Ark Mod Updates

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the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Ark Mod Updates

Post by the1trujok3r »

Does anyone know how we can schedule Mods to update via steam? I know the panel gives lots of great extra tools but not sure how it should be setup.

Right now the panel checks for updates for the servers and it updates via steam. Can this be done for workshop mod items etc..?

Here is some info on others trying to do it:
https://steamcommunity.com/app/346110/d ... 565/?ctp=2
https://survivetheark.com/index.php?/fo ... s-updated/
https://survivetheark.com/index.php?/fo ... p-version/

Stoping and Starting the server works for updating the mods that are in need of it so that part might not be needed but what is needed is for the panel to somehow check the Mod ID's on steam and then if they are different than is what is reported on the server then tell the server it needs an update and reboot it much like the steam update check works for the main server version.

Hopefully someone can figure this out. It would be a HUGE help in running servers like Conan / ARK and many others that uses Mods or workshop items to enhance their experience. Many online hosts have some type of Mod / Workshop update tool so hoping there is a way to use UGCC for it because absolutely love the panel and have many purchased licenses and want to continue to support Masher who is an amazing developer.

Any and all ideas greatly appreciated.
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Masher
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Re: Ark Mod Updates

Post by Masher »

This is something I'll look at adding; trying to figure out how to best implement it.
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the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Re: Ark Mod Updates

Post by the1trujok3r »

Thanks Masher appreciate the efforts on that.
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the1trujok3r
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Re: Ark Mod Updates

Post by the1trujok3r »

@masher - More info on how ASM does it's update checks. Seems to use the Steam Web API key. Not sure what is going on more under the covers with it but it doesn't have to scrap or download the mods this way it just uses an API check to look at versions or updates I'm guessing. Hope that helps.

ASM uses Steam's Web API to get most of it's information regarding mod versions and details. Without this Web API, ASM would have to download all mods every time to determine if it needs to be updated or not.

The problem with using the Web API is that a key is required. The key has a daily limit and if exceeded, can cause data errors to occur when the mod information is requested. ASM has defined it's own key, but with the increase in usage of ASM, this has caused the ASM default key to exceed it's daily limit on more than one occasion.

To prevent this daily limit affecting you, you can register for your own Web API key. This then allows you to operate ASM without being affected by other users.


Read more: http://arkservermanager.freeforums.net/ ... z4kU8xP8HB
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the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Re: Ark Mod Updates

Post by the1trujok3r »

Hey Masher more info on Mod update info:

https://github.com/FezVrasta/ark-server ... issues/615

Looks like they are using the Steam Web API.

isModUpdateAvailable(){
local modid="$1"
local instmft="$(sed -n '/^\t"WorkshopItemsInstalled"$/,/^\t[}]$/{/^\t\t"'"${modid}"'"$/,/^\t\t[}]$/{s|^\t\t\t"manifest"\t\t"\(.*\)"$|\1|p}}' <"$steamcmdroot/steamapps/workshop/appworkshop_${mod_appid}.acf")"
local remmft="$(curl -s -d "itemcount=1&publishedfileids[0]=${modid}" http://api.steampowered.com/ISteamRemot ... Details/v1 | sed -n 's|^[[:space:]]*"hcontent_file": "\(.*\)",|\1|p')"
if [[ -n "${remmft}" && "${instmft}" != "${remmft}" ]]; then
return 0 # true
fi
return 1 # false
}

Trying to gather info as I go to help.
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the1trujok3r
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Re: Ark Mod Updates

Post by the1trujok3r »

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r4z0r
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Location: United Kingdom

Re: Ark Mod Updates

Post by r4z0r »

Not related to the UGCC panel, but this is a good thread that I used to get the mods to automatically update on each restart of my ARK server:

https://steamcommunity.com/app/346110/d ... 226/?ctp=2

* Windows & Linux Dedicated Servers now support automatic mod download/installation/updating! Just add "-automanagedmods" to your launch commandline and it will do so before the server launches (note for Maps this will not work unless you're specifying the Workshop ID to load a Mod Map). On Linux Servers, you need to run this script (included with the ARK dedicated server files) once to install SteamCMD: \SteamCMDInstall.sh

You can also specify a manual list of extra Steam Workshop Mods/Maps/TC ID's to download/install/update in your Game.ini via (with the commandline as normal to actually use them in-game), example:

[ModInstaller]
ModIDS=680481868
ModIDS=682394267


The '-automanagedmods' string in the command line didn't work for me, but adding the [ModInstaller] lines to the Game.ini works perfectly on my Windows Server. On server restart it refers to Steam Workshop and installs/updates the mod if missing or a version change is detected. If you're using to install a mod, don't forget to add the mod ID to your command line to activate it once the server is up.

Hope that's useful :)
the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Re: Ark Mod Updates

Post by the1trujok3r »

@r4z0r

That is how I'm doing it now but that requires someone to manually start and stop the server because the panel doesn't see a Mod needs updating. Also it is actually quite messy in it's implementation and has been known to cause corruption issues.

Would really prefer a better way to look at things. ASM does a great job of it but it has no web interface and I want to use UGCC for all my server management.
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The-Killer
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Re: Ark Mod Updates

Post by The-Killer »

I managed to get this working into a powershell script on my server using steamcmd, and a tool called arkmodcopy, UE4 has some proprietary zip compression.

http://arkservermanager.freeforums.net/ ... k-mod-copy

Code: Select all

cd E:\Steam\
$mods = @(731604991,751991809)
foreach($modid in $mods) {
Echo $modid
.\steamcmd.exe +force_install_dir ARKSurvival +login yourusername +workshop_download_item 346110 $modid +quit
.\arkmodcopy.exe ARKSurvival ARKSurvival $modid
}
the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Re: Ark Mod Updates

Post by the1trujok3r »

@The-Killer now that looks promising and something the panel should be able to do.
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the1trujok3r
Posts: 90
Joined: Sat Feb 04, 2017 8:33 pm

Re: Ark Mod Updates

Post by the1trujok3r »

The-Killer wrote: Mon Jun 26, 2017 10:34 pm I managed to get this working into a powershell script on my server using steamcmd, and a tool called arkmodcopy, UE4 has some proprietary zip compression.

http://arkservermanager.freeforums.net/ ... k-mod-copy

Code: Select all

cd E:\Steam\
$mods = @(731604991,751991809)
foreach($modid in $mods) {
Echo $modid
.\steamcmd.exe +force_install_dir ARKSurvival +login yourusername +workshop_download_item 346110 $modid +quit
.\arkmodcopy.exe ARKSurvival ARKSurvival $modid
}
@The-Killer Are you still using this and have you figured out how to do it in the CP?

@Masher is this something that we could setup or do with the panel? I know there is a feature request about mod / workshop item updates but maybe there could be a stop gap between the full implementation vs a work around?
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Masher
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Re: Ark Mod Updates

Post by Masher »

You most certainly could use the extra features to launch a batch script.
Masher
-----------
Please do not PM me unless asked to! We are a small company. If you have an issue or question it would be best to post it in the forums where it can help others in the future.

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