One of my first posts was on the subject of how to fly around mining more effectively. The idea was to form personal farming routes from experience, by getting to know what sorts of areas are likely to have frequent mining nodes spawning, and what areas to avoid. The trouble with this was that whilst I had provided several examples of my previous mining routes, it still relied on personal experience to be able to put the ideas into practice in any other zones. Additionally, whilst the examples given certainly were more efficient than running about randomly in the hopes of stumbling across a random node, the routes were based only on my own perception of what was efficient, rather than working out the most optimal routes possible.
Which brings us to Cartographer Routes - the most useful tool in your arsenal in maximising your gains when you're out in the field. I'm sure that many of you have heard of this elsewhere before, but this isn't just a quick little praise outlining it's benefits - I'm going to show you step by step how to set it up and actually put it to practical use.
First off, let's start with the base mod, Cartographer. Adds all the usual stuff like notes, coordinates, instance maps and boss loot lists, herbalism/mining node tracking, information about zone and instance level ranges, and so forth plus a few extras like being able to see guild members on the world map who also use the same mod, regardless of being in a party with them or not, way points, and a 'Fog of War' to show what areas of each zone that you haven't yet explored.

Cartographer Routes, after adding the module takes your tracked herbalism/mining nodes, and creates a customisable farming pattern that will take you through all the nodes marked on the map in the shortest path possible, turning it into something like the following example.

So, how do we set it up? First of all, we require all the components that make this possible. The most recent build of Cartographer is found here, which is always the latest build of the mod. Unzip the file into your /interface/addons/ directory, under the one Cartographer directory.
The next step is to download and install Cartographer Herbalism, Cartographer Mining, Cartographer Fishing and Cartographer Extract Gas where your professions are applicable to track nodes, and finally Cartographer Routes to be able to create the paths, each mod going into it's own respective directory under /interface/addons/.
Unfortunately, at the time of posting Extract Gas and Fishing both have errors with their included Ace2 and Babble libraries. To get Extract Gas to work properly, you will need to install a copy of the latest version of Ace 2 and for fishing, the Babble-2.2 libraries. Both install directly into your main /interface/addons/ directory.
There's one last thing you'll need to get Cartographer Routes up and running - node data for all those fishing, mining and herbalism spawn points. If you preferred to, you could start from scratch and build up your own list of visited nodes, or you could just install Cartographer Data Packs, compiled from Wowhead and listing almost every known node for mining, herbalism and treasure chests. Unpacks into the usual /interface/addons/ folder. You know the drill.
So, now you've installed everything and made sure the mods are all enabled on your character selection screen, your map should look something like this:

Of course, the edges won't be transparent like this, but if you like that look, simply hold down the shift key and scroll your mouse wheel down until it fades out. So, how do we then add the routes to your map from here?
First, open your map and navigate to the zone you want to deal with and click on the 'Cartographer' button. On the window that opens up, navigate your way down to 'Routes', expand and select the 'Add' page.

Type in a name for the route you are creating in the topmost box. The routes you save are separated by zone, so you don't need to include the zone in the name like I had. In the second box, click the far right arrow to drop down the menu to select the zone you wish to work with. Don't worry if you can't see the zone listed that you want to work with - just close the options window, navigate on the world map to the right zone, then when you open the option window back up, it will be on the list. Otherwise, the list will only display the Outland zones plus whatever area you are currently standing in. Choose your area, then click on the arrow on the right again to close the drop-down box.

Next, click on the arrow for the Data drop-down box. Here you will see a list of all the different nodes that are in the zone. Clicking on an item will add or remove a check box to indicate what nodes you want to create the route from.

Take a note of what you are including in the route - for instance, the Oshu'gun Crystal Fragments are pointless if you are already friendly or better with the Consortium, and if you aren't a rogue, the Dented Footlockers won't be much use either, and I think the Diamond entry probably refers to some quest item. The suffix number after each entry indicates how many nodes of that type have been tracked in that zone. Remember, you can choose to add everything in one large all-encompassing route, or one that only navigates around mining nodes or treasure chests. Click on the arrow to retract the drop-down box, and then click on add!

Oh noes! My map looks like a tangled web of lines going everywhere and obscuring everything else! Don't worry - it's supposed to look like this at first.

Click on the cartographer button again, and navigate down the menu through to Routes, the zone in which you made the route in (if it's your first, the only sub-menu there), and then click on the name that you gave your route. Ignore the majority of what you see for now, we can fiddle with that later. For now, focus on the lower half, in the box labelled 'Optimise route'. You have two options here - foreground or background optimisation. By clicking the background optimisation button, you can exit the menu and continue playing the game whilst the module does it's calculations, though you may suffer a performance hit whilst it does it's stuff. Alternatively, you can select the 'Are you sure?' check box and hit the optimise button for the foreground - and your game will freeze up entirely. Don't worry, this just means that your computer is focusing solely on the route optimisation calculations. Depending on the total number of nodes in the route and the speed of your computer, this could take anywhere between a couple of seconds to a couple of minutes. The more nodes, the more calculations, and the time taken at least seems to increase almost exponentially. For instance, on my computer, 100 nodes would only take a couple seconds, 200 nodes around fifteen, 300 would take about forty five seconds, and 400-500 nodes would take the game hostage for a good 2-4 minutes to process. Once it finally completes and you regain control of your game, your map should finally look something like this, depending on what your route is tracking:

Now you have one mathematically optimised route that will give you the shortest route to cover all the nodes on your map. Better yet, if you discover a new node that hasn't yet been marked, then the Cartographer Routes module will dynamically incorporate it into your optimised route. However, when this occurs, it only makes minor tweaks to paths leading to other nodes within the immediate vicinity. Technically, this may cause the route to become less optimal, but in reality, the impact will be too minor to notice any difference in efficiency when making your farming rounds. However, for those of you who are statistical freaks like me and want the absolute top-of-the line optimal farming pattern, simply go back into the route options and re-optimise every now and then. Sometimes the changes will be minor, and sometimes you get more significant pathing changes like this:

If nothing else, it provides for some variety rather than always going on the same old route. Of course, nothing is forcing you to follow the entire route from start to finish - you can quite easily veer off or cut corners whilst still keeping upcoming nodes in the route within tracking range for even faster farming.
If you want to create a second route in the same zone, simply go back two steps and repeat with the more inclusive/exclusive set of nodes you want to deal with. This time, it's a good idea to at the very least change the colour of the route lines to be able to differentiate between the two (or more) paths that you've created; you can do this from the same window where you optimised your route pathing with. The result:

It's also worth noting that you don't have to have your main map open to see the routes either; they'll show up on your mini map as well!

Now, to reel this article back into an engineering-specific tangent:
Gas Cloud Mechanics
Unlike herbalism or mining nodes in which spawn in specific fixed spots, gas clouds tend to act more like a mob and drift randomly around the areas they spawn in. Because of this, essentially every time that you extract motes from a cloud, it will add another 'node' to Cartographer. After marking enough clouds, you will start noticing the general specific areas in which you are likely to find a gas cloud floating about in. In general, you'll find that you get the biggest 'bang for your buck' in the value of the motes extracted from a single gas cloud than you would get from any given mining vein, herbalism node or even treasure chest, so once you start getting a general idea of where the 'pockets' of gas clouds mainly spawn over the zone, be sure to make a gas-cloud-only route to follow for maximum profits.
As for gas cloud respawn rates, it at least kind of seems to follow a similar mechanic to mining nodes - you have a set number of nodes where a vein can spawn, and a set number of veins that can be active at any given time, I assume as some sort of percentage of the total nodes in the area. This means that you would theoretically encounter a similar number of gas clouds per number of spawning areas, as you would mining nodes that actually have active veins.
Additionally, there's a few more quirks to pay attention to when farming the gas clouds, particularly in Nagrand - if you can't see the cloud, look up, as they are sometimes located floating up near one of those floating islands! However, as the following example shows, this can sometimes be rather problematic.

Here you see two nearby floating islands, but the gas cloud floating out of range of the mote extractor from either one. What's worse, the clouds do not drift when high up in the air like this, and they remains taunting you there, continually out of reach. I have once or twice come back later to find that they've snapped back to a more assessable position, but more often than not, they're probably stuck there until the next server reboot.
Call me silly, but I'd love to be able to do something like dismount from my gyrocopter, use the mote extractor on the cloud as I fall past, then activate a parachute cloak just before hitting the ground far below. But alas, the mote extractor cannot work unless stationary, so that rules out that creative solution.
Either way, putting up with it is only a small price to pay for the ability to turn a production based profession into an additional gathering one to boot.
Which brings us to Cartographer Routes - the most useful tool in your arsenal in maximising your gains when you're out in the field. I'm sure that many of you have heard of this elsewhere before, but this isn't just a quick little praise outlining it's benefits - I'm going to show you step by step how to set it up and actually put it to practical use.
First off, let's start with the base mod, Cartographer. Adds all the usual stuff like notes, coordinates, instance maps and boss loot lists, herbalism/mining node tracking, information about zone and instance level ranges, and so forth plus a few extras like being able to see guild members on the world map who also use the same mod, regardless of being in a party with them or not, way points, and a 'Fog of War' to show what areas of each zone that you haven't yet explored.

Cartographer Routes, after adding the module takes your tracked herbalism/mining nodes, and creates a customisable farming pattern that will take you through all the nodes marked on the map in the shortest path possible, turning it into something like the following example.

So, how do we set it up? First of all, we require all the components that make this possible. The most recent build of Cartographer is found here, which is always the latest build of the mod. Unzip the file into your /interface/addons/ directory, under the one Cartographer directory.
The next step is to download and install Cartographer Herbalism, Cartographer Mining, Cartographer Fishing and Cartographer Extract Gas where your professions are applicable to track nodes, and finally Cartographer Routes to be able to create the paths, each mod going into it's own respective directory under /interface/addons/.
Unfortunately, at the time of posting Extract Gas and Fishing both have errors with their included Ace2 and Babble libraries. To get Extract Gas to work properly, you will need to install a copy of the latest version of Ace 2 and for fishing, the Babble-2.2 libraries. Both install directly into your main /interface/addons/ directory.
There's one last thing you'll need to get Cartographer Routes up and running - node data for all those fishing, mining and herbalism spawn points. If you preferred to, you could start from scratch and build up your own list of visited nodes, or you could just install Cartographer Data Packs, compiled from Wowhead and listing almost every known node for mining, herbalism and treasure chests. Unpacks into the usual /interface/addons/ folder. You know the drill.
So, now you've installed everything and made sure the mods are all enabled on your character selection screen, your map should look something like this:

Of course, the edges won't be transparent like this, but if you like that look, simply hold down the shift key and scroll your mouse wheel down until it fades out. So, how do we then add the routes to your map from here?
First, open your map and navigate to the zone you want to deal with and click on the 'Cartographer' button. On the window that opens up, navigate your way down to 'Routes', expand and select the 'Add' page.

Type in a name for the route you are creating in the topmost box. The routes you save are separated by zone, so you don't need to include the zone in the name like I had. In the second box, click the far right arrow to drop down the menu to select the zone you wish to work with. Don't worry if you can't see the zone listed that you want to work with - just close the options window, navigate on the world map to the right zone, then when you open the option window back up, it will be on the list. Otherwise, the list will only display the Outland zones plus whatever area you are currently standing in. Choose your area, then click on the arrow on the right again to close the drop-down box.

Next, click on the arrow for the Data drop-down box. Here you will see a list of all the different nodes that are in the zone. Clicking on an item will add or remove a check box to indicate what nodes you want to create the route from.

Take a note of what you are including in the route - for instance, the Oshu'gun Crystal Fragments are pointless if you are already friendly or better with the Consortium, and if you aren't a rogue, the Dented Footlockers won't be much use either, and I think the Diamond entry probably refers to some quest item. The suffix number after each entry indicates how many nodes of that type have been tracked in that zone. Remember, you can choose to add everything in one large all-encompassing route, or one that only navigates around mining nodes or treasure chests. Click on the arrow to retract the drop-down box, and then click on add!

Oh noes! My map looks like a tangled web of lines going everywhere and obscuring everything else! Don't worry - it's supposed to look like this at first.

Click on the cartographer button again, and navigate down the menu through to Routes, the zone in which you made the route in (if it's your first, the only sub-menu there), and then click on the name that you gave your route. Ignore the majority of what you see for now, we can fiddle with that later. For now, focus on the lower half, in the box labelled 'Optimise route'. You have two options here - foreground or background optimisation. By clicking the background optimisation button, you can exit the menu and continue playing the game whilst the module does it's calculations, though you may suffer a performance hit whilst it does it's stuff. Alternatively, you can select the 'Are you sure?' check box and hit the optimise button for the foreground - and your game will freeze up entirely. Don't worry, this just means that your computer is focusing solely on the route optimisation calculations. Depending on the total number of nodes in the route and the speed of your computer, this could take anywhere between a couple of seconds to a couple of minutes. The more nodes, the more calculations, and the time taken at least seems to increase almost exponentially. For instance, on my computer, 100 nodes would only take a couple seconds, 200 nodes around fifteen, 300 would take about forty five seconds, and 400-500 nodes would take the game hostage for a good 2-4 minutes to process. Once it finally completes and you regain control of your game, your map should finally look something like this, depending on what your route is tracking:

Now you have one mathematically optimised route that will give you the shortest route to cover all the nodes on your map. Better yet, if you discover a new node that hasn't yet been marked, then the Cartographer Routes module will dynamically incorporate it into your optimised route. However, when this occurs, it only makes minor tweaks to paths leading to other nodes within the immediate vicinity. Technically, this may cause the route to become less optimal, but in reality, the impact will be too minor to notice any difference in efficiency when making your farming rounds. However, for those of you who are statistical freaks like me and want the absolute top-of-the line optimal farming pattern, simply go back into the route options and re-optimise every now and then. Sometimes the changes will be minor, and sometimes you get more significant pathing changes like this:

If nothing else, it provides for some variety rather than always going on the same old route. Of course, nothing is forcing you to follow the entire route from start to finish - you can quite easily veer off or cut corners whilst still keeping upcoming nodes in the route within tracking range for even faster farming.
If you want to create a second route in the same zone, simply go back two steps and repeat with the more inclusive/exclusive set of nodes you want to deal with. This time, it's a good idea to at the very least change the colour of the route lines to be able to differentiate between the two (or more) paths that you've created; you can do this from the same window where you optimised your route pathing with. The result:

It's also worth noting that you don't have to have your main map open to see the routes either; they'll show up on your mini map as well!

Now, to reel this article back into an engineering-specific tangent:
Gas Cloud Mechanics
Unlike herbalism or mining nodes in which spawn in specific fixed spots, gas clouds tend to act more like a mob and drift randomly around the areas they spawn in. Because of this, essentially every time that you extract motes from a cloud, it will add another 'node' to Cartographer. After marking enough clouds, you will start noticing the general specific areas in which you are likely to find a gas cloud floating about in. In general, you'll find that you get the biggest 'bang for your buck' in the value of the motes extracted from a single gas cloud than you would get from any given mining vein, herbalism node or even treasure chest, so once you start getting a general idea of where the 'pockets' of gas clouds mainly spawn over the zone, be sure to make a gas-cloud-only route to follow for maximum profits.
As for gas cloud respawn rates, it at least kind of seems to follow a similar mechanic to mining nodes - you have a set number of nodes where a vein can spawn, and a set number of veins that can be active at any given time, I assume as some sort of percentage of the total nodes in the area. This means that you would theoretically encounter a similar number of gas clouds per number of spawning areas, as you would mining nodes that actually have active veins.
Additionally, there's a few more quirks to pay attention to when farming the gas clouds, particularly in Nagrand - if you can't see the cloud, look up, as they are sometimes located floating up near one of those floating islands! However, as the following example shows, this can sometimes be rather problematic.

Here you see two nearby floating islands, but the gas cloud floating out of range of the mote extractor from either one. What's worse, the clouds do not drift when high up in the air like this, and they remains taunting you there, continually out of reach. I have once or twice come back later to find that they've snapped back to a more assessable position, but more often than not, they're probably stuck there until the next server reboot.
Call me silly, but I'd love to be able to do something like dismount from my gyrocopter, use the mote extractor on the cloud as I fall past, then activate a parachute cloak just before hitting the ground far below. But alas, the mote extractor cannot work unless stationary, so that rules out that creative solution.
Either way, putting up with it is only a small price to pay for the ability to turn a production based profession into an additional gathering one to boot.


40 comments:
I love Cartographer and downloaded the Routes module at one point. Having little idea of why it was there, I soon abandoned it. I'll give it another look and start in tonight. Thank you!
Out of curiosity, now that you have a route defined, do you get any other visual apart from the map and minimap drawing to keep you on the route? It seems to me that the waypoint indicator would be very handy for this, always pointing to the next node in your route.
Thanks!
I have cartographer and thge routes addon but im just wondering if there is a way to configure it to make it more useful for blades edge. There is too many altitude differences to make it very effective there.
Re: jwest23
Actually, Cartographer Routes happens to have that feature built in. You'll have to scroll down on the main Routes option page, and the settings are found right at the bottom.
I'm just always too busy keeping my eye glued to the mini-map in search of the tracking dots popping up to worry about using the way-points very often...
hey - if anyone out there is creating mote/mining route maps for all the outland zones i'd love to see them posted as jpegs.
very cool stuff none the less - thanks for the KT site and story.
peace on mars - aNTE
Hi there, it looks like your images are using too much bandwidth. If you like you can send me the files and I can host for you on my server which you can hotlink to?
Email me at zaza @ zazaodh . com (join together!) if you do :)
Re: Zaza
Thanks for the offer, though I've already taken care of the situation - at least, for this month. I guess I just need to be a little more conservative when I use images like that in the future!
I think I love you! Thank you so much for this. I am trying to level my BFs mining while he is at work. I've been using Cartographer for about a week and it's a great mod. But using routes just makes it even more delicious.
Thanks for taking the time to share this with the rest of us!
<3 Dom
What happens if you want to edit a route for a zone?
Re: snerkish
Unfortunately the mod doesn't have the capability to manually edit nodes or paths as of yet.
Can you upload somewhere your gas clouds database? Cart. data does not have it..
i have the gas cart gas cloud addon installed which has been making nodes on the map. However, the dropdown list under routes->add->data only has no herb, mining, fishing data found. what am i doing wrong?
ummm yea. u have to be logged in as that toon for at least the gas cloud to work.
I was wondering if anyone can point me towards a data pack for Gas Clouds, as i haven't been able to find one.
Tuscansalami - thanks for the excellent writeup! I have had MetaMap and Gatherer for so long I was reluctant to use Cartographer, but the routes feature has made me reconsider.
I had a problem tho I hope you can help with. I tried your trick of shift-scrolling to get the map with the faded edges, but I dont like it and want the original map layout back. How do I do that?
I have been messing around with Cart Extract Gas ever since I read this - for the life of me I cannot get it to work. In response to the one comment that the poster couldnt get the fishing or herb sections to work I'd suggest trying out Cartographer Complete at Curse. i had the one from wowace and it wasnt as complete - the thing is - NEITHER of them is complete- you ahve to use the Complete version then update Ace2 from Wowace.
But I digress - again - any other suggestions regarding getting the extract gas section to function? I followed your instructions implicitly, I used 2 different versions of cartographer, uninstalling and reinstalling etc. I'm about to wipe my lua and do a cleaninstall of just cart and it's dependancies to see if I can make this function
Following paths is certainly making my gas cloud finding rate increase! On thing I'd love is some kind of an audio ping when a new resource node is detected, so you don't miss it on the minimap. Anyone know an addon that does this?
Looks like a great addon, but I can't get the thing to show me anything.
I can't get this to work at all; I followed the posters instructions word for word, and everything should be working, but nothing shows on the map.
I am making a route for the netherwing eggs in Shadowmoon Valley, got the route set up with no problems, however, I've noticed that a lot of the spawn nodes for the eggs also include mining and herbing nodes in which an egg was found while gathering the ore or herb. Is there any way to change the route to include only visible eggs?
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i love this i downloaded the Cartographer routes, this was really helpful.
ame Masters can create hot spots for locations with various links such as a world map to a continent, a continent map to a city or a city to a house floor plan; even links to other files and websites are possible. Bookmarks on files can be arranged in a particular order for quick reference during an adventure and text can be inserted and manipulated in a variety of fonts and colors. Objects can be moved, scaled, rotated, copied and stretched. With the "in front" and "behind" commands, terrain and other features can be easily added to a map.
Master sheets, known as "superlayers," are used to make sure certain features, such as hex grids, are layered properly and also allow creation of "secret sheets" for Game Masters in addition to player-versions of each map -- the former with traps and secret doors and the latter without. Maps can be tiled together and an entire dungeon printed at miniature scale or a series of overlapping sheets can depict a vast campaign map.
CHeers,
Greg
hi there i was having a play with this mod after seeing a video of it in action now what i was wondering is if anyone has a herb data pack as it dont seem to like the one i have if so please share with me
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