Forum › Forums › Grids and Presets › Island Gathering Nav meshes for all gatherables
This topic contains 4 replies, has 4 voices, and was last updated by Zuzu 1 year, 5 months ago.
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September 16, 2022 at 8:01 pm #38670
Copying from a post in the discussion thread.. i’ve made meshes for most gathering options on the island.
Areas:
Island – Riverside (Palm Trees, Regular Trees, Apple Trees, Pumpkin Seeds) – Right outside basecamp next to the river
Island – Shore (Hemp, Incidental trees, dirt spots) – Eastern Shoreline
Island – Mountain (Iron, Leucogranite, Quartz) – Eastern mountain path, Iron focused
Island – Caverns (Rock Salt + incidentals to reset rock salt spawns) – Moves between the 2 rock Salt caves
Island – East Undersea (Squid, Laver, Coral, Jellyfish) – Underwater off the eastern shore
Island – Mountaintop (Quartz, Leucogranite, Iron) – Very fast, Quartz focused.
Island – North Undersea (Clam, Islefish, Laver, Squid) – Underwater off northern shore
Island – Seeds (Cabbage, Parsnip, Popoto seeds) – Central to South eastern areaFocused Loops:
Apples
Copper
Sugarcane
Cotton
Limestone/Sand
Clay/SandLoops are 11-12/ish items to make sure Miqo has a little leeway on navigation. Routes should loop indefinitely, but could probably be optimized. replace sprint with Duty Action 1 and Miqo will use it while on the isle.
these routes assume you have flying. If you don’t, the underwater ones should work fine.
- This topic was modified 2 years, 3 months ago by Mari.
- This topic was modified 2 years, 3 months ago by Mari.
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You must be logged in to view attached files.October 16, 2022 at 9:33 pm #39481June 24, 2023 at 5:13 am #40424I had a the same issue as PJ, and also on the Limestone Sand route. So I’ve just fixed those myself, as well as added a pure tinsand loop
which *seems* to work okay? okay no the tinsand one needs hella work. I’m unsure how to make Miqo collect the node at the end of the river then head back to the start.
Edit: Cutting off the last node and adding some distinct flying waypoints over the top of everything seems to have done it.- This reply was modified 1 year, 6 months ago by Zuzu.
- This reply was modified 1 year, 6 months ago by Zuzu.
- This reply was modified 1 year, 6 months ago by Zuzu.
- This reply was modified 1 year, 6 months ago by Zuzu.
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You must be logged in to view attached files.June 26, 2023 at 7:50 pm #40448How different or optomized are these routes as compared to EvaDude? I’m not extremely educated on Miqo, which is why I ask. Currently running EvaDude grid grinds and they are quite good. If you run the COMPLETE island grid loop, Miqo is a slow slug and it looks janky.
(exclusions are Interior Cave and Isleblooms, can be added via )Streamlines Grids for Each Section of Gatherable : https://miqobot.com/forum/forums/topic/island-sanctuary-all-mats-flying-required/
Complete Island Grid w/ all Nodes : https://miqobot.com/forum/forums/topic/island-sanctuary-all-mats-no-flying-needed/
Isleblooms : https://miqobot.com/forum/forums/topic/looking-for-isleblooms-on-islands/
Interior Mountain : https://miqobot.com/forum/forums/topic/island-sanctuary-inside-mountain/June 29, 2023 at 10:28 am #40466As far as cotton, I’d say it’s on par. Mine uses the NorthEast cluster of cotton, so whilst there are fewer cotton nodes there’s a lot less time spent running between them
.As far as Tinsand, it’s a pure tinsand run. Nothing else, so if I just need tinsand I’m not spending time with anything else. It’s similar to just the Submerged Sand part of EvaDude’s sand grid/scenario, but with everything that *isn’t* submerged sand cut away. So I just load my grid, type that I want Submerged Sand, and leave it for 999 nodes. Come back to overflowing Tinsand. Definitely faster than running through the whole Sand scenario.- This reply was modified 1 year, 5 months ago by Zuzu.
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