, each pass improving on the previous pass until it reaches a point where the improvement made is too minimal and then it will stop. This is somewhat like the Windows XP Disk Defragmentation utility, and its progress bar is worthless because its only showing you the % of each pass, but it doesn't know how many passes it will take, it could be 3 passes, it could be 10 passes, it stops only when it thinks it has done enough. This is why in the Vista version, it no longer shows you a progress bar at all.
http://www.wowace.com/wiki/VanasKoS
Initially reported here: http://forums.worldofwarcraft.com/thread.html?topicId=3168506927
I fixed the issue on the VanasKoS end.
Changelog as follows
xinhuan * r57849 VanasKoS/:
VanasKoS: - Add missing external folder GraphTextures of GraphLib so that this stupid addon doesn't break every other addon that uses GraphLib if it is installed with libraries embedded (i.e. with externals) and its GraphLib version conveniently happens to be newer.
Yes, I hereby declare VanasKoS as a horribly bloated addon that tries to do too much, code can be cleaned up plenty, and the fact that it requires 2 custom channels to sync is entirely stupid.
not being mathematical i'm not sure if this would work but instead of using straight point-to-point lines perhaps you could use splines (is that the right thing?) instead?
ie, leave the data points where they are and just "curve" the drawn lines at a set radius? although they may be too hard to draw.
oh, forgot to ask, would it be possible to edit an existing route? so i can add new node types to it as i find them? right now all i can seem to do is delete the route and then add it in again.
eg, if all i've found is adamantite and i create the route with that, then i find a fel iron, i want to add it in, not have to delete/add the route. would be nice if we could both add and remove node types from a route.
As for nodes types, you cannot add/remove "node types" to an existing route, you have to recreate it. Sorry, but these features do take a lot of time to write, and that's something quite precious these days.
As it stands, once you have a route created with all the node types you want, there is rarely a reason you would need to recreate it, so its just a minor annoyance.
Ok, so I made sure that I had Cartographer loaded, not Cartographer1, and I do have the notes, proffesions, and one of the gathering modules (mining for me) loaded, but I'm still getting error messages. I got 3, I'll list them in order (these are copy and pasted from the mod BugSack btw, the entire message they listed.)
1. "Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
<in C code>: in function `SetMapToCurrentZone'
...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:247: in function <...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:245>:
(tail call): ?:
(tail call): ?:
(tail call): ?:
<string>:"*:OnShow":3: in function <[string "*:OnShow"]:1>
...ns\Cartographer\Cartographer_LookNFeel\LookNFeel.lua:460: in function <...ns\Cartographer\Cartographer_LookNFeel\LookNFeel.lua:459>:
<in C code>: in function `Show'
Cartographer-r54557\Cartographer.lua:1050: in function <Interface\AddOns\Cartographer\Cartographer.lua:1048>
(tail call): ?:
Interface\FrameXML\UIParent.lua:896: in function `ShowUIPanel':
Interface\FrameXML\WorldMapFrame.lua:663: in function <Interface\FrameXML\WorldMapFrame.lua:659>:
<in C code>: in function `ToggleWorldMap'
Cartographer-r54557\Cartographer_Notes\Notes.lua:3300: in function <...ace\AddOns\Cartographer\Cartographer_Notes\Notes.lua:3299>
(tail call): ?:
<string>:"TOGGLEWORLDMAP":1: in function <[string "TOGGLEWORLDMAP"]:1>"
2. "Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
Cartographer_Routes-1.0\Core.lua:236: in function <Interface\AddOns\Cartographer_Routes\Core.lua:212>
(tail call): ?:
<in C code>: in function `ToggleWorldMap'
Cartographer-r54557\Cartographer_Notes\Notes.lua:3300: in function <...ace\AddOns\Cartographer\Cartographer_Notes\Notes.lua:3299>
(tail call): ?:
<string>:"TOGGLEWORLDMAP":1: in function <[string "TOGGLEWORLDMAP"]:1>"
3. " Cartographer_Routes-1.0\Core.lua:236: bad argument #1 to 'pairs' (table expected, got nil)
<in C code>: in function `SetMapZoom'
...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:242: in function <...grapher\Cartographer_Battlegrounds\Battlegrounds.lua:240>:
(tail call): ?:
<in C code>: in function `SetMapZoom'
Interface\FrameXML\WorldMapFrame.lua:373: in function <Interface\FrameXML\WorldMapFrame.lua:371>:
(tail call): ?:
(tail call): ?:
Interface\FrameXML\WorldMapFrame.lua:402: in function <Interface\FrameXML\WorldMapFrame.lua:385>:
(tail call): ?:
(tail call): ?:
(tail call): ?:
<string>:"*:OnMouseUp":1: in function <[string "*:OnMouseUp"]:1>"
I'm not sure if this helps or anything, just hope you can make sense of this all. Thanks again.
If that doesn't work, I suspect you have an outdated library somewhere, do you use embedded libraries, or disembedded and do you use WAU to update addons?
True, though in the case of 40 nodes, it'll be done in at most 10-12 seconds.
But with 400 nodes it'll take 20-30 minutes at times, and memory usage increases quite rapidly.
Some form of progress reporting would be a possibility in theory yes?
Perhaps it could output to the chatlog once a minute on it's current state of work so you can at least see that it's doing "something"
e.g. X nodes discarded, X paths rerouted, X splines merged, Latest path length : Y
Curved paths would be quite a nice feature, but i can see that being rather difficult to implement (as mentioned earlier) as well as a horror to calculate.
Deleting the file did not work, and I did not use WAU (Wow Ace Updater i think you meant) till now, and I updated all my mods, and I'm not getting any error messages anymore, thanks =)