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No mineral veins or herbs in areas where they must be.


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Hello!
In Mangos Two (v.21.11.49, db v.21.12.55, WoW 3.3.5 EN), I found a strange bug. On some maps there is almost no mineral veins or herbs (for herbalism). For example, if I trying to find tin ore, there is no this type ore in Hillsbrad Foothills (where must be alot of it according to maps from WowHead). Same thing is for herbs.
How this can be fixed?

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Hello,

I tried to replicate this issue but could instantly find multiple nodes in the the Yeti Cave in Hillsbrad foothills.

image.png.56db4c07aaef0aeb0a8b4aa54a8d68e3.png

Probably not the case but Wowhead shows all possible spawn locations for nodes so on their maps that wont reflect what's actually in game at the moment of playing. I think from a blue post I read a while ago only 10 of each node (i.e, 10 Mining, 10 Herbalism) can spawn on a map at any one time.

Tin Ore is also pretty scarce in Hillsbrad Foothills, Arathi Highlands is better, also nodes have shared spawn locations.

image.png.a29529cab93c07c20dcffad4baa647a4.png

If you could provide other locations this could be helpful to work the issue out.

You could also try extracting the game data again, this might help.

If you are sure that none of the above helps then I would suggest rebuilding JUST the server (this wont affect the characters you currently have and you should not touch the database).

Kind regards

Oscinu

 

Edited by Oscinu
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18 hours ago, Oscinu said:

If you could provide other locations this could be helpful to work the issue out

Hello, and thank you for the answer.

So, I pulled and built server v 22.01.12, then extracted game data again, then cleared world database, filled it again and patched it to 22.1.1. But all that was no use - almost no Tin Veins and almost no herbs, everywhere. Also, when I logged as GM and use command ".go object Tin Vein", character was teleported to a place where Tin Vein must exists (as marked on map from WowHead). But there is no visible Tin Vein there. I.e., looks like Tin Vein exists, but client can't show it...

Here is what it looks like:

report.png

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Hi,

Update: this comment is obsolete regarding this issue please see last comment.

Very strange, are there any nodes anywhere if if you run around looking for them, if you go to the Yeti cave for instance are there any nodes in there?

To check if the the database has the correct entries please use the following (I use Heidi SQL to run Quires):

Database: Mangos## (the number you set it too default for WOTLK is 2)

Checks that the Template is in the database:

SELECT * FROM gameobject_template WHERE gameobject_template.NAME LIKE '%Tin Vein%'

Checks that their Tin Veins in the database and shows possible spawn locations & other information:

SELECT * FROM gameobject WHERE gameobject.id = 1732

Checks how many possible Tin veins can be in game (691 for me):

SELECT COUNT(*) FROM gameobject WHERE gameobject.id = 1732

Not to sure how reliable the ".go object" command is, I tried this three times once was ported into the middle of the sea, once in Westfall (was on top of an earthroot node), once in Dun Morgh. This command may take you to a possible spawn location for a node but as they are shared nodes it might not be up at that current moment.

Kind regards

Oscinu

Edited by Oscinu
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Hello,

Update: So yeah appears this has always been an issue, looking through old posts using search "mining" there are some fixes by adding nodes manually and then using pool tables to randomise, happy to try and work on this with you after I get feedback on disc (don't want to reinvent the wheel).

Further to the above, I would agree there is a problem with nodes, there seems to be a problem in the way they spawn.

If you go to Thousand Needles for instance all the possible node locations seem to have spawned in at once when only 10 should be active on the map. This is does not reflect Retail.

image.png.f532e597ba263cd2420e54b6c7348d0d.pngimage.png.b911e530d091c5704469f403e9c891b0.png

Usually if I got this many nodes so closely packed I would buy a lottery ticket.

This would then suggest that its a Mangos code "feature" and above my knowledge. This would probably need to be logged under development forums for the devs to look at.

This also seems to be affecting other version (TBC)image.thumb.png.3a5e85f1f4b8c30761f90fafc0d9400b.png
 

This seems to be very similar to this bug:

I will post this to discord crediting you ofc :)

Kind regards

Oscinu

Edited by Oscinu
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Hello again, thanks for your answer.

I'm not sure, that I understand you correct. Did you mean that very small qty of mineral veins is normal for WoW on MaNGOS? I asking, because about ten years ago I tried to use a Mangos server for WoW 2.4.2-2.4.3. That wasn't pure Mangos, that was a kind of fork, named AmberCore or something like this. It was for Windows (it ran on WinServer 2k3 in my case), and it used MaNGOS 0.11 (maybe not pure, but also a fork, here is the screenshot of realmd (I found server files in my archive)). And with that server, game spawned a lot of mineral veins and herbs. For example, here is two screenshots - from WoW 2.4.2 on Mangos 0.11 and from WoW 3.3.5a on Mangos 22.1.1. On first there is alot of mineral veins in Boulderfist, and on second there is nothing. What of this two cases is that correct representation of original game?

Also, I execute your requests to db. As you said, this isn't trouble of db - there is 1521 gameobject of Tin Vein in it, and their records seems correct (i.e., they have correct coordinates, rotations and so on).

Realmd ver.PNG

WoWScrnShot_011621_190341.jpg

WoWScrnShot_011621_192802.jpg

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