ARK: Survival Evolved

ARK: Survival Evolved

Capitalism Currency [OPEN SOURCE] (Discontinued)
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Issues Setting Currency Exchange Rates
Hello. Firstly, I would say, love the mod, the premise behind it, and all of that. Gives a great way for folks to be able to do trades and such, and is especially useful for RP servers, such as our own. However, we are running into a bit of an issue, which I am not really seeing the solution to. Basically, we have a Bank set up on the server, and are looking to be able to automate things, so that folks can trade in Dino Trophies for gold, without needing staff intervention to do it. Our current method, which I am hoping will work, is setting these trophies as an alternative currency, so that folks can deposit them into their Bank accounts, and then exchange them for coins on their own. However, as previously stated, we have run into a snag in things.

In our testing, we got the new items set as alternative currencies just fine, but setting them for alternate exchange amounts was unsuccessful. We wanted to set the Alpha Raptor Claws to be worth 1 Coin, Alpha Carno Arms to be worth 2, and Alpha Rex Teeth to be worth 10. I will post the setup I did for the ini file below. I am hoping it is a quick, easy fix, and thankyou for any feedback and/or solution! (I likely missed something simple, please be kind).

[Capitalism]
GloryCoinPositiveInterest=-1.0
GloryCoinNegativeInterest=-1.0
ElementPositiveInterest=-1.0
ElementNegativeInterest=-1.0
ExtraAccountCurrencies=Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRaptor.PrimalItemResource_ApexDrop_AlphaRaptor',Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaCarno.PrimalItemResource_ApexDrop_AlphaCarno',Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_AlphaRex.PrimalItemResource_ApexDrop_AlphaRex'
ExtraCurrenciesPositiveInterestRates=-1.0
ExtraCurrenciesNegativeInterestRates=-1.0
GiveInitBankValues=10
IsElementDeactivated=true
MaxCreditMultiplier=
InterestCycleSeconds=604800
ExtraCurrenciesExchangeWeights=1.00,2.00,10.00
CurrenciesExchangeSpreads=
HideBankUiTabs=Tribe
UseImplantForAccountID=true
OnlyAllowWithdraw=false
BankAlternateSavePath=false
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Showing 1-14 of 14 comments
Impulse  [developer] 7 Feb, 2018 @ 12:29pm 
please remove the lines
MaxCreditMultiplier=
and
CurrenciesExchangeSpreads=
As well as lines that do not modify the default values, like "OnlyAllowWithdraw=false" and "BankAlternateSavePath=false" since they do not provide valuable information for the parser ^^

And would you please elaborate a bit more on what can be seen ingame, maybe with screenshot.
MasterSasquatchus 7 Feb, 2018 @ 12:47pm 
I do apologize, I just got called in to work. I will attempt to respond with more information on my lunch break. But the issue, is basically that all of the custom currencies, are only exchanging for 1 Coin value, including the Carno Arm and Rex Tooth, which should be exchanging for 2, and 10 coins respectively.
The only issue that there appears to be, is that the extra currencies are not setting to the correct values. I am, unfortunately, unable to get screenshots at this time (unable to get ingame). My main concern, is whether or not I made some fallacy in the ini files. I understand that I had irrelevant ones in there, and those have been removed. I do have a couple of questions regarding it.

1) When entering values for the Extra Currencies, is that only setting values for the items set in the line denoting what are extra currencies? And is there some very specific way they need to be set? Setting an item at 2.0 value in the ExtraCurrenciesExchangeWeight will mean that it can be exchanged for 2 Coins, correct?

2) If Element is enabled in an account, your directions in the example state that it cannot, by default, be exchanged for coins, or vice versa (correct?). The only way to enable this, would be to set it as an Extra Currency, and give it an Exchange Weight that way?

I do apologize in advance, if these are foolish questions. I am trying to ensure that I have a full understanding of how the mod works, and what I need to do in order to set things up the way I need to for my server.
Impulse  [developer] 8 Feb, 2018 @ 5:47am 
1) first entry of ExtraCurrencyWeight should correspond with the first entry of ExtraAccountCurrencies as far as i did write it in the docu (and as far as i can remember) ^^

2) Yes it's intentional, that you'll never be able to exchange elemente with the bank, therefore i'd advice you to use either the RessourceTable oder CustomTable for this.
Last edited by Impulse; 8 Feb, 2018 @ 5:47am
MasterSasquatchus 8 Feb, 2018 @ 12:09pm 
Alright, it looks like we got it figured out. Having to put in the amount you want to trade for was throwing the tester off. Thanks!
MasterSasquatchus 8 Feb, 2018 @ 12:27pm 
Hrm... it does seem that I've run into another snag, however (thankyou you very, very much for your help). I have my GiveInitBankValues set so that it should only give 10 coins automatically at the first opening of an account. However, it gives 10 Raptor Claws as well (doing more tests with just the Claws).

Here is how I have it set;
GiveInitBankValues=10,0,0

I am assuming that, even though I have Element disabled, I should still put a zero in its spot in this line.
Impulse  [developer] 8 Feb, 2018 @ 12:45pm 
should be GiveInitBankValues=10,0,0,0,0

1. = GloryCoin (static)
2. = Element (static)
3. = Extra1
4. = Extra2
...

so yes, just put in a 0 for element
Last edited by Impulse; 8 Feb, 2018 @ 12:45pm
MasterSasquatchus 8 Feb, 2018 @ 12:49pm 
Do I need to put in values beyond that just fitting what I have? I have one extra currency, so should only need to put 10,0,0 correct?
Impulse  [developer] 8 Feb, 2018 @ 12:51pm 
hmm, then yes, 10,0,0 should be sufficient ^^
MasterSasquatchus 8 Feb, 2018 @ 12:55pm 
Alright. I'll have to sit down and mess around with it a bit more then. I do not want it giving people the Claws for free initially, and yet it seems that it is doing so. I just want it giving them the coins.
Impulse  [developer] 8 Feb, 2018 @ 12:58pm 
i'll wait for your report ^^
MasterSasquatchus 8 Feb, 2018 @ 12:59pm 
It will likely be a fair many hours until I can test it proper, but I will post my findings here when I can.
MasterSasquatchus 9 Feb, 2018 @ 11:23am 
So, after finally being able to get on and do testing myself, (and, being a bit redder in the face), I think I can say that there may not have been any issues in reality... I believe what we were experiencing, was more a result of my tester's inexperience with the mod. Nobody else has experienced the odd receiving of free Claws from it. Either way, I greatly, greatly thank you for your attention, and help with this, even if it turned out to be more errors on our part. Whatever the case, I have a much better understanding of how the mod works, and that will surely make things easier on my end in the future.
Impulse  [developer] 9 Feb, 2018 @ 1:21pm 
Thanks for the feedback and have fun with it :)
- closing this thread
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