ARK: Survival Evolved

ARK: Survival Evolved

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TheMystic6 Mar 14, 2019 @ 1:53pm
Way to make an item require synthetic polymer and not organic?
Basically what the title says, I'm trying to make an element recipe that requires some polymer but I want it to require the synthetic crafted polymer and not work with the organic stuff, since organic polymer is super easy to get if you just kill crabs on aberration. I tried putting bCraftingRequireExactResourceType=true after polymer in the .ini file but I can still use the organic stuff. Why does this setting not work?

EDIT: could it be because of my stack size mod? I use HG stacking 1000-50
Last edited by TheMystic6; Mar 14, 2019 @ 1:56pm
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Showing 1-8 of 8 comments
Ancient Mar 14, 2019 @ 6:37pm 
The stack mod could definitely be affecting it. How those usually work is by replacing every stack-able vanilla item in the game with new items with modded stack sizes. So if you're doing a crafting override, you need to define the stacking mod's new resource item, not the vanilla one.

So for your case, the vanilla PrimalItemResource_Polymer_C is not the resource class the game uses for ResourceItemTypeString="RESOURCECLASS", so changing it in the override string doesn't do anything. The defined resource in your override will need to be whatever the new resource class it is that replaces Polymer, per the mod.
Last edited by Ancient; Mar 14, 2019 @ 6:38pm
KitsuneShiro Mar 14, 2019 @ 6:40pm 
I think that stack mod uses _child.
TheMystic6 Mar 15, 2019 @ 5:37am 
Will try, but whenever I use the give command on organic polymer (the vanilla command) it gives me organic polymer that stacks up to 1000, so I think this mod is a little different. Will do some more testing when I get home and report back.
Last edited by TheMystic6; Mar 15, 2019 @ 5:41am
crimsondrac Mar 15, 2019 @ 7:35am 
While a WC Dev would likely be the only person with the knowledge to answer without guessing, what I believe is happening is that is just part of the game that you will not be able to override. The game itself is designed that anything that requires synthetic polymer can also use organic, but something that specifically requires organic, must use organic and cannot use synthetic. I think that rule is still being applied even after your INI change. With that being in the code, the only way around it may be to made a mod to do it. Mods can alter the code itself to change the behavior of items and creatures. I do not think an INI change can do that.

There is also a way to define your own recipes in the INI but again, I think you would be hit with the same rule that allows organic to be used instead of synthetic but not the other way around.
Last edited by crimsondrac; Mar 15, 2019 @ 7:37am
TheMystic6 Mar 15, 2019 @ 12:14pm 
Originally posted by crimsondrac:
While a WC Dev would likely be the only person with the knowledge to answer without guessing, what I believe is happening is that is just part of the game that you will not be able to override. The game itself is designed that anything that requires synthetic polymer can also use organic, but something that specifically requires organic, must use organic and cannot use synthetic. I think that rule is still being applied even after your INI change. With that being in the code, the only way around it may be to made a mod to do it. Mods can alter the code itself to change the behavior of items and creatures. I do not think an INI change can do that.

There is also a way to define your own recipes in the INI but again, I think you would be hit with the same rule that allows organic to be used instead of synthetic but not the other way around.
I wondered this. Organic polymer specifically says can be used anywhere in replace of standard polymer. Oh well, I just changed the recipe to require CP and obsidian to match my needs.
Ancient Mar 15, 2019 @ 4:01pm 
Originally posted by TheMystic6:
Originally posted by crimsondrac:
While a WC Dev would likely be the only person with the knowledge to answer without guessing, what I believe is happening is that is just part of the game that you will not be able to override. The game itself is designed that anything that requires synthetic polymer can also use organic, but something that specifically requires organic, must use organic and cannot use synthetic. I think that rule is still being applied even after your INI change. With that being in the code, the only way around it may be to made a mod to do it. Mods can alter the code itself to change the behavior of items and creatures. I do not think an INI change can do that.

There is also a way to define your own recipes in the INI but again, I think you would be hit with the same rule that allows organic to be used instead of synthetic but not the other way around.
I wondered this. Organic polymer specifically says can be used anywhere in replace of standard polymer. Oh well, I just changed the recipe to require CP and obsidian to match my needs.

I don't think so. The usage you described for bCraftingRequireExactResourceType=true/false is exactly as you want to use it. It makes it so you can require Cement Paste over Achatina Paste or Polymer over Organic Polymer when it is set to true instead of the game accepting the alternative versions. Setting it to false is default and either will work.

As to the game giving you the stackable items: Yes that is how the stack mods work. They override the base items so that you cannot ever, even through the console, possess the normal non-stack modded vanilla items. The mods replace those classes at runtime. The actual classes are changed, sort of using an alias system to replace them, however as far as .ini class definitions go (pre-runtime), to use them in any recipe override you need the exact class name the mod uses. Vanilla ones technically exist then, so using the base vanilla class won't work since the mod hasn't yet aliased it's own items over yet. That happens after the .ini's are read and applied.

I'm not familiar with HG stacking, but as Kitsune said, most stacking mods I've seen all used the same convention: the default class name with "_child" appended. So instead of PrimalItemResource_Polymer, the name would be PrimalItemResource_Polymer_child and then as always you add _C to that when calling the class, so if Kitsune is right you'd want to use PrimalItemResource_Polymer_child_C when making any reference to the modded stack item.
Last edited by Ancient; Mar 15, 2019 @ 4:11pm
TheMystic6 Mar 15, 2019 @ 4:18pm 
Originally posted by Ancient:
Originally posted by TheMystic6:
I wondered this. Organic polymer specifically says can be used anywhere in replace of standard polymer. Oh well, I just changed the recipe to require CP and obsidian to match my needs.

I don't think so. The usage you described for bCraftingRequireExactResourceType=true/false is exactly as you want to use it. It makes it so you can require Cement Paste over Achatina Paste or Polymer over Organic Polymer when it is set to true instead of the game accepting the alternative versions. Setting it to false is default and either will work.

As to the game giving you the stackable items: Yes that is how the stack mods work. They override the base items so that you cannot ever, even through the console, possess the normal non-stack modded vanilla items. The mods replace those classes at runtime. The actual classes are changed, sort of using an alias system to replace them, however as far as .ini class definitions go (pre-runtime), to use them in any recipe override you need the exact class name the mod uses. Vanilla ones technically exist then, so using the base vanilla class won't work since the mod hasn't yet aliased it's own items over yet. That happens after the .ini's are read and applied.

I'm not familiar with HG stacking, but as Kitsune said, most stacking mods I've seen all used the same convention: the default class name with "_child" appended. So instead of PrimalItemResource_Polymer, the name would be PrimalItemResource_Polymer_child and then as always you add _C to that when calling the class, so if Kitsune is right you'd want to use PrimalItemResource_Polymer_child_C when making any reference to the modded stack item.
Going to try this right now, will get back in a minute
TheMystic6 Mar 15, 2019 @ 7:27pm 
It worked, thankyou! Can't use organic polymer anymore
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Date Posted: Mar 14, 2019 @ 1:53pm
Posts: 8