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Archaeology Helper
- 27 Likes
- World of Warcraft
- 38,797 Monthly Downloads
- Supports: 5.2.0
- 770,162 Total Downloads
- Updated 05/05/2013
- Created 12/17/2010
- 1,120 Favorites
- Project Site
- Comments
- Release Type: Release
- License: ask me if something
- Newest File: 1.2.2
About Archaeology Helper
Archaeology Helper accelerates your surveying by providing triangulation on a Heads-Up Display (HUD)
- Survey then press green, yellow or red button to add new sector to the HUD and narrow down the position of your fragment
- HUD optionally includes GatherMate2 pins showing possible fragment positions, further accelerating the process
- Shows Dig Sites on Battlefield Minimap
- Keybindings and various settings
How to use
Go to dig site, Right Click last button (spade) to show HUD and Left Click to cast Survay. Then ROTATE YOUR CHAR, BUT DON'T MOVE in the needed direction and press colored button according to Survey result. Move to other location, do same again.
It is strongly recommended to use in conjunction with GatherMate2, which will show all previous or imported dig-points on the HUD. When using GatherMate2 jump onto fragment before gathering! GatherMate2 data accuracy depends on that. Minimap zoom buttons also zoom the HUD display.
Controls
Left Click main window to move it
Right Click main window: opens config
Left Click on colored button: adds new sector to the HUD
Right Click on colored button: temporarily hide/show that color
Arrow button: undo last sector
Left Click spade: cast Survey
Right Click spade: show/hide the HUD
Middle Click spade: open Archaeology window
Use "/arh" or "/arhcfg" for command line help
HUD
On the HUD you can also see player arrow in the center and very small red circle that represents survey success range. And ofc all colored transparent overlapping areas that were set by you with colored buttons.
How to help
- Bug Reports and Feature Requests - bug reports in comments will be deleted
- Translators Needed! Apply localization here
------------------------------------------------------------------------
r57 | oscarucb | 2013-05-05 06:58:49 +0000 (Sun, 05 May 2013) | 1 line
Changed paths:
A /tags/1.2.2 (from /trunk:56)
Tagging as 1.2.2
------------------------------------------------------------------------
r56 | oscarucb | 2013-05-04 23:14:00 +0000 (Sat, 04 May 2013) | 2 lines
Changed paths:
M /trunk/arh.lua
ticket 38: improve map handling at continent level when the map and HUD are both open
------------------------------------------------------------------------
r54 | oscarucb | 2013-04-16 00:52:45 +0000 (Tue, 16 Apr 2013) | 2 lines
Changed paths:
M /trunk/arh.lua
ensure GM2 pins show on the HUD, even if they are disabled on GM2 minimap
------------------------------------------------------------------------
r53 | oscarucb | 2013-04-09 04:05:55 +0000 (Tue, 09 Apr 2013) | 2 lines
Changed paths:
M /trunk/arh.lua
remove unnecessary SetMapToCurrentZone calls
------------------------------------------------------------------------
| File Name | Release Type | Game Version | Downloads | Date |
|---|---|---|---|---|
| 1.2.2 | Release | 5.2.0 | 29,138 | 05/05/2013 |
| 1.2.2-nolib | Release | 5.2.0 | 58 | 05/05/2013 |
| 1.2.1 | Release | 5.2.0 | 29,907 | 04/15/2013 |
| 1.2.1-nolib | Release | 5.2.0 | 58 | 04/15/2013 |
| 1.2.0 | Release | 5.2.0 | 27,311 | 04/06/2013 |
| 1.2.0-nolib | Release | 5.2.0 | 37 | 04/06/2013 |
| 1.2.0 beta 2-nolib | Beta | 5.2.0 | 24 | 03/27/2013 |
| 1.2.0 beta 2 | Beta | 5.2.0 | 1,649 | 03/27/2013 |
| 1.2.0 beta 1 | Beta | 5.2.0 | 938 | 03/25/2013 |
| 1.2.0 beta 1-nolib | Beta | 5.2.0 | 18 | 03/25/2013 |
| 1.1.4-nolib | Release | 5.2.0 | 67 | 03/06/2013 |
| 1.1.4 | Release | 5.2.0 | 39,092 | 03/06/2013 |
| 1.1.3 | Release | 5.1.0 | 41,705 | 02/02/2013 |
| 1.1.3-nolib | Release | 5.1.0 | 57 | 02/02/2013 |
| 1.1.2 | Release | 5.1.0 | 29,815 | 01/19/2013 |
| 1.1.2-nolib | Release | 5.1.0 | 32 | 01/19/2013 |
| 1.1.1-nolib | Release | 5.1.0 | 32 | 01/12/2013 |
| 1.1.1 | Release | 5.1.0 | 25,579 | 01/12/2013 |
| 1.1.0-nolib | Release | 5.1.0 | 35 | 01/03/2013 |
| 1.1.0 | Release | 5.1.0 | 26,133 | 01/03/2013 |
| 1.1.0 beta 3 | Beta | 5.1.0 | 1,064 | 01/02/2013 |
| 1.1.0 beta 3-nolib | Beta | 5.1.0 | 7 | 01/02/2013 |
| 1.1.0 beta 2-nolib | Beta | 5.1.0 | 14 | 12/31/2012 |
| 1.1.0 beta 2 | Beta | 5.1.0 | 903 | 12/31/2012 |
| 1.1.0 beta 1 | Beta | 5.1.0 | 61 | 12/31/2012 |
| 1.1.0 beta 1-nolib | Beta | 5.1.0 | 2 | 12/31/2012 |
| 1.0.2 | Release | 5.1.0 | 28,710 | 12/25/2012 |
| 1.0.2-nolib | Release | 5.1.0 | 21 | 12/25/2012 |
| 1.0.1 | Release | 5.1.0 | 29,605 | 12/16/2012 |
| 1.0.1-nolib | Release | 5.1.0 | 11 | 12/16/2012 |
| 1.0 | Release | 5.1.0 | 12,579 | 12/15/2012 |
| 1.0-nolib | Release | 5.1.0 | 16 | 12/15/2012 |
| 1.0 beta 5 | Beta | 5.1.0 | 937 | 12/13/2012 |
| 1.0 beta 5-nolib | Beta | 5.1.0 | 7 | 12/13/2012 |
| 1.0 beta 4 | Beta | 5.1.0 | 263 | 12/13/2012 |
| 1.0 beta 4-nolib | Beta | 5.1.0 | 2 | 12/13/2012 |
| 1.0 beta 3-nolib | Beta | 5.1.0 | 11 | 12/12/2012 |
| 1.0 beta 3 | Beta | 5.1.0 | 951 | 12/12/2012 |
| 1.0 beta 2-nolib | Beta | 5.1.0 | 11 | 12/11/2012 |
| 1.0 beta 2 | Beta | 5.1.0 | 876 | 12/11/2012 |
| 1.0 beta 1 | Beta | 5.1.0 | 213 | 12/11/2012 |
| 1.0 beta 1-nolib | Beta | 5.1.0 | 5 | 12/11/2012 |
| Archaeology Helper 0.93 | Release | 4.3 | 164,241 | 12/18/2011 |
| Archaeology Helper 0.92 | Release | 4.3 | 17,286 | 12/18/2011 |
| Archaeology Helper 0.91 | Beta | 4.0.3a | 237,844 | 12/31/2010 |
| Archaeology Helper 0.9 | Beta | 4.0.3a | 5,264 | 12/30/2010 |
| Archaeology Helper 0.83 | Beta | 4.0.3a | 13,076 | 12/22/2010 |
| Archaeology Helper 0.82 | Beta | 4.0.3a | 3,054 | 12/22/2010 |
| Archaeology Helper 0.81 | Beta | 4.0.3a | 2,487 | 12/21/2010 |
| Archaeology Helper 0.8 | Beta | 4.0.3a | 861 | 12/21/2010 |
| Archaeology Helper 0.7 | Beta | 4.0.3a | 3,402 | 12/20/2010 |
| Archaeology Helper 0.6 | Beta | 4.0.3a | 120 | 12/19/2010 |
| Archaeology Helper 0.5 | Beta | 4.0.3a | 59 | 12/18/2010 |
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Comments
Just so you know, when i run Archeo helper none of my gathermate nodes are showing up. Any idea how to fix this?
This is a limitation in GatherMate2, which provides the pin display. It only supports displaying the pins on one frame at a time, which is either the minimap or the Arh HUD. When you toggle the Arh HUD off (eg when you're done digging) they will re-appear on the minimap.
Thank you for fixing GM's problem so the pins show again! I'd forgotten how handy they are.
And it's not showing pins in Pandaria again. :P Anyone else have any idea how to get Gathermate to play nice? (Almost positive the problem is not ARH...)
(Edit) Definitely not ARH, it's the loose nut at the keyboard. :P When you turn the icons off on the minimap, it removes the pins on the ARH HUD. Herp de derp.
Ah! That explains it :-)
I've added some code in Arh v1.2.1 to tweak the GM2 settings and make sure nobody else gets bitten by that.
Shiny. :) Thanks for keeping up a nice addon...
This is fantastic. Really speeding up my digging.
Would it be at all possible to give options to move the HUD around? I'd like to move it to the top of my screen, rather than smack dab on top of my character, which is kind of intrusive.
Glad you like it!
Decent idea - Added in 1.2.0 beta 1
I was having the 'no pins in HUD' problem as well. I disabled all my addons except for GM2, gm2 data and ARH. It would add new nodes I found, but had no old ones. I removed GM2 and data through the curse installer choosing 'remove settings' too, reinstalled them, and it started adding new nodes, but had no old ones. I went to a dorf and a troll site to test, just in case the new mantid stuff wasn't in yet. After enabling and disabling things and reloading a number of times, all the old world pins seem to have shown up, although there still aren't any Pandaria ones. My only two map-affecting mods, aside from gathermate, are Mapster and Chinchilla Minimap. After testing as above, I enabled both of them one at a time and it seems to be working normally now, in several fossil digsites. Had forgotten how much easier those pins made it...
BTW, something like LoadIT is a HUGE help for testing this sort of thing, means you don't have to exit the game entirely to load/unload a mod.
This was being caused by bad GM2 settings, Arh version 1.2.1 adds a workaround
Hi, I've been having some trouble with gathermate2 nodes and the arh HUD display. I have "archaeology nodes only" selected, and only these nodes appear on the HUD - this is fine, of course. However, when the HUD is shown, all gathermate2 nodes of all types disappear from the minimap. This means I have no way of tracking treasure, herbs etc. while the HUD is active. I've tried disabling all other addons, to no avail. My guess is instead of rerouting just the archaeology nodes, the addon is rerouting all nodes, and only displaying archaeology. This only started happening since 5.2. Please could you investigate! Thanks very much.
This is a limitation in GatherMate2, which provides the pin display. It only supports displaying the pins on one frame at a time, which is either the minimap or the Arh HUD. It's always been this way, although Arh recently set the default to only show Arch nodes while pins are on the HUD. You can tweak the Arh option to get the old behavior of all node types on the HUD, but the pins are still only diplayed in one frame at a time.
Hi, thanks for a great addon. But I wonder why my framerate drops 15-25 frames when the HUD is on. I have never experienced that before with your awesomw addon. I got GeForce GTX 670 x 2 SLI and have no graphic issues what so ever besides that.
This is definitely not a new problem. If you have a large number of overlapping survey triangles covering a significant portion of the screen, it will start to affect the framerate.
I spent a long time tracking this down and it's a consequence of Blizzard's slow texture rendering. There's unfortunately nothing that can be done within the addon, as the slowdown is entirely inside Blizzard's texture drawing code.
ok, thnx for reply