ARK: Survival Evolved

ARK: Survival Evolved

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Newbie Issue with Preserving Bin and possible Mods issue
Very late coming into the game. Been only playing since early May. Enjoying the game and progressing good. But, My preserving bin will not recognize cooked meat in order to make Jerky. With out the jerky's, I can't make above basic Kibble...I've even made a separate bin, put in Cooked meat(10), oil(10) and spark pwdr(50). The blueprint still says I have no cooked meat. Any suggestions or possible fixes. Someone suggested shutting of my mods which I did... and subsequently lost almost all my stuff, having created the majority in S+. Reloaded a previous save file and got most stuff back.... Any other suggestions??
I play single player, on my local machine and not online servers (figure I'd learn the game before playing with others) Thank you for any help.
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Just a thought, did you put oil in the preserving bin? Jerky needs oil, as well as, cooked meat.
This sounds like an issue with your stack mod, and the fact that you lost all your stuff when removing mods makes it even more likely.

If you can get the ResourceItemTypeString for cooked meat from the mod's Workshop page or the mod author, you could possibly use the ConfigOverrideItemCraftingCosts configuration argument to adjust it so the recipe would recognise the modded version of the meat. I know it works with items manually crafted in your inventory, I think it will with auto-crafted items like jerky too...

EDIT: Here's a bit more info for the record:

https://ark.wiki.gg/wiki/Server_configuration#ConfigOverrideItemCraftingCosts
Zuletzt bearbeitet von 🦊 Hermit; 19. Mai 2023 um 22:58
Ursprünglich geschrieben von esthergray:
Just a thought, did you put oil in the preserving bin? Jerky needs oil, as well as, cooked meat.

yes...
Ursprünglich geschrieben von 🦊 Hermit:
This sounds like an issue with your stack mod, and the fact that you lost all your stuff when removing mods makes it even more likely.

If you can get the ResourceItemTypeString for cooked meat from the mod's Workshop page or the mod author, you could possibly use the ConfigOverrideItemCraftingCosts configuration argument to adjust it so the recipe would recognise the modded version of the meat. I know it works with items manually crafted in your inventory, I think it will with auto-crafted items like jerky too...

EDIT: Here's a bit more info for the record:

https://ark.wiki.gg/wiki/Server_configuration#ConfigOverrideItemCraftingCosts

researching the mod (Monte Stacks) it seems it hasn't been updated in 3 years... The author hasn't responded to comments since 2021.
I'm a Gen X'er with a working knowledge of computers but Modifying code is way above my pay grade and brain pan capacity...
Unless I have detailed instructions where to go and what to type.... Pretty screwed...
I'm afraid I can't get you the mod reference for the mod's version of the meat, but I can help with the config. If you're totally unable to find the mod's meat ID though, your best option in that case may be to take screenshots of all your resources in game, then delete the stack mod and switch to a more current one which is still being updated (I personally would recommend one of the Ark Eternal Stacks variants by Lutien Kane). Then once that is installed, you can use in-game admin commands to spawn in all your resources from your screenshots, making sure you have the same amount as you had before.

If you are able to find the ID and want to try the config option, here's a bit of info on how it works. This wiki page gives a list of the game's item IDs: https://ark.wiki.gg/wiki/Item_IDs

Cooked meat jerky is a consumable, so if you look in that section, you'll find the ID: PrimalItemConsumable_CookedMeat_Jerky_C

You'll also need the ones for oil and sparkpowder which are in other sections of that page.

Copy the config code from the other wiki page I linked earlier, and insert those IDs into it:

ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_CookedMeat_Jerky_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="<ModMeatIDGoesHere>",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Oil_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Sparkpowder_C",BaseResourceRequirement=3.0,bCraftingRequireExactResourceType=false)))

Once you've found the mod ID for meat, go to this location on your computer:

Steam\steamapps\common\ARK\ShooterGame\Saved\Config\WindowsNoEditor

Look for the file Game.ini and open it up in a text editor like Windows Notepad. On the first line of the file, paste this, or if the file isn't empty, make sure the first line reads this:

[/script/shootergame.shootergamemode]

Then start a new line; if the file is empty put it directly below that header, but if there are other things in the file scroll to the bottom and start the new line down there, and paste the ConfigOverrideItemCraftingCosts line in. Save the text file, then close it and start up Ark. The config should hopefully work for you from then on.
Zuletzt bearbeitet von 🦊 Hermit; 20. Mai 2023 um 21:06
First off, Thank You for taking the time, and your patience, in explaining this to me!

Digging through the mod folder, in the ARK folder, I found the mod number correlating to the 'Monte stacks' mod. Within that folder, under the consumables folder, I found a UASSET file named "PrimalItemConsumable_CookedMeat_MS"
would this be the mod reference ID?? All other items all end in_MC.
I am attempting to enter the script as instructed with the _MC after each item.
I'll let you know what Happens.
Zuletzt bearbeitet von SpaceMan_Spiff; 23. Mai 2023 um 13:15
No worries, I remember how much of a pain Ark's configs could be at first, so if I can assist anyone I wanna try :GardenLove: But once you get your head around them they become a little easier to work with, so hang in there and you may be surprised how much you can figure out^^

And that may be the one you need yeah, looks like it could be. When you do try it, if it doesn't work at first, try editing the file again and adding _C to it at the end, for some reason Ark's configs often require that for it's blueprint and ID references. So PrimalItemConsumable_CookedMeat_MS_C.
the first attempt did not work: Preserving Bin still does not recognize cooked meat.
I will attempt your new suggestion.
One question though: when I copy the ConfigOverrideItem script/code, it puts it in all one long string of characters. is there supposed to be line breaks in the script??
IE:
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

should be:
XXXXXXXX
XXXXX
XXXXXXXXXXX
XXXX
XXXXXXX
ok! progress, some what..
I answered my own last question by modifying the amount of items needed to create jerky. From 1/1/3 i changed them to 3/3/6. Started the game and the numbers in the blueprint, in the bin changed to 3/3/6. Doing something right! Would post a screen shot but steam wont let me...
BUT, the bin still will not recognize the 3 stacks of cooked meat in the bin....
Any other Ideas, besides changing mods?
Zuletzt bearbeitet von SpaceMan_Spiff; 23. Mai 2023 um 15:05
So after looking up info for Admin codes I've decided Instead of changing mods and restocking to simply give myself the Jerky meat. Its the only item glitch I have come across and its easy enough to 'giveitemnum 293 50 1 0'. I appreciate all your help Hermit and guidelines into the code but before I mess more with someones mod and break something, i'm going to take the easy way out.
Thanks again.
Sorry I didn't respond earlier. In response to your question, yes config arguments need to be all on one line...if they have line breaks or spaces the game won't recognise them. So if you're doing some config tweaks in future bear that in mind.

And ok bro, so long as you've found a solution which works for you that's cool^^ Glad you got it sorted one way or another, hope you continue to enjoy the game :PhogsHappy:
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Geschrieben am: 19. Mai 2023 um 22:39
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