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invincibleqc last won the day on May 29

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About invincibleqc

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  • Birthday February 20

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  1. I don't see how you would have less flexibility over the previous system. If that specific case where 100% is returned would simply apply the BabyImprintAmountMultiplier for example, using the snippet I posted above from: if not required: return 100 To: if not required: return 100 * imprint_amount We would then have all the tools we need to fully customize imprinting to our liking. And having much more flexibility because now the intervals and the amount are independently configurable as opposed to having them affecting each others. For example, you like the intervals you have set but some tames are too tight to achieve 100%? Simply increase the amount multiplier to give more spare time without affecting the intervals, etc. Actually, I believe it has been on their radar since the last Extra Life event. The community playing on officials was very noisy about the increased rates not giving them enough spare time for imprint. Take for example a Giga with 7x mature speed and 1x interval it used to be: Total maturation: 1 days, 16 hours, 5 minutes Cuddles required: 5 Cuddles percentage: 20.0 Cuddle interval: 8 hours Imprinting progression: - Imprint #1: Precise: 20.0% Networked: 20.0% Displayed: 20% Maturation left: 1 days, 8 hours, 5 minutes. - Imprint #2: Precise: 40.0% Networked: 40.0% Displayed: 40% Maturation left: 1 days, 5 minutes. - Imprint #3: Precise: 60.0% Networked: 60.0% Displayed: 60% Maturation left: 16 hours, 5 minutes. - Imprint #4: Precise: 80.0% Networked: 80.0% Displayed: 80% Maturation left: 8 hours, 5 minutes. - Imprint #5: Precise: 100% Networked: 100% Displayed: 100% Maturation left: 5 minutes. Meaning you only had 1 minute to do each imprint and if it was taking you any longer to walk, get your kibbles, or whatever, then you were unable to get 100% and was only able to achieve 80%. So, 2 days after the event started or so, they made the change explained there: Which then caused the issues for unofficials that are discussed in that thread so that changes was reverted later. And now they are revisiting those concerns of imprinting being too tight with various combinations of imprinting settings by giving full control over the imprinting amount with that new multiplier. If that wasn't for the bug profiled above allowing for 100%, everything would be working fine and you would have much more flexibility over imprinting. What are your current multipliers? Let's run some tests and see what the possibilities would be using your actual figures.
  2. Being features that are available in the game, I do not believe this is breaking any rules. However, if this is disrupting your game and believe an enforcement action should be taken then please refer to the following article to report it: https://support.survivetheark.com/hc/en-us/articles/360026429153-How-to-report-Code-of-Conduct-violations Thanks!
  3. Hmm. Interestingly enough, I tested his settings just now and I properly got 34% imprint on a Rex. Which led me to re-test the ones I posted here and I properly got 9% with the following settings: BabyMatureSpeedMultiplier=5.787000 BabyImprintAmountMultiplier=0.1727861771058315 However, I got 100% with the following ones: BabyMatureSpeedMultiplier=11.575000 BabyImprintAmountMultiplier=0.0863930885529158 Meaning I overlooked raises that are < 16 and assumed they were also affected but turns out only raises that are < 8 are. So the following into the example I gave above: if required <= 1: return 100 Is rather: if not required: return 100 As for the following you posted on Steam (I believe that's you?): The output is correct because into a raise of 9 hours, there is only one 8 meaning the game assume 1 imprint at 100% * 0.335 = 33.5% (rounded and displayed as 34% in-game). Basically, the entire raise is divided by 8 regardless of the configured interval.
  4. Slowing the maturation could be a solution, I guess. But I'm afraid it could potentially get your players bored if they have to sit and hand feed babies for a very long time. Perhaps increasing the mating interval could avoid that while also slowing the mass amount of perfect imprinted creatures on your server. Sure there would be some that would still benefit from this issues, but at least they wouldn't be able to get hundreds of them imprinted until a fix is released. Just an idea.
  5. As previously mentioned, the BabyCuddleIntervalMultiplier was completely remove from the equation. And I believe it was intended so that server owners can independently configure the maturation speed, the cuddle intervals, as well as the imprinting amount and therefore offering much more flexibility than before. However, the problem arise when a raise is less than 8 hours or less than 16 hours. Basically, this is what it currently does (although definitely not exactly that, but that is exactly how the logic appears to behave): from math import floor def get_imprint_percentage( total_maturation, maturation_speed, imprint_amount): required = floor((total_maturation / maturation_speed) / (8 * 60 * 60)) if required <= 1: return 100 return round((100 / required) * imprint_amount, 6) # A Giga with default settings print(f'{get_imprint_percentage(1010101, 1, 1)}%') # 2.857143% # A Giga with default settings but 1.5 imprint amount multiplier print(f'{get_imprint_percentage(1010101, 1, 1.5)}%') # 4.285714% # A Giga with 1500 mature speed multiplier print(f'{get_imprint_percentage(1010101, 1500, 1)}%') # 100% In other words, I suspect they still have a sanity check somewhere that ensure there is at least always 1 imprint required which returns 100% in such cases which currently doesn't properly apply the BabyImprintAmountMultiplier. Once that is fixed, we should be able to negate that by dividing our maturation speed multiplier as mentioned above.
  6. To get access to the trading sections you will have to interact a bit on the forums first. For example, you could share with other survivors what you did in ARK today, you could share your opinions on recent suggestions or even share your owns, contribute to active discussions, etc. and eventually you will gain access to the trading sections.
  7. You unfortunately can't fix it on your side. As stated above multiple times, if the entire raise takes less than 16h then you will get 100% on the first imprint because that new setting isn't applied in such cases. This is something that will have to be fixed in the game directly.
  8. I explained it somewhere but I can no longer find the post since it was archived but as mentioned there: A tamed Mosa with 50 points into melee (and for the sake of simplicity 100% taming effectiveness) would have: ((100 + (50 * 5)) + 9.1) * 1.176 = 422.3016 // Rounded and displayed as 422.3% However, if you feed that 422.3 to a wild stats calculator, it will perform the following: (422.3 - 100) / 5 = 64.46000000000001 // Rounded to 64 pts But that isn't 64 pts, that is 50 pts. Basically, they count the taming bonuses as points while they aren't.
  9. To get the same behaviour as before, you would set your BabyImprintAmountMultiplier to 1 / <BabyMatureSpeedMultiplier>. In your case, 1 / 12 = 0.083334. And now those imprints that gave 50%, would now properly give 50 * 0.083334 = 4.1667% each. As previously stated, the BabyCuddleIntervalMultiplier was completely removed from the calculation which I believe was done on purpose to favour the new setting to allow for more flexibility (you can now control how much time you want spare for a raise and still get 100%) but the issue is that the new setting isn't applied when the game assume a single imprint is required (for tames that are < 8h or < 16h).
  10. Unfortunately, this is no longer possible to spawn the Dodowyvern, or any creatures that are specific to events, because they are no longer loaded by default unless the event is active. This was done a few months ago to save memory usage and improve server performances.
  11. Tek variants spawns with an extra 1 difficulty. For example, when a creatures spawn, the game roll a random number between 1 and 30 and then apply the difficulty offset. So if it rolls 17, a dino level 17 * 3 = 51 would spawn. But if it rolls a Tek variant, it would be spawned as 17 * (3 + 1) = 102. So basically, while your max wild is 90, Tek variants are max 30 * (3 + 1) = 120.
  12. This setting works as intended, except for raises that are < 16 hours which is most likely an oversight. All they are trying to do is offer server owners more flexibility, which we all should be grateful for. And as stated above, I'm sure they will fix it in due time; no need to panic.
  13. Actually, you are right! I was set to Quetzal for some reasons. Here it is:
  14. They most likely fell under the map which means they won't decay/starve until they are rendered. They still counts toward server cap (and tribe cap if you are on PvE). You can submit a Support Ticket and they may be able to assist in restoring them and/or at least rendering the area in ghost mode so that counters are updated.
  15. 18? With those settings, a Giga should be 12: Total maturation: 3 hours, 42 minutes, 13 seconds Cuddles required: 12 Cuddles percentage: 8.333333333333334 Cuddle interval: 17 minutes, 45 seconds However, yes. As mentioned earlier, it appears the BabyCuddleIntervalMultiplier setting is no longer taken into consideration causing an imprint to be 100% for raises that takes less than 16 hours total (which can't be negated with BabyImprintAmountMultiplier because it appears ignored in those cases).That is probably something @Jatheish or @Dollie could pass on to the team for investigation.
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