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Posts posted by Harmsorgi

  1. https://survivetheark.com/index.php?/forums/topic/316491-tlc-pass-2-argentavis-parasaur-raptor-sarcosuchus-spinosaur-triceratops/

    Patch v279 finds its way charge through the ARK with new some tender loving care for some old friends! The Argentavis, Parasaur, Raptor, Sarcosuchus, Spinosaur, and Triceratops find themselves receiving varied gameplay and visual upgrades! 

    Here's a breakdown of the six creatures that received improvements in this TLC pass:

    Dino TLC - The Argentavis!

    - Receives a model update, animation update, texture update, and some new abilities:
    - Can carry two creatures
            C - grabs/releases creatures with beak
            Right Click - grabs/releases creatures with claws
    - Health regen buff from consuming corpses
    - Saddle acts as a mobile crafting station
    - Reduced the weight of various resources by up to 50% (Obsidian, Metal, Metal Ingot, Polymer, and Stone)

    Dino TLC - The Parasaur!

    - Receives a sound tweak and some new abilities:
    - Alarm mode
            Can be put in turret mode and check for nearby threats
            Notifies you audibly and visually when threats are present
    - Scare small creatures
            C when ridden - scares away small/mid creatures
            Toggle for alarm mode to have it automatically do it
    - Scan
            Can trigger a scan (right click) when ridden
            Scans for nearby threats
            Notifies you visually when threats are present

    Dino TLC - The Raptor!

    - Receives a model update, animation update, texture update, and some new abilities:
    - Pounce
            press right click to pounce on a target
            pins small targets to ground for short period
            press left click to attack repeatedly
    - Pack Buff
            Activates with C key when 3 Raptors are together
            Increases damage resistance
            Increases movement speed
            Increases attack speed
            Lasts 45s

    Dino TLC - The Sarcosuchus!

    - Receives a model update, animation update, texture update, and some new abilities:
    - Idles with mouth open now
    - Death roll
            Grabs its target and rolls dealing damage and disabling them
    - Lunge
            Can lunge towards a target in front of it
    - 180 attack
            Can spin in place to attack foes behind it
    - Walkable
            Allows friendly humans to walk on and stand on its back
            Useful in water, you can move them to surface and use as a raft
    - Swimming depth
            Maintains its current depth when swimming
            Can lurk just below the surface
    - Piranhas Flee
            Piranhas flee when they encounter a Sarcosuchus
            Includes nearby ally Sarcos for players

    Dino TLC - The Spinosaur!

    - Receives a model update, animation update, texture update, and some new abilities:
    - Water buff
            Given when in water
            Bonus movement speed
            Bonus turning radius
            Bonus attack damage
            Bonus healing
            Persists for short period after leaving the water
    - Added Biped/Quadruped toggled with right-click
            Stronger attacks
            Can turn in place
            Faster movement speed
    - Prefers prime fish for taming

    Dino TLC - The Triceratops!

    - Receives a model update, animation update, texture update, and some new abilities:
    - Ram
            Charge up for short period
            Longer it's charged, the faster it goes
            Cripples target when hit
            Knocks small dinos away while charging (charge a group of dodos to see)
    - Rivalry buff
            Given buff when nearby to large carnivores
            Increases damage output slightly
            Decreases damage taken slightly
            Increases health by 10%

    Miscellaneous notes for v279!

    - Ragnarok update
        Streaming bounds fix to help with memory
        Fixed multiple holes, bugged beacons, and floating foliage.
        Better lighting around LL dungeon
    - Hole fixes for
        The Center
        The Island
    - Fixed an issue where Griffin feather colours appeared to be default in single player.
    - Opened up transfers for the non-aberrant version of creatures to be transferred onto Aberration. For example, both Paracer and Aberrant Paracer can exist on Aberration

  2. https://survivetheark.com/index.php?/forums/topic/302049-tlc-phase-1v278-patch-notes/


    Here's a breakdown of the five creatures that have been updated in this TLC pass.

    Dino TLC - The Procoptodon!

    - Receives a model update, animation update, sound pass, and some new abilities:
    - Will take reduced fall damage
    - Carry weight will be noticeably increased
    - Can carry small creatures and baby dinos in its pouch
    - A knockback kick which can affect significantly larger dinos
    - Added an aimed jump which can be used by holding down the Jump key
    - Carried characters in a pouch have reduced food consumption rate when carried by Mate-Boosted Female Procoptodons.
    - Babies imprinted while in a carried Procoptodon pouch receive more affinity

    Dino TLC - The Gigantopithecus A.K.A Bigfoot!

    - Receives a model update, animation update, new fur, sound pass and some new abilities:
    - The Bigfoot will receive an armour-degrading attack; this means when it fights, it'll do more damage to your armour's durability. It is important to note that the armour-degrading attack will not affect the Yeti creatures found in the game.
    - Added the capability to climb ziplines (but not jump between them)
    - Added a jump
    - It can now carry and throw small creatures
    - Throwing has been made more accurate, similarly to crabs with targetting cursor

    Dino TLC - The Direbear!

    - Receives a model update, animation update, new fur and some new abilities:
    - When riding a Direbear, players will be immune to bees. They won't be able to knock you off your bear, and they will target focus the bear instead of the player.
    - The Direbear will also be able to harvest honey from wild beehives without attracting bees or hurting the hive using it's alternative attack. Plus the amount of honey it receives will be 3x the standard amount.
    - Increased swim speed

    Dino TLC - The Direwolf!

    - Receives a model update, animation update, new fur and some new abilities:
    - Howl now activates a pack buff for 90 seconds (with a 1.5 minute cooldown). When the Alpha howls, the pack also howls. The pack buff strengthens the Alpha, as well as its pack (reduced amount vs Alpha)
    - Hunter's Instinct passive buff which will allow it to sniff out people/creatures with less than 50% health
    - Sniff tertiary ability to indicate nearby explorer notes, or to detect buried/stealth creatures

    Dino TLC - The Rex!

    - Receives a model update, animation update,  and some new abilities:
    - Its roar should receive a CD and make non-allies (under a certain dragweight) poop to act as a small stun/interrupt. There will be a cooldown on victims so that they cannot be pooplocked continuously.
    - The roar will not be able to scare anything above its level
    - Roar will cause players to poop but not stun them
    - Rex's ability to climb over small rocks and steeper slopes have been improved.

  3. Ark due to recent issues preventing placement of “bore” intakes, the water bore kit mod will be getting removed. There is a similar feature packaged in S+ that will be getting turned on at that time. So just make sure to go out and replace your bore intakes with S+ intakes. Change will take effect with the next server restart (tentatively 3-5 am EST, 1/25/18).


    Cheers =D

  4. gladiator-1.thumb.jpg.4a71586e3249703be314cf63b5c31b4c.jpg

    It is time for some good old fashioned fun. The kind of fun where you throw a bunch of people in a pit with man-eating beasts and see who survives the longest, the perfect weekend outing for the whole family! 


    Who: Participation is open to anyone who is brave enough to fight, run, and die for glory and wealth!

    What: Gladiators will start each round in an arena naked or with provided accessories, then try to survive as long as possible. Last person alive wins the round. Different rounds will have different conditions ranging from whats trying to kill you, gear, and the arena itself. Some round teasers: Rex Fun Run, Wolves VS Sheep, Scavengers R Us 


    Where: Ragnarok Server 

    Come out and enjoy the fun!

    Wait. Did someone mention Glory and Wealth? That is right, there will be in-game prizes for top scoring gladiators based on combined scores from all rounds. So come out, get in there, and die well!


    View full article

  5. Structures Plus
    Update: Jan 16 @ 8:54pm

    - Changed how hidden auto-crafting blueprints are shown to the client (potential fix for players who lose the ability to see them)
    - Fixed issue that caused the S+ Preserving Bin to look at your inventory for crafting ingredients
    - Fixed issue that prevented the Transfer Tool presets from saving correctly
    - Streamlined the selection process in the Transfer Tool UI
    - S+ Tek Elevator will work when riding a dino now
    - S+ Tek Elevator can be toggled to opaque now
    - Fixed issue the snap assist ball on the S+ Dynamic Gateway that caused it to retain collision
    - You can now set a blacklist on the S+ Gardener (will not collect blacklisted items)
    (note: the blacklist is set within the inventory, based on its current contents. Unfortunately, due to lack of button space, to view the blacklist you must use the radial menu)
    - S+ Gas Collector will now properly stop eruptions from gas vents
    - S+ Gas Collector will now send all gas in its inventory back to appropriate dedicated storage units every minutes(previously it would only send back full stacks which was not viable for servers with stack mods)
    (note: you need to enable this transfer within the inventory of the gas collector, it is not turned on by default)
    - S+ Shield Generator is no longer climbable
    - New Config Option: DisableShieldRadiationProtection (removes the radiation protection from the S+ Shield Generator)
    - Dynamic Gateways & Gates can now be painted (its a little wonky atm, if you dont click apply it will still appear painted until you leave and come back, if you click apply it will stay as normal)
    - S+ Heavy Turret now uses the correct model
    - S+ Replicator, Shield Generator & Cloning Chamber can no longer be powered by charge batteries
    - S+ Sleeping Pod will now properly buff the sleeping player
    - Removed Leech Blood from S+ Dedicated Storage crafting recipe
    - Fixed issue that caused the S+ Dedicated Storage Intake to lose its size when leaving stasis
    - Fixed issue with items being ejected from the S+ Dedicated Storage with incorrect quantity
    - Crafting Ammonite Bile in the S+ Grinder now results in 2
    - Gamepad users can press Left Thumbstick down to jump off Repulser Plats & go up Tek Elevators, Right Thumbstick will go down elevators
    - New Config Option: ElementCatalyzerCraftingSpeed 
    - Fixed issue that could cause the Repulser Plate to display incorrect Roll & Pitch values
    - The repair radial menu entry will no longer block the open entry on S+ Dynamic Gates
    - New Item: S+ Spray Painter (longer range, doesn't consume dye)
    (note: color doesn't update correctly in singleplayer until you restart)
    - S+ Tek Turrets can no longer be placed close to enemy foundations (this matches the rest of the S+ turrets)
    - Pull Resource list will now show resources that have single character names (non-english servers)
    - Resources added to the pull list via config will no longer be added if they are already included in the list (ie no more duplicates for those who don't clean up their config)
    - Items added to the Pull List via config will now be correctly remapped if also using a stack mod
    (note: existing dedicated storage units will need to have their resource changed to update if you have done this)
    - Fixed issue that caused the caused the pull resource code to miscalculate the absolute max inventory items on characters(dinos & players)
    - Dinos with invalid inventories will no longer display in the Transfer Tool (ie wood rafts)
    - The Dino Scan (S+ Transmitter) will now only show 250 results (lower level dinos will be omitted from the list if the results exceed the max)
    - S+ Domesticated Beehive will no longer produce honey unless activated (ie has flowers)
    - Removed DisableExtraStructurePreventionVolumes config option (unfortunately the server destroys placed structures on restart)

    ***Complete Replication Overhaul***
    replication is the process of the server syncing data among clients
    - Changed every replicated variable in the mod to conform to standards posted by Wildcard on the Unreal Modding forums
    - Removed all Force Net Updates from the mod

    How will this affect performance? Likely not at all but the areas where you might see improvements would be:
    - Less client stutter when placing structures
    - Structures loading from stasis quicker
    - Improved server start up time
    - Reduced client & server network usage

  6. Arks.thumb.jpg.e020f29706878dc32334ed728110e04a.jpg

    Hello again survivors! Okay it is not "THE End" End, but it is an end of an era. This Thursday (January 18) we will be wiping our hived Ark Survival Evolved servers! After the wipe to our hived servers, we will be adding our non-wiped Aberration server to the hive. In addition to the wipe, we will be making a number of changes to our hived servers to match our Aberration server! These changes were posted in a forum topic for feedback from our players and the response was largely positive. The changes are as follows:

     - Upgrade Station and Death Recovery Mods removed

     - Max wild dino level dropped from 300 to 200 to compensate for no Upgrade Station

     - Loot crate and fishing loot quality multiplier set to 5, also to compensate for no Upgrade Station

     - Dino XP gain was reworked

     - Total experience gained  halved

     - Aberration added to hive


    *One exception from the above list is that the Joan's mod was disable on the Aberration server, and will not be removed from the rest of the hive





    So, the hive is being wiped, but - BUT... We are going to be adding a couple fun mods for these last days before  the apocalypse. These two mods are Tek Helperhttps://steamcommunity.com/sharedfiles/filedetails/?id=916807417 ) and Egg Roulette (https://steamcommunity.com/sharedfiles/filedetails/?id=905523603&searchtext=egg+roulette). We hope you guys can find ways to enjoy these last couple days with these special treats. To help you get going with them I will give you a quick teaser on each.

    Tek Helper: This is a mod we used to have on the build server so some of you might be more familiar with. For those who are not, here is what it does: Element is craftable in inventory and replicator (cheaply), and all Tekgrams are unlocked for all players. So just a small change. Yet for those of you who have wanted to play around with the Tek stuff previously, but never had the chance to, or have always wanted to try out an underwater vacuum sealed base for a couple days. THIS IS YOUR CHANCE!  XD 

    Also we will be enabling the recent S+ changes to the mutator as well and so you can play around with that stuff too. 

    Egg Roulette: This is a mod that I played with once on another server a while back and found super fun. How it works is that after the mod launches when dinos mate, the fertilized egg will randomly be of ANY of the available dinos (Aberration, Water, and Boss dinos excluded. Gigas, Scorched Earth/Wyverns, Titans are possible). Ever wanted to have a Wyvern with the bred stats of your Rex bloodline? Ever wanted to own a Unicorn? How about breeding two Pteras and getting a Titan? Well stop dreaming and start living, with this limited time event! 

    (Eggs get the same stat allocations as their parents. Because of different scaling the numbers will be different, BUT  60 points in Rex melee becomes 60 points in Wyvern melee so maybe better if you are turning a Ptera into a Titan =P.)

    Get out there and have some fun!!!


    View full article

  7. Many of you are likely to be familiar with this nifty gadget from the Structures Plus mod, but there is a lot more depth to the tool than meets the eye so maybe you will find something new with one or two of these tricks. If you know a tip or trick for the Transfer Tool that is not mentioned then put in a reply and I can add to the main doc and credit you. XD

    Basics: The Transfer Tool is a super useful gadget for those times when you want to move a large amount of specific items from one inventory to another. It can move from and to player, structure, and dino inventories. The big advantage it has over its older cousin, the Transfer Gun, is that you do not have to have line of sight to the inventories you are moving objects from. Select the inventory you want to pull from on the left, where you want to send to on the right, and in the middle box will be listed all the possible items; as long as everything is inside the tool's range. 


    Farming: I use the tool frequently when doing farming runs as often multiple dinos are needed (one for transport and one for the farming) when travel is needed to get from base to the resource. An example of this would be when I go Organic Poly farming on Ragnarok. Usually for this I will take a Quetz and a Theriz; and since the Theriz who i am using its power harvest to get Poly from massacring Mantises does not get a weight reduction on the resources I move them to the Quetz as I go. Watching my Theriz weight I will periodically hop off and then bring up the tool to move the Poly and Chitin from the Theriz into the Quetz, then use the drop all on the Theriz's inventory to get rid of the rest of the junk it has picked up. This is not really that much more efficient at that point than using the Transfer Gun, unless you are Two-Man-ing the farm then the person on the Quetz can just periodically move the resources while the Theriz rider doesn't have to take any breaks in the actually gathering ( I use a similar strategy for metal farms with a Bronto+Platform Saddle+Forges and an Anky, and here especially it shines). Then once you return to base with you metric ton of Chitin and Organic Poly, you can use the Transfer tool to quickly move the chitin into one storage and the Poly into a different (refrigerated) without having to run through your building to do it. On Rag I keep my raw resource storage in crawl spaces inside the walls out of sight and it allows me to move the resources there very easily. 


    Distribution: On the Hive we have a mod for Flight soup which uses a ton of beer. To make all that beer on Rag I have 30 ish beer barrels, and I don't want to fill those with the necessaries individually, and so I use the Transfer Tool. By default, when moving resources it will pull all of the specified items from all available inventories of the specified type and distribute the resource as evenly as numbers allow between all inventories of the specified type. So if I had 30k azulberries on my stego and used it as the source and sent "azulberries" from there to "S+ beer barrels" it would put 1k berries in each barrel. I could repeat this similarly for the thatch and water jars so that the barrels are ready to make me jars of beer without me having to move my feet. 


    Advanced Options: Now, as i said the default moves all of the specified resource from the given type of inventory to the given type of inventory. So that if you selected "S+ Large Storage Box" as the source, "Advanced Rifle Bullet", and "S+ Auto Turret" as the destination it would move all of the bullets you have in all S+ Large Storage boxes in range and divide it between all the S+ Turrets you might have in range. If you want finer control you can do that by using the input boxes at the bottom of the menu window in the bottom left and the bottom right. The bottom left boxes affect the pull end, and the bottom right boxes affect the destination end. So lets look at the 3 options, "Max Number", "Name Contains", and "NOT Contains" (there is an added check box for blueprints on the left side). The check box for Blueprints just toggles whether blueprints will or will not be included in any movement.

    The "Max Number" is a numerical entry and works a little differently depending on whether it is source side or destination side. If you put "50" in it for the source side with our example then it will move up to 50 bullets from each S+ Large Storage Box to and divide that between your turrets. If you had 3 boxes with bullets and 2 turrets it will move a total of 50 bullets from each large box (or as many as the box holds if it does not have 50) for a total of 150 ingots, as evenly as it can (75 each) into the two turrets. Now if "50" is put into the destination side of our example then it move 50 bullets into each destination, dividing the total needed between the sources as evenly as it can. So, with 3 boxes and 2 turrets, a total 100 bullets would be moved, 50 into each, pulling that 100 as even as it can from the 3 boxes (33, 33, 34). 

    "Name Contains" and "NOT Contains" largely function the same. These inputs let you choose to filter between inventories of the same type (S+ Large Storage Boxes) by using the radial menu to name the object. So lets say you have 3 S+ Large Storage boxes filled with ammunition, one of those boxes is for player ammo and the other two are for turret ammo. So when filling your turrets you would not want to pull from the player ammo box just the two turret ammo boxes. So you could name your boxes "Player Ammo", "Turret Ammo 1", "Turret Ammo 2". Now when you go to put 50 ammo into your two turrets, you put the "50" on the destination side of the Max number and then also on the source side type "Turret" into the "Name Contains" box and it will move 50 bullets into each turret dividing between the S+ Large Storage boxes whose name includes "Turret" while ignoring the box of ammo named "Player Ammo".  (It is worth noting that since it is just searching for a name that contains "X", using "Tur" or even just "t" would have differentiated between the Player & Turret. Also the search is not case sensitive.) "NOT Contains" will use every inventory of that type except ones which meet the search requirements. So let's say you know you have a bunch of extra bullets in other random S+ Large Storage boxes around your base and you want to consolidate all those random piles of bullets into your Turret Ammo box, but did not want your Player Ammo to get emptied too. You could then put the source as "S+ Large Storage Box", item "Advanced Rifle Bullet", and destination as "S+ Large Storage Box"; but for the source side put "Player" in the "NOT Contains" and on the destination side put "Turret" in the "Name Contains". This will move all bullets in all of your S+ Storage boxes, except any box with "Player" in its name, into the two "Turret Ammo" S+ Large Storage Boxes.


    Now as a tip, while it is possible to move things in specific ways between various boxes through these advanced input options it will make things easier if, for any kind of transfer/sorting you do frequently, to have a dedicated "type" of storage for those things so as to save you that extra step of using the name contains/not contains filter. For instance i used the "LargeSafe" from the Storage+ mod for raw resources like wood, stone, fiber, crystal, etc. 


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