complexminded

Wildcard Community Lead
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  1. So you want to make a mod eh? I know just the place to get you started! Over at the Unreal Engine Forums, we have tutorials, walk-throughs, videos, and people that are willing to give you a helping hand. Please be sure to drop by if you have any questions on the ADK! (Ark Development Kit! See you there! https://forums.unrealengine.com/forumdisplay.php?70-ARK-Survival-Evolved
  2. Primitive Plus Public PC Beta

    Going back to the basics where Primitive+ builds went through the workshop! Builds will be posted in the workshop until they are confirmed good and won't cause issues to existing servers. If you'd like to check it out, be sure to click the link below. Builds to the beta will be frequent (several times per week) http://steamcommunity.com/sharedfiles/filedetails/?id=906325878 While I do browse the forums if you would be so kind to fill out this quick form when you encounter a bug. The responses get routed directly to my email. https://docs.google.com/a/studiowildcard.com/forms/d/e/1FAIpQLSfp-lW81-i822KhSEQUhufTRXsXYQ4Prw_criJFvZ-qhi594Q/viewform
  3. Primitive Plus 1.5 Patch Notes ETA 5/29

    There are a few big changes. Be sure to move everything out of your advanced smithy and apiary. Also if you live in Adobe, you may notice some structures gone. All of the changes that were made are necessarily for the overall health and performance of the mod. I apologize in advance to anyone that may be affected! There are likely more bug fixes than listed in the patch notes. Also performance should increase with this patch! Additions - Added Industrial Forge - Added Industrial Cooker - Added Alchemy Bench - Added Sorghum - Added Soybean - Added Spinach - Added ARK Cannon - Added Coal resource - Added Steel Locker - Added Sticky Bomb - Added visual and sound indicators for exploding barrels - All ARK engrams updated - All ARK saddle engrams updated - ARK chair engram added - Re-added mailbox engram Adjustments - Replaced P+ Adobe with S.E. Adobe - Removed Meat Preserving Shed - Removed Modern Wood Fiber Storage engram - Removed Apiary/PP+ Honey. Beeswax can now be found in the ARK beehive. - Decreased "time to catch" for fish trap - Reduced size of bookshelf to fit under one roof - Big campfire now cooks 2x faster standard campfire - Bonfire now cooks 3x faster than standard campfire - All drops have been updated to remove non-primitive engrams and add new P+ items - Wood --> Lumber crafting speed increased - Rowboat renamed to Dinghy - Increased hide harvest rates for Hunting Knife - Slightly increased lighting radius for candle - Modified damage and health settings for steel safe (now is more prone to explosive damage - use steel locker for more protection) - All plant models have been updated - Jellyfish biotoxin can now be used as an alternate resource for crafting Cure Low Fixes - Honey Loaf can be made in baker's oven (you can place honey in the inventory) - Custom recipes can be cooked in cauldron - Flaming Arrows are now lit when in bow - Flaming Arrows will now apply fire damage - Fixed texture issue on lumber wall model - Fixed issue with animal fat not converting to oil in campfires - Fixed issue with firewood consumption in big campfire - Bonfire and Grill are able to cook lambchops - Custom consumables (poultry, ribs, etc) have been fixed - Custom resources (feathers) have been fixed - Machete resource gather rate for feathers/hide corrected - Lumber snap points adjusted - Lumber workshop can be picked up - Mutton can be cooked in all structures that allow it - Ground cashew no longer needs a waterskin - Categorization of lumber structures has been corrected - Fixed an issue with sugar cane becoming invisible after harvesting - Adjusted collision on pointed fences - Fireplace can correctly use firewood - Beavers can now craft Primitive+ items - Lumber door can correctly be crafted in inventory - Lumber Glass engrams have corrected icons - Fixed issue where consuming beer caused a crash - Cauldron engrams updated to include cooking all kibbles - Cooking pot can use firewood as fuel - Corrected rotation placement on: Advanced Workshop, Simple Bed, Smithy, Construction Table, Tudor Bar, Oil Tank, Lumber Table - Updated icons for: Simple Bed, Smithy, Smokehouse, Pitchfork, Lumber Glass structures, - Fixed titles and descriptions on: Advanced Workshop, Lumber Station, Lumber Glass Ceiling, Miners Box, Tudor Bar, Lumber Foundation, Sloped Lumber Wall Left, Lumber Bench, Sloped Lumber Glass Wall Left and Right, Lumber Window Frame, Lumber Glass Wall, Pitchfork - Fixed categories/folders for: Fish Bait, Trap Bait, Fishing Rod - Fixed placement material for Fish Trap, Miners Box - Fixed character is offset when using rowboat - Fixed harvesting for Giga when trying to harvest Primitive+ consumables - Fixed placement/snap location for: Wooden Handrail - Updated engram level requirements for most items - Iron ingots can be placed inside for the forge - Fixed ceiling lamp not showing up in Construction Table - Fixed curing of bacon in the Preserving Campfire - Fixed fabricator canteen requirement - Improved snap of chain on water well - Footstep sounds are corrected on lumber floors - Fixed third person model for obsidian spear - Fixed crafting of certain ARK items in the handmill - Fixed invalid seed harvesting for Barley (caused duplicates) - Fixed issue with missing grape plant model when fully grown - Fixed issue with missing tomato plant model when fully grown - Fixed issue where bonemeal could not be placed in crop plots - Removed "old" cooked versions of consumables - Removed inventory for gunpowder barrel - Fixed placement/snap point for steel handrail - Wheat beer and ARK beer will now tame Chalico - Tranq arrows have correct model shown when using in the Longbow or Recurve Bow. - Obsidian arrows have correct model shown when using in the Longbow or Recurve Bow. - Removed extra lumber gate engram in the construction table - Modern Hanging Shelf placement improved - Fresh Rice properly converts to Dry Rice in preserving campfire - Fixed resource requirements for Cooked Rice (now uses Dry Rice) - Fixed resource requirements for lumber glass wall - Fixed health on various structures - Modified glass on lumber structures to be more see through - Centered mesh location on custom grown crops - Reduces size of lettuce model - Fixed destructible mesh for Simple Bed - Fixed inventory crafting for ceiling lamp - Fixed texture issue on the deadfall trap when a compy is caught
  4. Sponsored Mod Program: May Update

    Hey, Survivors! I'm happy to announce some exciting additions to the mod program this month! It's been hard to keep track of all the content that is released lately! The program is already off to a healthy start, and we're already looking to add more into the group. If you haven't heard about the sponsored mod program, it's an opportunity for modders to get some cash for doing what they love to do. As someone who plays ARK, you end up getting lots of new content to use in ARK. It's a win-win for everyone involved! For more information be sure to check out this initial post announcing the program. We've been keeping an eye on the budding talent in the workshop, so be sure to get your work out there! Your mod doesn't have to be near complete to be a part of the program. We are always looking for those unpolished diamonds! This month we're adding 3 more mods into the program. Each of these mods has gained a bit of attention, and we're looking forward to seeing how they develop. Iso: Crystal Isles A quick glance at this map might let you know this isn't your typical island. It is fantasy based, which I'm sure a lot of you will like. It's also a welcome addition since there aren't a ton of fantasy styled maps. I was impressed when I had the pleasure of taking a look at this map a few weeks back. While it's still a work in progress, it's enough there to see how epic this can be. Auction House How many times have you wished there was a marketplace similar to popular MMO titles in ARK? Well, there is! It's amazing to see what a little creativity and some time in the development kit will do. There's still lots of troubleshooting and testing going on, but this has the potential to be useful for a lot of ARK survivors. You can virtually trade anything! Wonder if we'll ever see seller ratings? Advanced Rafts Everyone wants bigger and better ships, right? Well, it looks like you're in luck! Not only are there different ship models, but there are also several advancements made to the existing rafts in ARK. You might want to look into Advanced Rafts if you ever wanted a bigger building radius or more structures allowed on your raft. There's plenty of structures and content to build the harbor of your dreams! Keep a look out for Workshop Wednesdays where I'll have a variety of content including a check in with the participants of the sponsored mod program. We'd also like to congratulate the following modders for maintaining their sponsorship and we're looking forward to what they have to show us in the next month! Offline Raid Protection and ARK Postal Service by Jslay and Mezzo MRRadTools.Inc Content Pack by MRRadioActiv and Mezzo Thieves Island and Skies of Nazca by Tkat5200 Madagascar Evolved by Hey my team rules! and its r2ghgaming Shigo Islands by Exilog Total Conversion: ARK Moon Survival by DavidBC and Fuzz Levingston SurvivalPlus by Tao and Hamildor Structures Plus, Platforms Anywhere, and Platforms Plus by Orionsun Ragnarok by Excited Kangaroo, JacksonL, and Enduran eco's Decorative and RP Mods by eco Advanced Command Menu by Woeful Macabre ARK Steampunk Mod by iSpeZz Wildcard Ced View full article
  5. Sponsored Mod Program: May Update

    Hey, Survivors! I'm happy to announce some exciting additions to the mod program this month! It's been hard to keep track of all the content that is released lately! The program is already off to a healthy start, and we're already looking to add more into the group. If you haven't heard about the sponsored mod program, it's an opportunity for modders to get some cash for doing what they love to do. As someone who plays ARK, you end up getting lots of new content to use in ARK. It's a win-win for everyone involved! For more information be sure to check out this initial post announcing the program. We've been keeping an eye on the budding talent in the workshop, so be sure to get your work out there! Your mod doesn't have to be near complete to be a part of the program. We are always looking for those unpolished diamonds! This month we're adding 3 more mods into the program. Each of these mods has gained a bit of attention, and we're looking forward to seeing how they develop. Iso: Crystal Isles A quick glance at this map might let you know this isn't your typical island. It is fantasy based, which I'm sure a lot of you will like. It's also a welcome addition since there aren't a ton of fantasy styled maps. I was impressed when I had the pleasure of taking a look at this map a few weeks back. While it's still a work in progress, it's enough there to see how epic this can be. Auction House How many times have you wished there was a marketplace similar to popular MMO titles in ARK? Well, there is! It's amazing to see what a little creativity and some time in the development kit will do. There's still lots of troubleshooting and testing going on, but this has the potential to be useful for a lot of ARK survivors. You can virtually trade anything! Wonder if we'll ever see seller ratings? Advanced Rafts Everyone wants bigger and better ships, right? Well, it looks like you're in luck! Not only are there different ship models, but there are also several advancements made to the existing rafts in ARK. You might want to look into Advanced Rafts if you ever wanted a bigger building radius or more structures allowed on your raft. There's plenty of structures and content to build the harbor of your dreams! Keep a look out for Workshop Wednesdays where I'll have a variety of content including a check in with the participants of the sponsored mod program. We'd also like to congratulate the following modders for maintaining their sponsorship and we're looking forward to what they have to show us in the next month! Offline Raid Protection and ARK Postal Service by Jslay and Mezzo MRRadTools.Inc Content Pack by MRRadioActiv and Mezzo Thieves Island and Skies of Nazca by Tkat5200 Madagascar Evolved by Hey my team rules! and its r2ghgaming Shigo Islands by Exilog Total Conversion: ARK Moon Survival by DavidBC and Fuzz Levingston SurvivalPlus by Tao and Hamildor Structures Plus, Platforms Anywhere, and Platforms Plus by Orionsun Ragnarok by Excited Kangaroo, JacksonL, and Enduran eco's Decorative and RP Mods by eco Advanced Command Menu by Woeful Macabre ARK Steampunk Mod by iSpeZz Wildcard Ced
  6. Primitive Plus 1.4 Patch Notes ETA 1/18

    Hey all! Sorry for the delay. This patch was primarily meant to address some of the snap point issues that are preventing people from building. Although there is some new content in this patch, the next two patches will include all the content that is currently planned for Primitive+. Be sure to keep those suggestions coming! Any patch following the next two content releases will be solely for addressing issues and balancing the existing content. I plan on posting a complete list of content to be expected soon! Re-Based from the latest ARK content (includes any non-item related updates. IE: Balance changes, bug fixes) Added Tuso saddle engram Added Therizino saddle engram Added PachyRhino saddle engram Added Megla saddle engram Added Kapro saddle engram Added Camera engram Advanced Workbench - 25% reduction on all engrams crafted Yurt - A tent-like structure that can be placed/picked up. Also allows for placing some structures Recurve Bow - Additional damage multiplier for all arrows; Reduced 'shake' when aiming. Slightly faster arrows Fixed snap points Lumber: Your structures should be unaffected. You are given a pickup option for old structures. Upon picking them up, they exchange for the new versions with improved snap points. Once placing the new structures, you will not have an option to pick them up. This is the best compromise I could think of - as any other implementation would have affected existing structures. Brick/Concrete: Same as above, except, concrete floors can't be picked up since the snap points were unchanged. Additionally, be sure to update your spawn codes to the new structure items IMPORTANT: The old items will be removed in the next patch to save overall space in the mod. Be sure to replace by that time! New structures for lumber tier -Glass Window, Glass Window frame, Glass Doorframe Adjusted loot crate drops; should be improved and include the most recent Primitive+ content Rebalanced custom arrows ( Obsi arrows do most damage; Feathered arrows are fastest medium damage; flaming arrows low damage) Reorganized engram list to go in ascending level by order Fixed any issues with dino spawns New meshes for brick/concrete tier Replaced/Improved Lumber Icons Replaced/Improved Brick Icons Rebalanced longbow in preparation for recurve bow addition Fixed issue with the functionality in fish trap Fixed issue where longbow could not be used with all arrows Spoiling time increased for fish trap Fish trap has a chance to drop prime fish meat (15%) Increased spoiling time for malt Doubled stack size for grapes Increased spoiling time for sugar Craft time for beer increased Increased quantity of honey produced by worker bees Increase rate of bee spawns Decreased spoiling time of bread Removed double spoiling for cooked poultry Increased stack size of cabbage Increased salt needed to make leather Reduced crafting time for cement Bonemeal is now the most effective fertilizer by far Increased stamina consumption when using Viking ax Modified damage multipliers for weapons Fixed Chalico taming - now tames with Prim+ beer Fixed destructible mesh for modular table
  7. In Issue #1, we discussed the definition of a modder in present day. In this issue we’ll be taking a look into the process of making a map! I can’t recall how many times I’ve had an image in my head that I would like to translate into the virtual world. It all seems so straightforward in your mind, but it’s not that simple in application. Since I’ve always been interested in the process, I talked with several members of the ARK development team about level design and the map modders in the Sponsored Mod Program. The process of creating a map seems so daunting when you're inside of the development kit. Where do you start? For a lot of artists, it starts with a high-level layout of what they’d like to accomplish. This layout could end up being a sketch done in 5 minutes or something much more complicated that takes weeks or months. For ARK, we started with some rough sketches and concepts of what the overall vision for The Island would be. Navin, a Senior Producer for ARK, says the team started with some rough designs that weren't concrete. "At the beginning of pre-production for the Island, we had a clear vision of what we wanted to do with the map visually/gameplay wise, but it wasn't very detailed. We felt that making a playable prototype and getting in the game itself would help us obtain a better conceptual understanding of what we wanted to do with ARK. So, we initially started with rough/loose sketches, prototypes, concept art, etc." In the case of the modded map Ragnarok, that team started off with a relatively detailed plan of what they hoped to accomplish. When asked if this is similar to what they ended up with, Jackson replied: “It's changed so much!” However, that isn't the case for everyone who makes maps. Exilog, the modder who made ShigoIslands, shared his before and after photos of his map. To me, the differences in the overall layout are negligible. Often your starting concept isn't at all what you end up releasing. For many modders who make maps it's just a starting point that serves as the original inspiration. There are some people, such as Tkat, who didn't start with a high-level concept at all. "I don't have any paper maps. I work from the mind. I see it in my head and paint it. That's how I do all of this. I just see it and paint it while I see it." Damien, the Environment Director at Studio Wildcard, outlined the creative process for Scorched Earth. "First, we started with reference images. We thought about all the different types of desert biomes around the world we wanted to include in our map. We then thought about how these different areas would all live together symbiotically. This will eventually serve as a loose guide for everything we create going forward." For our Sponsored modders, this is the defining point which brings character to their maps. Do you make a fantasy map or one that's more traditional? Joe, the creator of Madagascar Evolved, shared his feelings on the subject. "Several factors influence the style of the map. Madagascar is meant to be immersive as well as beautiful and challenging. The players I talk to want a unique, open, safari map with an emphasis on realism and their feedback is ultimately what shapes the look of the map. I also think it is important to me as the designer to study nature and learn to represent it well in the ARK Dev Kit so that I can meet their expectations in terms of quality." When speaking about the creation of Iso: Crystal Isles, Isolde says: "I used a photo of clouds for a height map. I let the map tell me what it was going to be based on the initial first shape. From there I hand sculpted it place by place. When designing the biomes, I would start out with a small spot and start with the simplest thing, letting the environment form itself. It sounds fruity, but it is just how I work artistically. I let the biome take me where it wants to go." What's a height map, you ask? Put simply; it's an image that stores values, such as surface elevation data. It's what can take a flat terrain into mountains and valleys. Whether you start with a height map like Iso: Crystal Isles or you sculpt it by hand, this is the first step to translating the original concept into the 3D world. Before creating the landscape, it's important to consider the biomes that might be in your level. In Damien's case, "We had to make decisions on where we want these biomes to live according to our maps story. This will serve as a guide later as the level designers begin to paint foliage in appropriate areas." This design document is what all of the artists refer to when placing assets or painting foliage. This is where the process of making a map may differ for several of our modders in the program. I asked Ben, the creator of The Center, whether he had detailed design documents when he was working on his map. "No, didn't really feel like I needed since I was just making it by myself and thought it would be a 2-month thing at most." When you're the sole person working on a project a lot of these details are in your head, and you may not need detailed design documents to ensure the map is consistent and going to plan. Biomes aren't necessary, but they are an integral part of creating a unique experience for many end users. The size of the biomes and where they are placed are given a considerable amount of thought. The biomes that ultimately make it into the map dictate what type of foliage and assets get put in that area. Jackson, a member of the Ragnarok development team, said: It's easy to skip past all the prep work we've discussed, jump into the editor, and start painting away. However, you're putting your map and your end users at risk. The challenges of developing for a live game means when you make a mistake, people can be immediately affected. We've had to make some of these changes when planning for the Redwoods biome. At this point in development, a solid design document and forethought helps. But making these earth jarring changes isn't always unavoidable. "You do have to rework the map sometimes," Joe says. "There is usually some way to upgrade an area without destroying bases, for example, you can redo the foliage or ground textures and it won't affect bases. The best way to prevent base wipes is to do planning ahead of time so that major updates don't include content that erases people's progress. In general, if players are worried about base wipes, they can always talk to the map developer and find out which areas are permanent." After this brief overview, I can begin to understand some of the challenges that modders run into when they are creating levels. Even if they aren't on the same scale, they are often of the same type of problem that our design team here at Studio Wildcard runs into frequently. Maybe this is inspiring you to make a map of your own? If so, there's tons of material out there to help you get started! Start with downloading the Epic Games Launcher and download the ARK development kit. Until next time, I'll leave you with some teasers from the maps in our sponsored mod program. Wildcard Ced Skies of Nazca Iso: Crystal Isles Ragnarok Madagascar Evolved Roraima View full article
  8. In Issue #1, we discussed the definition of a modder in present day. In this issue we’ll be taking a look into the process of making a map! I can’t recall how many times I’ve had an image in my head that I would like to translate into the virtual world. It all seems so straightforward in your mind, but it’s not that simple in application. Since I’ve always been interested in the process, I talked with several members of the ARK development team about level design and the map modders in the Sponsored Mod Program. The process of creating a map seems so daunting when you're inside of the development kit. Where do you start? For a lot of artists, it starts with a high-level layout of what they’d like to accomplish. This layout could end up being a sketch done in 5 minutes or something much more complicated that takes weeks or months. For ARK, we started with some rough sketches and concepts of what the overall vision for The Island would be. Navin, a Senior Producer for ARK, says the team started with some rough designs that weren't concrete. "At the beginning of pre-production for the Island, we had a clear vision of what we wanted to do with the map visually/gameplay wise, but it wasn't very detailed. We felt that making a playable prototype and getting in the game itself would help us obtain a better conceptual understanding of what we wanted to do with ARK. So, we initially started with rough/loose sketches, prototypes, concept art, etc." In the case of the modded map Ragnarok, that team started off with a relatively detailed plan of what they hoped to accomplish. When asked if this is similar to what they ended up with, Jackson replied: “It's changed so much!” However, that isn't the case for everyone who makes maps. Exilog, the modder who made ShigoIslands, shared his before and after photos of his map. To me, the differences in the overall layout are negligible. Often your starting concept isn't at all what you end up releasing. For many modders who make maps it's just a starting point that serves as the original inspiration. There are some people, such as Tkat, who didn't start with a high-level concept at all. "I don't have any paper maps. I work from the mind. I see it in my head and paint it. That's how I do all of this. I just see it and paint it while I see it." Damien, the Environment Director at Studio Wildcard, outlined the creative process for Scorched Earth. "First, we started with reference images. We thought about all the different types of desert biomes around the world we wanted to include in our map. We then thought about how these different areas would all live together symbiotically. This will eventually serve as a loose guide for everything we create going forward." For our Sponsored modders, this is the defining point which brings character to their maps. Do you make a fantasy map or one that's more traditional? Joe, the creator of Madagascar Evolved, shared his feelings on the subject. "Several factors influence the style of the map. Madagascar is meant to be immersive as well as beautiful and challenging. The players I talk to want a unique, open, safari map with an emphasis on realism and their feedback is ultimately what shapes the look of the map. I also think it is important to me as the designer to study nature and learn to represent it well in the ARK Dev Kit so that I can meet their expectations in terms of quality." When speaking about the creation of Iso: Crystal Isles, Isolde says: "I used a photo of clouds for a height map. I let the map tell me what it was going to be based on the initial first shape. From there I hand sculpted it place by place. When designing the biomes, I would start out with a small spot and start with the simplest thing, letting the environment form itself. It sounds fruity, but it is just how I work artistically. I let the biome take me where it wants to go." What's a height map, you ask? Put simply; it's an image that stores values, such as surface elevation data. It's what can take a flat terrain into mountains and valleys. Whether you start with a height map like Iso: Crystal Isles or you sculpt it by hand, this is the first step to translating the original concept into the 3D world. Before creating the landscape, it's important to consider the biomes that might be in your level. In Damien's case, "We had to make decisions on where we want these biomes to live according to our maps story. This will serve as a guide later as the level designers begin to paint foliage in appropriate areas." This design document is what all of the artists refer to when placing assets or painting foliage. This is where the process of making a map may differ for several of our modders in the program. I asked Ben, the creator of The Center, whether he had detailed design documents when he was working on his map. "No, didn't really feel like I needed since I was just making it by myself and thought it would be a 2-month thing at most." When you're the sole person working on a project a lot of these details are in your head, and you may not need detailed design documents to ensure the map is consistent and going to plan. Biomes aren't necessary, but they are an integral part of creating a unique experience for many end users. The size of the biomes and where they are placed are given a considerable amount of thought. The biomes that ultimately make it into the map dictate what type of foliage and assets get put in that area. Jackson, a member of the Ragnarok development team, said: It's easy to skip past all the prep work we've discussed, jump into the editor, and start painting away. However, you're putting your map and your end users at risk. The challenges of developing for a live game means when you make a mistake, people can be immediately affected. We've had to make some of these changes when planning for the Redwoods biome. At this point in development, a solid design document and forethought helps. But making these earth jarring changes isn't always unavoidable. "You do have to rework the map sometimes," Joe says. "There is usually some way to upgrade an area without destroying bases, for example, you can redo the foliage or ground textures and it won't affect bases. The best way to prevent base wipes is to do planning ahead of time so that major updates don't include content that erases people's progress. In general, if players are worried about base wipes, they can always talk to the map developer and find out which areas are permanent." After this brief overview, I can begin to understand some of the challenges that modders run into when they are creating levels. Even if they aren't on the same scale, they are often of the same type of problem that our design team here at Studio Wildcard runs into frequently. Maybe this is inspiring you to make a map of your own? If so, there's tons of material out there to help you get started! Start with downloading the Epic Games Launcher and download the ARK development kit. Until next time, I'll leave you with some teasers from the maps in our sponsored mod program. Wildcard Ced Skies of Nazca Iso: Crystal Isles Ragnarok Madagascar Evolved Roraima
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