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WoW Classic (1.13.2)
Updated:09-07-19 07:05 PM
Created:06-07-19 08:52 AM
Downloads:9,639
Favorites:61
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Track Resources  Updated this week!  Popular! (More than 5000 hits)

Version: v0.8
by: ClassicFun [More]

Classic Beta to Classic Live
To copy your beta saved resource locations, look in your WoW folder under WTF/Account/12345678#1/SavedVariables (the number will be specific to your account) and copy the TrackResources.lua file to the same folder structure under the live installation path.
Alternatively if you want to start with a full dataset, FireShoob made a full one that can be found here

A simple addon to track resources you gather (herbs/mining).

This is my first addon and mainly just for fun, but I found it useful in Classic since a lot of other similar addons don't work yet.

Notes

  • It doesn't come with pre-loaded database so it will be empty on first use. FireShoob kindly made a complete dataset if you'd like to use it.
  • Initial Minimap icon support implemented, but no directional hints yet.

Commands
/tr zonemap (toggles zonemap icons)
/tr minimap (toggles minimap icons)
/tr zonesize n (sets size of zone icons, default is 12)
/tr minisize n (sets size of minimap icons, default is 12)
/tr prof (toggles showing all profession resources, or the default of current professions)


Todo
The minimap work was much harder than expected so this first version is just basic icons which will show when a resource is in range of the minimap window. If I get more free time I also plan to add support for directional hints (icons further away but placed on the edge of the minimap for reference). May be other issues I haven't thought about as well.

Bugs
Leave a comment if you notice any issues.

Fixed: Newbie mistake when handling frame textures for minimap causing incorrect/double icons.
Fixed: Gathering in dungeon was throwing an error (some location API calls seem to fail in an instance).
Fixed: (hopefully) now caches resource item names properly (including Gold Ore).

v0.8 - 2019-09-08
Added support for setting texture filterMode:

/tr filtermode trilinear
/tr filtermode linear
/tr filtermode nearest

Try different options if you're currently seeing issues with icons (e.g. custom icon pack).* The default is "trilinear" which adds a more blended look to icons.


v0.7 - 2019-06-27
  • Rotated minimaps "should" work (the math is way over my head..)
  • "/tr prof" will toggle between showing all resources, or just ones you've learned, which is the default
  • TR will remind you to rebuff resource tracking if you die, in case you forget (I always do).
  • Minimap refresh rate interval made simpler and a little quicker.

v0.6 - 2019-06-21
Bugfix - tracked down the issue of icons doubling up and sometimes showing a mix of two different icons. Didn't know a frame could have multiple child textures.. doh!

v0.5 - 2019-06-18
Improvements on loading resource names to catch edge issues where a client hasn't queried the name yet (and should now collect "Gold Ore" but will still show a "Gold Bar" icon to distinguish from "Copper Ore" icon)

v0.4 - 2019-06-18
Bugfix to try and avoid issues with item names not yet cached

v0.3 - 2019-06-14
Bugfixes (mainly to validate player coords, gathering in a dungeon threw an error)

v0.2 - 2019-06-13
  • Adds initial support for basic minimap icons (no directional hint support yet sorry, and doesn't work with rotated minimaps)
  • Adds basic commands via /tr to toggle zone/minimap icons and also set their icon sizes
Archived Files (7)
File Name
Version
Size
Author
Date
v0.7
9kB
ClassicFun
06-27-19 02:49 AM
v0.6
8kB
ClassicFun
06-21-19 06:50 AM
v0.5
8kB
ClassicFun
06-18-19 02:32 AM
v0.4
8kB
ClassicFun
06-17-19 04:49 PM
v0.3
8kB
ClassicFun
06-14-19 05:35 AM
v0.2
8kB
ClassicFun
06-13-19 06:27 AM
v0.1
5kB
ClassicFun
06-07-19 08:52 AM


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Unread 09-12-19, 04:07 PM  
FireShoob
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Originally Posted by ClassicFun
Originally Posted by FireShoob
My first thought was maybe the additional variable added in the new version of TR broke existing databases, but 0.8 will automatically populate the new variable to a 0.7 database it seems. I have tried the following so far with no ability to reproduce these issues (the pre-populated database loads fine each time)
Yeah I (hope) I didn't clobber anything - it should add the new variable only if it doesn't exist and wouldn't wipe anything.

Another consideration to those putting the file there - make sure you're not running WoW whilst you do this, as I'm pretty sure an exit/reload will write its current state to file (overwriting what you just did). Exit the game first, put the file there, then start the game.
I was able to upgrade to 0.8 with no issues so I think it's all good
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Unread 09-12-19, 01:37 AM  
ClassicFun
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Originally Posted by FireShoob
My first thought was maybe the additional variable added in the new version of TR broke existing databases, but 0.8 will automatically populate the new variable to a 0.7 database it seems. I have tried the following so far with no ability to reproduce these issues (the pre-populated database loads fine each time)
Yeah I (hope) I didn't clobber anything - it should add the new variable only if it doesn't exist and wouldn't wipe anything.

Another consideration to those putting the file there - make sure you're not running WoW whilst you do this, as I'm pretty sure an exit/reload will write its current state to file (overwriting what you just did). Exit the game first, put the file there, then start the game.
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Unread 09-11-19, 04:52 PM  
FireShoob
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My first thought was maybe the additional variable added in the new version of TR broke existing databases, but 0.8 will automatically populate the new variable to a 0.7 database it seems. I have tried the following so far with no ability to reproduce these issues (the pre-populated database loads fine each time)

* Delete Existing Personal Database, Update to 0.8, load in and initialize an empty database, rename the new empty one TrackResources.lua.bak and proceed to restore the old 0.7 database, loaded fine

* Delete Database and Backup, and load a copy of the 0.7 database directly off my github into the SavedVariables folder with no backup file present, loaded fine

I should note that even if you're not using any other addons, Blizzard's default UI also uses this folder to track variables between sessions so to be in the correct location you should see a few files named things like Blizzard_CombatLog and Blizzard_Trainer, this is important because the exact directory needs to be correct otherwise TR will not be able to find it. Double check where WoW Classic is installed on your computer, for example mine is installed in more or less the default location at:

C:\Program Files (x86)\World of Warcraft\_classic_\WTF\Account\ACCOUNTNAME\SavedVariables\

To confirm that where you're trying to put this is the correct location, insert some data into the empty TR database by collecting resources in the game and then close Classic WoW and proceed to open up the TrackResources.lua file in your SavedVariables folder with notepad or a similar text editor, there should be data under ["db"] that is formatted with an array of numbers in square brackets encapsulating coordinates and other important information needed by TR to function, if there are no entries in this file, you are in the wrong location and will need to locate the correct one.
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Unread 09-11-19, 04:25 PM  
FireShoob
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Originally Posted by drdim
Originally Posted by kijek
Originally Posted by FireShoob
Originally Posted by Misdirections
Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
I've been working on this exact issue! I still need to thoroughly vet the database that I've generated from old Wowhead dumps but I got the barrens nodes to work flawlessly last night.

Currently I have the database I generated and the code used to make it stored in my Github Repo at: https://github.com/FireShoob/TrackResources_data
I have downloaded TrackResources.lua and put it in the folder mentioned by you, track resources shows ( 0 ) nodes.
Same problem for me.
After I replace that TrackResources.lua with file from FireShoob in
\Blizzard\World of Warcraft\_classic_\WTF\Account\XXXXXX#1\SavedVariables
and restart the game, it creates a new database with 0 node entries
Investigating now
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Unread 09-11-19, 12:48 PM  
drdim
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Originally Posted by kijek
Originally Posted by FireShoob
Originally Posted by Misdirections
Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
I've been working on this exact issue! I still need to thoroughly vet the database that I've generated from old Wowhead dumps but I got the barrens nodes to work flawlessly last night.

Currently I have the database I generated and the code used to make it stored in my Github Repo at: https://github.com/FireShoob/TrackResources_data
I have downloaded TrackResources.lua and put it in the folder mentioned by you, track resources shows ( 0 ) nodes.
Same problem for me.
After I replace that TrackResources.lua with file from FireShoob in
\Blizzard\World of Warcraft\_classic_\WTF\Account\XXXXXX#1\SavedVariables
and restart the game, it creates a new database with 0 node entries
Last edited by drdim : 09-11-19 at 12:48 PM.
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Unread 09-09-19, 11:13 AM  
kijek
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Originally Posted by FireShoob
Originally Posted by Misdirections
Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
I've been working on this exact issue! I still need to thoroughly vet the database that I've generated from old Wowhead dumps but I got the barrens nodes to work flawlessly last night.

Currently I have the database I generated and the code used to make it stored in my Github Repo at: https://github.com/FireShoob/TrackResources_data
I have downloaded TrackResources.lua and put it in the folder mentioned by you, track resources shows ( 0 ) nodes.
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Unread 08-30-19, 12:48 PM  
FireShoob
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Originally Posted by Misdirections
Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
I've been working on this exact issue! I still need to thoroughly vet the database that I've generated from old Wowhead dumps but I got the barrens nodes to work flawlessly last night.

Currently I have the database I generated and the code used to make it stored in my Github Repo at: https://github.com/FireShoob/TrackResources_data
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Unread 06-21-19, 02:09 AM  
ClassicFun
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Originally Posted by Misdirections
Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
No (easy) way yet. If I find time to cleanup the DB structure a little, and now I have more addon structure hindsight, it sounds plausible.

I remember a long time ago there was a similar thing for Gatherer, I think it used WoWhead data, and was a separate addon. I'm not really a fan of doing that as I don't like ripping off a site's DB (plus god knows how accurate and where the data came from).

If I did do anything it would be for users of the addon to share what they've collected with other addon users and combine their data. I'm not that familiar with addon API functionality to know if that is doable in-game (like sending an addon message somehow - sounds like fun to investigate), but if not it may be a case of "share xxxx file and put it in addon_folder/xxxxx" type of thing.

I'm also convinced one of the major gatherer-like addons will be updated for release anyway, and I'm currently updating mine between beta playtime. I do like the idea though, so during downtime I'll definitely investigate.
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Unread 06-20-19, 06:07 PM  
Misdirections
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Is there any way to import data into the addon as of yet, or any thoughts on if there will be?
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Unread 06-18-19, 02:07 AM  
ClassicFun
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Re: Re: Re: Re: Re: Gold Vein is not adding to world map/minimap

Originally Posted by Ketho
Concerning item caching, you can use ItemMixin:ContinueOnItemLoad() if that helps for your use case
Code:
/run local item = Item:CreateFromItemID(3577); item:ContinueOnItemLoad(function() print(item:GetItemLink()) end)
Damn, it's little bits of things like this which aren't easily discovered when searching but are really useful. I used mixins for the zone map icon stuff but never came across anything like that for item related calls, thanks! Since I'm now querying the static resource item list on-load, I can actually make use of that callback to populate the item cache with the extra info once received.
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Unread 06-17-19, 06:03 PM  
Ketho
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Re: Re: Re: Re: Gold Vein is not adding to world map/minimap

Originally Posted by ClassicFun
but if your client hasn't seen a Gold Bar that session it won't have cached the item and has to do a lookup, which is asynchronous and returns nothing initially (that nothing/"nil" value was causing the string formatting issues).

Concerning item caching, you can use ItemMixin:ContinueOnItemLoad() if that helps for your use case
Code:
/run local item = Item:CreateFromItemID(3577); item:ContinueOnItemLoad(function() print(item:GetItemLink()) end)
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Unread 06-17-19, 04:56 PM  
ClassicFun
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Re: Re: Re: Gold Vein is not adding to world map/minimap

Originally Posted by kijek
I have had the same problem in two different places in STV, one near basilisk cave and other in kurzen cave. Both gold veins printed the same problem, maybe it is related to caves. idk. It didn't add to map, i had place in bags when i started mining.
I think I figured out what is going on - I'll upload v0.4 to see if it fixes it.

Basically to avoid localisation issues I was looking up the item name, but for Gold Ore I was using the Gold Bar icon (as the Gold Ore icon is the same as Copper Ore). When you loot you'd have the name for other resources (as you literally just gathered them), but if your client hasn't seen a Gold Bar that session it won't have cached the item and has to do a lookup, which is asynchronous and returns nothing initially (that nothing/"nil" value was causing the string formatting issues).

I'm surprised it still didn't add it to the DB though as the name is only used for that one line of chat box message, so unless it's some other bug, I'm a bit lost as to why it didn't add the to DB/icon.
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Unread 06-14-19, 08:43 AM  
kijek
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Re: Re: Gold Vein is not adding to world map/minimap

Originally Posted by ClassicFun
Originally Posted by kijek
When picking up Gold Vein its not adding to database, in V0.2 and V0.3

https://i.imgur.com/WUKHCx9.jpg

Ps. Thanks for doing awsome job.
That's odd, haven't seen that yet, and I've mined plenty of Gold. Is it one location/node in-particular and repeatable?

For it to print like that either your coordinates got somehow messed up, or the item's name (localised) didn't return. Did it actually add it to the map though? In v0.3 the variables needed for the actual placement and storage are checked first which makes it even stranger.

Thanks for the report anyway, I'll have a think of what else it could be.
I have had the same problem in two different places in STV, one near basilisk cave and other in kurzen cave. Both gold veins printed the same problem, maybe it is related to caves. idk. It didn't add to map, i had place in bags when i started mining.
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Unread 06-14-19, 08:34 AM  
ClassicFun
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Re: Gold Vein is not adding to world map/minimap

Originally Posted by kijek
When picking up Gold Vein its not adding to database, in V0.2 and V0.3

https://i.imgur.com/WUKHCx9.jpg

Ps. Thanks for doing awsome job.
That's odd, haven't seen that yet, and I've mined plenty of Gold. Is it one location/node in-particular and repeatable?

For it to print like that either your coordinates got somehow messed up, or the item's name (localised) didn't return. Did it actually add it to the map though? In v0.3 the variables needed for the actual placement and storage are checked first which makes it even stranger.

Thanks for the report anyway, I'll have a think of what else it could be.
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Unread 06-14-19, 07:10 AM  
kijek
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Gold Vein is not adding to world map/minimap

When picking up Gold Vein its not adding to database, in V0.2 and V0.3

https://i.imgur.com/WUKHCx9.jpg

Ps. Thanks for doing awsome job.
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