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Everything posted by Pach

  1. ... that's pretty specific. PG ARKs are random, not specific. You might get close by having a mountain/water ratio close to 1 (or even slanted in favor of the water, meaning, have more water peaks than mountain), and higher mountains. However, there is no guarantee that you will get a "circle" with a "peak" in the center (however accurate that might be). You might just get an archipelago. However, if you play with the settings until you get a water/land ratio to what you want, you might then be able to just play with the seed until you get a landmass you like.
  2. Feel free! I will be stealing a few others I saw in here, too, I'm sure.
  3. Oh, Doey names! Doughy Doughboy Doh! (reserved for max level tames) Rock N Roll ... and I usually name beavers: WuldChuk and CuldChuk. If you don't get those references, then you have never pondered how much wood could a wood chuck chuck if a wood chuck could chuck wood... edit: typo
  4. Oh, dear, dear, dear. I'm loving this thread. I tend to use funny names (getting great new ideas here), so here goes: Rap Sheet: first raptor. When I get a GOOD raptor, I name them Bad Rap. A pretty patterned raptor will be Pretty Bad Rap. Package and Male Package (Turtles... what, they are PACK dinos...) Dipstick (Diplo.. this goes back to an old TV show, The Dukes of Hazard: "Enos, you dipstick!"... yes, they are much like Enos....) Devon and Selkirk are always my first two Rexes, usually immediately followed by Cornish. Devon Rex, Selkirk Rex, and Cornish Rexs are cat breeds. I've also used "Mr. T" (that's got to be a very popular Rex name...) Catcher in the Sky (first Quetz that gets made into a Quetz-catching-Quetz). Pun on "Catcher in the Rye" My first serious (high level) Quetz was named Instant Replay... because we hit a bug while taming him, and had to restart the server and do it again. Allozon Prime is my max Allosaur. If you don't get that, you've never shopped on Amazon. My first male Ptera is always Wilbur. The first female is always Amelia. The second male is usually Orville. If you don't recognize those names in reference to flight, you need to study history. I'm also fond of using "Mario Greymax" as I seem to find max level grey/white pteras. But you won't get the reference unless you are Steven Brust fan. Shere Khan is usually my male cat. I really hope people recognize THAT one... I named my first male Giga... Shytz (that's probably going to get censored out). I figured if I got a female, I would name her "Giggles". Then I would have "Shytz and Giggles". Hopefully, you will figure it out despite any editing... (if not, I'll link a screenshot with his name) Compaq (Compy). Usually followed by Dell (I can't claim credit for that one--stole it from a friend) Quiche and Omlette for Ovis. And, because my creativity only runs so far... I usually name my Argys using the current Hurricane and Tropical Storm name list, in Alpha order. This can get weird if I start with one year's list then move to the next. I have Alex and Bonnie right now, but I may have used last year's list because I got the male first, and lists alternate male female (meaning, last year's started with a male; this year starts with female).
  5. ... have you saved the game? EDIT: also, make sure the game.ini isn't set to read-only. It has to be able to write to the file...
  6. If you mean after you create one, it's in the game.ini file. There will be two lines, one of which is VERY LONG, and you need to copy ALL of it: They start with the following text (the second one is the long one): PGMapName= PGTerrainPropertiesString=
  7. Anytime! I played with the PG ARK settings quite a bit (actually played a game on a PG ARK map, too... that was... interesting....), so if you have other questions, I have notifications on for this thread.
  8. I've used the following with success: WaterLevel=-0.72 DeepWaterBiomesDepth=-0.24 Notice that both those are NEGATIVE numbers. ... also notice what I told you before was incorrect, as the DeepWater number is higher than WaterLevel. It may be that DeepWater setting is relative to the water level setting. If so, if you have a positive number, it will have the same effect as I described (meaning, if you have water level of -0.72 and DeepWater set to 0.24, no negative, it would spawn your deepwater stuff on land). Either way, I had no issues with deepwater stuff on land with those 2 settings. For reference, the rest of my biome level settings: OceanFloorLevel=-1.0 MountainBiomeStart=-0.45 JungleBiomeStart=-0.62
  9. .... I think you missed my previous post (page wrap). Your deepwater setting is higher than your land settings. The deepwater stuff spawns from -1.0 to whatever height you specify in your configs. If that number is higher than any of your land settings, they will get deepwater stuff spawning. Example: You set junglebiome start to 0.4. You set water at 0. You set your deepwater biome to 0.7 (instead of -0.7). You will have deepwater stuff spawning in your jungle biome, because deepwater will spawn from -1.0 through 0 and through 0.4 (where jungle starts) to 0.7. Generally speaking, whatever you set the water level to, you want your deepwater stuff to spawn to a lower number (at least 0.2 less) So if you set water level at 0, deepwater should be no higher than -0.2 (0.0 - 0.2). If water is set to -0.7, deepwater should be no higher than -0.9. Why 0.2 less? Because the deepwater stuff is 0.2 high. If you make them the same number, you can have the weeds sticking up through the water.
  10. Mick: Listos: the deepwater biome number is higher than your mainland numbers. Look at the diagram in section 7. This explains it, but it's not exactly obvious.. You have a range of -1.0 to 1.0 for the default/standard biomes. They stack on each other. That is to say, from highest to lowest: Mountain Jungle Grassland Water Deepwater The "start" number you can configure is the first HEIGHT at which you can see that biome. In other words, they are controlled almost exclusively through distance above or below "0". "Water" is basically your dividing line between land/water. Note that it doesn't have to be 0! The Deepwater stuff spawns from -1.0 to whatever setting you list. So, if the Deepwater setting is higher than the water setting, you can see the deepwater stuff on land. For example, if you have water set at 0, and instead of making deepwater -0.8, you make it 0.8 (negative is below the 0 water setting, and positive is way above it), you can get deepwater stuff on land. You basically want to make sure that whatever numbers you use, they range as above, or you may not have certain zones (or get weird results, like what you got). Example: 0.6 Mountain 0.4 Jungle (Grassland may not have a setting but is whatever is leftover between Jungle and water) -0.5 Water (notice the negative!) -0.7 Deepwater This would give you very large grasslands areas (basically from -0.5 to 0.4, or almost half the vertical range), with mountains areas only on the higher peaks (only those that get above 0.6). It would also have shallower water, which is mostly deepwater. What you may have done: 0.6 Mountain 0.4 Jungle (Grassland may not have a setting but is whatever is leftover between Jungle and water) -0.5 Water (notice the negative!) 0.7 Deepwater (notice the missing negative!) This would make the Deepwater biome extend from -1.0 , through and exceeding the -0.5 water dividing line, and all the way up to 0.7, which would overlap ALL OTHER Biomes, including mountains. Hope this helps!
  11. ... hardly a "handful" of people throwing a tantrum over this. Looks like a large portion of the population. Not to mention all my friends who are also quitting and aren't posting. No, not a "handful" at all. More like bucketloads.
  12. I already posted a negative review on Steam, and I refuse to play again until this is fixed. My ptera went from 2500 stamina to... 500. That's reduced to 20% of what it was. Not a 20% reduction, which would have been reasonable to re-balance. And that wasn't the only part of this nerf. The Devs have this nasty habit of over-nerfing. Now, if they put a fix in so private servers can opt out of this, like they did for the dino nerfs, fine. Then I can play again. But the fact that they are ignoring this huge segment of their community that plays on private is rather sad, and will spell the doom of the game if the devs don't wake up.
  13. I was really looking forward to a lot of stuff in this patch, but the flyer nerf killed this game for me. I've shut down my servers until the dev's undo it, or give me a way to choose to undo it on my server, as they have for previous dino nerfs. My main ptera went from 2500 stam to... 500. I can do what... one barrel roll? And now there is a timer? What's the point of fliers now? They aren't even FAST anymore! That was their main utility, and now it's gone? While some of these changes have needed fixed for a LONG time (the whole "regen stamina on a Quetz by just getting out of the saddle" thing was ridiculous, I agree), most of this was completely unnecessary. Worse, the main utility of a flier is to get from point A to point B quickly. By removing the ability to configure speed, you just made them... vanilla. All fliers.. are basically the same now. I often had 2 pteras: one for fighting, and one for moving somewhere fast. What's the point now for 2? Can't do either so why have any? This wasn't a nerf. You basically took fliers out of the game... without actually removing the dino. How about the Devs stop listening to people who don't like how other people configure their dinos? How about you remember there are PvE players, too, who this impacts? When you do, I'll play again. Until then, you just totally destroyed this game for me. Thanks! Good thing I bought another game to play this weekend... 'cause you just trashed my "I'm going to have a pleasant weekend of playing ARK", too. EDIT: A friend commented this might be an April Fool's joke. If it is, it's not funny. Not on a Saturday when a lot of people want to play, and it trashed the game. On the other hand, I hope it IS a joke, because then it WILL get fixed. This is ridiculous. ... now I'm off to play... something else...
  14. Sorry for the links. I haven't figure out how to get screenshots to play nice with this forum... (I think I'm done editing for screenshots now...). Hope folks find this helpful... Erosion settings - general info: Warning: a 0 in these settings can result in a waterworld! You can think of the three settings like this: Step: How many times (years?) did rain fall? Strength: How heavy was each rainfall? or, How much did each rainfall wash away? Deposition: How much of what eroded got deposited downhill? So, Step is how many times it erodes. Strength is how much it erodes each time. Deposition is how big are the piles ("deposits"... "deposit"-ion) that the erosion makes as it runs off. Step and Strength are very much dependent on each other, as they appear to be applied together. You can probably get maps with very similar effects if you increase steps and reduce strength, but I haven't tested this. Note on range numbers listed: because Step and Strength work together, you could go outside these ranges if the other number were extreme in one direction. For example, you could probably do a higher strength with a very low step, as those effects cancel each other out. I did not test this, just with the "defaults" for the other settings--consider these numbers "good starting ranges" for your own experiments. And a note on screenshots: some of them are very extreme settings, or at the ends of available ranges, to clearly show the effect, and let you judge for yourself if you want that strong of an effect or not... Also, the effect will not be as strong on smaller hills/slopes or beaches beside smaller slopes. This is to show what they look like on the mountain slopes (strongest effects) and also the mountain beaches (strongest beach effect). You can still have perfectly smooth beaches on your flatter islands. Some settings have a "reverse" setting as well: Warning: reverse or extreme settings can sometimes have odd effects. Step: What did this look like before any erosion? Strength: What does this look like reversing erosion? Deposition: How much of this land was from previous deposits? Erosion Steps Effective Range: 0 to 20,000 (0 allowed) (the range could be larger, but at some point, it wraps: a high enough positive number goes negative--I found this by accident, as the high number I entered got converted to negatives, but negatives I found are treated as 0) Reverse effect: When set to 0, looks like it has reverse-eroded (ridges). You can enter negative numbers, but they will show up as 0 in the config file. In the "normal" mode, the bigger this number is, the more times/more "erosion effect" you see (more/deeper runoff trenches)--in tandem with strength. In the reverse mode, it seems to grow mounds where it normally would erode off. If you want "older" or more "groovy" mountains, set this number higher--but keep in mind that it works with strength, so a high step may require an increase in strength to get the effect you want. Higher erosion also seems to "smooth out" transitions from high/low. So for more easily traversed landscape, use a higher number. For sharper contrasts, use a lower number. Examples of normal erosion setting (20,000): http://steamcommunity.com/sharedfiles/filedetails/?id=798773112 http://steamcommunity.com/sharedfiles/filedetails/?id=798773133 http://steamcommunity.com/sharedfiles/filedetails/?id=798773151 Examples of reverse erosion setting (0)--notice how we have "grown" "ridges" on the mountain slopes: http://steamcommunity.com/sharedfiles/filedetails/?id=798779065 http://steamcommunity.com/sharedfiles/filedetails/?id=798779083 http://steamcommunity.com/sharedfiles/filedetails/?id=798779100 http://steamcommunity.com/sharedfiles/filedetails/?id=798779126 Erosion Strength Effective Range: 0 to 1. You can go higher than 1, but you can get odd effects/unplayable landscape very quickly above that (by "unplayable", I mean it's impossible to run across the ground--I included some examples so you can judge for yourself). Reverse effect: Either reverses the erosion, or acts same as positive number. In normal mode, the higher this is, the more your land is "eroded" with each step. The reverse may be a backwards erosion (build up). For deeper grooves, use a higher number. For shallower, use a lower number. Examples of strength -1 (note spires in last 2 shots): http://steamcommunity.com/sharedfiles/filedetails/?id=798813035 http://steamcommunity.com/sharedfiles/filedetails/?id=798813046 http://steamcommunity.com/sharedfiles/filedetails/?id=798813059 http://steamcommunity.com/sharedfiles/filedetails/?id=798813079 Examples of strength 0 (note spires in last 2 shots): http://steamcommunity.com/sharedfiles/filedetails/?id=798808131 http://steamcommunity.com/sharedfiles/filedetails/?id=798808151 http://steamcommunity.com/sharedfiles/filedetails/?id=798808160 http://steamcommunity.com/sharedfiles/filedetails/?id=798808173 Examples of strength 1: http://steamcommunity.com/sharedfiles/filedetails/?id=798803453 http://steamcommunity.com/sharedfiles/filedetails/?id=798803477 http://steamcommunity.com/sharedfiles/filedetails/?id=798803493 http://steamcommunity.com/sharedfiles/filedetails/?id=798803515 Examples of strength 2: http://steamcommunity.com/sharedfiles/filedetails/?id=798799158 http://steamcommunity.com/sharedfiles/filedetails/?id=798799174 http://steamcommunity.com/sharedfiles/filedetails/?id=798799192 http://steamcommunity.com/sharedfiles/filedetails/?id=798799210 Examples of strength 5 (not recommended), showing the "spire" effect when using extreme ranges: http://steamcommunity.com/sharedfiles/filedetails/?id=798790571 Examples of strength 5 (not recommended) showing effect on mountain slopes: http://steamcommunity.com/sharedfiles/filedetails/?id=798790588 http://steamcommunity.com/sharedfiles/filedetails/?id=798790604 http://steamcommunity.com/sharedfiles/filedetails/?id=798790626 Examples of strength 5 (not recommended) showing effect on shoreline/under the edge of water: http://steamcommunity.com/sharedfiles/filedetails/?id=798790689 http://steamcommunity.com/sharedfiles/filedetails/?id=798790708 Erosion Deposition Effective Range: -1 to 1 (or -2 to 2), but not 0. You can go higher than 1, but the landscape quickly becomes unplayable. At 2, the terrain gets really bumpy. Reverse effect: Pits/holes appear where erosion didn't happen. Even at -1, these pits can be traps (and even deathtraps), where players cannot get out without assistance... and can even be filled with water, with unclimbable walls. At least you can just drown yourself in those... In "normal" mode, you will get mounds on the slopes of your higher lands, down to your beaches and into the start of your oceans: the higher this number, the bigger the mounds on your lower slopes and beaches. Reversing this (negative number) you get pits and holes on your lower slopes and beaches instead! Example deposition setting 1: http://steamcommunity.com/sharedfiles/filedetails/?id=798741383 Example deposition setting 2: http://steamcommunity.com/sharedfiles/filedetails/?id=798741349 Example deposition setting above 2 (I think this was 5): http://steamcommunity.com/sharedfiles/filedetails/?id=798741314 Going higher just gets worse, you start getting "spires (I think this was 9): http://steamcommunity.com/sharedfiles/filedetails/?id=798741275 Example reverse deposition screenshot (-1 or -2) http://steamcommunity.com/sharedfiles/filedetails/?id=798741511 Closeup example reverse deposition screenshot (water filled hole) (-1 or -2): http://steamcommunity.com/sharedfiles/filedetails/?id=798741533 Putting it all together to get what you want So, here are some example combinations that people might like, depending on what you want for terrain. If you are looking for something else, please ask, and I'll see if I can help you find it... For smooth, easily climbable mountains and mountain shores, use: High erosion, low strength, low deposition e.g.: 10,000, 0.01, 0.1 for these shots Notice the beach in the last shot is perfectly smooth! This will give you "weathered" mountain slopes, that are easy to climb, and not interfere with the beaches below: http://steamcommunity.com/sharedfiles/filedetails/?id=799189823 http://steamcommunity.com/sharedfiles/filedetails/?id=799189857 http://steamcommunity.com/sharedfiles/filedetails/?id=799189894 http://steamcommunity.com/sharedfiles/filedetails/?id=799189931 For moderately grooved/channelled slopes and shores use: High erosion, low to moderate strength, low to moderate deposition. e.g.: 10,000, 0.35, 0.35 for these shots. More deposition will have greater impact on your shores. Use a higher strength to get deeper grooves. Use less steps if you want sharper up/down. http://steamcommunity.com/sharedfiles/filedetails/?id=799228183 http://steamcommunity.com/sharedfiles/filedetails/?id=799228235 http://steamcommunity.com/sharedfiles/filedetails/?id=799228279 For difficult PVE terrain, with pitfalls to get trapped, and hard slopes, use: low erosion and high strength and negative deposition e.g. 10, 0.75, -0.5 for these shots. Notice the rough terrain hidden in the jungle and big holes in the beaches! http://steamcommunity.com/sharedfiles/filedetails/?id=799239324 http://steamcommunity.com/sharedfiles/filedetails/?id=799239362 http://steamcommunity.com/sharedfiles/filedetails/?id=799239517 http://steamcommunity.com/sharedfiles/filedetails/?id=799239429 http://steamcommunity.com/sharedfiles/filedetails/?id=799239717 Settings used for screenshots: The mountain I used was at roughly 70/20 on all these maps (they were all exactly the same for the lay of the land; just erosion varied): http://steamcommunity.com/sharedfiles/filedetails/?id=799239592 I used the following settings for all screenshots, only modifying the one erosion setting (unless otherwise noted), with the other erosion settings at the defaults (step 4, strength 0.75, depostion 0.5): PGTerrainPropertiesString=MapSeed=8675309;LandscapeRadius=1.0;Water Frequency=0.3;Mountains Frequency=4;Mountains Slope=0.75;MountainsHeight=1.25;Turbulence Power=0.0125;Shore Slope=2;WaterLevel=-0.72;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionSteps=4;TreesGroundSlopeAccuracy=0.5;DepositionStrength=0.00001;ErosionStrength=0.75;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.075;MountainBiomeStart=0.25;MountainsTreeDensity=0.01;JungleBiomeStart=-0.9;IslandBorderCurveExp=32;MaxSawnPointHeight=0.005;SnowGrassDensity=0.25;MountainGrassDensity=0.05;SnowMountainGrassDensity=0.15;UnderwaterObjectsDensity=0.5;SnowMountainsTreeDensity=0.01;TreeDensity=0.003;JungleTreeDensity=0.66;RedWoodTreeDensity=0.35;SnowTreeDensity=1.0;RedwoodGrassDensity=0.1;ShoreTreeDensity=0.05;SnowShoreTreeDensity=0.025;DeepWaterBiomesDepth=-0.24;InlandWaterObjectsDensity=0.5;ShorelineStartOffset=0.025;ShorelineThickness=0.01;MountainGeneralTreesPercent=0.1;TerrainScaleMultiplier=(X=1.0f,Y=1.0f,Z=1.0f);SnowBiomeLocation=(X=0.2f,Y=0.2f);RWForestBiomeLocation=(X=0.5f,Y=0.5f);NorthRegion1Start=(X=0.25f,Y=0.0f);NorthRegion1End=(X=0.416f,Y=0.5f);NorthRegion2Start=(X=0.416f,Y=0.0f);NorthRegion2End=(X=0.582f,Y=0.5f);NorthRegion3Start=(X=0.582f,Y=0.0f);NorthRegion3End=(X=0.75f,Y=0.0f);SouthRegion1Start=(X=0.25f,Y=0.5f);SouthRegion1End=(X=0.416f,Y=1.0f);SouthRegion2Start=(X=0.416f,Y=0.5f);SouthRegion2End=(X=0.582f,Y=1.0f);SouthRegion3Start=(X=0.582f,Y=0.5f);SouthRegion3End=(X=0.75f,Y=1.0f);EastRegion1Start=(X=0.75f,Y=0.0f);EastRegion1End=(X=1.0f,Y=0.333f);EastRegion2Start=(X=0.75f,Y=0.333f);EastRegion2End=(X=1.0f,Y=0.666f);EastRegion3Start=(X=0.75f,Y=0.666f);EastRegion3End=(X=1.0f,Y=1.0f);WestRegion1Start=(X=0.0f,Y=0.0f);WestRegion1End=(X=0.25f,Y=0.333f);WestRegion2Start=(X=0.0f,Y=0.333f);WestRegion2End=(X=0.25f,Y=0.666f);WestRegion3Start=(X=0.0f,Y=0.666f);WestRegion3End=(X=0.25f,Y=1.0f)
  15. Edit 11/12/16 Important note on Island Border Curve: I have not been able to get this same effect (larger land mass) with the recent update. Hello, not sure if you are planning to cover this... from your screenshots, I suspect you already know how this setting works, but I accidentally created Pangaea (one large landmass) fiddling around with settings. The magic setting for this is Island Border Curve: the higher this number is, the larger the land mass(es). The upwards practical limit appears to be around 99, as you start hitting the limit of where the land "can" be, and start getting odd effects. The lower limit is 1. When I put a decimal in, I was on an all-water map. 1 gave me two... very small.... islands. That's it. Here's the screenshot showing the map of Pangaea (I didn't go all the way around, but you can see the mass of land behind the map): http://steamcommunity.com/sharedfiles/filedetails/?id=791295127 (not liking my inserting images from Steam; I'll figure that out after sleep) Some of the "odd effects": http://steamcommunity.com/sharedfiles/filedetails/?id=791295085 Please note this was with an outrageously high Island Border Curve. I backed it down until I found the upper limit. You can still run into the border even at 99, but it's not so obvious. You can see the edge of the land border in this screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=791295182 You also get less land the higher your Water Frequencies setting... and more smaller islands. So a Water Frequency below 1 (e.g. 0.5) will have less other islands and such. One over 1 will have a few smaller islands somewhere. I got a swamp-like effect by just raising the water level to 0.8 or so. Then you can get these really cool tidal swamps: http://steamcommunity.com/sharedfiles/filedetails/?id=791295158 .... yeah, that whole area was full of rocks and green vegetation under the water... I got a decent Pangaea map with these settings (I picked this seed because it's easy to remember... ) PGTerrainPropertiesString=MapSeed=8675309;LandscapeRadius=1.0;Water Frequency=0.5;Mountains Frequency=5.0;Mountains Slope=.75;MountainsHeight=1.0;Turbulence Power=0.0125;Shore Slope=2.5;WaterLevel=-0.85;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionIterations=20000;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.075;MountainBiomeStart=0.5;MountainsTreeDensity=0.01;JungleBiomeStart=.15;IslandBorderCurveExp=90;MaxSawnPointHeight=0.0075;SnowGrassDensity=0.25;MountainGrassDensity=0.05;SnowMountainGrassDensity=0.15;UnderwaterObjectsDensity=0.5;SnowMountainsTreeDensity=0.01;TreeDensity=0.003;JungleTreeDensity=0.66;RedWoodTreeDensity=0.35;SnowTreeDensity=1.0;RedwoodGrassDensity=0.1;ShoreTreeDensity=0.05;SnowShoreTreeDensity=0.025;DeepWaterBiomesDepth=-0.24;InlandWaterObjectsDensity=0.5;ShorelineStartOffset=0.01;ShorelineThickness=0.001;TerrainScaleMultiplier=(X=1.0f,Y=1.0f,Z=1.0f);SnowBiomeLocation=(X=0.2f,Y=0.2f);RWForestBiomeLocation=(X=0.5f,Y=0.5f);NorthRegion1Start=(X=0.25f,Y=0.0f);NorthRegion1End=(X=0.416f,Y=0.5f);NorthRegion2Start=(X=0.416f,Y=0.0f);NorthRegion2End=(X=0.582f,Y=0.5f);NorthRegion3Start=(X=0.582f,Y=0.0f);NorthRegion3End=(X=0.75f,Y=0.0f);SouthRegion1Start=(X=0.25f,Y=0.5f);SouthRegion1End=(X=0.416f,Y=1.0f);SouthRegion2Start=(X=0.416f,Y=0.5f);SouthRegion2End=(X=0.582f,Y=1.0f);SouthRegion3Start=(X=0.582f,Y=0.5f);SouthRegion3End=(X=0.75f,Y=1.0f);EastRegion1Start=(X=0.75f,Y=0.0f);EastRegion1End=(X=1.0f,Y=0.333f);EastRegion2Start=(X=0.75f,Y=0.333f);EastRegion2End=(X=1.0f,Y=0.666f);EastRegion3Start=(X=0.75f,Y=0.666f);EastRegion3End=(X=1.0f,Y=1.0f);WestRegion1Start=(X=0.0f,Y=0.0f);WestRegion1End=(X=0.25f,Y=0.333f);WestRegion2Start=(X=0.0f,Y=0.333f);WestRegion2End=(X=0.25f,Y=0.666f);WestRegion3Start=(X=0.0f,Y=0.666f);WestRegion3End=(X=0.25f,Y=1.0f)
  16. So, some friends of mine and I are trying to make a generated ARK that has both the SE and regular content in it (so we don't have to keep swapping servers). All of us have SE. Experimentation shows that the SE spawns are not working on the generated ARKs. Is there some way to do this? I would imagine that using one of the SE biomes would immediately cause the server to require the SE expansion to log in... is this "in the future", or is it available now? I suspect that's what many other folks are trying to do as well, but figured I'd toss it out clearly.
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