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ZenRowe

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Everything posted by ZenRowe

  1. Not yet, people are off for the holiday so it hasn't been tested and validated yet. Gotta try to make sure I didn't create more problems with with the change. I'll make sure to update this thread again when it goes out.
  2. This should be fixed in a patch soon (If it hasn't already gone out), but if the chibi was just sitting in your inventory when you logged off or restarted the game, when you come back it might look like 0 exp. re-equip the chibi and it should update, if the patch hasn't gone out though it's not just a visual glitch, don't try to earn alpha exp on an equipped chibi showing 0 xp if it should have more, re-equip it first. If the fix has already gone out, then it should just be a visual glitch that will only affect unequipped chibis.
  3. To that point Cedric would love to be able to do what I did here, but often when something goes wrong on that scale, the engineers are being scrambled to figure out the problem and then immediately hop on fixing it. There isn't always someone to give the information in full to Cedric so that he can give a more detailed update. The chain of communication just isn't always established that fast. In some cases, we just flat out can't talk about a particular issue until after it's fixed because people will take advantage of and abuse it (If that is already happening in a particular situation, we want to avoid making more people aware of it and try to mitigate the damage being done as much as we can.) Even in this case, it took me some time to figure out what had happened, it was just that the reports trickled in slowly so it happens to look like I had that figured out quickly. I also happened to be : the one that made the change that caused the issue in the first place, was doing the investigating, and the one working on the fix once it was understood. In this particular case I was the entire chain of communication, and THAT is a very very rare set of circumstances. I knew about the duplication, but what I didn't realize was that those duplicated colors were actually being rolled in mutations. In all other cases the initial decision of what index gets saved to a creature (in code) is determined by a name lookup which breaks on first match.
  4. I think I understand where your confusion is coming from. The change we made was fixing a bug in how mod data is merged in when you launch a game. it was resulting in that, for every single mod installed, the core color definitions were being duplicated. That duplication now no longer happens. ASB is doing assumed correction, and since you weren't using any mods that added new colors it's actually easy to figure out what the right color is in your case. It is mathematically consistent. This bug was actually how people could breed for mutations of the dye colors (That's a whole other topic I'm not going to get into, it was a nightmare to figure out, but don't worry I am protecting that functionality so that people can still get dye colors from mutations) But that bug actually limited mods and us for that matter, nobody could reliably add new colors to the game, it needed to be fixed. Also we absolutely cannot push devkit updates before regular game updates, that would straight up break mods. You are right though, ARK is different to most other games, it is absolutely huge. we could have QA testers testing things months in advance for every single update and issues will still get through because there is just so much cross interaction between everything, so what seems like a small change to everyone (including us sometimes) can have unpredictable rippling effects elsewhere that are sometimes downright impossible to predict. Just because there are issues that get through, doesn't mean we don't test things. You only see what gets through, not what gets caught in advance. Everyone wants things fixed "right now", but with months of testing in advance somehow. It doesn't work out like that. I don't know what else I can tell you, we care what happens with this game, and it really bums us out when these kinds of issues pop up.
  5. I do understand that this inconvenienced a lot of people. I really do. That's why I have been spending my own free time trying to help people understand what happened (even at risk of getting in trouble for oversharing information) and to work on something to prevent it in the future and to try and possibly help find ways to make this less awful for those that were affected by it... all when I would normally be resting. The change went through testing, but the test conditions that were necessary to have exposed this are not normal for any studio that I have ever interacted with. Trying to make changes and balances around what impact they might have for mods is downright impossible, there are too many variables and we don't have access to a mod authors code to be able to debug even if we do find an issue, so it's just not something any studio does really. maybe some will test with a few "top mods", but I highly doubt more than that. Most studios would have seen this issue and just gone "oh well". This isn't the first time an update has broken something with mods and it almost certainly won't be the last, that is just an unavoidable fact about using mods. Also pushing out devkit updates is ... complicated. I can't do it with frequency, so we try to push them out when the game appears to be stable. we also don't put the devkit out for the sake of datamining, we do it so that mod authors can make mods, and in most cases they don't need the devkit to have the latest information about every class in the game in order to do that. No, I was pointing at the specific example that was in the image above that post. There were only indices pointing to the initial core color definitions set. The lost colors were all mutation color indices that were out of that bounds (not all mutation colors people have rolled were out of bounds though), most often duplicates of the core colors. If that all there were was, duplicates, then it becomes possible to mathematically assume what color it should be (that is what the mod does) because they'll always be in the same order as long as there wasn't a mod in there that added new colors as well.
  6. @IanHighlander @CyberAngel67 It is definitely an impressive tool. But do you see the color indices there on the right? Notice how they are all at 56 or less? There are 56 color definitions in the core game currently. (And then the dye indices which are all 200+) Inside of the tool itself they are all predefined to what color they represent. The amount of data that had to be sorted out and manually entered for this tool is insane. The only thing the tool is loading from the creature data is that byte value itself: This is the data I just copied from the tool itself (Dictionaries in values.json): "colorDefinitions": [ [ "Red", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Blue", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Green", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Yellow", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Cyan", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Magenta", [ 1.0, 0.0, 1.0, 0.0 ] ], [ "Light Green", [ 0.5325000286102295, 1.0, 0.5, 0.0 ] ], [ "Light Grey", [ 0.581026017665863, 0.6000000238418579, 0.5941699743270874, 0.0 ] ], [ "Light Brown", [ 0.1899999976158142, 0.1374019980430603, 0.09880000352859497, 0.0 ] ], [ "Light Orange", [ 1.0, 0.4621790051460266, 0.15000000596046448, 0.0 ] ], [ "Light Yellow", [ 1.0, 0.9519469738006592, 0.25999999046325684, 0.0 ] ], [ "Light Red", [ 1.0, 0.1809069961309433, 0.15000000596046448, 0.0 ] ], [ "Dark Grey", [ 0.20000000298023224, 0.20000000298023224, 0.20000000298023224, 0.0 ] ], [ "Black", [ 0.03999999910593033, 0.03999999910593033, 0.03999999910593033, 0.0 ] ], [ "Brown", [ 0.10000000149011612, 0.038777001202106476, 0.01947700046002865, 0.0 ] ], [ "Dark Green", [ 0.012338999658823013, 0.06499999761581421, 0.0, 0.0 ] ], [ "Dark Red", [ 0.22499999403953552, 0.01133699994534254, 0.005625000223517418, 0.0 ] ], [ "White", [ 1.0, 1.0, 1.0, 0.0 ] ], [ "Dino Light Red", [ 1.0, 0.4000000059604645, 0.4000000059604645, 0.0 ] ], [ "Dino Dark Red", [ 0.10000000149011612, 0.019999999552965164, 0.019999999552965164, 0.0 ] ], [ "Dino Light Orange", [ 1.0, 0.4749999940395355, 0.30000001192092896, 0.0 ] ], [ "Dino Dark Orange", [ 0.25, 0.08421099931001663, 0.02500000037252903, 0.0 ] ], [ "Dino Light Yellow", [ 0.6000000238418579, 0.6000000238418579, 0.36000001430511475, 0.0 ] ], [ "Dino Dark Yellow", [ 0.30000001192092896, 0.30000001192092896, 0.15000000596046448, 0.0 ] ], [ "Dino Light Green", [ 0.75, 1.0, 0.75, 0.0 ] ], [ "Dino Medium Green", [ 0.19499999284744263, 0.30000001192092896, 0.19499999284744263, 0.0 ] ], [ "Dino Dark Green", [ 0.012500000186264515, 0.05000000074505806, 0.012500000186264515, 0.0 ] ], [ "Dino Light Blue", [ 0.699999988079071, 0.7499989867210388, 1.0, 0.0 ] ], [ "Dino Dark Blue", [ 0.03750000149011612, 0.052083998918533325, 0.125, 0.0 ] ], [ "Dino Light Purple", [ 0.7799999713897705, 0.699999988079071, 1.0, 0.0 ] ], [ "Dino Dark Purple", [ 0.048666998744010925, 0.029999999329447746, 0.10000000149011612, 0.0 ] ], [ "Dino Light Brown", [ 1.0, 0.75, 0.5, 0.0 ] ], [ "Dino Medium Brown", [ 0.30000001192092896, 0.23999999463558197, 0.18000000715255737, 0.0 ] ], [ "Dino Dark Brown", [ 0.10000000149011612, 0.07500000298023224, 0.05000000074505806, 0.0 ] ], [ "Dino Darker Grey", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ], [ "Dino Albino", [ 1.75, 1.75, 1.75, 0.0 ] ], [ "BigFoot0", [ 0.47999998927116394, 0.31043699383735657, 0.23104700446128845, 1.0 ] ], [ "BigFoot4", [ 0.824999988079071, 0.7049199938774109, 0.6682500243186951, 1.0 ] ], [ "BigFoot5", [ 0.6349999904632568, 0.393326997756958, 0.30162501335144043, 1.0 ] ], [ "WolfFur", [ 0.5550000071525574, 0.45945701003074646, 0.3524250090122223, 1.0 ] ], [ "DarkWolfFur", [ 0.25, 0.18521900475025177, 0.13375000655651093, 1.0 ] ], [ "DragonBase0", [ 0.36000001430511475, 0.1334179937839508, 0.06748999655246735, 0.0 ] ], [ "DragonBase1", [ 0.6050000190734863, 0.19322800636291504, 0.09075000137090683, 0.0 ] ], [ "DragonFire", [ 0.5099999904632568, 0.07726699858903885, 0.0, 0.0 ] ], [ "DragonGreen0", [ 0.19269999861717224, 0.23499999940395355, 0.15039999783039093, 0.0 ] ], [ "DragonGreen1", [ 0.28573501110076904, 0.3400000035762787, 0.1923840045928955, 0.0 ] ], [ "DragonGreen2", [ 0.38499999046325684, 0.3754729926586151, 0.26325199007987976, 0.0 ] ], [ "DragonGreen3", [ 0.17679999768733978, 0.29623299837112427, 0.3400000035762787, 0.0 ] ], [ "WyvernPurple0", [ 0.19092799723148346, 0.17526599764823914, 0.3100000023841858, 1.0 ] ], [ "WyvernPurple1", [ 0.44176098704338074, 0.3691500127315521, 0.5350000262260437, 0.0 ] ], [ "WyvernBlue0", [ 0.12245000153779984, 0.22390300035476685, 0.39500001072883606, 0.0 ] ], [ "WyvernBlue1", [ 0.06300000101327896, 0.10655199736356735, 0.18000000715255737, 0.0 ] ], [ "Dino Medium Blue", [ 0.11550000309944153, 0.37960299849510193, 0.824999988079071, 0.0 ] ], [ "Dino Deep Blue", [ 0.05652499943971634, 0.1388539969921112, 0.6650000214576721, 0.0 ] ], [ "NearWhite", [ 0.8500000238418579, 0.8500000238418579, 0.8500000238418579, 0.0 ] ], [ "NearBlack", [ 0.07999999821186066, 0.07999999821186066, 0.07999999821186066, 0.0 ] ] ], "dyeDefinitions": [ [ "Black Coloring", [ 0.009999999776482582, 0.009999999776482582, 0.009999999776482582, 0.0 ] ], [ "Blue Coloring", [ 0.0, 0.0, 1.0, 0.0 ] ], [ "Brown Coloring", [ 0.18000000715255737, 0.11999999731779099, 0.05999999865889549, 0.0 ] ], [ "Cyan Coloring", [ 0.0, 1.0, 1.0, 0.0 ] ], [ "Forest Coloring", [ 0.0, 0.15000000596046448, 0.0, 0.0 ] ], [ "Green Coloring", [ 0.0, 1.0, 0.0, 0.0 ] ], [ "Purple Coloring", [ 0.15000000596046448, 0.0, 0.5, 0.0 ] ], [ "Orange Coloring", [ 1.0, 0.25, 0.0, 0.0 ] ], [ "Parchement Coloring", [ 1.0, 1.0, 0.5, 0.0 ] ], [ "Pink Coloring", [ 1.0, 0.20000000298023224, 0.7599999904632568, 0.0 ] ], [ "Purple Coloring", [ 0.20000000298023224, 0.0, 0.75, 0.0 ] ], [ "Red Coloring", [ 1.0, 0.0, 0.0, 0.0 ] ], [ "Royalty Coloring", [ 0.20000000298023224, 0.0, 0.4000000059604645, 0.0 ] ], [ "Silver Coloring", [ 0.75, 0.75, 0.75, 0.0 ] ], [ "Sky Coloring", [ 0.5, 0.6666669845581055, 1.0, 0.0 ] ], [ "Tan Coloring", [ 1.0, 0.8447059988975525, 0.44999998807907104, 0.0 ] ], [ "Tangerine Coloring", [ 0.42500001192092896, 0.1294659972190857, 0.021250000223517418, 0.0 ] ], [ "White Coloring", [ 0.9900000095367432, 0.9900000095367432, 0.9900000095367432, 0.0 ] ], [ "Yellow Coloring", [ 1.0, 1.0, 0.0, 0.0 ] ], [ "Magenta Coloring", [ 0.800000011920929, 0.009999999776482582, 0.699999988079071, 0.0 ] ], [ "Brick Coloring", [ 0.30000001192092896, 0.029999999329447746, 0.009999999776482582, 0.0 ] ], [ "Cantaloupe Coloring", [ 1.0, 0.33000001311302185, 0.0, 0.0 ] ], [ "Mud Coloring", [ 0.05999999865889549, 0.03999999910593033, 0.019999999552965164, 0.0 ] ], [ "Navy Coloring", [ 0.029999999329447746, 0.029999999329447746, 0.15000000596046448, 0.0 ] ], [ "Olive Coloring", [ 0.5, 0.5, 0.10000000149011612, 0.0 ] ], [ "Slate Coloring", [ 0.10000000149011612, 0.10000000149011612, 0.10000000149011612, 0.0 ] ] ] These are an ordered list (meaning they can be referenced by that index values to pull the specific element) And the color name and RGB values. The color data is not coming from the game. The games save data does not serialize what those indexes represent.
  7. Just to double check before I opened my mouth, I downloaded that source, and while I haven't spent a ton of time looking through it I would say it's doing things in a similar manner to the mod I just linked. Except that in this tool, color indices and matching color definitions have been manually entered into dictionaries (and by the looks of it there are collections of value data for at least some mods that it can download from somewhere? I have never used this tool before, but I am assuming that is how it could be determining any offsets that would otherwise mismatch the index numbers). Here is even the code where it loads the color data from your saved data: creature.colors = new int[6]; for (int i = 0; i < 6; i++) { creature.colors[i] = colorModulo(creatureObject.GetPropertyValue<ArkByteValue>("ColorSetIndices", i)?.ByteValue ?? 0); } which is just an array of 6 integer values but it's loading in from a byte typed data. a byte can have a range of 0-255. That's all. no color names, no RGB values. each element in the array correlates to a color region on the creatures, and color definitions are not serialized to your save data. Not enough data there to reconstruct a color from. It's making assumptions still, just different assumptions. You should actually at the code in this tool, it's pretty impressive, but it doesn't do what you think it's doing. The only data saved to creatures for each color is a byte value representing the index of the color as it relates to the color definition array. It's not pulling the color definitions from the game save data, they are preassigned in the tool itself. This tool took a great deal of work, time, and loooooooots of manual data entry. Nothing is being forced. I am adding a console command. The attempt to reassert colors (or reroll if it can't determine what those colors were) will only occur at the discretion of the server admin, or the player if in singleplayer.
  8. Here is an option that should work pretty well for anyone that knows that none of the mods they had installed added any custom colors. https://steamcommunity.com/sharedfiles/filedetails/?id=1940481639 This mod will try to correct all of your dino colors. It works by making assumptions about what the color definitions array looked like for you before the update that caused this, so It's not suitable for us to do in the core game... but as an option, this should actually work pretty well for many.
  9. The current plan is that we'll be adding an admin command that can be used to reapply the correct colors on tamed dinos (So that in the future any changes to the color definitions array either by us or by mods will be effectively non-destructive). In addition, because we can't recover the colors lost from this occurrence (the only factual memory of what those colors were is in your head), those colors that were lost will get re-rolled for new mutation colors. I don't have an ETA on when that will be available, but it's in the works already.
  10. You only need to increase the max levels on your servers by 5 if you are overriding the exp ramp. Basically if you have overridden the levels for custom experience ramps and levels the inclusion of the chibis push your max level down by 5. Ascension, chibis, any max level modifers... they all take up the last set of levels, so if we add some mechanic that is meant to handle a higher max level and you don't have the new max levels in your exp ramp... this is what happens
  11. Don't worry it doesn't break the feature of breeding color mutations itself, the problem is just that the array of colors went through a change that got things a little messed up. We didn't remove any of the available colors, we just removed a ton of duplication that was occurring and making all these color reference inconsistent. It's any mods. what was happening was that every single mod added was duplicating the color definitions in the array. so there were multiple instances of every color. When breeding and the game chooses random color mutation it randomly picks from any color definition. so not every index for "Red" was consistent. When we cleared out the bloat, indexes pointing to the duplicated colors were suddenly invalid and defaulting to white. Now, I have a plan for making this problem recoverable from in the future, I can also get the game to reroll some new colors for everyone where there are these color indexes pointing to an invalid color (which is defaulting to white), then maybe there is some incentive to not feel like you have to spend 50 hours manually assigning colors to your creatures, and you might get some desirable colors back.
  12. Yes, though you should be aware that making any changes to your active mods can still potentially cause this kind of issue for the time being.
  13. After some investigation, I understand the cause of this... Unfortunately, any colors lost from this update can't be automatically recovered .Dino colors, after their randomized selection, are saved to the creature and referenced by an index number only that is associated with a master array of colors. (No we can't change this unless you want your servers to slow to a crawl, string comparisons are resource expensive) Unofficial servers (and singleplayer) that run mods are vulnerable to this issue and have always been, any change to the order of mods or anything that alters the contents of that array can cause the index to suddenly match up with a different color. It can happen at any time to any unofficial server (This last update had a pretty important change to the way mods merge color definitions to cut down on some bloated data, and that caused the issue this time) However, I do recognize how much time everyone puts into breeding and hunting for their choice colors, and while we can't recover the lost colors, I am investigating methods for us to make it so that you can recover them in the future if this happens on your servers. I can't make any promises right now, I'm still in the investigation phase and we also have some larger bugs on our plate, the damage is also already done in this case. Now while we can't automatically recover your lost colors it is possible for your server admins to do it manually (or yourself if on singleplayer), but don't be too hard on them if they choose not to do this, it will be very tedious and it's not their fault it happened either. There are admin commands for manually assigning colors to specific dino regions, and if you can identify what colors you had (possibly cross-referencing from the wiki, or if special mod colors you might have to ask the mod author for help) then a server admin can help you reapply the colors manually. Again, I do apologize I know a lot of people put insane time into acquiring these color mutations, the change that caused this was made for the purpose of making the color system better so that we could add new colors in the future and make it so mods could better stack their own color definitions in. UPDATE: Here is an option that should work pretty well for anyone that knows that none of the mods they had installed added any custom colors. https://steamcommunity.com/sharedfiles/filedetails/?id=1940481639 This mod will try to correct all of your dino colors. It works by making assumptions about what the color definitions array looked like for you before the update that caused this, so It's not suitable for us to do in the core game... but as an option, this should actually work pretty well for many.
  14. ZenRowe

    Faith

    Faith is a complete reenvisioning of The Island with new twists and creative ideas. If you would like to see an old favorite in a new face you should check out this labor of love.
  15. Primal NPCs takes some unique turns for an NPC mod, such as the ability to order them around via chat. The NPC game is evolving!
  16. Prehistoric Structures offers another unique visual design for those that are interested in more primal structure designs. Paintable Structures offers a more modern touch with an insane amount of customizability. Between these two sets of structures, most players should be able to find something they love!
  17. ARK Parados is an overhaul mod that offers a wide range of custom creature variants. Bright colors and unique mechanics are sure to be a treat for the eyes and the adventurous.
  18. Greetings Survivors! It's that time again, I am Zen Rowe and today we’re going to be talking to Eco, the creator behind a plethora of decor mods! Eco, You likely need little introduction, but for the sake of anyone who has yet to experience your mods tell us a bit about yourself. Your mods are some of the most popular in the Workshop, Eco. Seeing you branch out into more functional additions like this has been a joy. Do you have a background or hobbies that have influenced and guided the design of your mods? I imagine your empire mods involve a lot of historical research. I'll take ten... uh... for my god-daughter. Yes... for my god-daughter. I know a lot of players love your creations in ARK, but it sounds like you lived a fascinatingly creative life as well! Now if anyone wanted to follow your modding endeavors or wants to see what other artistic creations you've made, where can they do that? What prompted you to cross the bridge from more physical forms of art to modding? I take it that those Brontos are who we have to thank for the "Eco Trees" mod? That was your first one, wasn't it? You have certainly come a long way since then. Between your empire and primordial mods, you've also begun to cater to a wide variety of aesthetic styles as well. Personally I'm proud of my stick figure achievements but what you have accomplished in terms of variety boggles my mind. Would you be able to give us a bird's-eye view of your design process for your empire mods? You certainly put a lot of care and attention into your mods. What would you say are the most challenging parts of the process? Well, that's one of the things that is great about modding. You have a functional sandbox to experiment with and learn other skills in. Now, the question I'm sure many have been waiting for... Do you have any super-secret content you are working on that you could leak for us today? That's going to be an interesting one. Babylonian architecture is something that I think a lot of people hear reference to in media but may not have actually seen. I think we'll all be looking forward to that release! Before we sign off, Do you have any advice for mod authors that want to try their hand at projects similar to your own? Thank you for that, and all of the wonderful mods you have created for the community! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark
  19. Greetings Survivors! It's that time again, I am Zen Rowe and today we’re going to be talking to Eco, the creator behind a plethora of decor mods! Eco, You likely need little introduction, but for the sake of anyone who has yet to experience your mods tell us a bit about yourself. Your mods are some of the most popular in the Workshop, Eco. Seeing you branch out into more functional additions like this has been a joy. Do you have a background or hobbies that have influenced and guided the design of your mods? I imagine your empire mods involve a lot of historical research. I'll take ten... uh... for my god-daughter. Yes... for my god-daughter. I know a lot of players love your creations in ARK, but it sounds like you lived a fascinatingly creative life as well! Now if anyone wanted to follow your modding endeavors or wants to see what other artistic creations you've made, where can they do that? What prompted you to cross the bridge from more physical forms of art to modding? I take it that those Brontos are who we have to thank for the "Eco Trees" mod? That was your first one, wasn't it? You have certainly come a long way since then. Between your empire and primordial mods, you've also begun to cater to a wide variety of aesthetic styles as well. Personally I'm proud of my stick figure achievements but what you have accomplished in terms of variety boggles my mind. Would you be able to give us a bird's-eye view of your design process for your empire mods? You certainly put a lot of care and attention into your mods. What would you say are the most challenging parts of the process? Well, that's one of the things that is great about modding. You have a functional sandbox to experiment with and learn other skills in. Now, the question I'm sure many have been waiting for... Do you have any super-secret content you are working on that you could leak for us today? That's going to be an interesting one. Babylonian architecture is something that I think a lot of people hear reference to in media but may not have actually seen. I think we'll all be looking forward to that release! Before we sign off, Do you have any advice for mod authors that want to try their hand at projects similar to your own? Thank you for that, and all of the wonderful mods you have created for the community! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
  20. Yes you should be able to set it in any instance where INI settings would be accessible. Unfortunately I do not know yet if there will be a menu option to set it for console SP though.
  21. There is actually a setting for this that will be going out. It's already in code, it just not in the live version of the game yet. I'll try to make sure Ced includes mention of the settiing in the Crunch when it actually does go out.
  22. Greetings Survivors! Zen Rowe here again, and I have brought you another peek into the lives of the modders! Today we’re going to be talking to LeutianKane! Why don't you introduce yourself and tell us a bit about your sponsored project. I know a lot of people love these types of mods, they can make gameplay feel refreshing and new again. You've been working on this project for quite a while right? How did you get started on it? That's actually a really interesting thing to see. Mods don't often change hands, for various reasons. Was this your first mod, or have you worked on other projects before this one? So you had some experience before starting on the project. I want to switch focus for a moment here and talk a bit more about yourself. Outside of modding do you have other development experience? Does your background benefit your modding endeavors at all? You have quite a bit of history with modding! Let's get your social media info. For anyone that wants to follow along with your creations where can they find you? Now for ARK Eternal, this is a pretty big mod, it involves editing so much of the game. and I imagine that balance and adjustments take a lot of time. Can you give me a general high-level view of what your workflow process looks like? Sounds like you've figured out a system of iteration that works for you. I know that's a lot more than it sounds like at a glance, there are tons of pieces we have on things that can be tweaked and altered just in the class-default settings alone before even touching the blueprint graphs. So, do you have any top-secret plans for ARK Eternal that you can share with us today? Are you planning to add your own special twist to these features, something that sets them apart from existing mods of their type? I'm interested to see what kind of take you do with it. And last but not least, what advice would you offer to a new modder that is interesting in making overhaul mods like ARK Eternal? Wise words. Thank you for talking with us today! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark
  23. Greetings Survivors! Zen Rowe here again, and I have brought you another peek into the lives of the modders! Today we’re going to be talking to LeutianKane! Why don't you introduce yourself and tell us a bit about your sponsored project. I know a lot of people love these types of mods, they can make gameplay feel refreshing and new again. You've been working on this project for quite a while right? How did you get started on it? That's actually a really interesting thing to see. Mods don't often change hands, for various reasons. Was this your first mod, or have you worked on other projects before this one? So you had some experience before starting on the project. I want to switch focus for a moment here and talk a bit more about yourself. Outside of modding do you have other development experience? Does your background benefit your modding endeavors at all? You have quite a bit of history with modding! Let's get your social media info. For anyone that wants to follow along with your creations where can they find you? Now for ARK Eternal, this is a pretty big mod, it involves editing so much of the game. and I imagine that balance and adjustments take a lot of time. Can you give me a general high-level view of what your workflow process looks like? Sounds like you've figured out a system of iteration that works for you. I know that's a lot more than it sounds like at a glance, there are tons of pieces we have on things that can be tweaked and altered just in the class-default settings alone before even touching the blueprint graphs. So, do you have any top-secret plans for ARK Eternal that you can share with us today? Are you planning to add your own special twist to these features, something that sets them apart from existing mods of their type? I'm interested to see what kind of take you do with it. And last but not least, what advice would you offer to a new modder that is interesting in making overhaul mods like ARK Eternal? Wise words. Thank you for talking with us today! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
  24. Greetings Survivors! Zen Rowe here again, back for another spotlight on our glorious modding community. Today we’re going to be talking to Kiwiboys! Who are you and what do you do? That's a pretty intense modification. ARK itself doesn't really have much in the way of existing mechanics for you to tie into for that kind of system, right? Making mods can definitely be an exercise in creative solutions. May I ask about your background? Does your education or personal experience tie in well with helping you design the overall system or influence the direction of your solutions to problems? Shhhhh. Don't let Epic hear you! We'll talk a bit more about ARK settlements in a moment, but I do want to focus on you a bit. When we make our mods we tend to focus ourselves entirely on that and most of the people who enjoy our creations don't know a thing about us. So tell me, aside from making mods, what other things do you like to spend time on? Do you have any other creative hobbies? I can relate to the feeling, seeing your own progression in skill and surprising yourself with what you can come up with is a very satisfying thing to be able to look back on. So for anyone that wants to follow what you are working on, do you have a twitter, or discord, or any other social media you engage with? Thank you for that, prepare for a flood. You said you were working with unity before, were you making games for yourself or were you making mods that used that engine? What made you decide to start making mods? Sounds like modding has served you well in that regard, ARK settlements is definitely an ambitious project, I can't imagine you would have gotten it to this point if you hadn't learned a lot. Do you take any inspirations from other city-management style games when designing features? Would you be able to give us a high-level view of what your design and development process looks like for ARK Settlements? That's a good insight into how you approach the design. Do you have any other mod projects that you work on? well, if you want my opinion, that sounds like a fun idea! While I've got you here, do you have any secret features or plans for ARK settlements that you can share with us? What's to come? Leak the goods! That does sound exciting! I'll have to take a peek when you get the update out. Before we sign off, do you have any advice you would give to new mod authors? We should put that on an inspirational poster. It's been a pleasure talking to you, Jordan. I look forward to seeing where you go with Settlements! Until next time, Happy Modding! Twitter: twitter.com/survivetheark Facebook: facebook.com/survivetheark Reddit: reddit.com/r/playark Instagram: instagram.com/survivetheark Twitch: twitch.tv/survivetheark Steam: steamcommunity.com/app/346110 Youtube: youtube.com/survivetheark View full article
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