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Quickie Procedurally Generated ARKs How-To Guide


Jeremy Stieglitz
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Question.....

How to set up a mountain spawner for Wyverns and once they are added will they spawn eggs or do those need to be set to spawn as well?

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString=" DinoSpawnEntriesMountain_PGM_C ",NPCSpawnEntries=( (AnEntryName="WyvernSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Wyvern_Character_BP_Base"))), NPCSpawnLimits=( (NPCClassString="Wyvern_Character_BP_Base",MaxPercentageOfDesiredNumToAllow=2.0) )  )

This is a modified string from the Giga example shown in the OP set to alter mountain biome spawns to 2% of available spawns to be by a random Wyvern.

Now with Wyverns since they have multiple types is it Base or C? or do you need three strings that spawn the individual types i.e. Lightning, Poison and Fire?

Such as...

Wyvern_Character_BP_Base 

Or

Wyvern_Character_BP_C

or

Wyvern_Character_BP_Lightning

 

Am I on track or way off base here?

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Im trying to run a PGM dedicated server with the provided setup but it crashes to desktop after 5mins and I get the error in the attached pic below.

In the ingame browser from another pc it displays the map name as "ShooterEntry", even though I put the correct name in the launch commandline and the game.ini

It also clears my game.ini and makes it a blank file everytime it crashes.

What am I doing wrong?

arkcrash.jpg

Edited by TheArkVibration
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13 minutes ago, zeerog1 said:

Can PGA be copied to a rented server? And is the procedure the same as for the others?

it will depend on the hosting company to support this, linux servers are not supported yet... but yes you will be able to copy the  files over if your host supports it.

Edited by UnSettled
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4 hours ago, Jeremy Stieglitz said:

Gonna be a bit of a rapid info dump on how Procedurally Generated ARK's (PGARK's) currently works -- will continue to flesh this out as I get more time over the weekend. Bear in mind the system is early and will be rapidly advancing, so if you use Procedurally Generated ARKs, there's always a possibility of losing your save data when the algorithms are further modified!

Without further ado, here we go! 

How To Configure your first PGARK

Launch the game, goto Play Local ARK, select "Create New Procedurally Generated ARK" in the upper-left of the Host UI, and then you can play around with all the different PGARK settings to construct an ARK to your liking. Give it unique ARK name in the lower-right, and click Host. After a long wait (this will be further optimized shortly), you'll be on your new ARK! The procedural ARK data is cached to disk so subsequent loads of it are much faster (in Saved\GenerateMapCache, which you can delete if you ever wish to clear up disk space or force regenerate the procedural data in case it becomes corrupted). You can delete existing saved Procedurally Generated ARK's (by name) in the Host UI. Furthermore, you can save multiple PGARK configurations in the Create New Procedural ARK UI, if you wish to retain them for later tweaking or to create multiple unique saved ARK's from the same configuration.

Here's a really rough guide to some of the PGARK settings you can edit in the UI:
VARIABLE PURPOSE VISIBLE ON UI AS...
ErosionIterations Number of droplets which are used to simulate erosion Erosion Iterations
GrassDensity Density of foliage in the grasslands biome Grasslands Grass Density
IslandBorderCurveExp The exponent used in the curve to smoothly interpolate between island and water floor Island Border Curve
JungleBiomeStart The height value at which the jungle biome start Jungle Biome Start
JungleGrassDensity Foliage density in the Jungle biome Jungle Grass Density
JungleTreeDensity Trees & rocks density in the jungle biome Jungle Tree Density
LandscapeRadius The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border) Landscape Radius
MapSeed The seed used in the noise & random functions Map Seed
MaxSawnPointHeight The maximum height of land for a spawn point to be created Max Sawn Point Height
Mountain Height A multiplier for mountain height Mountain Height
MountainBiomeStart The height value at which the mountain biome starts Mountain Biome Start
MountainGrassDensity Foliage density in the mountain biome Mountain Grass Density
Mountains Frequency The frequency of the noise used to generate mountains Mountain Frequency
Mountains Slope How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2) Mountain Slope
MountainsTreeDensity Density of trees and rocks in the mountain biome Mountain Tree Density
North/South/East/West
Regions 1, 2, 3
   
OceanFloorLevel The height value for the ocean floor (from -1 to WaterLevel) Ocean Flool Level
RedWoodGrassDensity Foliage density in the Redwood biome Redwood Grass Density
RedWoodTreeDensity Density of trees and rocks in the redwood biome Redwood Tree Density
RWBiomeSize The radius of the Redwood biome (from 0 to 1) Redwood Biome Size
RWForestBiomeLocation The location of the redwood biome (X,Y from 0 to 1) Redwood Biome Location
Shore Slope How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2) Shore Slope
     
ShoreTreeDensity Foliage density in the shore biome Shore Tree Density
SnowBiomeLocation The location of the snow biome (X,Y from 0 to 1) Snow Biome Location
SnowBiomeSize The radius of the snow biome (from 0 to 1) Snow Biome Size
SnowGrassDensity Foliage density in the snow biome Snow Grass Density
SnowMountainGrassDensity Foliage density in the snow mountain biome Snow Mountain Grass Density
SnowMountainsTreeDensity Density of trees and rocks in the snow mountain biome Snow Mountains Tree Density
SnowShoreTreeDensity Density of trees and rocks in the snow shore biome Snow Shore Tree Density
SnowTreeDensity Density of trees and rocks in the snow biome Snow Tree Density
TerrainScaleMultiplier X,Y,Z to scale the whole terrain Terrain Scale Multiplier
TreeDensity Density of trees and rocks in the grasslands biome Grasslands Tree Density
Turbulence Power The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise Tubulence Power
UnderwaterObjectsDensity Object density in the underwater biome Underwater Objects Density
Water Frequency The frequency of the noise function used to generate land/water Water Frequency
WaterLevel The height value for the water surface, from (Ocean Floor level to 1) Water Level
ShorelineStartOffset The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land.  
ShorelineThickness The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore.  

 

     

 

Where are swamp biome and settings for it?

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4 hours ago, Moretic said:

so how to make the largest possible map?

I don't believe this to be possible.  From some of the settings I see in the command line, you can only specify biome sizes using coordinates.  This would imply the actual map size is set to a specific set of cords.

Edited by Furian
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I literally made this account just to ask this question. So if I create a new Procedurally Generated Map in single player mode, will my original Island still be there to play, or will I lose all my dinos and structures and have to start over? I'm sorry if this question was already asked, but I couldn't find any news on it.

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2 minutes ago, Perilous said:

I literally made this account just to ask this question. So if I create a new Procedurally Generated Map in single player mode, will my original Island still be there to play, or will I lose all my dinos and structures and have to start over? I'm sorry if this question was already asked, but I couldn't find any news on it.

You will lose everything, except your character's experience points.

Edit:  this is it how it works when switching between the island, or the center as an example.  I have not tried it yet going to a PGM, so don't hold me to it!

Edited by Furian
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First try resulted in a pretty bitchin' mountain archipelago. All I did was turn up turbulence some, about double the normal value just to see what would happen. Pretty nice results actually. Im gonna keep this one for now while I play around with values.

http://steamcommunity.com/sharedfiles/filedetails/?id=784586047
http://steamcommunity.com/sharedfiles/filedetails/?id=784586091
http://steamcommunity.com/sharedfiles/filedetails/?id=784586070

 

Couldnt figure out how to imbed as an image. Any help there?

Edited by Ashkari
Trying to show images directly from steam.
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11 minutes ago, Perilous said:

I literally made this account just to ask this question. So if I create a new Procedurally Generated Map in single player mode, will my original Island still be there to play, or will I lose all my dinos and structures and have to start over? I'm sorry if this question was already asked, but I couldn't find any news on it.

No, you won't lose your saved data. You can run one of each type of official map and according to this post you should be able to make saves for multiple PG Arks. However each ARK will be a separate instance that you would start from lvl 1 on. I think there may be a mod or setting now to link the maps but can't reference it. 

Edited by Rancor
Not green enough.
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6 minutes ago, Rancor said:

I think there may be a mod or setting now to link the maps but can't reference it. 

If you figure it out, lemme know. I actually was wondering this. If they add mods/settings to enable SE content or there's the ability to limit dino species to certain maps, I might just start a Center Map game and switch to SP .... run PNG's to find 'new' dinos and have myself a nice little multi-map game.

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37 minutes ago, Rancor said:

No, you won't lose your saved data. You can run one of each type of official map and according to this post you should be able to make saves for multiple PG Arks. However each ARK will be a separate instance that you would start from lvl 1 on. I think there may be a mod or setting now to link the maps but can't reference it. 

Great to know but to be on the safe side, I'd back up my ini and game save files just in case though.

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Anyone tried to get a desert biome along with the other type biomes?  Hard to tell from the description/setup info in the first post and I'm on an Xbox so cannot try, but it seems like there are params for it.  But it's hard to tell if you can only pick like say a SE map and then add PGM params to have a desert biome included or vice versa.

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1 hour ago, Furian said:

You will lose everything, except your character's experience points.

Edit:  this is it how it works when switching between the island, or the center as an example.  I have not tried it yet going to a PGM, so don't hold me to it!

Thank you for responding, but I am curious: Even if you play on both the Island and the Center, doesn't your stuff still stay on each one separately? I don't mind pretty much running two different saves, such as having to re-level my character in one place as well as build new structures, as long as I can always go back to my original island with my original dinos at any time.

Edited by Perilous
Forgot to say thank you.
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1 hour ago, Rancor said:

No, you won't lose your saved data. You can run one of each type of official map and according to this post you should be able to make saves for multiple PG Arks. However each ARK will be a separate instance that you would start from lvl 1 on. I think there may be a mod or setting now to link the maps but can't reference it. 

Thank you for the reply, this is what I hope the situation will be. I'm getting a bit of mixed responses as of now, though. Have you tried it yourself yet? I just want to be 100% sure.

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3 hours ago, PhlingerPhoo said:

Question.....

How to set up a mountain spawner for Wyverns and once they are added will they spawn eggs or do those need to be set to spawn as well?

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString=" DinoSpawnEntriesMountain_PGM_C ",NPCSpawnEntries=( (AnEntryName="WyvernSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Wyvern_Character_BP_Base"))), NPCSpawnLimits=( (NPCClassString="Wyvern_Character_BP_Base",MaxPercentageOfDesiredNumToAllow=2.0) )  )

This is a modified string from the Giga example shown in the OP set to alter mountain biome spawns to 2% of available spawns to be by a random Wyvern.

Now with Wyverns since they have multiple types is it Base or C? or do you need three strings that spawn the individual types i.e. Lightning, Poison and Fire?

Such as...


Wyvern_Character_BP_Base 

Or

Wyvern_Character_BP_C

or

Wyvern_Character_BP_Lightning

 

Am I on track or way off base here?

 

hmm so this would add a wyvern spawn on The Center map?

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesMonsterIsland_C",NPCSpawnEntries=(
(AnEntryName="WyvernSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Wyvern_Character_BP_Base"))), NPCSpawnLimits=(

(NPCClassString="Wyvern_Character_BP_Base",MaxPercentageOfDesiredNumToAllow=2.0) )  )

 

and.. does anyone know, do i have to add an egg spawn & will this add all three types (including alpha) to this spawn area? (i hope 'monsterIsland' is the north vulcano island

thanks! :)

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1 hour ago, mleii said:

Great to know but to be on the safe side, I'd back up my ini and game save files just in case though.

Backing things up never hurts! I have done this with single player with out any issues so far, but have not made a PG ARK yet. The other 3 maps work just find, at the top left when joining single player it gives you the option of which maps and mods you want to run, just select the one you wish to play. 

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I've created several tests, have yet to see Swamp or any sizable Redwoods.  Hard to say as I continue to test.....Also ground rocks are few and far between, so makes building anything out of stone a no go really.  Map size created is small from what I can see.  I see the potential for something that is as of right now experimental......

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