Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've only played/tested it Single-Player since I don't even know of any servers using this, so I can only comment on that. I don't even know where you got that debug info from, but if you tell me (and it can be gotten from a Single-Player ARK), I'll grab it for you, but I am using default settings for this mod.
This is a wholly reproducible problem that I can trigger on literally any inventory, and as such, I'm fairly certain where the problem lies. "Accept Green, Else Ignore" works perfectly, as expected. "Accept Green, Reject Red, Else Ignore" is functioning as "Accept Green, Reject Red, Else Reject" or "Accept Green, Else Reject". As such, it seems that the "Else Ignore" portion is not applying as it should, whether this is a typo in the code, or it defaulting in an unexpected way, I cannot tell you.
As to any mods that could even remotely affect this, I believe the only thing I have that has any chance of doing that is a fairly standard resource pulling feature, but I'll test that right now and edit my post to see if disabling that affects it.
EDIT: As suspected, disabling that had no effect. If needed, I can stream via discord or twitch if you want to see that the settings are being input correctly so that this isn't just a user error.
I generally test in multiplayer, but there is no reason it should not work in single player (generally, mods have difficulty going from Single to Multi, not the other way around, due to replication).
I have time this weekend, so I will be verifying that the "hint" is accurate and I'll post afterwards.
The following steps were performed to set up the test:
Test will involve the following items:
The following are all of the possible hint values, each of which will be tested:
Each test will be conducted with with four passes to ensure that the rules work in both directions.
In all of the following tests, the Prime Meat Jerky should be unaffected since it is not known to the network. This is the control item.
In addition, all stack values (Default, Accept and Reject rules) are the defaults with a minimum of zero and a maximum of the inventory size.
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Source setup:
Results:
Note that it is better to disable a structure than set it to idle for performance reasons.
Source setup:
Results:
I need to know what the structures or dinos are, what the settings are, what (if any) rules you have on each and the resources involved in order to recreate the issue.
Also, enable debugging (via the K+ ICS Manager) and check your server log file for messages that will indicate what it is doing.
Literally everything. No matter what inventory I use it on. EVERYTHING. "Accept Green, Reject Red, Else Ignore" does not function as intended on ANYTHING for me. It rejects everything that is not green. I'm not going to sit here and waste both of our times by listing every single inventory in the base game, and then start with mods.
I enabled debugging, even verbose debugging, and no debug file is being created. The newest file in the folder you said it would be is over a month old, and I did further testing today. I had to enable the debugging in the GUS.ini, because doing so on the manager itself did just reset when I reloaded. Other than this entry that had to be made, as said in the previous message, all settings were default.
Since there is literally nothing different between your test and mine, then there really is nothing you can do, since you cannot reproduce it, and I'm not able to get you a debug log. Meanwhile, even if yours is the only mod installed, on a fresh save on SP, that one setting does not function the same for me.
Basically, if there are no rules, it should not do anything to it - although another active inventory might pull it out.
It should default to "min=0, max=what is there right now" but that isn't as easy as it sounds.
Context: I set it up in the Smithy for the Forge just like you said to in the beginner's, it worked when I did it on a storage box but when I deleted it and restarted the process to do it on the Smithy it won't work. It doesn't output or input anything when Forge is on Green accept, red reject, else ignore and Smithy is set for overflow like in your beginner's thing. I'm on a dedicated server I bought on zap-hosting. I know you need way more info or something for full troubleshooting.
I like the bulk smithy, but I like your mod more. If that's the issue I can get rid of it. Workshop sometimes doesn't put dates with years, so I hope this isn't a dead mod and this is May 29th of 2020. Dx
This mod is currently active, and this is 2021, work shop will put year when a mod isn't current and the year changes. No year means it has been updated in current year.