This project is abandoned and its default file will likely not work with the most recent version of World of Warcraft. Whether this project is out of date or its author has marked it as abandoned, this project is no longer maintained.
Database dump for GatherMate
Data is gathered from several sources, including user submitted data.
Please learn what addons can and cannot do before trolling. Thank you. There is a sticky at the top of the Addons and Interface WoW thread, and there is also a security post elsewhere in the forums.
Not quite sure whether I should post this to this page or the GatherMate main page - sorry if I'm posting to the wrong place...I'll post a cross-ref on GatherMate page. Since the update on 4/4/10, I've been seeing some pretty significant differences in the number and placement of nodes (I've only tested it with mining nodes, not sure if other node types are exhibiting the same behavior). 1. The first oddity is that I'm seeing *A LOT* more nodes than I was prior to the update; I'd estimate that I'm seeing roughly twice as many nodes as I was previously. As far as I can tell, this isn't a bug per se, because I have seen live nodes at locations where GatherMate previously didn't have a node-marker. So the reason I mention it is because other addons which interact with GatherMate's node-markers (e.g. Routes) seems to ignore many of these new node-markers. Since the update, I've had Routes flush and recalculate its path several times in various zones, and it will ignore something like...say...25% of the node-markers. (I'm aware that Routes has a "cluster" option, but I've verified it has nothing to do with that). 2. Some of the new node-placeholders are in impossible locations. For example, in Dragonblight I am now seeing markers for cobalt and saronite nodes at the very bottom of the map, well beyond the point where the "exhaustion" timer would expire. Where are those nodes coming from, and how did they get into the database?
I have tried a few things to try to eliminate any sort of issues on my end as a culprit. I've deleted the .lua files gathermate stores in SavedVariables, completely reinstalled gathermate, disabled add-ons that interact with the map (well, the ones that are obvious, anyway), but doesn't change a thing. Was something changed about the way node-markers are stored or loaded? Is there some cleaning step that was mentioned in a changelist/readme somewhere that I missed? I noticed that you have a lot of trolls here bleating that this add-on some sort of malware. Is it possible that someone is intentionally polluting the database with false data (seems a bit far-fetched)?
I haven't seen anyone else post anything about the issue I'm seeing, which tends to mean it's something wrong on my end....but I'm not really sure what else to check, at this point.
And btw, allow me to offer my very educated opinion that this add-on IS NOT malware, and repeat what has already been stated by a number of other users: it is technically **impossible** for ANY WoW add-on to be malware AT ALL, period** unless accompanied by native files [native = binary file, like .dll or .exe], which this add-on does not include (and if .exe and .dll files contained in user-authored game mods don't raise any red flags for you, please buy a book and learn basic computer security. Any claims to the contrary are either petty, malicious, name-smearing or a complete misunderstanding of how computers actually work.
** ok, technically, it is possible.....but ONLY if blizzard has been very lazy and naiive in their own coding. And if that was the case you'd have rampant cheating all over the place, and blizzard would quickly swoop in and ban everyone and everything involved. It's really not that hard for them to detect this sort of thing, given the details of how the game communicates..
The difference is that the author of this database is now using Wowhead.com as a data source for nodes instead of Wowdb.com. Consequently, you will get nodes not seen before, in different locations, etc..
Thanks for the info. The amount of nodes which appear now is....staggering. It seems that each node which is capable of spawning multiple types (i.e. a node that could spawn a saronite, rich saronite, or titanium node) has a tracking circle for each type that spawns there. This makes sense, of course, but (as some other users pointed out as well) reduces the visiblity of the underlying map and even the nodes themselves.
I tried to solve this by performing a database cleanup. This worked as I expected it would - each "node cluster" now only had one tracking circle. Perfect! Well, not really. This has a nasty side-effect for any add-ons which enumerate these nodes (such as Routes). After performing a database cleanup, nodes which spawned saronite and titanium veins would now only appear as a saronite or titanium node. Bummer! I re-imported the database and will just live with the "map noise" for now. Ideally, a database cleanup would be somewhere in between purely cosmetic and what is happening now. Perhaps modify the data structure which respresents a node to expose an array of supported types.....
Oh wow (wow wow). Curse's Wowdb isn't getting updates for anything anymore or something? Are they discontinuing it? Do Kaelten, Ckknight, etc. know about this? ;) I can't find any information about such a move on Google.
ahhh, that explains it all, thank you Kagaro! Not much we could do about that then! And thanks for fixing the import error, didnt notice that until i set it up to import treasure.
Fixes applied in 1.92 for error on import. As for nodes outside of zone thats how they are on wowhead. I switched back to wowhead however because wowdb wasnt getting updates anymore.
the new version with Wowhead data puts a LOT of nodes for herbs outside their respective zones. check Storm Peaks, for example. goes deep into Zul'Drak. and For Sholozar Basin, Nodes go deep into Borean Tundra.
IF you have fishing data, create a pastey and pm me the link to the pasty
Since the update on 4/4/10, I've been seeing some pretty significant differences in the number and placement of nodes (I've only tested it with mining nodes, not sure if other node types are exhibiting the same behavior).
1. The first oddity is that I'm seeing *A LOT* more nodes than I was prior to the update; I'd estimate that I'm seeing roughly twice as many nodes as I was previously. As far as I can tell, this isn't a bug per se, because I have seen live nodes at locations where GatherMate previously didn't have a node-marker. So the reason I mention it is because other addons which interact with GatherMate's node-markers (e.g. Routes) seems to ignore many of these new node-markers. Since the update, I've had Routes flush and recalculate its path several times in various zones, and it will ignore something like...say...25% of the node-markers. (I'm aware that Routes has a "cluster" option, but I've verified it has nothing to do with that).
2. Some of the new node-placeholders are in impossible locations. For example, in Dragonblight I am now seeing markers for cobalt and saronite nodes at the very bottom of the map, well beyond the point where the "exhaustion" timer would expire. Where are those nodes coming from, and how did they get into the database?
I have tried a few things to try to eliminate any sort of issues on my end as a culprit. I've deleted the .lua files gathermate stores in SavedVariables, completely reinstalled gathermate, disabled add-ons that interact with the map (well, the ones that are obvious, anyway), but doesn't change a thing.
Was something changed about the way node-markers are stored or loaded? Is there some cleaning step that was mentioned in a changelist/readme somewhere that I missed?
I noticed that you have a lot of trolls here bleating that this add-on some sort of malware. Is it possible that someone is intentionally polluting the database with false data (seems a bit far-fetched)?
I haven't seen anyone else post anything about the issue I'm seeing, which tends to mean it's something wrong on my end....but I'm not really sure what else to check, at this point.
** ok, technically, it is possible.....but ONLY if blizzard has been very lazy and naiive in their own coding. And if that was the case you'd have rampant cheating all over the place, and blizzard would quickly swoop in and ban everyone and everything involved. It's really not that hard for them to detect this sort of thing, given the details of how the game communicates..
For more information, check out the author's (Kagaro) comments about changing to Wowhead data here: http://www.wowace.com/addons/gathermate_data/?comment=28 and here: http://www.wowace.com/addons/gathermate_data/?comment=30 .
I tried to solve this by performing a database cleanup. This worked as I expected it would - each "node cluster" now only had one tracking circle. Perfect! Well, not really. This has a nasty side-effect for any add-ons which enumerate these nodes (such as Routes). After performing a database cleanup, nodes which spawned saronite and titanium veins would now only appear as a saronite or titanium node. Bummer! I re-imported the database and will just live with the "map noise" for now. Ideally, a database cleanup would be somewhere in between purely cosmetic and what is happening now. Perhaps modify the data structure which respresents a node to expose an array of supported types.....
I cant find anyone in "Hellfire Peninsula"
I have a lot of fishing data that isn't in database, where can i submit it so you can add it in?
Oh wow (wow wow). Curse's Wowdb isn't getting updates for anything anymore or something? Are they discontinuing it? Do Kaelten, Ckknight, etc. know about this? ;) I can't find any information about such a move on Google.
ahhh, that explains it all, thank you Kagaro! Not much we could do about that then! And thanks for fixing the import error, didnt notice that until i set it up to import treasure.
Fixes applied in 1.92 for error on import. As for nodes outside of zone thats how they are on wowhead. I switched back to wowhead however because wowdb wasnt getting updates anymore.
the new version with Wowhead data puts a LOT of nodes for herbs outside their respective zones. check Storm Peaks, for example. goes deep into Zul'Drak. and For Sholozar Basin, Nodes go deep into Borean Tundra.
1.91 now is using wowhead data, if you see any issues let me know
I will be changing this back to wowhead for updates.