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new_assetid from getExchangeDetails is undefined
profesor replied to G35's topic in node-steam-tradeoffer-manager
As I was writing an explanation on why that would not work I realised it potentially could depending on your actual needs are so I stand corrected. What I meant is that if someone sends you 5 x AK Redline FT you will not be able to map the old IDs to the new ones unless you track float to match that way. - Today
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new_assetid from getExchangeDetails is undefined
rsnrdk replied to G35's topic in node-steam-tradeoffer-manager
Why not? When I save the bot`s inventory data before trade, then after the trade i just compare old inventory with the new one. No matter how much items user will send to my bot. I mean the logic should work like this: Inventory assets before trade: 1111 2222 3333 Inventory assets after trade: 1111 2222 3333 4444 5555 the new one are 4444 and 5555. So the comparison, in theory, should work on DB level. Currently I did not implement this feature due to a large amount of work on other aspects of my project and Im also trying to figure out how to correctly implement this kind of feature. I will be very gratefull if you can clarify how to do this - Last week
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rsnrdk reacted to a post in a topic:
Issue with GetTradeOffer: Getting HTTP 420 Errors
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Issue with GetTradeOffer: Getting HTTP 420 Errors
TheMaster replied to KillerX's topic in node-steam-tradeoffer-manager
Just Use proxies for any kind of ratelimits steam ithink now applies dynamic ratelimits dont know for sure by yeah. Use proxies -
The GetTradeOffer function hasn't been working properly for a few weeks for me now. After just 2–3 requests, it starts returning an HTTP 420 error. It seems like a strict IP rate limit, as the error persists even when switching between different Steam accounts. Has anyone else run into this issue or found a workaround?
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new_assetid from getExchangeDetails is undefined
profesor replied to G35's topic in node-steam-tradeoffer-manager
This would work fine for single item trades but exact pairings of assets still cant be achieved using that. -
profesor joined the community
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new_assetid from getExchangeDetails is undefined
rsnrdk replied to G35's topic in node-steam-tradeoffer-manager
Thank you very much!😉 -
rsnrdk reacted to a post in a topic:
new_assetid from getExchangeDetails is undefined
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new_assetid from getExchangeDetails is undefined
TheMaster replied to G35's topic in node-steam-tradeoffer-manager
yes after the trade the new asset id is visible so just set up a inventory poll and u should be good any steam trading bot does inventory poll but be careful not to set the poll too frequent u can get ratelimited very fast. the old asset id is still in the event handler response so u have both the new id and the old one how i do it is i store a template of the doc in db then use a backfill script to fill in the new asset id. Hope that helps Regards - Earlier
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new_assetid from getExchangeDetails is undefined
rsnrdk replied to G35's topic in node-steam-tradeoffer-manager
Thank you for the answer! You mean I should compare my Bot`s inventory before and after the trade and then exctract the new items by asset_ids that i didn`t have before trade right? -
new_assetid from getExchangeDetails is undefined
TheMaster replied to G35's topic in node-steam-tradeoffer-manager
use the get inventory contents for hte new assetid -
rsnrdk reacted to a post in a topic:
new_assetid from getExchangeDetails is undefined
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rsnrdk started following new_assetid from getExchangeDetails is undefined
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rsnrdk reacted to a post in a topic:
new_assetid from getExchangeDetails is undefined
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new_assetid from getExchangeDetails is undefined
rsnrdk replied to G35's topic in node-steam-tradeoffer-manager
Hi everyone! Any updates on this topic? Currently the issue is still not fixed, maybe someone figured out another way to reliably determine who sent which item without new asset_id? I tried to check by Item Certificate but it also changes after trade between users. -
rsnrdk joined the community
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I also used those headers and now works perfectly. I'm using a VPS without proxy and before it always failed (429) at https://steamcommunity.com/inventory/<s teamId>/440/2.
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Faaa97 joined the community
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Shokhboz started following new_assetid from getExchangeDetails is undefined
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vindisel reacted to a post in a topic:
Do I Need Proxies for Fetching Steam Inventories at Scale?
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1. Yes, and they are quite low 2. Basically after only a few dozen requests per day 3. Rotating (but sticky) proxies 4. Residentials are better 5. Decodo works fine, but make sure you get IPV4 and not IPV6 6. No
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asdfghjkl reacted to a post in a topic:
Identifying Steam Items
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Hi everyone, I'm currently building a system that needs to fetch users' Steam inventories programmatically. The main goal is to retrieve Steam inventory data reliably for a website/application, potentially for many different Steam accounts and with a relatively high number of requests. I'm trying to understand whether using proxies is necessary for this kind of setup. A few questions: Does Steam impose strict rate limits or IP-based restrictions when fetching public inventories? At approximately what request volume would proxies become necessary? Would rotating proxies be recommended, or would a small pool of static proxies be sufficient? Are datacenter proxies usually enough for Steam inventory requests, or are residential/ISP proxies required? What would be the most cost-effective proxy provider for this use case? Is there a better architecture for handling Steam inventory requests without relying heavily on proxies? My priority is reliability and keeping the operating cost as low as reasonably possible. I'd appreciate any advice from people who have experience dealing with Steam inventory endpoints at scale. Thanks!
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greckaborik reacted to a post in a topic:
New request limits? (429 error)
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Bertman started following How to use requestLiveGameForUser(steamid)?
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Bertman joined the community
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Hello, I've been trying to get this to work without any luck, and I can't find much information about it, so I thought I'd ask here. I'm currently trying to retrieve live match data for a user on my friends list who is currently playing a CS2 casual match, using the following code: let user = new SteamUser(); let csgo = new GlobalOffensive(user); user.logOn({ refreshToken: 'x' }); user.on('loggedOn', () => { console.log('user logged on') user.setPersona(SteamUser.EPersonaState.Online); user.gamesPlayed(730); }) csgo.on('debug', (message) => { console.log(message); }) csgo.on('connectedToGC', () => { console.log('connected to GC') csgo.requestLiveGameForUser('76561199034391625'); }); csgo.on('matchList', (matches, data) => { console.log(data) }) The connectedToGC event is emitted successfully, and requestLiveGameForUser does send the following message: "Sending GC message MatchListRequestLiveGameForUser" but it never emits the matchList event in return. I've also tried requestRecentGames(), which works fine for my own logged-in user, but not for friends. That's not an issue for what I'm doing, though. Any help or advice would be greatly appreciated.
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vindisel reacted to a post in a topic:
New request limits? (429 error)
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Nickers reacted to a post in a topic:
node-steamcommunity v3.50.3
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I only recently switched to this option and not a single error in few days. Previous iteration also worked well with confirmations, but had some issues with inventory loading. Did last community update fixed this issue? (github people say no)
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Nickers reacted to a post in a topic:
New request limits? (429 error)
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hi, did u update SteamCommunity on a new version?
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This fix has been working for 40 hours, there have been no problems with anything. Share who has what results
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check out this thread: https://dev.doctormckay.com/topic/5946-new-request-limits-429-error/
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it just brute forced it. I just used "/Goal" mode in codex. it changed a bit, sent a new request, changed a bit, sent a new request, on and on an on, in a loop. for like 30 minutes.
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😵💫 I was panicking 😅 but thanks for the clarification. This cookie new for me. I've never seen it in cookies since yesterday.
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steam using this cookies few years) dont panic
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AceCrew joined the community
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This still seems to work fine for me atm. But Steam seems to go through a bit of turbulence right now, so I catch stray 500's and 400's I'm afraid it's specific Steam-related problem from recent site changes and GPT won't have that in it's training data. Did it give any guesses on why this might work? Many years of being afraid for my normal trading accounts T ^ T
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Send correct user-agent for mobileconf requests, to avoid 429 errors (#371) Full Changelog: v3.50.2...v3.50.3 View on GitHub
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there is always risk of getting banned with steam