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Posts posted by ZenRowe

  1. So the BabyImprintAmountMultiplier,

    The idea behind it was this: You can scale and tweak the cuddle interval & maturation times as you would before, the BabyImprintAmountMuiplier works on top of that to give you the ability to make imprinting less strict about being perfectly on time for all of the cuddle windows.
    say you want to make it so they player only has to hit half the windows? just set the imprint amount multiplier to 2.0

    The imprint amount multiplier does not affect the number of cuddle windows you get, just the amount of imprinting you get from each one. It is impacted by the CuddleIntervalMultiplier, but not the other way around

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  2. It is important to try and figure out why it is crashing. Callstacks are important for this and there is a persistent log file (In the saved folder) that exists for trying to diagnose crashes that happen really fast.
    More often than not when I see crashes when trying to open massive materials it often comes down to ram, so this my be an "Out of memory" crash. Generating shaders for the  DDC can be extremely intensive.
    Also are these wildcards landscape materials that you are trying to open? Or are they your own old Material instances? if they are your own, It is possible that changes in the game have rendered them incompatible somehow.

  3. Sponsored Mod Program Applications

    Congratulations to our newest arrivals in the ARK Sponsored mod program. The modding community continues to impress and engage players looking for new ways to play!
    Recently the modding community got their hands on an updated DevKit that includes the genesis content so it will be interesting to see what they come up with in the coming months. If you have an interest in making mods for ARK you can find the ARK DevKit on the Epic Games Launcher. 

    Additionally, Sponsored Mod Program applications are once again OPEN! If you are interested in sponsorship for your projects, please fill out the application here:

    Applications for the next selection of sponsored projects will be open until June 5th, 2020.

    New Sponsored Mods

    MarniiMods: Wildlife


    Want some extra hustle and bustle in the world?
    Marnii has you covered with this wildlife mod. It doesn't put dragons everywhere, it doesn't fill the world with hulking beasts that could murder you with a glance.
    This mod adds the touches of normal wildlife in an otherwise very abnormal world.

    Check out the MarniiMods: Wildlife Mod



    Hope has been around for quite some time, and has seen a lot of quality and polish updates since it's original release.
    An almost familiar setup with solid creative direction.
    If you aren't looking for some of the more abnormal and surreal maps, give Hope a try!

    Check out the Hope Map

    Primal Fear


    Primal Fear is a community favorite among overhaul mods. It won the popular vote in a mod competition and is still regularly updated and expanded.
    Distributed across several mods in the collection, so that players can pick and choose content to a degree, Primal Fear adds a plethora of creature variants and items, as well as plenty of quality of life adjustments.

    Check out the Primal Fear Collection

    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

    All the best,
    Studio Wildcard

    View full article

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  4. A couple of months ago there was a change that went out that had some unexpected consequences for PC unofficial servers and singleplayer. We made an optimization that cut down on color definitions being duplicated over and over by mods, and a lot of people that had done a lot of breeding for color mutations lost those colors. We understand that a lot of time and effort and planning went in to get these so we wanted to provide a way to prevent this problem from occurring in the future.

    Today we have added the ReassertColorization command to address this. There will now be some protections in place for your creature colors.

    admincheat ReassertColorization

    Now when you tame a creature, the color definition names will be stored as well. Beyond this nothing else will happen automatically.
    The command can be run in singleplayer, or on servers by an admin.
    This command can potentially be very expensive for servers with a lot of tamed creatures, do not be surprised if the game seems to lock up for a little bit.

    When the command is run, it will try to find a color definition by the same name as was originally saved, this does not actually guarantee the same color though. If you switch between mods using the same color names but with different colors, for example, you get the new color that is under the same name. If it can't find a color definition matching the name it will reroll a new mutation color for you from all available colors.

    As a secondary side effect, it became known that people were intentionally using the duplication of color definitions to bloat the array so high that actual dye color indices were being rolled in mutations. Since our optimization, this is no longer as easy to do… So we just decided to make it a feature. Now whenever the game tries to roll a color for a mutation it has a chance to roll dye colors now. It is no longer necessary to bloat the color definitions array in order to get these colors. As a bonus for everyone, this will affect all platforms, SP/MP, official and unofficial.

    All of the changes around this means that it is now much more feasible to add new colors to the game for mod authors and even the core game if we were to decide to. Nobody has to worry about whether or not adding new colors to the game will unexpectedly shift all the color assignments because now they can be reasserted.

    • Like 1
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  5. Hello, I just wanted to pop in while I had some time and acknowledge that I have seen that people are still seeing this problem.
    I don't have an ETA on a fix but it is on my radar and it will be addressed.

    Based on what I know about the chibi functionality, I believe that as long as you unequip and requip your chibis before gaining any exp that you will be fine. Just for now make sure not to kill any alphas while an equipped chibi reads as 0 exp when you know it should have more, that should hopefully mitigate the issue somewhat in the meantime.
    Storing it at an obelisk when you go offline would also be a good way to protect the exp as others have mentioned but simply unequipping them before logging off should be sufficient. Again these are just recommendations for the time being until I can get a fix out.

  6. 23 hours ago, yekrucifixion187 said:

    On single player (at least for PS4) if you sign off for more than an hour with stuff in ark data, it is deleted when you come on.

    They said they fixed the Chibi level issues in the last patch notes. So that was wrong?

    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.

    • Like 2
    • Facepalm 1
  7. 4 hours ago, Slvr said:

    I really hope nobody is still too upset by this. Between the console commands, the mod, ASB/screenshots/memories, and Zen's consistent replies, you guys should be incredibly grateful. This is more than I've ever seen from Wildcard team members as far as addressing issues goes. For me, it's usually not the issue that's so irritating, it's the pure lack of communication. Like on the Extinction launch day, where it was delayed for HOURS, and they gave like one tweet saying it was having nonspecific issues? Yeah that stuff irritates me to my CORE. So seeing Zen here addressing almost everyone's concerns is so refreshing. I really hope you don't get in trouble Zen. They need MORE people like you, not less. 

    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.

    4 hours ago, Zahlea said:

    I totally agree. Although, in hindsight, a better option would be to first introduce a patch that translates all duplicated colours to the original ones and then a patch that removes them... It wouldn't help the people who didn't play in between those patches, but it'd help everybody else. I see a difference between coding around mods and not breaking things unless you have to. In my opinion, seeing as they're investigating a fix so that this won't happen again, that falls into the latter category and is something I think they could've done to begin with since they seemed to know it was an issue with all mods.


    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.

    • Like 3
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  8. 29 minutes ago, CyberAngel67 said:

    Fully understand and I am sure the community is grateful as well, I am just saying that Ark is different to most other games. This change was a huge changer for a lot of people and because of this change, then maybe WildCard should have updated the DevKit and ask mod authors to check it.

    But I guess where I am coming from is that, when Ark exports the Dino File, that index number and the Admin Commands index number still point to the right area. If what I am hearing, is that color index 14 which is Black, is seen as Black by ASB by that Index number and as far as the Admin commands go.

    Don't get me wrong, I sort of understand what you're saying, but I am not running any mods on my servers that change the colors that I am aware of, so why would Mods need to do that in the first place? Is that because Mod Authors had no other choice to begin with, because WildCard chose to limit things in the DevKit...

    I think you see what I am saying.

    Look, I am either here nor there, as it didn't affect me the extent that it would have affected others.

    I just find it hard to believe, that such a small change has such a devastating impact and going forward, this is something that WildCard can't afford to do.


    So how does ASB still have the right color mutations if those indexes haven't changed in the save file and Export Dino file. I don't expect you to answer it, just think that WildCard need to take more care with changes because of the nature of this game.

    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.

    • Like 3
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  9. 23 minutes ago, CyberAngel67 said:

    Yeah that makes sense...

    And yes considering how much information is left out of the DevKit, the devs have done well to piece it altogether. Just a shame WildCard can't keep the DevKit up to date to help these tools authors out.

    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.

    16 minutes ago, CyberAngel67 said:

    Hang on wait a minute are you now saying the indexs in Ark no longer point to the same colors?

    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.

    • Like 1
  10. @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.

    • Like 2
  11. 2 hours ago, innerwolf said:

    I want to call bullpoop on the claim that there is no way for you to figure out what the color ids were prior to the update. The external tool ARK Smart Breeding pulls this information straight from the game files. It accurately identified each and every single color mutation on well over 50 different dinos, even though I installed it and imported my dinos after the screwup. The information is still in our game files. I was able to use this to put my dinos back to normal using ARK Smart Breeding. If this tool (the code for which is open-source and available on github, just sayin') can do it, then why can't you?

    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.


    46 minutes ago, IanHighlander said:

    Hi Zen,

    Please, please please don't force a re-roll on unofficial servers, I have an accurate list of all of my colour mutations (as do almost all my users) because we all use Ark Smart Breeding and can therefore double check ours and if need be I can roll them back with admin commands. I don't want to go through this process and then find you guys re-roll them all again and I have to go through it again.

    Pwetty Pweeze don't force it. :)

    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.

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  12. 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.


    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.

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  13. 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.

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  14. 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

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  15. 4 hours ago, DeHammer said:

    So based on this, I assume that my mutated dinos still in cryopods will also be impacted once released, even if I left them cryo'd and opened them 'down the road' long after the event was over? 

    I would say as bad as eliminating hundreds of hours of breeding work to achieve specific colors, it also leaves me thinking there's no point in pursuing further color mutations in the future. Shame as that was an interesting aspect of the game, but a lot of work.

    I would prefer not to have to use mods to get the best game experience, but alas...

    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.

    2 hours ago, Glydyr said:

    Im confused why this has happened when im not using any mods that alter dinos and it seems others with the same bug dont either? 


    2 hours ago, Zahlea said:

    My guess was that it's mods that for some reason add colours....

    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.

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  16. 2 minutes ago, Glydyr said:

    I was hoping they would just go back after a fix but ohwell :/ 

    so if i go through the long process of assigning colours to my dinos, it will be saved, yes? 

    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.

  17. 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. ?

    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.


    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.

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  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.


    Hi hi! I'm Eco and I have several different projects for ARK. They vary from décor items to creatures. I try to listen closely to what the community wants or needs via suggestions or by watching your play styles.
    The RP community has been a strong influence on my current and future projects as I try to bring more in-depth immersive items that you can interact with. Such as the Stone Oven from the Inca Empire, it just doesn't cook meat it cooks historic representations of meals from the actual Inca Empire. Meals involve creating each ingredient such as Rice, Quinoa, or Corn Flour. It serves to make cooking exciting and more enjoyable when you sit down for a meal!

    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 grew up in a very art driven yet technological driven home. My mom has always been sewing or creating paper art from as far back as I can remember. My dad has made quilts and taught me the in's and out's of computers.
    When I was younger I would sketch all the time, in my teens I fully went down the Bob Ross painting trail and enjoyed every minute. My love of nature, photography, and art kind of all met with graphic design. For some time, while I was still in school, I created websites for people and even had a chapter published in a technology reference book! I then transitioned into sewing where I created plush dinosaurs and other monsters! This was an amazing experience as my creations were accepted into galleries across North America and even one in Paris! They were even published in magazines for several years. I still have a few in my office now as I just couldn't part with all of them ?

    I'll take ten... uh... for my god-daughter.
    Yes... for my god-daughter.


    When I'm not modding I am usually reading as I have collected over 500 vintage books. I find them fascinating and even more enjoyable if someone has written or drawn inside the cover. Sometimes I wonder who owned them and if they lived in a gorgeous Victorian home!

    Quite possibly the favorite thing about creating the Empires Collection is the research that goes into each one. I truly love history and finding out that the community in turn dives in deeper to find out more about the Empires is just as amazing! I absolutely love what I do and having the ability to share that with you pushes me to create a better experience with each new mod! I feel like all of these experiences and my love of dinosaurs has drawn me into the world of modding. My goal is not to change the game that I love but only add to it!

    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?



    I think it's important to be creative it lets your mind expand and grow! I tend to be active on Twitter with Sneak Peeks or sharing wonderful builds from you! For all things mod related, update information, sometimes random sketches, or tech support I have a wonderful Discord full of great community members and staff!











    What prompted you to cross the bridge from more physical forms of art to modding?


    From a young child I always had a love of dinosaurs and would often “borrow” them from my brother. From our first Atari I was fascinated with games and how they worked. ARK is definitely my first modding experience and it has been a wonderful adventure! It truly brings together all of my interests and there is so much to learn! Every day has a story that is waiting to be written and I am just discovering the words.
    When my brother told me about this new dinosaur game coming out I couldn't contain my excitement! One of my best friends actually gifted ARK to me when it first came out and we ran off into the great unknown! I played for quite a while before ending up on a PVE server setting down roots on Herbivore Island. It's a beautiful spot to build yet full of Brontos... They constantly would knock down all the beautiful trees I so carefully kept alive. I would fly across the ocean every day to get wood just to make sure the island trees were safe. I remember pestering the server admin for refertilizer just to have the Brontos knock the trees down again. It was at this point I decided to create my first mod for ARK. It was a learning experience for sure and continues to be! Every mod I make helps build the next one as I learn a new process or gain new ideas. But all of this was never done alone, I've made some lasting friendships with other devs that continue to help me grow, motivate me, and who have created a modding community based on sharing knowledge and doing what they love!

    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?


    Yep eco Trees was the very first to start it all! It's gone through many phases along the way as I have learned better was to optimize and also ended up expanding into eco In Wonderland.. you know the one with all the crazy looking trees

    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?

    When you try to make your first Llama


    I like to think months in advance for my projects. This allows me time to do research, gather input, and start the creative process of designing items. What I may be working on today may take many forms until it's finally released as I try to consider how it will be physically used in PVE and PVP, what benefit it has for you as a whole, and visually if it with the overall ARK theme.
    The very first step is picking an Empire which is probably the hardest part! The Empire doesn't need to be well known but instead I look for how they shaped the world either by their art, beliefs, or ways they interacted with other Empires. Then I dive into the research! Any article, picture, or book I can find becomes my main focus as even the smallest of details are important! My friends give input as well as they each have backgrounds in history, weaponry, or art.
    Once furniture, building design, food has been chosen then the designing starts! Pieces are created in 3ds Max and the Dev Kit. Texturing is always a huge focus as well. You can change the whole style of a building by the color and pattern.
    Then quite possibly the only boring part is creating the blueprints but without them the item would never come to life! A lifeless structure has now come to life with floors you can place décor on and textured walls that immerse you in the famous architecture of that Empire!

    You certainly put a lot of care and attention into your mods.
    What would you say are the most challenging parts of the process?


    That would probably be keeping the poly count low, though I do use programs such as Simplygon, which removes a lot of the unnecessary bits, I do tend to go overboard on the detail and have to scale things back as I know not everyone has a workhorse PC. Balancing the wants vs needs can also be a juggling act as well. Sometimes combining objects with multiple functions ends up being a good compromise! On whole I would say where I struggle the most is graph work. I tend to understand it once I see it completed and can expand on it for future projects but the initial time from idea to working object may take me much longer than most and even help from other devs. This is definitely something I am working on each day as I try to expand my knowledge and use that to take my creations to the next step!

    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? 



    It definitely is and that's what I love about it, the learning never ends!
    I do have another Empire chosen! I gave hints on Twitter and I believe only one person guessed correctly. Coming in January will be the Babylonian Empire! Their history is deep and rich with confrontations and they quite possibly changed the world forever. Their architecture was breathtaking and showed their wealth in every detail.
    One of their most known buildings was the Hanging Gardens. It was a gorgeous building and I want to make sure to include as much detail as possible. As with all my other mods I try to consider how things are created and will be used on all maps so that it's more accessible for you. In this case the Hanging Gardens will need a bit of rework so that it can be built anywhere and still look fantastic!
    There also may be some time spent on some new creatures too but I can share that info later..

    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?


    Never give up! If you have a dream or an idea there is always a solution. It may take more time than you expected but you will learn and discover new things. If you get stuck reach out for help in the ARK Modding Discord! There is such a wide range of people with different areas of knowledge there. The more you know and understand the better experience it will be, the greater your passion will be for what you are creating.

    Finally just be you! Create what you love and share it with the world! A map is a painting you get to walk through, a mod is a toy you get to play with!

    Thank you for that, and all of the wonderful mods you have created for the community!

    Until next time, Happy Modding!


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