Jump to content

Jen

Structures Plus (S+) & Kibble Rework Beta Is Live!

Recommended Posts

Structures Plus (S+) & Kibble Rework Beta!

It is finally here! This is the first time we've done a public beta branch for ARK, so here is a lengthy but necessary introduction.

As a quick starting note: Before accessing a beta branch you should create a backup of any single player games, characters, or server files that you may have for ARK to prevent any corruption or loss of player data from occurring. When you’re done playing with the beta you’ll need to navigate back to the branch selection dialogue and opt-out of the beta (choose NONE). You cannot access your official server while on the beta because they are not the same version. Depending on your internet connection this process could take some time so if you’re doing anything time sensitive on your official server, be cautious of swapping!

large.image.jpg

How to access the beta:
From your Steam games library, right-click on ARK: Survival Evolved and choose Properties. From this new window you’ll click on BETAS at the top. Here is where you’ll swap between the beta version and the live version of the game. 

Choose the beta called qolbeta_public from the drop down list and then close the Properties window once the window says it has successfully accessed the beta. Your Steam client will begin to download the beta (at the time of this post, v290.103). 

Depending on your internet connection this process could take some time. You can tell you are successfully on the beta when [qolbeta_public] appears next to ARK: Survival Evolved on your Steam games list. 

Servers for testing:
We've set up two servers with 10x rates on the beta branch for those of you who would like to test out the S+/kibble changes if you'd rather test in a more traditional environment:

Official Server: WildcardTesting
Unofficial Server: WildcardQA

Providing feedback:
In order for us to effectively analyze feedback from beta users we have set up two separate threads, one for Structures Plus related feedback and one for the Kibble changes. Please use these threads linked below when reporting issues, bugs, and feedback to us.

Feedback about Structures Plus changes:

Feedback about Kibble changes:

Please see the first comment under this post for currently known issues. We will be taking your feedback into serious consideration regarding both of these changes. Once we're happy with where these features are at, we will be bringing them over to the PC main game and then to all platforms (Xbox and PS4).

Changes on the beta include: (please check the first comment under this post for the most up-to-date patch notes).

Structures:

  • Structure quick pickup time is now configurable in ini file (ServerSettings -> StructurePickupTimeAfterPlacement, default = 30)
  • Added new ini config option to ignore the duration and always allow quick pickup (ServerSettings -> AlwaysAllowStructurePickup, default = false)
  • Improved quick pickup HUD text to avoid overlapping other text, and duration is now formatted as a timestamp if over 60 seconds to support very long timers.
  • Enabled structure quick pickup for ALL structures. For structures that previously had pickup disabled, they now auto-disable quick pickup as soon as the player interacts with the structure in any way (unless AlwaysAllowStructurePickup is set to true)

New structures/variants:

  • 'Smooth' sidewall textures variants (like the stone foundation) to the stock square foundations [Adobe, Metal, Stone, Tek, Thatch, Wood]
  • Triangle foundations [Adobe, Metal, Stone, Tek, Wood]
  • Triangle ceilings [Adobe, Metal, Stone, Tek, Wood, Greenhouse]
  • Triangle roofs [Adobe, Metal, Stone, Tek, Wood, Greenhouse]
  • Large (4x height) walls [Adobe, Metal, Stone, Tek, Wood]
  • Flexible pipe [Stone, Metal]
  • Flexible electrical cable
  • Stairs (with freely swappable ramp variant) [Adobe, Metal, Stone, Tek, Wood]
  • Double door frames [Adobe, Metal, Stone, Tek, Wood]
  • Double doors [Adobe, Metal, Stone, Tek, Wood]
  • Dedicated storage (Tek structure that allows storing a large amount of a single resource)
  • Fence supports (allows you to build fences that are level along the top) [Adobe, Metal, Stone, Tek, Wood]

The blueprint paths for the new structures are listed below so you can spawn them in for testing. You can also use creative mode for easier and faster building. With admin enabled you can type cheat gcm into the console (press Tab) to enable creative mode.

Triangle Foundations
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Adobe/PrimalItemStructure_TriFoundation_Adobe.PrimalItemStructure_TriFoundation_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Metal/PrimalItemStructure_TriFoundation_Metal.PrimalItemStructure_TriFoundation_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Stone/PrimalItemStructure_TriFoundation_Stone.PrimalItemStructure_TriFoundation_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Tek/PrimalItemStructure_TriFoundation_Tek.PrimalItemStructure_TriFoundation_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Foundations/Triangle/Wood/PrimalItemStructure_TriFoundation_Wood.PrimalItemStructure_TriFoundation_Wood'" 10 0 0

Triangle Ceilings
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Adobe/PrimalItemStructure_TriCeiling_Adobe.PrimalItemStructure_TriCeiling_Adobe'" 10 0 0
cheat giveitem "/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Greenhouse/PrimalItemStructure_TriCeiling_Greenhouse.PrimalItemStructure_TriCeiling_Greenhouse'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Metal/PrimalItemStructure_TriCeiling_Metal.PrimalItemStructure_TriCeiling_Meta'l" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Stone/PrimalItemStructure_TriCeiling_Stone.PrimalItemStructure_TriCeiling_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Tek/PrimalItemStructure_TriCeiling_Tek.PrimalItemStructure_TriCeiling_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ceilings/Triangle/Wood/PrimalItemStructure_TriCeiling_Wood.PrimalItemStructure_TriCeiling_Wood'" 10 0 0

Triangle Roofs
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Adobe/PrimalItemStructure_TriRoof_Adobe.PrimalItemStructure_TriRoof_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Greenhouse/PrimalItemStructure_TriRoof_Greenhouse.PrimalItemStructure_TriRoof_Greenhouse'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Metal/PrimalItemStructure_TriRoof_Metal.PrimalItemStructure_TriRoof_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Stone/PrimalItemStructure_TriRoof_Stone.PrimalItemStructure_TriRoof_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Tek/PrimalItemStructure_TriRoof_Tek.PrimalItemStructure_TriRoof_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Roofs_Tri/Wood/PrimalItemStructure_TriRoof_Wood.PrimalItemStructure_TriRoof_Wood'" 10 0 0

Stairs
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Adobe/PrimalItemStructure_Ramp_Adobe.PrimalItemStructure_Ramp_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Metal/PrimalItemStructure_Ramp_Metal.PrimalItemStructure_Ramp_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Stone/PrimalItemStructure_Ramp_Stone.PrimalItemStructure_Ramp_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Tek/PrimalItemStructure_Ramp_Tek.PrimalItemStructure_Ramp_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Ramps/Wood/PrimalItemStructure_Ramp_Wood.PrimalItemStructure_Ramp_Wood'" 10 0 0

4x Height Walls
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Adobe/PrimalItemStructure_LargeWall_Adobe.PrimalItemStructure_LargeWall_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Metal/PrimalItemStructure_LargeWall_Metal.PrimalItemStructure_LargeWall_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Stone/PrimalItemStructure_LargeWall_Stone.PrimalItemStructure_LargeWall_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Tek/PrimalItemStructure_LargeWall_Tek.PrimalItemStructure_LargeWall_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Walls_L/Wood/PrimalItemStructure_LargeWall_Wood.PrimalItemStructure_LargeWall_Wood'" 10 0 0

Double Doorframes
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Adobe/PrimalItemStructure_DoubleDoorframe_Adobe.PrimalItemStructure_DoubleDoorframe_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Greenhouse/PrimalItemStructure_DoubleDoorframe_Greenhouse.PrimalItemStructure_DoubleDoorframe_Greenhouse'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Metal/PrimalItemStructure_DoubleDoorframe_Metal.PrimalItemStructure_DoubleDoorframe_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Stone/PrimalItemStructure_DoubleDoorframe_Stone.PrimalItemStructure_DoubleDoorframe_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Tek/PrimalItemStructure_DoubleDoorframe_Tek.PrimalItemStructure_DoubleDoorframe_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/Doorframes_Double/Wood/PrimalItemStructure_DoubleDoorframe_Wood.PrimalItemStructure_DoubleDoorframe_Wood'" 10 0 0

Double Doors
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Adobe/PrimalItemStructure_DoubleDoor_Adobe.PrimalItemStructure_DoubleDoor_Adobe'" 10 0 0
cheat giveitem "/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Greenhouse/PrimalItemStructure_DoubleDoor_Greenhouse.PrimalItemStructure_DoubleDoor_Greenhouse'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Metal/PrimalItemStructure_DoubleDoor_Metal.PrimalItemStructure_DoubleDoor_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Stone/PrimalItemStructure_DoubleDoor_Stone.PrimalItemStructure_DoubleDoor_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Tek/PrimalItemStructure_DoubleDoor_Tek.PrimalItemStructure_DoubleDoor_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Doors/Doors_Double/Wood/PrimalItemStructure_DoubleDoor_Wood.PrimalItemStructure_DoubleDoor_Wood'" 10 0 0

Fence Supports
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Adobe/PrimalItemStructure_FenceSupport_Adobe.PrimalItemStructure_FenceSupport_Adobe'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Metal/PrimalItemStructure_FenceSupport_Metal.PrimalItemStructure_FenceSupport_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Stone/PrimalItemStructure_FenceSupport_Stone.PrimalItemStructure_FenceSupport_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Tek/PrimalItemStructure_FenceSupport_Tek.PrimalItemStructure_FenceSupport_Tek'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Structures/FenceSupports/Wood/PrimalItemStructure_FenceSupport_Wood.PrimalItemStructure_FenceSupport_Wood'" 10 0 0

Flex Pipes and Wires
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Metal/PrimalItemStructure_PipeFlex_Metal.PrimalItemStructure_PipeFlex_Metal'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Pipes/Flex/Stone/PrimalItemStructure_PipeFlex_Stone.PrimalItemStructure_PipeFlex_Stone'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Wires/Flex/PrimalItemStructure_Wire_Flex.PrimalItemStructure_Wire_Flex'" 10 0 0

Tek Dedicated Storage
cheat giveitem "Blueprint'/Game/PrimalEarth/StructuresPlus/Misc/DedicatedStorage/PrimalItemStructure_DedicatedStorage.PrimalItemStructure_DedicatedStorage'" 10 0 0

Kibble:
All eggs have been assigned a value based on the size and rarity of the egg. These sizes include: Extra Small, Small, Medium, Large, Extra Large, and Special. The eggs are used in a recipe to create kibble of a coinciding value, which are: Basic, Simple, Regular, Superior, Exceptional, and Extraordinary. 

The blueprint paths for these new kibbles are listed below so you can spawn them in for testing:

cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XSmall.PrimalItemConsumable_Kibble_Base_XSmall'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Small.PrimalItemConsumable_Kibble_Base_Small'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Medium.PrimalItemConsumable_Kibble_Base_Medium'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Large.PrimalItemConsumable_Kibble_Base_Large'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_XLarge.PrimalItemConsumable_Kibble_Base_XLarge'" 10 0 0
cheat giveitem "Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/PrimalItemConsumable_Kibble_Base_Special.PrimalItemConsumable_Kibble_Base_Special'" 10 0 0

The recipes for these new kibbles are as follows:

  • Basic: 5 Fiber, 5 mejoberries, 10 tintoberries, 10 amarberries, 1 cooked meat, 1 extra small egg
  • Simple: 5 Fiber, 5 mejoberries, 2 rockarrot, 1 cooked fish, 1 small egg
  • Regular: 5 Fiber, 2 savoroot, 2 longrass, 1 cooked jerky, 1 medium egg
  • Superior: 5 Fiber, 2 citronal, 2 rare mushroom, 1 cooked prime, 1 sap, 1 large egg
  • Exceptional: 5 Fiber, 10 mejoberries, 1 rare flower, 1 focal chili, 1 extra large egg
  • Extraordinary: 5 Fiber, 10 mejoberries, 1 honey, 1 lazarus chowder, 1 special egg

Regarding previously crafted kibble:

  • Old kibbles will not be wiped, and will inherit their new "value/color" appropriately.
  • Old kibbles will still work to tame their appropriate creatures.
  • Old kibble will no longer be craftable, only the new types will be craftable.

Further notes:
If you have a single player or unofficial save file it is worth loading it up on the beta and checking if there are any obvious bugs or compatibility issues. Your pre-existing structures should see no changes on the beta, and kibble that is already crafted should work as normal. If there are any inconsistencies you notice, please report them to us using the threads linked above so we can address them.

Attention builders!
Fancy yourself a top tier builder? We want to see what you can do with the new structure changes! 

Hop into the beta and build to your heart's content using any of our officially supported maps (The Island, The Center, Ragnarok, Scorched Earth, Aberration, Extinction). You can do this in your single player world or your unofficial server if you have access to one. We’ll be picking the best builds submitted to us for featuring in an upcoming video trailer showcasing the building changes to ARK similar to the announcement video we did for our latest mod contest. 

Submit pictures and/or a video of your build, your map save and coordinates to your build to arkfans@studiowildcard.com so we can take a look. You can get the direct coordinates to your build location by enabling setcheatplayer true and jotting down the coordinates presented on screen. You can upload your map save to a file sharing website such as Google Drive, Dropbox, etc, and include the link in the email. 

Entries are due by February 4th, 2018. We look forward to seeing your masterpieces!
 


View full article

Share this post


Link to post
Share on other sites

Changes (v295.106, Feb 19th):

Mind Wipe

  • Changed mindwipe tonic to a 24h cooldown instead of once per level

Corrupted Heart

  • Updated Corrupted Heart to use the proper icon

Dimetrodon

  • Brought torpidity and food loss values more in line with other creatures

Megalania

  • Brought torpidity and food loss values more in line with other creatures

Snap Points

  • Adjusted snap points to remove undesired snaps

Large Wall

  • Adjusted snap points
  • Added Structure prevention collision
  • Corrected audio issues
  • Fixed placement material issues

Foundations

  • Adjusted snap points to work with the different Ceilings
  • Fixed a placement issue with Foundations and Triangle Foundations 

Triangle Ceiling

  • Adjusted snap points so they line up when side by side
  • Adjustments so that they no longer leave gaps in certain build scenarios
  • Adjusted Stone Triangle roof scaling to fit better
  • Fixed gaps with greenhouse triangle roofs attaching to ceilings
  • Fixed HP calculations

Triangle Foundation

  • Fixed HP calculations

Dedicated Storage

  • No longer auto-destroy Dedicated Storage when the floor under them is destroyed
  • Removed Withdraw/Deposit multi-use options for non-owning players when pincoded (except in the Inventory UI panel)    

Double Door Frame

  • Fix for Stone Double Door Frame not lining up with Stone Walls properly

Engrams

  • Added Tek Double Doors Engram to Dragon Boss (medium and hard)
  • Added S+ Tek Engrams to Island bosses

 Double Door

  • Fixed structure pickup

Structure Variants

  • Potential fix for Destructible Mesh bug
  • Fix crash related to Tek Foundation variant
  • Structure variants now only appear in a folder if there are 3 or more variants to pick from
  • Fixed issue with Stone Stairs Destructible Mesh when using the Ramp variant
  • Set up Destructible Meshes for Square Foundation Block variants
  • Set up Destructible Meshes for Stair structures and their Ramp variants
  • Mesh Iteration

Stairs

  • Fix issue with painting
  • Corrected audio issues

Spawn Emitter

  • Fixed placement FX for Adobe Fence Support
  • Added Tek S+ placement FX

Flexible Cables/Pipes

  • Overhauled how Flexible Cables and Pipes manage connections
  • Fixed visibility
  • Fixed interaction
  • Scaled down Flexible Pipes slightly
  • Mesh Iteration

Icons

  • New Icons where necessary
  • Icon Iteration   

UI

  • Improved inventory/crafting UI search functionality so that it splits the search input by whitespace and searches for items that contain ALL search terms

Destructible Meshes

  • Iteration  

Kibble

  • Connected proper dino settings class to Kairuku and Phiomia 
  • Setup new kibbles and other consumables to be global cuddle foods
  • Set Basilisk to be Extra Large
  • Replaced Cooked Prime Meat with Prime Jerky in large kibble recipe
  • Set Iguanodon egg to be Medium
  • Set Microraptor egg to be Small
  • Fixed descriptions not showing properly on Wyvern or Rock Drake eggs
  • Fixed descriptions on underwater eggs
  • Set Snow Owl egg to be Large
  • Set Velonasaur egg to be Medium

Miscellaneous

  • Rework references between S+ structures to fix related issues

------------------------------

Changes (v291.104, Jan 18th):

  • Added ServerSettings ini config option StructurePickupHoldDuration to allow unofficials to configure (or disable by setting to 0) the quick-pickup hold duration
  • Changed default for quick-pickup to 0.5 seconds (from 1 second)
  • Updated multiple S+ meshes (still need LOD pass and destructile mesh pass)
  • Updated snap points for triangle foundations and ceilings to remove some bad snaps
  • Added some variation in structure textures to break up repetition
  • Set health of triangle ceiling to half for greenhouse triangle ceiling
  • Set triangle foundations and ceilings to be half the health of a full ceiling or foundation
  • Set double door hp to 1.3x (approx) the single door variant
  • Set 4 high walls hp to be equal to 1.8 walls
  • Flexible pipes can now be picked up
  • Improved usability and reliability of flexible electrical cables and pipes
  • Fixed S+ structures not obeying the building height limit
  • Added destructible mesh support and some destructible meshes for structure variants
  • Reduced horizontal scale of stair structures slightly so they don't clip through adjacent walls
  • Disabled triangle foundation stacking
  • Disabled quick-pickup for the Tek Teleporter as soon as anyone tries teleporting with it
  • Fixed snapping issue with square foundations and ceilings and the new triangle foundations and triangle ceilings
  • Renamed wood structures from "Wood" to "Wooden" to match Ark convention
  • Set up craftability for S+ structures and items
  • Structure variant system now handles player-applied color regions while switching between variants

Dedicated Storage:

  • Fix for dedicated storage access
  • Pincoding is now enabled
  • Allowed some items to be placed in Dedicated Storage that were previously disabled by mistake: Reinforced Window, Stone Cliff Platform, Metal Cliff Platform, Water Well, Mirror, Vessel
  • Disabled Dedicated Storage power requirement
  • Punching/shooting Dedicated Storage no longer deposits items into it
  • Dedicated Storage demolish improvements
  • Demolishing dedicated storage now gives you all items back
  • Added a "fill storage" multi-use entry (Creative Mode only)
  • Improved inventory text with multiple stacks
  • Adjusted dedicated storage costs to match Tek Tier structure costs
  • Lowered dedicated storage health

Crashes:

  • Fixed crash caused when painting Large Walls
  • Attempted fix for crash loading a blueprint asset

Kibble Related:

  • Fixed issues with DinoSettings not using the correct kibble, or added settings for those that were still using base classes
  • Adjusted triangle foundation and ceiling snap points for ceiling pieces to work properly
  • Adjusted egg description to match the recipes they are used for
  • Fixed many egg descriptions that were not using the proper description

Got feedback? Please leave it on one of these two respective threads:

Feedback about Structures Plus changes:

Feedback about Kibble changes:

Share this post


Link to post
Share on other sites

@Jen Looking forward to this little bit of S+ being implemented in the Official version of the game!

It's good that the team is (obviously) working on alternatives to the Extinction specific ingredients for the augmented kibble.
I'll admit, I'm a bit bummed that the Extinction specific ingredients were just removed in their entirety instead of an alternative ingredient being chosen/used (like several of the current taming kibbles use cooked-meat/prime-meat or cooked-meat/prime-meat jerky.

Fungal Wood = Wood
Corrupted Nodules = Organic/Hard Poly
Blue Crystallized Sap = Blue Gems -OR- Azulberries & Sap
Red Crystallized Sap = Red Gems -OR- Tintoberries & Sap
Element Dust - no ideas on substitutes

I am thankful about the removal of the Prime Fish though as it's a pain to get on a couple of maps.
Thanks for the update! Hope to see BETA work through the quirks and kinks in an efficient and timely manner so Official can enjoy these improvements/advancements.

  • Thanks 1

Share this post


Link to post
Share on other sites

1. Is S+ going to be available for consoles? 

2. The kibble rework is not a bad idea, but now some creatures are going to be completely useless, like the Dilo. Before the update you needed it, because it took too much time when feeding Ankys or Doedics with berries. Now the Dilo is useless, unless it gets a TLC patch, so it is more attractive for players.

Share this post


Link to post
Share on other sites
1 minute ago, BlueberryJackal said:

1. Is S+ going to be available for consoles? 

Yes - She posted that in the information at the top. This will NOT be a "mod" it will be considered part of the main game.

"Please see the first comment under this post for currently known issues. We will be taking your feedback into serious consideration regarding both of these changes. Once we're happy with where these features are at, we will be bringing them over to the PC main game and then to all platforms (Xbox and PS4)."
 

Share this post


Link to post
Share on other sites
1 hour ago, BlueberryJackal said:

1. Is S+ going to be available for consoles? 

2. The kibble rework is not a bad idea, but now some creatures are going to be completely useless, like the Dilo. Before the update you needed it, because it took too much time when feeding Ankys or Doedics with berries. Now the Dilo is useless, unless it gets a TLC patch, so it is more attractive for players.

1. I think when the S+ is coming to official release, they will be implemented into console versions too.
2. Dilos for example are a good threat for low level characters. So they are not useless. And atleast  the new kibble will reduce kibble dinos which will reduce server load!

Share this post


Link to post
Share on other sites
4 hours ago, BlueberryJackal said:

1. Is S+ going to be available for consoles? 

2. The kibble rework is not a bad idea, but now some creatures are going to be completely useless, like the Dilo. Before the update you needed it, because it took too much time when feeding Ankys or Doedics with berries. Now the Dilo is useless, unless it gets a TLC patch, so it is more attractive for players.

not useless if you can still use its eggs. Don't see what people aren't understanding about that. 

Share this post


Link to post
Share on other sites

Well done! Kibble was always super annoying. The path didn't make any sense because some dinos thay would be considered late game have eggs that are used to make kibble for medium game Dinos. Starting from scratch this will make things much easier and it will make things easier for people in large tribes as well. No more keeping 8 dinos of 13 different breeds just for kibble anymore!

Share this post


Link to post
Share on other sites

Debating if I should test the beta branch.

7 hours ago, BlueberryJackal said:

1. Is S+ going to be available for consoles? 

2. The kibble rework is not a bad idea, but now some creatures are going to be completely useless, like the Dilo. Before the update you needed it, because it took too much time when feeding Ankys or Doedics with berries. Now the Dilo is useless, unless it gets a TLC patch, so it is more attractive for players.

1. S+ implementation will come to console, most of them anyways.

2. Their eggs are still usable.

9 hours ago, PreshusRoze said:

@Jen Looking forward to this little bit of S+ being implemented in the Official version of the game!

It's good that the team is (obviously) working on alternatives to the Extinction specific ingredients for the augmented kibble.
I'll admit, I'm a bit bummed that the Extinction specific ingredients were just removed in their entirety instead of an alternative ingredient being chosen/used (like several of the current taming kibbles use cooked-meat/prime-meat or cooked-meat/prime-meat jerky.

Fungal Wood = Wood
Corrupted Nodules = Organic/Hard Poly
Blue Crystallized Sap = Blue Gems -OR- Azulberries & Sap
Red Crystallized Sap = Red Gems -OR- Tintoberries & Sap
Element Dust - no ideas on substitutes

I am thankful about the removal of the Prime Fish though as it's a pain to get on a couple of maps.
Thanks for the update! Hope to see BETA work through the quirks and kinks in an efficient and timely manner so Official can enjoy these improvements/advancements.

The problem is that if they have kept the specific ingredients are kept inside, people would complain about how it is hidden behind a paywall if it does get released.

Share this post


Link to post
Share on other sites
10 hours ago, AcexHellhound21 said:

@Jen Will there also be a INI option to remove foundation requirements for S+ as well that is one thing everyone will want or will it circumvent the gameplay mechanics?

I like this idea. It would be a great option for private servers to be able to enable this via the game.ini file.

Also, can we expect additional S+ content to make it's way into the game after this update is officially released?

Share this post


Link to post
Share on other sites

Glad to see the kibble rework use ingredients obtainable on any map, but still would have preferred if the augmented kibs were just added to the existing kibble tree with additional tame levels awarded over the current. Going forward it would be nice if some other uses for beer were added, and I still think the archeopteryx needs more TLC than any other. Can’t wait for the S+ update on Xbox!

  • Like 1

Share this post


Link to post
Share on other sites

The beauty of this new system is that it gives them  flexibility to add new dino's into the kibble progression "at will" in the future.

I don't understand why they can't have specific maps use map specific resource for map specific dino kibble. 

I share the concern that some dino's are about to become obsolete, however, there is nothing stopping players from taming those dinos to keep the variety in their kibble farms.

Overall I think this change is a win, I am hoping end game dino eggs will be utilized to tame more dinos.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...