also after looking on your monster-nodes output system, i think thats was a pain for you to setting up such system and configure each individual point - i did have same pain while working on own setups with nodes which basically just a copies of one node that have different file names inside
due to that, want to ask you to support idea about automatization of nodes creation - i did collect own issues that i have while work in WorldMachine with tones of nodes. You may write your ones, or cricitic or support ones of mines
one day i will be not so lazy and will move them to features vote forum, ehehe:
As mentioned in the post that @Tomatiy linked to, the next named release is changing the behavior of the “Tiled Export” button to instead simply be the “Final Export” button. (You will then configure your scene as either a tiled or normal build target).
The benefit of this is:
Having “build and export” as a one click option for normal non-tiled builds makes a bunch of sense.
Final export can clear historical data before build to clear up maximum ram for the upcoming build.
Last but not least - as you request here, it means that once a packet is exported it is no longer needed and can be dropped, saving the most possible RAM and making worlds with lots of exports way more tractable!
it indeed takes some minutes to set everything up. But I was done in some minutes. Yes it is tedious work, do you need something special for it, no. Because you will realisiticly only do this once (perhaps twice) throughout the entire workflow.