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ZenRowe

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About ZenRowe

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  • Birthday August 17

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  1. Ah I see now. That outputs the actual color values though and not just an index so I am not sure why the names would be needed in this case. As for the ancestry thing, possibly... That's pretty low priority right now but I'll put a request task for that
  2. I think they get serialized out with those files now as well. Didn't specifically test for that, but I expect they would. Any tools the community uses for that though would have to update to actually read in those values.
  3. It took longer than I would have liked, BUT
  4. A couple of months ago there was a change that went out that had some unexpected consequences for PC unofficial servers and singleplayer. We made an optimization that cut down on color definitions being duplicated over and over by mods, and a lot of people that had done a lot of breeding for color mutations lost those colors. We understand that a lot of time and effort and planning went in to get these so we wanted to provide a way to prevent this problem from occurring in the future. Today we have added the ReassertColorization command to address this. There will now be some protections in place for your creature colors. admincheat ReassertColorization Now when you tame a creature, the color definition names will be stored as well. Beyond this nothing else will happen automatically. The command can be run in singleplayer, or on servers by an admin. This command can potentially be very expensive for servers with a lot of tamed creatures, do not be surprised if the game seems to lock up for a little bit. When the command is run, it will try to find a color definition by the same name as was originally saved, this does not actually guarantee the same color though. If you switch between mods using the same color names but with different colors, for example, you get the new color that is under the same name. If it can't find a color definition matching the name it will reroll a new mutation color for you from all available colors. As a secondary side effect, it became known that people were intentionally using the duplication of color definitions to bloat the array so high that actual dye color indices were being rolled in mutations. Since our optimization, this is no longer as easy to do… So we just decided to make it a feature. Now whenever the game tries to roll a color for a mutation it has a chance to roll dye colors now. It is no longer necessary to bloat the color definitions array in order to get these colors. As a bonus for everyone, this will affect all platforms, SP/MP, official and unofficial. All of the changes around this means that it is now much more feasible to add new colors to the game for mod authors and even the core game if we were to decide to. Nobody has to worry about whether or not adding new colors to the game will unexpectedly shift all the color assignments because now they can be reasserted.
  5. Hello, I just wanted to pop in while I had some time and acknowledge that I have seen that people are still seeing this problem. I don't have an ETA on a fix but it is on my radar and it will be addressed. Based on what I know about the chibi functionality, I believe that as long as you unequip and requip your chibis before gaining any exp that you will be fine. Just for now make sure not to kill any alphas while an equipped chibi reads as 0 exp when you know it should have more, that should hopefully mitigate the issue somewhat in the meantime. Storing it at an obelisk when you go offline would also be a good way to protect the exp as others have mentioned but simply unequipping them before logging off should be sufficient. Again these are just recommendations for the time being until I can get a fix out.
  6. Not yet, people are off for the holiday so it hasn't been tested and validated yet. Gotta try to make sure I didn't create more problems with with the change. I'll make sure to update this thread again when it goes out.
  7. This should be fixed in a patch soon (If it hasn't already gone out), but if the chibi was just sitting in your inventory when you logged off or restarted the game, when you come back it might look like 0 exp. re-equip the chibi and it should update, if the patch hasn't gone out though it's not just a visual glitch, don't try to earn alpha exp on an equipped chibi showing 0 xp if it should have more, re-equip it first. If the fix has already gone out, then it should just be a visual glitch that will only affect unequipped chibis.
  8. To that point Cedric would love to be able to do what I did here, but often when something goes wrong on that scale, the engineers are being scrambled to figure out the problem and then immediately hop on fixing it. There isn't always someone to give the information in full to Cedric so that he can give a more detailed update. The chain of communication just isn't always established that fast. In some cases, we just flat out can't talk about a particular issue until after it's fixed because people will take advantage of and abuse it (If that is already happening in a particular situation, we want to avoid making more people aware of it and try to mitigate the damage being done as much as we can.) Even in this case, it took me some time to figure out what had happened, it was just that the reports trickled in slowly so it happens to look like I had that figured out quickly. I also happened to be : the one that made the change that caused the issue in the first place, was doing the investigating, and the one working on the fix once it was understood. In this particular case I was the entire chain of communication, and THAT is a very very rare set of circumstances. I knew about the duplication, but what I didn't realize was that those duplicated colors were actually being rolled in mutations. In all other cases the initial decision of what index gets saved to a creature (in code) is determined by a name lookup which breaks on first match.
  9. I think I understand where your confusion is coming from. The change we made was fixing a bug in how mod data is merged in when you launch a game. it was resulting in that, for every single mod installed, the core color definitions were being duplicated. That duplication now no longer happens. ASB is doing assumed correction, and since you weren't using any mods that added new colors it's actually easy to figure out what the right color is in your case. It is mathematically consistent. This bug was actually how people could breed for mutations of the dye colors (That's a whole other topic I'm not going to get into, it was a nightmare to figure out, but don't worry I am protecting that functionality so that people can still get dye colors from mutations) But that bug actually limited mods and us for that matter, nobody could reliably add new colors to the game, it needed to be fixed. Also we absolutely cannot push devkit updates before regular game updates, that would straight up break mods. You are right though, ARK is different to most other games, it is absolutely huge. we could have QA testers testing things months in advance for every single update and issues will still get through because there is just so much cross interaction between everything, so what seems like a small change to everyone (including us sometimes) can have unpredictable rippling effects elsewhere that are sometimes downright impossible to predict. Just because there are issues that get through, doesn't mean we don't test things. You only see what gets through, not what gets caught in advance. Everyone wants things fixed "right now", but with months of testing in advance somehow. It doesn't work out like that. I don't know what else I can tell you, we care what happens with this game, and it really bums us out when these kinds of issues pop up.
  10. I do understand that this inconvenienced a lot of people. I really do. That's why I have been spending my own free time trying to help people understand what happened (even at risk of getting in trouble for oversharing information) and to work on something to prevent it in the future and to try and possibly help find ways to make this less awful for those that were affected by it... all when I would normally be resting. The change went through testing, but the test conditions that were necessary to have exposed this are not normal for any studio that I have ever interacted with. Trying to make changes and balances around what impact they might have for mods is downright impossible, there are too many variables and we don't have access to a mod authors code to be able to debug even if we do find an issue, so it's just not something any studio does really. maybe some will test with a few "top mods", but I highly doubt more than that. Most studios would have seen this issue and just gone "oh well". This isn't the first time an update has broken something with mods and it almost certainly won't be the last, that is just an unavoidable fact about using mods. Also pushing out devkit updates is ... complicated. I can't do it with frequency, so we try to push them out when the game appears to be stable. we also don't put the devkit out for the sake of datamining, we do it so that mod authors can make mods, and in most cases they don't need the devkit to have the latest information about every class in the game in order to do that. No, I was pointing at the specific example that was in the image above that post. There were only indices pointing to the initial core color definitions set. The lost colors were all mutation color indices that were out of that bounds (not all mutation colors people have rolled were out of bounds though), most often duplicates of the core colors. If that all there were was, duplicates, then it becomes possible to mathematically assume what color it should be (that is what the mod does) because they'll always be in the same order as long as there wasn't a mod in there that added new colors as well.
  11. @IanHighlander @CyberAngel67 It is definitely an impressive tool. But do you see the color indices there on the right? Notice how they are all at 56 or less? There are 56 color definitions in the core game currently. (And then the dye indices which are all 200+) Inside of the tool itself they are all predefined to what color they represent. The amount of data that had to be sorted out and manually entered for this tool is insane. The only thing the tool is loading from the creature data is that byte value itself: This is the data I just copied from the tool itself (Dictionaries in values.json): "colorDefinitions": [ [ "Red", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Blue", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Green", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Yellow", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Cyan", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Magenta", [ 1.0, 0.0, 1.0, 0.0 ] ], [ "Light Green", [ 0.5325000286102295, 1.0, 0.5, 0.0 ] ], [ "Light Grey", [ 0.581026017665863, 0.6000000238418579, 0.5941699743270874, 0.0 ] ], [ "Light Brown", [ 0.1899999976158142, 0.1374019980430603, 0.09880000352859497, 0.0 ] ], [ "Light Orange", [ 1.0, 0.4621790051460266, 0.15000000596046448, 0.0 ] ], [ "Light Yellow", [ 1.0, 0.9519469738006592, 0.25999999046325684, 0.0 ] ], [ "Light Red", [ 1.0, 0.1809069961309433, 0.15000000596046448, 0.0 ] ], [ "Dark Grey", [ 0.20000000298023224, 0.20000000298023224, 0.20000000298023224, 0.0 ] ], [ "Black", [ 0.03999999910593033, 0.03999999910593033, 0.03999999910593033, 0.0 ] ], [ "Brown", [ 0.10000000149011612, 0.038777001202106476, 0.01947700046002865, 0.0 ] ], [ "Dark Green", [ 0.012338999658823013, 0.06499999761581421, 0.0, 0.0 ] ], [ "Dark Red", [ 0.22499999403953552, 0.01133699994534254, 0.005625000223517418, 0.0 ] ], [ "White", [ 1.0, 1.0, 1.0, 0.0 ] ], [ "Dino Light Red", [ 1.0, 0.4000000059604645, 0.4000000059604645, 0.0 ] ], [ "Dino Dark Red", [ 0.10000000149011612, 0.019999999552965164, 0.019999999552965164, 0.0 ] ], [ "Dino Light Orange", [ 1.0, 0.4749999940395355, 0.30000001192092896, 0.0 ] ], [ "Dino Dark Orange", [ 0.25, 0.08421099931001663, 0.02500000037252903, 0.0 ] ], [ "Dino Light Yellow", [ 0.6000000238418579, 0.6000000238418579, 0.36000001430511475, 0.0 ] ], [ "Dino Dark Yellow", [ 0.30000001192092896, 0.30000001192092896, 0.15000000596046448, 0.0 ] ], [ "Dino Light Green", [ 0.75, 1.0, 0.75, 0.0 ] ], [ "Dino Medium Green", [ 0.19499999284744263, 0.30000001192092896, 0.19499999284744263, 0.0 ] ], [ "Dino Dark Green", [ 0.012500000186264515, 0.05000000074505806, 0.012500000186264515, 0.0 ] ], [ "Dino Light Blue", [ 0.699999988079071, 0.7499989867210388, 1.0, 0.0 ] ], [ "Dino Dark Blue", [ 0.03750000149011612, 0.052083998918533325, 0.125, 0.0 ] ], [ "Dino Light Purple", [ 0.7799999713897705, 0.699999988079071, 1.0, 0.0 ] ], [ "Dino Dark Purple", [ 0.048666998744010925, 0.029999999329447746, 0.10000000149011612, 0.0 ] ], [ "Dino Light Brown", [ 1.0, 0.75, 0.5, 0.0 ] ], [ "Dino Medium Brown", [ 0.30000001192092896, 0.23999999463558197, 0.18000000715255737, 0.0 ] ], [ "Dino Dark Brown", [ 0.10000000149011612, 0.07500000298023224, 0.05000000074505806, 0.0 ] ], [ "Dino Darker Grey", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ], [ "Dino Albino", [ 1.75, 1.75, 1.75, 0.0 ] ], [ "BigFoot0", [ 0.47999998927116394, 0.31043699383735657, 0.23104700446128845, 1.0 ] ], [ "BigFoot4", [ 0.824999988079071, 0.7049199938774109, 0.6682500243186951, 1.0 ] ], [ "BigFoot5", [ 0.6349999904632568, 0.393326997756958, 0.30162501335144043, 1.0 ] ], [ "WolfFur", [ 0.5550000071525574, 0.45945701003074646, 0.3524250090122223, 1.0 ] ], [ "DarkWolfFur", [ 0.25, 0.18521900475025177, 0.13375000655651093, 1.0 ] ], [ "DragonBase0", [ 0.36000001430511475, 0.1334179937839508, 0.06748999655246735, 0.0 ] ], [ "DragonBase1", [ 0.6050000190734863, 0.19322800636291504, 0.09075000137090683, 0.0 ] ], [ "DragonFire", [ 0.5099999904632568, 0.07726699858903885, 0.0, 0.0 ] ], [ "DragonGreen0", [ 0.19269999861717224, 0.23499999940395355, 0.15039999783039093, 0.0 ] ], [ "DragonGreen1", [ 0.28573501110076904, 0.3400000035762787, 0.1923840045928955, 0.0 ] ], [ "DragonGreen2", [ 0.38499999046325684, 0.3754729926586151, 0.26325199007987976, 0.0 ] ], [ "DragonGreen3", [ 0.17679999768733978, 0.29623299837112427, 0.3400000035762787, 0.0 ] ], [ "WyvernPurple0", [ 0.19092799723148346, 0.17526599764823914, 0.3100000023841858, 1.0 ] ], [ "WyvernPurple1", [ 0.44176098704338074, 0.3691500127315521, 0.5350000262260437, 0.0 ] ], [ "WyvernBlue0", [ 0.12245000153779984, 0.22390300035476685, 0.39500001072883606, 0.0 ] ], [ "WyvernBlue1", [ 0.06300000101327896, 0.10655199736356735, 0.18000000715255737, 0.0 ] ], [ "Dino Medium Blue", [ 0.11550000309944153, 0.37960299849510193, 0.824999988079071, 0.0 ] ], [ "Dino Deep Blue", [ 0.05652499943971634, 0.1388539969921112, 0.6650000214576721, 0.0 ] ], [ "NearWhite", [ 0.8500000238418579, 0.8500000238418579, 0.8500000238418579, 0.0 ] ], [ "NearBlack", [ 0.07999999821186066, 0.07999999821186066, 0.07999999821186066, 0.0 ] ] ], "dyeDefinitions": [ [ "Black Coloring", [ 0.009999999776482582, 0.009999999776482582, 0.009999999776482582, 0.0 ] ], [ "Blue Coloring", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Brown Coloring", [ 0.18000000715255737, 0.11999999731779099, 0.05999999865889549, 0.0 ] ], [ "Cyan Coloring", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Forest Coloring", [ 0.0, 0.15000000596046448, 0.0, 0.0 ] ], [ "Green Coloring", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Purple Coloring", [ 0.15000000596046448, 0.0, 0.5, 0.0 ] ], [ "Orange Coloring", [ 1.0, 0.25, 0.0, 0.0 ] ], [ "Parchement Coloring", [ 1.0, 1.0, 0.5, 0.0 ] ], [ "Pink Coloring", [ 1.0, 0.20000000298023224, 0.7599999904632568, 0.0 ] ], [ "Purple Coloring", [ 0.20000000298023224, 0.0, 0.75, 0.0 ] ], [ "Red Coloring", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Royalty Coloring", [ 0.20000000298023224, 0.0, 0.4000000059604645, 0.0 ] ], [ "Silver Coloring", [ 0.75, 0.75, 0.75, 0.0 ] ], [ "Sky Coloring", [ 0.5, 0.6666669845581055, 1.0, 0.0 ] ], [ "Tan Coloring", [ 1.0, 0.8447059988975525, 0.44999998807907104, 0.0 ] ], [ "Tangerine Coloring", [ 0.42500001192092896, 0.1294659972190857, 0.021250000223517418, 0.0 ] ], [ "White Coloring", [ 0.9900000095367432, 0.9900000095367432, 0.9900000095367432, 0.0 ] ], [ "Yellow Coloring", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Magenta Coloring", [ 0.800000011920929, 0.009999999776482582, 0.699999988079071, 0.0 ] ], [ "Brick Coloring", [ 0.30000001192092896, 0.029999999329447746, 0.009999999776482582, 0.0 ] ], [ "Cantaloupe Coloring", [ 1.0, 0.33000001311302185, 0.0, 0.0 ] ], [ "Mud Coloring", [ 0.05999999865889549, 0.03999999910593033, 0.019999999552965164, 0.0 ] ], [ "Navy Coloring", [ 0.029999999329447746, 0.029999999329447746, 0.15000000596046448, 0.0 ] ], [ "Olive Coloring", [ 0.5, 0.5, 0.10000000149011612, 0.0 ] ], [ "Slate Coloring", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ] ] These are an ordered list (meaning they can be referenced by that index values to pull the specific element) And the color name and RGB values. The color data is not coming from the game. The games save data does not serialize what those indexes represent.
  12. Just to double check before I opened my mouth, I downloaded that source, and while I haven't spent a ton of time looking through it I would say it's doing things in a similar manner to the mod I just linked. Except that in this tool, color indices and matching color definitions have been manually entered into dictionaries (and by the looks of it there are collections of value data for at least some mods that it can download from somewhere? I have never used this tool before, but I am assuming that is how it could be determining any offsets that would otherwise mismatch the index numbers). Here is even the code where it loads the color data from your saved data: creature.colors = new int[6]; for (int i = 0; i < 6; i++) { creature.colors[i] = colorModulo(creatureObject.GetPropertyValue<ArkByteValue>("ColorSetIndices", i)?.ByteValue ?? 0); } which is just an array of 6 integer values but it's loading in from a byte typed data. a byte can have a range of 0-255. That's all. no color names, no RGB values. each element in the array correlates to a color region on the creatures, and color definitions are not serialized to your save data. Not enough data there to reconstruct a color from. It's making assumptions still, just different assumptions. You should actually at the code in this tool, it's pretty impressive, but it doesn't do what you think it's doing. The only data saved to creatures for each color is a byte value representing the index of the color as it relates to the color definition array. It's not pulling the color definitions from the game save data, they are preassigned in the tool itself. This tool took a great deal of work, time, and loooooooots of manual data entry. Nothing is being forced. I am adding a console command. The attempt to reassert colors (or reroll if it can't determine what those colors were) will only occur at the discretion of the server admin, or the player if in singleplayer.
  13. Here is an option that should work pretty well for anyone that knows that none of the mods they had installed added any custom colors. https://steamcommunity.com/sharedfiles/filedetails/?id=1940481639 This mod will try to correct all of your dino colors. It works by making assumptions about what the color definitions array looked like for you before the update that caused this, so It's not suitable for us to do in the core game... but as an option, this should actually work pretty well for many.
  14. The current plan is that we'll be adding an admin command that can be used to reapply the correct colors on tamed dinos (So that in the future any changes to the color definitions array either by us or by mods will be effectively non-destructive). In addition, because we can't recover the colors lost from this occurrence (the only factual memory of what those colors were is in your head), those colors that were lost will get re-rolled for new mutation colors. I don't have an ETA on when that will be available, but it's in the works already.
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