Archy - Archaeology Assistant

Archy - Graphical Default Theme

Archy is an assistant for Archaeologists that want information at their finger tips.

Translators: http:www.wowace.com/addons/archy/localization/

Bug reports/suggestions: WoWAce Tickets system

Bugs reported in comments will be deleted.

Features

  • Localized for English, French, German, Russian, Spanish, and Traditional Chinese users
  • On-screen customizable and movable list for the dig sites on the continent you are current on
  • On-screen customizable and movable list of the artifacts you are researching that can be filtered to display only the races for the continent you are on
  • Racial fragment types are shown for each of the dig sites
  • Solve artifacts with (left click) or without (right click) keystones by clicking on the racial crest icon in the on-screen artifacts list or bind a key for a one stop solve shop
  • TomTom support to help you navigate between dig sites
  • Able to display dig sites on the minimap (closest only or all dig sites)
  • Able to display dig site boundaries on the battlefield mini map
  • Blacklist dig sites in the on-screen digsite list by right clicking on the dig site name. Perfect for when you have a bugged node or a dig site that is in a zone that you dislike.
  • Blacklist races so they do not appear in your artifacts on-screen list and won't be used when the artifact solve keybind is pressed
  • Sound triggers for when you have enough fragments and/or keystones to solve an artifact
  • A dig recorder to see where at a dig site you have successful dug
  • LDB Tooltip showing missing rare artifacts per race and overall archaeology progress
  • many more features

Minimap Button Frame and other similar addons

All Minimap based frames (such as nodes, dig sites and dig site boundaries) have been prefixed now with ArchyMinimap To stop these addons from taking these frames from the minimap, add the following item to their protected items list: ArchyMinimap

Mini-Guide to Fewer Digs

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  • Avatar of th3silly0n3 th3silly0n3 Mar 28, 2012 at 22:00 UTC - 0 likes

    Briefly, the blobs being drawn outside the minimap is exactly what I was referring to. However, I will also submit that blizzard's blobs are buggier than Archy's *ever* were, even if you consider being drawn outside the minimap a bug. They disappear for no reason, and are relatively worthless due to that fact.

    Out of curiosity, how difficult would it be to either re-implement this in Archy, or to write an addon that's only purpose is to do exactly the old archy blob method?

  • Avatar of Dridzt Dridzt Mar 25, 2012 at 04:51 UTC - 0 likes

    @th3silly0n3: Go

    1. v1.8.10 didn't draw blobs on the minimap, the functionality has been removed since 1.8.9 (last version with custom blob code was 1.8.8).

    The minimap digsites are provided by the default client now (which is the reason the custom ones were removed and not coming back).

    2. You can either enable them from the tracking menu on the minimap or install a recent Archy version and let it automatically show them when it's active (and hide them when not).

    There is also an option to prevent automation and let you manually handle them if you so choose.

    3. The only reason I've seen players ask for the 'old' custom minimap blobs was an actual bug that made them draw outside of the minimap.

    Showing the battlefield mini map (recent versions of Archy do draw custom blobs on that one as the game doesn't provide the functionality) or getting TomTom and letting it show you the next digsite with its crazy arrow are much preferable ways to navigate between dig sites imo.

    In short no one is going to regress functionality back to an old and broken state. :)

    Last edited Mar 25, 2012 by Dridzt
  • Avatar of th3silly0n3 th3silly0n3 Mar 25, 2012 at 04:17 UTC - 0 likes

    Ah, I'm still stuck at 1.8.10. Anyone feel like writing an addon that does what Archy used to do by drawing minimap blobs in the manner it did in 1.8.10 and previous, wherein the sites were drawn off of the minimap? Or barring that, wanna try to explain how I would go about writing it in a way that makes it easy for me to do so? I don't, unfortunately, have a lot of time to learn another coding language, even something that seems as easy as lua seems to be. Wish I could just pick the code out of the old one and insert it into the new one and have the archy minimap blobs back.

    Any suggestions? Or is there another addon somewhere that already mimics the old archy minimap blobs?

  • Avatar of diet6 diet6 Mar 13, 2012 at 00:55 UTC - 0 likes

    @Dridzt: Go

    Oh well would you look at that... I sure feel silly now, I should have looked better, thanks!

    But yeah, I completely understand the reluctance to do database stuff. In general it causes a lot of head aches and is one of those features that's most easily implemented when built into the program natively. I imagine there's probably more pressing issues that need to be worked on, but if you ever get the chance, or have a chance to mention it to Torhal, it would be much appreciated.

    Thanks for all the help!

  • Avatar of Dridzt Dridzt Mar 12, 2012 at 23:05 UTC - 0 likes

    You can undock the survey button and distance indicator from the dig sites frame already and drag it freely where it suits you.
    Not sure if that's what you had in mind.

    The option to do so can be found under the digsite section options of Archy.

    Daihenka (the original author) had plans to create a separate addon for importing node databases afaik..

    Not sure I want to go there, I'm mostly the carer while Torhal is busy :-P

    Last edited Mar 13, 2012 by Dridzt
  • Avatar of diet6 diet6 Mar 12, 2012 at 19:33 UTC - 0 likes

    @Dridzt: Go

    Thanks! Never thought about double-surveying red, makes sense though. I do actively use the distance meter on archy (it's actually one of my favorite features, and have often wish I could break it away from the frame alone and put it in the middle of my screen). I'll start using the tips here, should help hasten my fragment acquisition.

    On a side note, had there been any plans to implement a database feature / node sharing? I know these types of features are difficult to tackle, so I was just curious.

  • Avatar of Dridzt Dridzt Mar 12, 2012 at 19:18 UTC - 0 likes

    A general comment and little guide about fragment discovery :-)
    I've always found that simple logic helps much more in limiting the amount of digs necessary.
    We already know that the furthest away a fragment is from the location where you do the survey, the direction accuracy is also diminished.

    That's to say:
    - Green = 5-40y and directly where the Theodolite is pointing.
    - Yellow = 40-80y and at a narrow angle.
    - Red = 80y+ and at a potentially very wide angle.

    I'm also going to assume that unless you are a druid with flight-form you run to green and yellow fragments and mount/fly for red.

    Knowing the above you can with 2 very simple "tricks" limit the amount of digs and time spent finding red fragments.
    1. Double-survey Red: When your survey gets a Red theodolite, do another survey on the spot.
    This allows you to limit the angle variance significantly
    If you get ↑ ↑
    both theodolites pointing same direction, there's good chances the fragment is that-a-way
    If you get \ /
    Theodolites pointing at an angle to each other, there's good chances the fragment is toward where the angle they form splits
    2. Vary your red travel distance: Based on whether you got 2 red theodolites that align from (1) or at an angle between them vary your travel distance. (Archy's distance indicator bubble will help you see how far from the last survey you've moved)
    a. Second theodolite you spawned at the same place aligns perfectly with the first: Go 90-100y towards the direction they're both pointing.
    b. Second red theodolite you spawned is at an angle to the first: Go at least red+yellow to red+red distance away towards the split of their angle 140-160y.

    Both those things together will limit the amount of digs you have to do until you get to the green zone significantly.
    Try it out ;-)

    Last edited Mar 19, 2012 by Dridzt
  • Avatar of Dridzt Dridzt Mar 12, 2012 at 09:27 UTC - 0 likes

    @diet6: Go

    It's not so simple unfortunately.
    The code that runs at the moment does a quick pass over the stored survey nodes of a specific dig site when a new one is discovered and checks its distance from the rest.
    That way it determines if it should add it to the table (no other node is closer than 10y) or just ignore it.
    That is relatively 'cheap'.

    For that logic to work on all the database nodes it would require a monster loop checking each existing node in a digsite, then if it overlaps remove it which changes the collection so next one needs to be checked against all remaining and so on...

    Last edited Mar 12, 2012 by Dridzt
  • Avatar of diet6 diet6 Mar 11, 2012 at 21:43 UTC - 0 likes

    @Dridzt: Go

    Yes, this is directly the issues I have been running into, I was using a database I put together from a handful of files. Though if the code is already in place is there any ways to make it so you can run that code on an already existing database? I'm not entirely sure how difficult that would be, but it'd be kind of nice to have a database available. I had lost my saved variable lua, so I had been working on recovering a list of nodes from different sources. After I realized that many of the nodes were copies I looked into parsing the data from gathermate (since it has a database trimming feature) into something archy could use, but the formats seems considerably different.

    I realize this is probably a back burner issue, but I just thought I'd check and see if it's something that could get added. I know many people would like to have a method to share nodes / be able to import databases of nodes. In my case I would just need a way to clean up the file. I suppose I could just write a javascript or something to do it, but it might be a nice native feature.

  • Avatar of Dridzt Dridzt Mar 11, 2012 at 18:10 UTC - 0 likes

    @diet6: Go

    I checked this and Archy already has code in place to only add nodes that are 10y or more distant from an existing one.
    Maybe it's leftover data from an older version of Archy that didn't work like that?
    Or imported data? (there used to be a site offering archy databases for download and import).

Facts

Date created
Oct 16, 2010
Categories
Last update
May 03, 2014
Development stage
Release
Language
  • deDE
  • enUS
  • frFR
  • ruRU
License
GNU Lesser General Public License version 2.1 (LGPLv2.1)
Curse link
Archy - Archaeology Assistant
Downloads
6,059,059
Recent files

Authors