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 @ 6:27pm
Ideas and Suggestions
Please post your ideas and suggestions here
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Showing 1-15 of 56 comments
Calmaria 11 Jul, 2018 @ 2:32pm 
The UI is fine, for this early in its development, I know next to nothing about whats involved in it, but Id be willing to learn, to help out such a wonderful organizational mod ;) I''m not sure how to exclude a mod forge from a network, I didn't add it to "homenet", should I put it in a new Exclude network?' also, I made a particular box accept "Desert Cloth" which works as expected, but when I try to repair mine, in an un configured smithy, it pulls the armor to the box... How should one avoid this?
Kineko  [developer] 11 Jul, 2018 @ 6:33pm 
It can be very difficult to figure out how to set up rules if you are placing rules on both the containers and the structures you use to build items. I suggest creating one "Drop Box" that has only the overall policy of "Reject" on it, in the correct network, for where you put items to distribute them. I generally don't use policies on the structures I build on (smithy, fabricator, etc) because of the issue you mention.

One way to think of the mod is that, for each object, there are three states:
1. If the quantity is between the minimum and maximum (inclusive), then do not do anything.
2. If there are fewer than the minimum, pull from inventories that have more than their minimum until met, in ascending priority order.
3. If there are more than the maximum, push into inventories that have less than their maximum, in descending priority order.

I suspect that your smithy has either a general reject policy or you have placed more items in the smithy than the rules allow. If you really do want the rules in place and do not want to have complex rules to allow these repairs, simply disable them while you want to do repairs.
Calmaria 11 Jul, 2018 @ 8:33pm 
My smithy at the time, was not in the net

the forge, was not in the network, but the metal, and wood, both disappeared, and went to the resources storage. Ill try to duplicate, with a much simplified network.

I tried the general reject, and all my stuff went out to dinos :) Ill get the hang of this.


I was actually kicking around the idea of learning ARK Modding, to write one called "Loadout" In which there was a 2 part chest next to the door, Dump whatever you have in the left side, and find a perfectly balances set of arrows, canteen, food, full flack, full gilly, ect, whatever you wanted to carry everytime you left home... I think Ill be able to do this, with your wonderful mod instead :)
Kineko  [developer] 12 Jul, 2018 @ 4:15am 
Are you saying that ICS was disabled or never configured for those structures or were they part of another network and active?
Calmaria 12 Jul, 2018 @ 4:23am 
The modded forge, (Bulk tools) was not configured in any way, yet after I selected a box for (Resources) it was empty of all but charcoal.

Calmaria 12 Jul, 2018 @ 5:18am 
I am trying to add the modded forge to the network, I set it up with a min of 100 metal, and 10 spark powder, and that's when I thought of a possible addition to the UI.. a "run this now" button, to test things your creating, just runs the subset of this current inventory.
Kineko  [developer] 12 Jul, 2018 @ 5:04pm 
A "run now" button is not actually possible in this mod because neither the structure nor the player's buff are actually doing the movement. So there is nothing for the player to directly interact with to start the transfer.

Without more details, it is difficult to say why things move as you describe. Remember that rules and priorities in other containers can actually cause items to be moved in and out of a container, even if it has only the most basic of rules.
Kineko  [developer] 12 Jul, 2018 @ 5:14pm 
One key item to remember. If you want to set up storage containers to "hold" resources that you gather until they are used, they should _always_ have a minimum quantity of zero. This will prevent the container from stealing resources from other containers when you are crafting, etc.

Here is a forge example:

1. Set up a storage box with overall "Reject" and then "Metal" of 0 (min) / 25 (max) in network Forge.
2. Set up a storage box with overall "Reject" and then "Sparkpowder" of 0/25 in network Forge.
3. Set up a storage box with overall "Reject" and then "Metal Ingot" of 0/25 in network Forge.
4. Set up the forge with overall "Reject" and then "Metal" of 1/1, "Sparkpowder" of 1/1 in network Forge.

Wait a bit and you will see one stack of metal and sparkpowder added to the forge. Once you light the forge, new ingots will be transferred out while sparkpowder and metal will transfer in. Another feature is that as long as the forge continues to craft new ingots, ICS will continue to transfer resources even if you are not nearby.

Usually, the forge will stop once the metal is exhausted.
Calmaria 13 Jul, 2018 @ 9:03am 
Ah, thank you for clarifying when reading it, I understand that I may have messed things up in the begining, so Im removing the mod, and restarting the server, then ill put it back, restart, and start over.

Now, I plan to add my gathering animals, all set to reject, one grinder, set to accept all, and then individual storage boxes for resource types (thatch and wood in one) Ill add none of the crafting stations, as they can use the s+ to autopull what I need. all those stupid cloth shirts, and picks that I bring back from a meat run, Ill grind, and the winds of the gods will put the mats away AUTOMATICLY!

Ill let you know if I get anything odd this time, but Again, I love the mod, thank you!
Kineko  [developer] 14 Jul, 2018 @ 2:09pm 
There is an “undocumented “ parameter you can set (which is displayed in the server log) to clear all existing rules on server start. Can be used versus reloading the mod. Both work the same.
Calmaria 14 Jul, 2018 @ 6:28pm 
Ahhh, and to save me the trouble, what is that parameter?

Im working on the "IntakeNetwork" side of things, It works great, to sort out the loots, and mats, I cant thank you enough again, so please don't think I am criticizing, just trying to understand the systems logic.

Im having an odd behavior, which leads me to ask what the scale on your (Priority) field is, 0 highest, or 9 highest, as in if I have two boxes, one set for resources (all) one for sparkpowder only, Why does it not move sparkpowder, to the second box? I have tried setting it to a priority 2, and waited, no change.

I setup a rule to send all consumable-meat to the feeding trough, I set another, to send raw prime, to a campfire.. both priority 1, nothing appears in campfire. I change the raw prime, for the campfire, to priority 9, nothing happens, priority 0, nothing appears, Can you tell me what I may have wrong? and yes, Im waiting 100 seconds, on the clock, each time I set the rule, both with inventory window open, and closed.


As a side question, It never moves the electronics from the grinder, do you know how to find out what category they are in? (and in general, what cat any item is in?)


Thank you very much.

AArd
Kineko  [developer] 14 Jul, 2018 @ 8:18pm 
Scale is used to sort containers when there are multiple possible sources or targets. When an inventory is pulling, it pulls from the lowest priority first. When an inventory is pushing, it pushes to the highest.

The design is such that, given all other conditions being equal, the inventory with the highest priority will fill first. But this only applies if all other conditions are equal.

For example: If both targets have a minimum of zero and have a maximum greater than their current inventory, then the one with the highest priority will be pushed to first.

Also specific rules are always higher than generic ones. For example the item "Prime Meat" is higher than the category "Consumables-Meat".

Note that once the meat has been pushed, it will not pull it back to another target.

To identify the folder, click on the ? to the left of the item in the right hand list. There will sometimes be two or more of an item listed, depending on which maps/mods/dlc you are running.
Calmaria 14 Jul, 2018 @ 8:56pm 
Very clarifying, thank you, just to be absolutely certain though, Priority 1 is the lowest, and 9 is the highest? (Its counterintuitive to me, based on my Military service, where Priority1=highest.)
Calmaria 14 Jul, 2018 @ 8:58pm 
Also, when sorting by items, is there a way to say No-Max, as in all the prime meat you can hold, but at least 100? I run "Stacks for humans" and the max stack size, is way over 999.
Kineko  [developer] 14 Jul, 2018 @ 9:30pm 
My mod is not actually tested with other mods. It should default the max to the size of the container in stacks.

Yes, 9 is highest.
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