ARK: Survival Evolved

ARK: Survival Evolved

K+ Inventory Control System V2
 This topic has been pinned, so it's probably important
Kineko  [developer] 29 Mar, 2021 @ 6:38am
Bugs
While I try to test every item, we all know things sometimes just don't work. Please post in this thread if you find a problem. If you do, please include as much detail as possible, such as:
  • What you were doing when the bug appeared
  • Any other mod that might affect the bug (such as dinos from mods)
  • How you realized it wasn't working
  • If possible, how I can re-create it

When posting issues, please include the debug lines from when your server is started that show the parameters being used by the mod. They will look similar to the following:

[2021.03.29-14.33.24:878][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_ContainerRangeInFoundations=25.0 [Default Value]
[2021.03.29-14.33.24:879][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_DebugEnabled=false [Default Value]
[2021.03.29-14.33.24:879][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_DebugEnableDetailed=false [Default Value]
[2021.03.29-14.33.24:879][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_ScanDelayInSeconds=0.33 [Default Value]
[2021.03.29-14.33.24:879][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_ScanIntervalInSeconds=60.0 [Default Value]
[2021.03.29-14.33.24:880][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_PIM_ResetData=false [Default Value]
[2021.03.29-14.33.24:880][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_PIM_GatherResourcesIntervalnSeconds=240.0 [Default Value]
[2021.03.29-14.33.24:880][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_PIM_DebugEnabled=false [Default Value]
[2021.03.29-14.33.24:880][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: ICS_PIM_MaxManagedResources=10 [Default Value]
[2021.03.29-14.33.24:881][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: K+ StorageMod is not loaded
[2021.03.29-14.33.24:882][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: S+ is not loaded
[2021.03.29-14.33.24:882][ 5]2021.03.29_14.33.24: Singleton_ICS::Singleton_ICS_C_0: [Dedicated] startup completed

Thanks.
Last edited by Kineko; 29 Mar, 2021 @ 7:35am
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Showing 1-15 of 25 comments
MickeyTJR 7 May, 2021 @ 12:58pm 
Sometimes when you have the gun out and you use 'E' the gun selection gets stuck on screen when you select something. Left clicking seems to open the selection screen for the gun. Be nice if ESC would close these screens or if the script would shut down duplicate windows.
Kineko  [developer] 19 May, 2021 @ 12:44pm 
I thought that I had fixed that. Argh. Oh well, more testing. (UIs are my weak point)
Arkhne 22 May, 2021 @ 8:28am 
In regards to the comments, I'm reposting what I can about the Else Ignore 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.
Last edited by Arkhne; 22 May, 2021 @ 8:34am
Kineko  [developer] 26 May, 2021 @ 1:46pm 
In your game installation directory, the server logs are stored under ShotterGame / Saved / Logs
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.
Kineko  [developer] 27 May, 2021 @ 7:46pm 
I was able to perform tests of each of the different 'hint' values and they are all working as expected at this time. Note the test setup and conditions and the result of each test.

Test Setup

The following steps were performed to set up the test:

  1. Place a new K+ ICS Manager
  2. Name the manager "Test Network" but do not enable it
  3. Place a vanilla storage box and name it "Source"
  4. Place a vanilla storage box and name it "Target"

Test will involve the following items:

  • Thatch - Known to network by default
  • Wood - Known to network by default
  • Prime Meat Jerky - Not known to network by default

The following are all of the possible hint values, each of which will be tested:

  1. Accept All (Overflow)
  2. Accept All except Red (Partial Overflow)
  3. Accept All, Reject Red (Partial Overflow)
  4. Accept Green
  5. Accept Green, Else Ignore
  6. Accept Green, Reject Red, Else Ignore
  7. Accept Green, Else Reject
  8. Reject All (Drop Box)
  9. Idle (Ignore All)

Each test will be conducted with with four passes to ensure that the rules work in both directions.

  1. Rules applied to Source and Target set to Accept All. Items placed in Source.
  2. Rules applied to Source and Target set to Accept All. Items placed in Target.
  3. Rules applied to Source and Target set to Reject All. Items placed in Source.
  4. Rules applied to Source and Target set to Reject All. Items placed in Target.

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.

Test 1: Accept All

Source setup:

  • By Default is Accept
  • Rule Processing Mode is Normal or Force Passive
  • No explicit rules defined

Results:

  1. PASS, All items remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Thatch and Wood moved to Source, Prime Meat Jerky remained in Target.

Test 2: Accept All except Red (Partial Overflow)

Source setup:

  • By Default is Accept
  • Rule Processing Mode is Force Passive
  • Add Reject rule for Thatch (Red with Blue background)

Results:

  1. PASS, All items remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Wood moved to Source, Thatch and Prime Meat Jerky remained in Target.

Test 3: Accept All, Reject Red (Partial Overflow)

Source setup:

  • By Default is Accept
  • Rule Processing Mode is Normal
  • Add Reject rule for Thatch (Red with Blue background)

Results:

  1. PASS, Thatch moved to Target, Wood and Prime Meat Jerky remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Wood moved to Source, Thatch and Prime Meat Jerky remained in Target.

Test 4: Accept Green

Source setup:

  • By Default is Reject
  • Rule Processing Mode is Force Passive
  • Add Accept rule for Thatch (Green with Blue background)

Results:

  1. PASS, All items remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Thatch moved to Source, Wood and Prime Meat Jerky remained in Target.

Test 5: Accept Green, Else Ignore

Source setup:

  • By Default is Accept
  • Rule Processing Mode is Normal
  • Add Accept rule for Thatch (Green with Blue background)

Results:

  1. PASS, All items remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Thatch moved to Source, Wood and Prime Meat Jerky remained in Target.

Test 6: Accept Green, Reject Red, Else Ignore

Source setup:

  • By Default is Accept
  • Rule Processing Mode is Normal
  • Add Accept rule for Thatch (Green with Blue background)
  • Add Reject rule for Wood (Red with Blue background)

Results:

  1. PASS, Wood moved to Target, Thatch and Prime Meat Jerkey remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Thatch moved to Source, Wood and Prime Meat Jerky remained in Target.

Test 7: Accept Green, Else Reject

Source setup:

  • By Default is Reject
  • Rule Processing Mode is Normal
  • Add Accept rule for Thatch (Green with Blue background)

Results:

  1. PASS, Wood moved to Target, Thatch and Prime Meat Jerky remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, Thatch moved to Source, Wood and Prime Meat Jerky remained in Target.

Test 8: Reject All

Source setup:

  • By Default is Reject
  • Rule Processing Mode is Normal
  • No explicit rules defined

Results:

  1. PASS, Thatch and Wood moved to Target, Prime Meat Jerky remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, All items remained in Target.

Test 9: Idle (Ignore All)

Note that it is better to disable a structure than set it to idle for performance reasons.

Source setup:

  • By Default is Reject
  • Rule Processing Mode is Force Passive
  • No explicit rules defined

Results:

  1. PASS, All items remained in Source.
  2. PASS, All items remained in Target.
  3. PASS, All items remained in Source.
  4. PASS, All items remained in Target.
Last edited by Kineko; 27 May, 2021 @ 7:47pm
Arkhne 28 May, 2021 @ 3:30am 
Meanwhile, all those except the one mentioned work as advertised, and even running *only* your mod, on a fresh save, it the mentioned one still rejects everything except those listed as green. I'm working on trying to get the logging working now, will add it here if/when I can get it saying anything.
Kineko  [developer] 28 May, 2021 @ 4:56am 
Please provide a specific example, as testing shows the mod is "working as designed".

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.
Arkhne 28 May, 2021 @ 9:33am 
Originally posted by Kineko:
Please provide a specific example, as testing shows the mod is "working as designed".

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.
Kineko  [developer] 28 May, 2021 @ 5:55pm 
I'm sorry to hear that. I do all of my testing in dedicated multiplayer servers, so I guess it is possible that it is related to single player.
Kineko  [developer] 29 May, 2021 @ 8:07am 
@Warchild: Thanks for the persistence. I was finally able to recreate the issue and will take a look to see why it is happening. But it does appear that "Else Ignore" is acting more like "Else Reject".
Arkhne 29 May, 2021 @ 9:00am 
Good to know I'm not going crazy.
Kineko  [developer] 29 May, 2021 @ 4:34pm 
No. But now that I look, I'm not sure it can be easily fixed. This is NOT the behavior it should have.
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.
Lyon 11 Jun, 2021 @ 10:36pm 
Hey! I'm probably retarded and all, and I've tried everything in my little brain... Restarting server, and doing a lot of rule changes. I have the HG stac king Mod, as well as Structures Plus, and Bulk Crafters. I'm trying to feed stuff from a bulk Smithy into a forge and the forge to eject a metal ingot (I have the hg mod so when I first tried to scan for resources it would give me double names in the list. I reset the manager and now it doesn't do that. The forge will sometimes work and send it's metal ingots to a storage container but if I change the rules to try and go to a bulk smithy it seems to break the forge entirely from even working with your mod and won't even do it for storage.

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
Last edited by Lyon; 11 Jun, 2021 @ 10:40pm
Arkhne 12 Jun, 2021 @ 4:19am 
I know it's not the same, but you can increase the craft speed of the S+ Refining Forge so that the Bulk Forge doesn't feel like such a loss anymore. It took me a while to give up on Bulk Crafters (in my case, it was the Bulk Dry Goods), so I understand your reluctance.
MickeyTJR 12 Jun, 2021 @ 6:37am 
Originally posted by i3lank:
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.
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