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// Sometimes Steam will falsely report that an attempt to craft a booster failed, when it really didn't. It could also happen that the user crafted the booster on their own.
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// For any error we get, we'll need to refresh the booster page and see if the AvailableAtTime has changed to determine if we really failed to craft
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voidhandler(){
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Bot.ArchiLogger.LogGenericInfo(String.Format("An error was encountered when trying to craft a booster from {0}, trying to resolve it now",booster.GameID));
Bot.ArchiLogger.LogGenericInfo(String.Format("An error was encountered when trying to craft a booster from {0}, trying to resolve it now",booster.GameID));
// https://api.steampowered.com/ISteamApps/GetApplist/v2 can be used to get a list which includes all marketable apps and excludes all unmarketable apps
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// It's however not reliable and also not perfect. At random times, tens of thousands of apps will be missing (some of which are marketable)
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// Can't account for these errors whithin this plugin (in a timely fashion), and so we use a cached version of ISteamApps/GetApplist which is known to be good
Copy file name to clipboardExpand all lines: README.md
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@@ -197,6 +197,16 @@ Command | Alias |
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### AllowCraftUnmarketableBoosters
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`bool` type with default value of `true`. This configuration setting can be added to your `ASF.json` config file. If set to `false`, the plugin will not craft unmarketable boosters.
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```json
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"AllowCraftUnmarketableBoosters": false,
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```
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---
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### GamesToBooster
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`HashSet<uint>` type with default value of `[]`. This configuration setting can be added to your individual bot config files. It will automatically add all of the `AppIDs` to that bot's booster queue, and will automatically re-queue them after they've been crafted.
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