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Updated:10-31-14 03:40 PM
Created:01-21-13 06:58 AM
Downloads:19,838
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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 01-02-15, 11:55 PM  
Treesh

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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: 285
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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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
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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: 285
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: 285
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
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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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Unread 10-18-14, 04:23 PM  
ThadiusOptimus

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Tried then new one. It still functions the same (unless it requires new point data instead of established data). As far as ghostmode is concerned. Ran out of charges on patron artifact vial so haven't tested it with a vial yet.

Quote:
So, the 3 seperate exclusions are redundant, we need just the one - that combines data from all 3 node types?
It's more that we need the 3 node types combined into 1 node type: Artifact without regard to Normal/Twisted/Unstable. We don't care the type of artifact node it is, we just want the rarity possible in ghostmode. So I'm running around ghostmode picks up ANY type of point, asks itself has a common ever been harvested from that point? If yes, exclude and don't show up on the tracker. If no, then show up on the tracker with the best rarity seen from that point (and even the "If no" may not be necessary because if a common has never been harvested from it, then it is a rare [uncommon/rare/epic/legendary] point).

Under the option Use artifact ghostmode. There are the options for Normal, Twisted, Unstable (checkboxes) and then Unknown.

For the purpose of Epic point hunting, The Normal/Twisted/Unstable need to be combined to just one option. The menu and check boxes can be eliminated. All we need is an option to either view common points or exclude them.

Thus, if I harvest a common from any type of point it will be excluded when I check the box to the goal that any point that can produce common/uncommon/rare will be eliminated even if I did get a rare from it because we can still get a rare from a common point, but not an epic (nor legendary with an assumption).

The second version posted still follows the behavior the set of screenshots near the pool of water in Steppes.

Screenshot #1 shows me tracking common points via Normal option with the Hide known common locations checked - we see the Rare being tracked as the top point 5m along with a few common. So this is a common point I got lucky enough to get a rare out of, but a point that is of no interest for epic hunting. The Hide known common locations option is not hiding any of the common points.



Screenshot #2 shows me tracking rare points via Unstable option with the same Rare point shown from screenshot #1, with the Hide known common locations checked. This point should not be showing up with that option checked because a common was harvested from it.



Now, as far as the artifact pot tracking that may require a different line of thought because then it is helpful to see what type of node it is: Normal vs Unstable. When I run a pot, I'll typically bypass Normals and go right to Unstable. However, I still want to be able to exclude common points from my tracking list. So, if I walk into an area with 10 Unstable points and 8 of those I harvested a common from, I don't want to see those points.

Therefore, it may be two completely different problems to exclude from Artifact pots vs. Ghostmode.
Last edited by ThadiusOptimus : 10-18-14 at 04:54 PM.
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Unread 10-18-14, 03:17 PM  
adelea
Claw of Regulos
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OK.

So, the 3 seperate exclusions are redundant, we need just the one - that combines data from all 3 node types?

I have uploaded an update to the same location as before - is that more what is wanted ?
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Unread 10-18-14, 10:49 AM  
ThadiusOptimus

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Quote:
Try this pre-release v12
Excellent, will run with it this weekend. *Initial testing done.

Quote:
I dont know if finding a common normal artifact at a location necessarily means that twisted/unstable commons are also at the same location
They are, when you're running with Omen Sight up it's very common to see a normal, twisted, and unstable stacked on top of each other and harvest all 3.

Example:
Normal


Twisted


Unstable


Quote:
I wasnt paying attention - but I am pretty sure that I have seen epic unstable at the same location as normal commons.
A dev posted on this on the official Rift forums a while back and stated that any common artifact location will never produce an epic for Unstable events. I'm pretty sure, but not 100%, it works that way for the old world artifacts like Best In Slot and a few of the epics as well.


----

Ok, did the testing and *I think* the issue is having three separate categories for the artifact points. Normal/Twisted/Unstable. They all (currently) share the same nodes - see the 3 screenshots above showing them stacked on the same point. When Resource Tracker separates the data, it looks specifically for whether or not a common was harvested for each set and doesn't extend that info to eliminate points for the other sets.

Screenshot #1 below indicates that I have harvested an Unstable rare from the point the Ghost mode is indicating.



Screenshot #2 below shows I've never harvested a Normal rare from that same location.



Screenshot #3 below shows I've harvested a Normal common from that same location. And it also shows the best rarity from that point as a blue, which can only come from the data on the Unstable blue I harvested.



Going back to screenshot #1. What I'm looking for Resource Tracker to do is different than what it currently does. The goal I have is to only see possible EPIC points, not just confirmed epic points. I have harvested a rare Unstable from that point. I also have harvested a Normal common from that point. So, I want Resource Tracker to eliminate that point from showing up on the list even with Unstable rare box checked.

Ideally: 1.) Combine Normal/Twisted/Unstable to a single option because it's currently redundant - I would assume they would stick to the same set up for the expansion. 2.) Have a check box to exclude common artifact points regardless of best rarity found at that point. So, yeah I may have got lucky and harvested a blue from a Normal common point but I still don't want to see that point because it can't be an epic. 3.) Default it to automatically show best artifact quality from a point. Thus, when we do find uncommon/rare/epic/legendary points we do want to see the top rarity found at that point.

So, you would really only have to add a function that excludes common artifact points from showing up on the list at all, unless that option is not checked. i.e. Exclude common artifact points [BOX]



By checking the Exclude common artifact points box would result in the above screenshot showing 4 points to showing 0 and eliminate the false positive rare indication. So basically it's two different functions for Resource Tracker. Function #1: Show all points available simply to find and farm artifacts. Function #2: Show only points EPIC artifacts have a possibility of being located at.

Also, found the post by Dead Simon on Rift forums explaining how the points work. http://forums.riftgame.com/game-disc...eedback-5.html

Quoted from that thread: "There are 2 types of spawn point a Rare and a Common. The rare ones are almost always in either out of the way places, difficult to reach places or just outright dangerous places.

At the Common spawn points you have a chance of a Common, Uncommon or Rare artifact with diminishing percentages depending on the rarity. You will NEVER find an epic from a common spot.

From the Rare spawn points you have a chance of getting an Uncommon, Rare or Epic artifact, again with diminishing percentages based on rarity. You will NEVER find a common artifact at a rare spawn point.

In general there are about 20 - 25% as many Rare spawn points as Common ones and there is no discernible difference in game."


Again, thanks for taking your time to create these addons. I hope that what I'm asking for is possible.
Last edited by ThadiusOptimus : 10-18-14 at 12:56 PM.
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Unread 10-18-14, 07:37 AM  
adelea
Claw of Regulos
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Forum posts: 22
File comments: 285
Uploads: 6
Quote:
Originally Posted by ThadiusOptimus
We know that regular/twisted/unstable spawn at the same points.
We know that a common artifact ensures that point cannot be an epic.
We know that a uncommon can be both a common and epic point. So everything revolves around uncommon points.

With the artifact vial on we have two modes. First, harvest everything you can. Second, target specific sets. With your addon we can further take that vial and target specific rarity with the pot. I typically use the pot for the second reason. So when I see an artifact point light up with a gray (commmon) background I pass that point up regardless of what type of set it belongs to. When I see an uncommon, I have to stop and get it because it can be an rare/epic point. Thus, showing only the least rarity from that point stops me from going to an uncommon point that can not possibly be a rare/epic point.

In ghost mode, I have a different goal. We're using all the previous artifact information to home in on possible points. Now, I want to exclude all gray (common) points from showing up at all. All I want to see is uncommon points.

This may be two separate functions for the addon.

Function 1: Artifact vial up. Show me the least rarity from any point it tracks.
Function 2: Ghost mode. Show me only uncommon/rare/epic points. Thus, everything that shows up in the window is a spot I should go run and check.

And if possible on the Function 2: Show me the best rarity from that point.

Also, I love your teleporter addon, another solid design for Rift. You've created awesome QoL addons for this game and I hope you don't stop playing for a long while =)
Try this pre-release v12

http://www.exyles.com/addons/ResourceTracker.zip

It has options for ghostmode to exclude certain node types.

It also has options to ignore known common nodes.

Now, there are 3 seperate ignore functions - nor/twi/uns. I dont know if finding a common normal artifact at a location necessarily means that twisted/unstable commons are also at the same location.

I wasnt paying attention - but I am pretty sure that I have seen epic unstable at the same location as normal commons.
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