ARK: Survival Evolved

ARK: Survival Evolved

Kineko's Inventory Control System
 This topic has been pinned, so it's probably important
Kineko  [developer] 27 Mar, 2018 @ 6:26pm
Bugs
Please report any issues you experience here.
< >
Showing 1-15 of 25 comments
Calmaria 11 Jul, 2018 @ 2:44pm 
I point at a dino, I hit ALT-F, I select IM=Enabled, I select the correct homenet, I hit exit.

The mouse is not properly returned to pap movement for the camera, it still shows the pointer on the screen, much like when a inventory window is open, I have to hit ALT-F again, to return it.

(Im adding my gathering dinos to the homenet, with no preferences, in the hopes that it will pull their gathered resources, to the correct boxes) Ill add a little food to their preferences later.
Kineko  [developer] 11 Jul, 2018 @ 6:44pm 
Can you please give me some more details about this.

What type of game are you playing? Single player, local dedicated server, remote hosted server

How often does it happen? All the time, only with certain structures, only after you do some specific sequence

What other mods do you have loaded?
Calmaria 11 Jul, 2018 @ 7:54pm 
I local server (LAN) effectivly singleplayer.

The relevant mods are S+ and item finder, the complete list will be at the end.

Hmm, I tried it on 17 new dinos, the original 6, and cant get it to repeat this load, please disreguard unless I can repeate it.
Calmaria 11 Jul, 2018 @ 8:37pm 
Ok, I can make it happen reliably, face a target, hit ALT-f, select anything, and hit the ESC key, realize that your camera is detached from the mouse, hit ALT-f again, and return to the game.

Most of us are used to the esc key....

Is this repeatable for you?
Kineko  [developer] 12 Jul, 2018 @ 4:17am 
The escape key is not used by ICS and normally has no effect when the UI is open. I will do some testing. A local LAN server would be considered a "Dedicated Server" (hosted) from the perspective of the game.
Temil2006 11 Nov, 2018 @ 4:29pm 
Kineko ::
In reference to the "esc" bug, it's not really a bug per say. it's how the game works. the default action for all menus is to close said menu with esc. What i did with my mods to account for this is simply add an event when menu is closed / destroyed to automaticly trigger the same function as when "exit" is clicked. 1 event node tied before the exit function, and that should fix it.

In reference to bu reports, found that if you setup a box with ALL berry types, it will transfer all of them. This may seem ok, except for the fact that the box transfering into only should allow a single berry type. any example of this without other mod structures is a camp fire. Only specific items types should go into it, however you can use your mod to trasnfer items that normally shouldn't, bypassing the "allowed" items for the storage. I personally worked around similar doing an item transfer check prior to transfer that returns a false if it's not allowed to go into that structure, and if it's not ..then don't skip that structure.

As a third item, as a feature request.. can you please add a section/dropdown/ or something like that within the GUI that gives a list of all ALLOWed items types for the specific structure. For example, opennig up forge, and only specific item types are allowed. To combat the previous bug I mentioned, you could limit the list of items to ONLY show what is allowed to transfer to that inventory, which would satisfy both the request and the bug. Or you could add a new menu that only has those specific items. makes more sence to limit it, if you could?
Kineko  [developer] 16 Nov, 2018 @ 10:56pm 
These really should be in the ideas/suggestions discussion so I can track them. I appreciate them and will look into them when I next update this mod. I am presently working on my valet mod right now and will look at features for this next.
bigfoot22 7 Feb, 2019 @ 6:20am 
Hello, nice mod. Two bugs:

The stack size used by KICS is not recognizing ConfigOverrideItemMaxQuantity in Game.ini, so during a sort it stops working when it reaches the old non-overridden stack count.

Frame rate drops the more the primal item list is populated, regardless of the actual settings (i.e. accept only wood) for a storage item. Dedicated server drops from 30 to ~5 fps during item sorting and single player/non-dedicated loses ~20 fps when there are 500+ items in the list.
Kineko  [developer] 7 Feb, 2019 @ 8:25pm 
Thanks.

The mod uses the "max stack size" value as presented by the engine. I'd have to test how that parameter is presented to mods.

Not sure I understand the second item. Are you saying that game play fps overall is slower when the list grows (mod UI is not open) or that your fps drops while the mod UI is open?
bigfoot22 8 Feb, 2019 @ 8:49am 
It is possible wildcard hasn't really fleshed out the stack size override and somehow forgot to let mods read the modified value, and so mods are being given the vanilla value instead - I guess. I don't really know, it is a new feature apparently.

The game slows down as the item list becomes more and more populated, I don't really know why. It starts out as a ~2 fps drop on a fresh game sorting just one piece of wood between two storage boxes, and then continues to drop more and more as the master item list is populated. The master item list isn't being iterated through during a sort is it?

I haven't noticed the same fps issues using Automated Ark's OCD storage system, but that uses specified structures for item sorting and caches the sorted items in a list per structure instead of a globally accessible item catalogue.
Kineko  [developer] 9 Feb, 2019 @ 4:02pm 
To confirm, are you saying overall gameplay is slower even when you do not have the mod UI open?
bigfoot22 10 Feb, 2019 @ 4:22pm 
It was a periodic frame rate drop that matched the inventory sort interval timing.

Having said that, it seems that changing the mod load order resolved the issue, so I would not consider this a bug any more.
Tim2162286 3 Mar, 2019 @ 12:47am 
I assume this is a bug, but inventories set with a minimum stack have priority over inventories with a minimum item count, even if the inventory with the minimum stack is a lower priority than the inventory with a minimum item count. specificly, i had a trough set to maintain a minimum of 500 tintoberies at priority 9, and a refrigerator set to keep 1-5 stacks at priority 8. they were both on the same network, but the trough did not pull the beries untill the refrigerator had an entire stack.
Kineko  [developer] 6 Mar, 2019 @ 12:11pm 
Priorities are only used when selecting a target to push to or where to pull from. Minimum quantities are processed before excess is pushed.

So this behavior is by design. (1) fulfill all minimum quantities and then (2) push excess out of containers.
VeggiePirate 7 Jul, 2019 @ 2:39pm 
There seems to be a problem with setting min/max values for "item" counted types. The "max" value will always cap at however many stacks the container has, even if it's in "item" mode. Is there a workaround for this? I was hoping to have my forge keep about 10 metal in inventory but it won't go higher than 8 (since that's how many "stack" slots a forge has)
< >
Showing 1-15 of 25 comments
Per page: 1530 50