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    posted a message on Baggins - Official Thread
    I've recently switched to Baggins, and I'm loving it! Wonderful addon.

    A few questions/suggestions however:

    1. Is there a way (without tweaking LUA) to adjust the color of the "NEW" text? It's green by default, which makes it difficult to see on the numerous green icons there are. I'd love the ability to change it through the Baggins interface (to something more distinct like magenta).

    2. It'd be very helpful to have the "Force Full Refresh" command available via the menu that appears when right-clicking any of the bag frames.

    That's it for now. Keep up the great work!
    Posted in: General AddOns
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    posted a message on OneBag 2.0.6026 [Released 7/28/2006]
    Just started using OneBag, and I'm liking it so far.

    One request: I know this may go against the primary concept of OB, but would it be possible to separate bags by a thin space (ie: have a slightly larger space between the rows of one bag and the next)?
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    Ah. I thought it was the option to show gem cooldowns, not suggested use.

    Thanks for the info.
    Posted in: General AddOns
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    posted a message on Ghost: Pulse - Official Thread
    I've been having an odd problem with my Mage.

    Every time I cast a spell, about 5 seconds later my Mana Gem cooldown flashes. This (obviously) only happens if I have "Mana Potions/Gems" enabled within GhostPulse, but I can't understand why it's happening. It seems to bear no relation to the gems actually being used (though the icon does flash if I've used a gem and the timer is up). And on occassion, it will pulse every 6 seconds pretty-much non-stop. It's quite annoying actually.

    The only options I have enabled for showing a cooldown are:

    • Mana Potions/Gems
    • Player Spell Cooldowns
    • Trinket Cooldowns

    My enabled settings under "Mana Potions/Gems" are as follows:

    • While Solo
    • In Party
    • In Raid
    • Minimum Cooldown: 10 seconds
    • Maximum Cooldown: 3600 seconds
    • Sound: None
    • Whitelist: Empty
    • Blacklist: Empty

    Any help would be greatly appreciated.
    Posted in: General AddOns
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    posted a message on Skillet - Official Thread
    I love Skillet. One request however:

    Could the option to show quantities of an item that can be crafted with bank & alternate characters be separated? In other words, could this one checkbox be split into two?

    I don't really care how many of an item I can make with materials from other characters, and having 3 numerical values is cluttered and hard to read for me. I'd like to be able to show only the number of items I can craft with the mats in my bags, as well as the number I can craft from the mats in that character's bank.

    Thanks, and keep up the great work.
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Quote from HunterZ »

    Anaral: The problem is that he doesn't want to use GatherMate_Data's data for a particular zone. Instead, he wants to build his own map of nodes for that zone.


    Yep, that's pretty much it.

    Sure I could delete my current data set completely, and start from scratch, but that would be overdoing it by quite alot. Most of my data is the way I want it. It's mostly in starting-like zones (those from about level 1-30) where the maps are polluted with nodes from a pre-built database.

    All I'm really looking for is for the ability to clear nodes of a specific type from a zone map. As I said before, I know this can be done with Gatherer, and I'm pretty sure it can be done with Cartographer as well.

    If it looks like such an addition is some ways off (or not planned at all) I may take a look into my saved variables and see if I can delete the unwanted nodes manually by editing the savedvariables file. Otherwise, I guess I'll have to look into whether Cartographer can import GatherMate data, just so I can use Cart's deleting features, then import the DB back into GatherMate. Both options are really more messy than they should be, but I understand GatherMate is still relatively new.

    Kagaro: Is this indeed in the works, or at least on the to-do list?


    Quote from HunterZ »

    What I think would be cool is if, instead of scraping node data from unreliable sites, let GatherMate users upload their personally-collected node data so a site where it is then merged together into one database. How is this different than WoWHead, you ask? Well, you could then let users generate filtered data sets on the fly that, say, only include nodes that have been reported a minimum number of times to exclude noise.


    That might be helpful. Though I have a feeling (and it's completely without supporting evidence) that each server has a list of "preferred" node locations (if you will). Nodes have a chance to spawn at any node location found in databases like WoWHead, but the vast majority of the time they'll spawn at a select few (or so seems to be my experience since I started tracking nodes with Gatherer 2 years ago).
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Quote from HunterZ »

    This is not a bug in many cases. What's happening is that Blizzard defines a whole bunch of potential spawn locations (nodes) for, say, herbs, but initially spawns herbs at only a fraction of those nodes. When a player collects the herb(s) from an active node, a new herb spawns at one of the other spawn locations (nodes) that didn't previously have an herb available.

    Sites like WoWHead and addons like GatherMate allow users to record places where they've seen nodes, in hopes of finding all of the potential spawn points. This is useful because it allows you you to check them all to find which ones are currently active without looking in place where that herb (or whatever) would never spawn (and even better, it allows you to find an optimal route using Routes to check the known spawn points).


    I understand how the system works. But in my experience, only a small number of the nodes listed in the WoWHead database ever seem to exist on my server.

    If I fly around a zone like Terokkar with my Herbalist, I can pretty much guarantee that 95% of the nodes I find will be ones I have seen before (I don't use the WoWhead database for any outland node types other than mote clouds). That's what I'm saying: looking at the WoWHead database, the large majority of the nodes showing on any of those maps never seem to spawn on my server.

    All this is beside the point however. I'm simply requesting that an option to wipe a zone of a specific node type be added to GatherMate. This is a feature that is available with Gatherer (and IIRC Cartographer as well). Hiding nodes isn't helpful when you want to start with a clean slate for a particular node type. I suppose I could go though and delete each node individually, but that's incredibly tedious when an automated solution could be made.

    Much appreciated.
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Quote from Anaral »

    Why not just wipe your saved variables for Gathermate and then reupload the data? There can't be that many nodes that you have personally placed that would be that much of a nuisance to readd, I doubt you'd even notice. ;)


    Not quite sure what you mean by "reupload the data"?

    My issue is that my map is polluted with WoWHead herb nodes. I had tried the WoWHead database at one point when I was still using Gatherer, and determined I didn't like it (in my experience, there seem to be far fewer locations that nodes typically appear). Now I'd simply like to wipe the data, but only from those zones that are polluted (I cleared many zones after trying the database, something that was easy to do in Gatherer at the time).
    Posted in: General AddOns
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    posted a message on GatherMate: Offical Thread
    Quote from Xinhuan »

    At the moment, no. Just go into your GatherMate --> Display Settings --> Filters and hide them.


    I take it from your comment that this is something we'll eventually see (hopefully)?

    Thanks.
    Posted in: General AddOns
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    posted a message on FuBar - TransporterFu (WoW 2.1 compatible)
    Quote from Kodell »

    Latest update does not support Theramore.


    I just went and trained my Theramore stuff, and tested a bit of LUA adjustments to see if they work. In TransporterFu.lua, replace the following (lines 80 - 103):

    Alliance = {
    				"Teleport: Stormwind",
    				"Teleport: Ironforge",
    				"Teleport: Darnassus",
    				"Teleport: Exodar",
    				"Teleport: Shattrath",
    				"Portal: Stormwind",
    				"Portal: Ironforge",
    				"Portal: Darnassus",
    				"Portal: Exodar",
    				"Portal: Shattrath"
    			},
    			Horde = {
    				"Teleport: Orgrimmar",
    				"Teleport: Thunder Bluff",
    				"Teleport: Undercity",
    				"Teleport: Silvermoon",
    				"Teleport: Shattrath",
    				"Portal: Orgrimmar",
    				"Portal: Thunder Bluff",
    				"Portal: Undercity",
    				"Portal: Silvermoon",
    				"Portal: Shattrath"
    			}


    With:

    Alliance = {
    				"Teleport: Stormwind",
    				"Teleport: Ironforge",
    				"Teleport: Darnassus",
    				"Teleport: Exodar",
    				"Teleport: Theramore",
    				"Teleport: Shattrath",
    				"Portal: Stormwind",
    				"Portal: Ironforge",
    				"Portal: Darnassus",
    				"Portal: Exodar",
    				"Portal: Theramore",
    				"Portal: Shattrath"
    			},
    			Horde = {
    				"Teleport: Orgrimmar",
    				"Teleport: Thunder Bluff",
    				"Teleport: Undercity",
    				"Teleport: Silvermoon",
    				"Teleport: Stonard",
    				"Teleport: Shattrath",
    				"Portal: Orgrimmar",
    				"Portal: Thunder Bluff",
    				"Portal: Undercity",
    				"Portal: Silvermoon",
    				"Portal: Stonard",
    				"Portal: Shattrath"
    			}


    It worked fine with both the Theramore portal and teleport. I don't have a Horde mage to test the Stonard portal/teleport, but it should work unless I mispelled something.

    Couldn't find anything I could identify to add the Ruby Slippers to the supported list however.

    Could a developer please commit the above changes?
    Posted in: FuBar AddOns
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    posted a message on GatherMate: Offical Thread
    Quote from Pasus Nauran »

    Is there a way within GatherMate to wipe a zone of a particular type of node? I know this was possible back in the days of Gatherer, and I think it can even be done in Cartographer.

    For Example:
    I'd like to clear all 'Silverleaf' nodes from Westfall (or maybe all herb nodes from Westfall)


    This would be incredibly helpful. I downloaded a Gatherer database some time ago (when I used to use the mod). The complete node list got propegated to Cartographer when I switched to that, and now to GatherMate. I find for the most part I don't like having complete node databases (other than for mote clouds), and prefer to generate my own database as I go.


    Any info on this?
    Posted in: General AddOns
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    posted a message on Chinchilla - Minimap addon of awesomeness.
    Quote from Seerah »

    No, the quest tracker is part of the minimap cluster. If you move the minimap, the quest tracker moves with it.


    I used to use SimpleMiniMap. If it tied the minimap movement to it's own movement (which it may have), bEQL seemed to override it so I could use bEQL to move the quest tracker as I wished.

    This is not the case using Chinchilla. When I have the Positioning module enabled (which appears to be required to move the minimap), whatever placement is set within Chinchilla for the quest tracker overrides the bEQL quest tracker placement. I can unlock the quest tracker via bEQL, but moving it and letting go will cause it to snap back to the Chinchilla set position. This is all I'd like to avoid.

    For all I know the issue may be with bEQL. It just seems to be more logical that the position being set within my quest tracking addon should be the one used, and not be overridden by the settings within my minimap addon.

    Any help resolving this would be greatly appreciated.
    Posted in: Map/Minimap AddOns
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    posted a message on Chinchilla - Minimap addon of awesomeness.
    Quote from MegaManJuno »

    Check in the Positioning module for Chinchilla... already there to disable (although I have the whole positioning module disabled and not just the quest tracker here).


    Yeah, that disables the entire module, meaning I can't reposition the minimap either. I'd like to be able to position the minimap and related stuff, but the Quest tracker seems a bit odd to control via a minimap addon, especially when bEQL already does this.
    Posted in: Map/Minimap AddOns
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    posted a message on GatherMate: Offical Thread
    Is there a way within GatherMate to wipe a zone of a particular type of node? I know this was possible back in the days of Gatherer, and I think it can even be done in Cartographer.

    For Example:
    I'd like to clear all 'Silverleaf' nodes from Westfall (or maybe all herb nodes from Westfall)


    This would be incredibly helpful. I downloaded a Gatherer database some time ago (when I used to use the mod). The complete node list got propegated to Cartographer when I switched to that, and now to GatherMate. I find for the most part I don't like having complete node databases (other than for mote clouds), and prefer to generate my own database as I go.
    Posted in: General AddOns
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    posted a message on Chinchilla - Minimap addon of awesomeness.
    I use bEQL for my quest log needs. However, I find it difficult managing the placement of the quest tracker, as Chinchilla seems to be overriding bEQL's tracker placement code.

    Would it be possible to have an option to completely disable Chinchilla's handling of things like the quest tracker position?
    Posted in: Map/Minimap AddOns
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