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Updated:10-31-14 03:40 PM
Created:01-21-13 06:58 AM
Downloads:9,941
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ResourceTracker  Popular! (More than 5000 hits)
Version: 3.00v02.R
by: adelea [More]
I wrote this addon when levelling Foraging - since it was annoying to me to keep checking what the icons on the minimap were.

If you have Docker installed, it will place an icon in the Dock.

If you do not have Docker, it will place an icon somewhere in the topleft of the screen.

The icon is a silver diamond on a minimap style button. The button will initially be gray, and can be moved around by dragging.

Once it is in place, RIGHT CLICK the button, and it will gain some color.

At this point, the configuration screen can be accessed by LEFT CLICKing the button.

This will display the RT Config screen, which lists all Mining/Foraging/Fishing node types.

Use the checkboxes to select which you are interested in seeing notifications for.

At the bottom of the config screen, is a dark red box, showing an arrow, a resource and some text.

Using the mousewheel on this red section will change the size of the font used.

When the configuration screen is visible, there will also be another blue bar shown, labelled 'Resource Tracker'

This is the anchor for where the alerts will appear. This can be moved around by dragging the blue bar.

The arrow will be green or red (red indicates that the node is significantly above or below you)

There may be up to 4 icons above the tracking data - if these are visible it is becuase you are tracking a node type you dont have the corresponding Track buff active for.

There is a a /resourcetracker command option, though it only takes the parameter 'reset' - which is used to reset all UI elements to near the top left of the screen - in case they go missing.
3.00v02.R:
- Removed some debug message spam

3.00v01.R:
- Added Thalasite / Sarleaf nodes (EN only - other clients will need to edit these values)
- Editing local names of items should work better
- Added exclusions to artifact tracking
- In ghostmode, right clicking the boxes will exclude any node where that node type has been seen
- Can hide known common locations
- If you are getting errors, try using /resourcetracker saved

2.08v11.R:
- Fixed an error when changing zones by running across a border

2.08v10.R:
- Added a new slash command: /resourcetracker config - to open up the config screen
- Hopefully fixed some of the nil errors around Nodes.Rarity

2.08v09.R:
- Fix for error when closing config screen

2.08v08.R:
- Updated configuration screen
- Removed seperate language config + button
- On each gathering tab, each node has an edit button - left click to edit the text. Left click again to cancel, or right click to save the changes.
- Added in Artifact Ghostmode - lets put that saved artifact location data to use!
- Ghostmode will add in "ghost" artifact nodes - locations of artifacts you have either seen via the track potions, or have harvested from.
You can configure which nodes show up based on node type, or rarity you have harvested from the node.
See the various options on the Artifacts tab.
NOTE: This isnt 'exact' - it will take you to the 5m x 5m x 5m volume of space where you were standing when you harvest, or where you saw the artifact.

2.08v07.R:
- *sigh* fixed a case problem

2.08v06.R:
- Add missing LibInventory embedded library

2.08v05.R:
- And some more fixes for non English languages. I think I need to redo/simplify how I handle non-English =)

2.08v04.R:
- Fix for non English languages

2.08v03.R:
- Track, and optionally color artifact directions with best artifact rarity harvested at location

2.08v02.R:
- Only try and send updates to LibMapNotes, if LibMapNotes is installed!

2.08v01.R:
- Seperated out the different artifacts types for tracking
- Clicking the UK flag in the top left corner opens a window for updating any/all names of nodes

2.05v01.R
- Added DE/FR/RU language support for Artifacts
RU: Артефакт, Искаженный артефакт or any gatherable with: Артефакт or артефакт in its name
DE: Artefakt, Verdrehtes Artefakt or "Artifact"
FR: Artefact, Artefact altéré or "Artefact"
- Using the mousewheel up/down on the minimap icon will toggle the display of everything else
- Added different icons for above/below (blue are above, red are below, green are +/- 3m of you)
- Added toggle for using 2D or 3D coords for distances
- Added toggle for display of elevation difference (centered on icon)
- Changed the icons for artifacts - normal are whitish, twisted are reddish, and unknown types (ie what the Fae Yule Artifacts would have appeared as) are greenish
- Bumped the max number of trackables to 24
- Corrected DE translation for Sunken Boat

2.04v01.R
- Made tracking text a little bit wider
- Added support for [Twisted] Artifacts
- Updated icon for Mahogany

2.03v05.R
- Added alternate (compact) display mode

2.03v04.R
- Added support for MapPOI to show nodes

2.03r3
- Added final missing French translation for Sunken Boat
- Redid the config screen to use a standard rift window.

2.03r2
- Updated some translations (DE/RU)
- Added visual indicator that you are missing a 'Track XXX' buff - if you have the ability and are trying to track something of that type.
- Added /resourcetracker reset - to reset all movable items to near the top left of the screen

2.03r1
- Updated some translations (DE/RU)
- Removed the 'New Node' message
- Added option for relative direction arrows instead of absolute

2.02r2
- Added Russian translations by Constantine Maron

2.02r1
- Conversion to 2.2 Event system
- Started tracking node locations on the assumption we can one day use them!

2.01r5 - Will now show the closest X nodes to you, rather than a random selection
- Can now hide the tracker in combat if needed
- German language update

2.01r4 - Added Fishing nodes
Removed possibility for invalid order function error
Reduced CPU load
Made number of nodes and time to fade configurable

2.01r3 - Added French/German translations
Fix for possible nil error

2.01r2 - Fixed layout issue with non-default sizes

2.01r1 - Initial release.
Archived Files (27)
File Name
Version
Size
Author
Date
3.00v01.R
618kB
adelea
10-23-14 02:49 AM
2.08v11.R
612kB
adelea
09-30-14 08:10 AM
2.08v10.R
612kB
adelea
09-29-14 12:30 AM
2.08v09.R
612kB
adelea
09-25-14 04:51 AM
2.08v08.R
612kB
adelea
09-23-14 04:30 AM
2.08v07.R
418kB
adelea
09-08-14 12:50 PM
2.08v06.R
418kB
adelea
09-08-14 12:29 PM
2.08v05.R
366kB
adelea
09-07-14 03:40 PM
2.08v04.R
366kB
adelea
09-07-14 02:25 PM
2.08v03.R
364kB
adelea
09-07-14 02:02 PM
2.08v02.R
356kB
adelea
09-03-14 11:05 AM
2.08v01.R
356kB
adelea
09-02-14 12:40 AM
2.05v01.R
354kB
adelea
01-12-14 08:40 AM
2.04v01.R
354kB
adelea
09-21-13 04:25 AM
2.03v05.R
354kB
adelea
08-10-13 01:24 AM
2.03v04.R
352kB
adelea
07-27-13 11:00 AM
2.03r3
352kB
adelea
07-04-13 06:55 AM
2.03r2
352kB
adelea
07-03-13 04:17 PM
2.03r1
344kB
adelea
06-25-13 04:27 AM
2.02r2
344kB
adelea
06-06-13 05:20 AM
2.02r1
342kB
adelea
03-07-13 01:38 PM
2.01r5
339kB
adelea
02-03-13 03:24 AM
2.01r4
338kB
adelea
01-29-13 04:13 AM
2.01r3
338kB
adelea
01-25-13 01:32 PM
2.01r2
336kB
adelea
01-22-13 06:16 AM
2.01r1
336kB
adelea
01-21-13 06:58 AM
0B
adelea
01-01-70 12:00 AM


Post A Reply Comment Options
Unread 03-22-15, 01:20 PM  
djkoble

Forum posts: 0
File comments: 2
Uploads: 0
Re: Re: question about resource tracker lua code

Quote:
Originally Posted by adelea
Quote:
Originally Posted by djkoble
Hi,
I have been looking around to find out the members of
Inspect.Unit.Detail("player") at line 475 in your code but I can't find
a list of those player members anywhere on line.
Specifically what I am trying to do is to slightly modify your code (or I could ask you...lol) so that if a player rotates in place the relative direction arrows update accordingly. Your code seems to be written to only update when a player moves. Oft times I like to rotate in place toward my next objective when I have finished harvesting the current node. If the Inspector does have member variables that indicate player rotation it would be trivial I think to also update the direction arrows if the rotation has changed.
Thanks,
-djkoble
The problewm here, is that the game doesnt tell you what direction you are facing.

So, the best I can do, is take two successive locations, and work out the direction from that.

If I could have reliable directions, then you can be sure I would have made the change =)
Thank you adelea. I finally found many (but probably not all) members in an obscure changelog created by the original devs and there was nothing about direction in there...sigh...frustrating. I ran into similar roadblocks when I was fiddling with the speed meter addon to get it to be more accurate. I guess this is not to be. Thanks again.
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Unread 03-19-15, 02:01 PM  
adelea
Claw of Regulos
AddOn Author - Click to view AddOns

Forum posts: 22
File comments: 282
Uploads: 6
Re: question about resource tracker lua code

Quote:
Originally Posted by djkoble
Hi,
I have been looking around to find out the members of
Inspect.Unit.Detail("player") at line 475 in your code but I can't find
a list of those player members anywhere on line.
Specifically what I am trying to do is to slightly modify your code (or I could ask you...lol) so that if a player rotates in place the relative direction arrows update accordingly. Your code seems to be written to only update when a player moves. Oft times I like to rotate in place toward my next objective when I have finished harvesting the current node. If the Inspector does have member variables that indicate player rotation it would be trivial I think to also update the direction arrows if the rotation has changed.
Thanks,
-djkoble
The problewm here, is that the game doesnt tell you what direction you are facing.

So, the best I can do, is take two successive locations, and work out the direction from that.

If I could have reliable directions, then you can be sure I would have made the change =)
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Unread 03-17-15, 12:17 PM  
djkoble

Forum posts: 0
File comments: 2
Uploads: 0
question about resource tracker lua code

Hi,
I have been looking around to find out the members of
Inspect.Unit.Detail("player") at line 475 in your code but I can't find
a list of those player members anywhere on line.
Specifically what I am trying to do is to slightly modify your code (or I could ask you...lol) so that if a player rotates in place the relative direction arrows update accordingly. Your code seems to be written to only update when a player moves. Oft times I like to rotate in place toward my next objective when I have finished harvesting the current node. If the Inspector does have member variables that indicate player rotation it would be trivial I think to also update the direction arrows if the rotation has changed.
Thanks,
-djkoble
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Unread 02-05-15, 07:16 PM  
artocis

Forum posts: 0
File comments: 3
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Had to disable it, every time I moved I experienced stuttering and there was always the same delay between it. Without the add-on active everything was fine again.
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Unread 01-02-15, 11:55 PM  
Treesh

Forum posts: 0
File comments: 2
Uploads: 0
I am unable to move the silver diamond at all. I don't have any other add-ons installed so no tool bar. I've tried dragging the diamond around as it says on the info page, but it doesn't move. What am I missing?
Last edited by Treesh : 01-02-15 at 11:55 PM.
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Unread 12-06-14, 01:53 AM  
adelea
Claw of Regulos
AddOn Author - Click to view AddOns

Forum posts: 22
File comments: 282
Uploads: 6
Quote:
Originally Posted by Dattelitu
Error: ResourceTracker/ResourceTracker.lua:2060: table index is nil
In ResourceTracker / Command.Slash.Register, event Event.Slash.resourcetracker
stack traceback:
[C]: in function '__newindex'
ResourceTracker/ResourceTracker.lua:2060: in function <ResourceTracker/ResourceTracker.lua:2029>
This happens when you do /resourcetracker saved ?

Try this :

/resourcetracker saved
/script ResourceTracker_Nodes.Rarity[LIBZONECHANGE.currentZoneID] = {}
/reloadui
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Unread 12-04-14, 10:44 AM  
Dattelitu

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Error: ResourceTracker/ResourceTracker.lua:2060: table index is nil
In ResourceTracker / Command.Slash.Register, event Event.Slash.resourcetracker
stack traceback:
[C]: in function '__newindex'
ResourceTracker/ResourceTracker.lua:2060: in function <ResourceTracker/ResourceTracker.lua:2029>
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Unread 11-03-14, 08:06 PM  
azchire

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File comments: 5
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debug spam appears to be eliminated in 3.00v02.R.

Thanks Adelea!
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Unread 10-31-14, 08:53 AM  
kschir
Premium Member

Forum posts: 0
File comments: 9
Uploads: 0
Is there a way for us to edit the file to remove the spam we are getting?

Quote:
Originally Posted by adelea
Quote:
Originally Posted by azchire
Thanks for continuing your effort with this addon!


I'm having an issue I'm not sure if you're aware of. I'm getting lots of spam from resource tracker in my general tab, such as:

[ResourceTracker] In:Tin Lode, lud:table: 0x2ce49d00
[ResourceTracker] In:Coastal Glory, lud:table: 0x2ce44dd8

It seems a new line appears every time a new node appears. Is there a way to turn this off? For now I'm just not using my main (general) chat tab.

Thanks again!
It seems I left some debug info in by mistake. I will update a new version that doesnt have this soon!
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Unread 10-29-14, 03:59 AM  
adelea
Claw of Regulos
AddOn Author - Click to view AddOns

Forum posts: 22
File comments: 282
Uploads: 6
Quote:
Originally Posted by azchire
Thanks for continuing your effort with this addon!


I'm having an issue I'm not sure if you're aware of. I'm getting lots of spam from resource tracker in my general tab, such as:

[ResourceTracker] In:Tin Lode, lud:table: 0x2ce49d00
[ResourceTracker] In:Coastal Glory, lud:table: 0x2ce44dd8

It seems a new line appears every time a new node appears. Is there a way to turn this off? For now I'm just not using my main (general) chat tab.

Thanks again!
It seems I left some debug info in by mistake. I will update a new version that doesnt have this soon!
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Unread 10-28-14, 07:29 PM  
azchire

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Thanks for continuing your effort with this addon!


I'm having an issue I'm not sure if you're aware of. I'm getting lots of spam from resource tracker in my general tab, such as:

[ResourceTracker] In:Tin Lode, lud:table: 0x2ce49d00
[ResourceTracker] In:Coastal Glory, lud:table: 0x2ce44dd8

It seems a new line appears every time a new node appears. Is there a way to turn this off? For now I'm just not using my main (general) chat tab.

Thanks again!
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Unread 10-20-14, 02:01 AM  
adelea
Claw of Regulos
AddOn Author - Click to view AddOns

Forum posts: 22
File comments: 282
Uploads: 6
Quote:
Originally Posted by azchire
Love your addon! I've been using it for quite some time, and I love the new changes.

I do seem to have a problem with the node name edits not saving. It would be great to see this working, as I'd like to have it show something like "Orichalcum FOR DIM KEY". That way it would stand out as a particular node I'm looking for.

However, the above wouldn't be helpful if I'm using the awesome alternate display mode.

How tough would it be to allow us to turn on a custom border color for specific node icons? That'd be a nice way to highlight particular nodes that are a high priority to us.


Great addon! Keep up the good work!
That isnt what the rename function is for - if you did this, then it wouldnt find anything.

The rename is to allow you to update the text to match what the nodes are called in game - for some of the non EN clients, Trion seems to change the names of the nodes from time to time - the rename feature would allow those users to update the trigger names themselves.
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Unread 10-19-14, 03:09 PM  
azchire

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Love your addon! I've been using it for quite some time, and I love the new changes.

I do seem to have a problem with the node name edits not saving. It would be great to see this working, as I'd like to have it show something like "Orichalcum FOR DIM KEY". That way it would stand out as a particular node I'm looking for.

However, the above wouldn't be helpful if I'm using the awesome alternate display mode.

How tough would it be to allow us to turn on a custom border color for specific node icons? That'd be a nice way to highlight particular nodes that are a high priority to us.


Great addon! Keep up the good work!
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Unread 10-19-14, 08:47 AM  
ThadiusOptimus

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Quote:
Originally Posted by adelea
In the Ghostmode selection, you can right click the check boxes to turn them into exclude - I dont think I had pointed that out previously!

Left-clicking toggles between a green tick and an empty box.

Right-clicking toggles between a red cross and and an empty box.
Ah ha! There we go! Yeah, did not know you had to X them. The old data seems to work.
Last edited by ThadiusOptimus : 10-19-14 at 08:49 AM.
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Unread 10-19-14, 12:54 AM  
adelea
Claw of Regulos
AddOn Author - Click to view AddOns

Forum posts: 22
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In the Ghostmode selection, you can right click the check boxes to turn them into exclude - I dont think I had pointed that out previously!

Left-clicking toggles between a green tick and an empty box.

Right-clicking toggles between a red cross and and an empty box.

So if you dont want Ghostmode showing you common locations, exclude them.

EDIT: This may require new data to be collected - originally I didnt track things to this level, only node type (nor/twi/uns) and max rarity.

In order to use the more fine grained filtering, you may need to gather more data.

In ghost mode, "/resourcetracker nearby" - this will show you the data RT has for nodes.
Last edited by adelea : 10-19-14 at 01:32 AM.
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