Jeremy Stieglitz

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Jeremy Stieglitz last won the day on September 10 2016

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About Jeremy Stieglitz

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  1. Btw we didn't even know ARK was being considered for "Best use of a Farm Animal" (or any Steam Award) until Valve told us ARK had been nominated for it by the Steam Selection Committee on its own. After they told us we were nominated, we figured it'd be fun to add the Ovis since we had already planned on adding a creature for wool shearing using the new "hair" system! -Jeremy
  2. Really appreciate the kind words -Jeremy
  3. Next week. Gonna make sure it appears solid on PC first throughout this weekend!
  4. They're intended to be end-game gear, challenging both to acquire and to upkeep (via a new TekEngram/Resource mechanic). The purpose of the Tek Tier is to provide room for certain end-game mechanics to grow in long-term directions. The video may make it look like everyone's gonna be running around in unlimited Power Ranger / Iron Man armor en masse -- if it's balanced properly, that will hopefully not be the case Also, any or all of the Tek Tier stuff will be specifically disable-able for servers! -Jeremy
  5. December!
  6. That'll be in Xbox patch v746
  7. Gonna be a bit of a rapid info dump on how Procedurally Generated ARK's (PGARK's) currently works -- will continue to flesh this out as I get more time over the weekend. Bear in mind the system is early and will be rapidly advancing, so if you use Procedurally Generated ARKs, there's always a possibility of losing your save data when the algorithms are further modified! Without further ado, here we go! How To Configure your first PGARK Launch the game, goto Play Local ARK, select "Create New Procedurally Generated ARK" in the upper-left of the Host UI, and then you can play around with all the different PGARK settings to construct an ARK to your liking. Give it unique ARK name in the lower-right, and click Host. After a long wait (this will be further optimized shortly), you'll be on your new ARK! The procedural ARK data is cached to disk so subsequent loads of it are much faster (in Saved\GenerateMapCache, which you can delete if you ever wish to clear up disk space or force regenerate the procedural data in case it becomes corrupted). You can delete existing saved Procedurally Generated ARK's (by name) in the Host UI. Furthermore, you can save multiple PGARK configurations in the Create New Procedural ARK UI, if you wish to retain them for later tweaking or to create multiple unique saved ARK's from the same configuration. Here's a really rough guide to some of the PGARK settings you can edit in the UI: VARIABLE PURPOSE VISIBLE ON UI AS... ErosionIterations Number of droplets which are used to simulate erosion Erosion Iterations GrassDensity Density of foliage in the grasslands biome Grasslands Grass Density IslandBorderCurveExp The exponent used in the curve to smoothly interpolate between island and water floor Island Border Curve JungleBiomeStart The height value at which the jungle biome start Jungle Biome Start JungleGrassDensity Foliage density in the Jungle biome Jungle Grass Density JungleTreeDensity Trees & rocks density in the jungle biome Jungle Tree Density LandscapeRadius The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border) Landscape Radius MapSeed The seed used in the noise & random functions Map Seed MaxSawnPointHeight The maximum height of land for a spawn point to be created Max Sawn Point Height Mountain Height A multiplier for mountain height Mountain Height MountainBiomeStart The height value at which the mountain biome starts Mountain Biome Start MountainGrassDensity Foliage density in the mountain biome Mountain Grass Density Mountains Frequency The frequency of the noise used to generate mountains Mountain Frequency Mountains Slope How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2) Mountain Slope MountainsTreeDensity Density of trees and rocks in the mountain biome Mountain Tree Density North/South/East/West Regions 1, 2, 3 OceanFloorLevel The height value for the ocean floor (from -1 to WaterLevel) Ocean Flool Level RedWoodGrassDensity Foliage density in the Redwood biome Redwood Grass Density RedWoodTreeDensity Density of trees and rocks in the redwood biome Redwood Tree Density RWBiomeSize The radius of the Redwood biome (from 0 to 1) Redwood Biome Size RWForestBiomeLocation The location of the redwood biome (X,Y from 0 to 1) Redwood Biome Location Shore Slope How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2) Shore Slope ShoreTreeDensity Foliage density in the shore biome Shore Tree Density SnowBiomeLocation The location of the snow biome (X,Y from 0 to 1) Snow Biome Location SnowBiomeSize The radius of the snow biome (from 0 to 1) Snow Biome Size SnowGrassDensity Foliage density in the snow biome Snow Grass Density SnowMountainGrassDensity Foliage density in the snow mountain biome Snow Mountain Grass Density SnowMountainsTreeDensity Density of trees and rocks in the snow mountain biome Snow Mountains Tree Density SnowShoreTreeDensity Density of trees and rocks in the snow shore biome Snow Shore Tree Density SnowTreeDensity Density of trees and rocks in the snow biome Snow Tree Density TerrainScaleMultiplier X,Y,Z to scale the whole terrain Terrain Scale Multiplier TreeDensity Density of trees and rocks in the grasslands biome Grasslands Tree Density Turbulence Power The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise Tubulence Power UnderwaterObjectsDensity Object density in the underwater biome Underwater Objects Density Water Frequency The frequency of the noise function used to generate land/water Water Frequency WaterLevel The height value for the water surface, from (Ocean Floor level to 1) Water Level ShorelineStartOffset The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land. ShorelineThickness The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore. Hosting a Dedicated Server on PGARK The actual PGARK configuration is stored in your \Saved\Config\Windows (or WindowsServer or LinuxServer etc)\Game.ini file, here: [/Script/ShooterGame.ShooterGameMode] PGMapName=YourPGARK1 PGTerrainPropertiesString=MapSeed=412;LandscapeRadius=1.2;Water Frequency=11;Mountains Frequency=11;Mountains Slope=1.4;MountainsHeight=1.3;Turbulence Power=0.0125;Shore Slope=1.0;WaterLevel=-0.72;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionIterations=200000;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.11;MountainBiomeStart=-0.55;MountainsTreeDensity=0.01;JungleBiomeStart=-0.65;IslandBorderCurveExp=4.0;MaxSawnPointHeight=0.1;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=0.04;ShorelineThickness=0.0045;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) After you configure an ARK to your liking in singleplayer mode, copy the values to your dedicated server's Game.ini file, and then host the server on the map called "PGARK" (ala "ShooterGameServer.exe PGARK?listen". The server will automatically load whatever PGMapName you have set. So if you want to do a different Procedural ARK, change the PGMapName value to "YourPGARK2" and you'll get a different savedata for that. You can revert back to any previous PGMapName to load the data of a previously saved PGARK. Note that if you have no existing save data for the PGMapName, it will use the PGTerrainPropertiesString to create the new ARK. But after you have save data for a PGMapName, the INI's PGTerrainPropertiesString will not take effect when loading that save data -- instead, it will use whatever procedural settings are contained within the PGMapName's existing savedata. In other words, to try out a new PGTerrainPropertiesString configuration, you either would need to delete your PGMapName's savedata, or use a different PGMapName. To get a PGARK configuration that you like, we recommend experimenting in singleplayer through the in-game UI, and then once you have settings you're happy with, copy the PGTerrainPropertiesString from your Windows\Game.ini into your dedicated server's WindowsServer\Game.ini (into the [/Script/ShooterGame.ShooterGameMode] section as described above). Then, as long as you're hosting a new PGMapName, those settings will take effect just as they were in your singleplayer game! You can also easily share good PGARK configurations by sharing that string with other server hosts, just copy the text of PGTerrainPropertiesString to them, and they can put it in their own INI. Share your best PGTerrainPropertiesString settings on the Forum! Hosts can put the PGTerrainPropertiesString value into PGLastUsedSettings as well, which will then become visible to the in-game UI for further custom tweaking/iteration. New System: Overriding/Modifying Map Spawners via INI There's a powerful new INI-driven system to override, add, or substract all NPC spawners within the ARK. In particular you can use this to adjust the spawners of a PGARK to your precise liking. Here are some examples of how it works: Add these INI values, as many as you want, into your Game.ini's [/Script/ShooterGame.ShooterGameMode] section. For example, this will REMOVE Trikes and Sauropod entries from the PGARK's Grassland Spawner, and it will remove Trikes and Ptero's from the PGARK's Jungle Spawner (you could then do a ConfigAddNPCSpawnEntriesContainer afterwards, to add them back in with different rates, if desired): ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Sauropod_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Sauropod_Character_BP_C") ) ) ConfigSubtractNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesJungle_PGM_C",NPCSpawnEntries=( (NPCsToSpawnStrings=("Trike_Character_BP_C")),(NPCsToSpawnStrings=("Ptero_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Trike_Character_BP_C"),(NPCClassString="Ptero_Character_BP_C") ) ) This will ADD a Giganotosaurus Spawner to the PGARK's beach spawner, but limiting it to only 1 Giga per spawner (via the NPCSpawnLimits): ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesBeach_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1000.0,NPCsToSpawnStrings=("Gigant_Character_BP_C"))), NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.01) ) ) This will OVERRIDE the PGARK's beach spawner to spawn NOTHING but Gigas and Rexes in equal weights and limits... OUCH! ConfigOverrideNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_PGM_C",NPCSpawnEntries=( (AnEntryName="GigaSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Gigant_Character_BP_C")) , (AnEntryName="RexSpawner",EntryWeight=1.0,NPCsToSpawnStrings=("Rex_Character_BP_C")) ), NPCSpawnLimits=( (NPCClassString="Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5) , (NPCClassString="Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.5) ) ) Using this technique, you can modify all of the spawners of any map. It will even take Mod creature class names, as long as you know their short (summonable) class names! Here's a list of all the spawner class names on TheIsland, TheCenter, ScorchedEarth, and PGARK for your handy reference: PGARK DinoSpawnEntries_InlandWater_PGM_C DinoSpawnEntries_TheDeepwater_PGM_C DinoSpawnEntries_TheOcean_PGM_C DinoSpawnEntriesBeach_PGM_C DinoSpawnEntriesGrassland_PGM_C DinoSpawnEntriesJungle_PGM_C DinoSpawnEntriesMountain_PGM_C DinoSpawnEntriesSnow_PGM_C DinoSpawnEntriesSnowMountain_PGM_C DinoSpawnEntriesSnowShoreline_PGM_C DinoSpawnEntriesSwamp_PGM_C DinoSpawnEntriesRedwoodsPGM_C TheIsland DinoSpawnEntries_Beavers_C DinoSpawnEntries_DarkWater_C DinoSpawnEntries_DarkWater_Mosa_C DinoSpawnEntries_DarkWaterAngler_C DinoSpawnEntries_DeepWater_C DinoSpawnEntries_InlandWater_C DinoSpawnEntries_Ocean_C DinoSpawnEntriesRedwoods_C DinoSpawnEntries_RedwoodWater_C DinoSpawnEntries_ShallowWater_C DinoSpawnEntries_SwampWater_C DinoSpawnEntriesArcha_C DinoSpawnEntriesBeach_C DinoSpawnEntriesCave1_C DinoSpawnEntriesCave2_C DinoSpawnEntriesCave2-LowSpiderScorp_C DinoSpawnEntriesCave3_C DinoSpawnEntriesCave5_C DinoSpawnEntriesCave5_Tough_C DinoSpawnEntriesCave7-Fliers_C DinoSpawnEntriesCaveIceWater_C DinoSpawnEntriesCaveLava_C DinoSpawnEntriesCaveWater_C DinoSpawnEntriesDamiensAtoll_C DinoSpawnEntriesGigant_C DinoSpawnEntriesGrassland_C DinoSpawnEntriesIceCave_C DinoSpawnEntriesJungle_C DinoSpawnEntriesMonsterIsland_C DinoSpawnEntriesMountain_C DinoSpawnEntriesPelican_C DinoSpawnEntriesPenguins_C DinoSpawnEntriesQuetz_C DinoSpawnEntriesSnow_C DinoSpawnEntriesSwamp_C DinoSpawnEntriesSwampCave_C DinoSpawnEntriesSwampCaveWater_C DinoSpawnEntriesTinyCave_C DinoSpawnEntriesTitano_C DinoSpawnEntriesWater_C TheCenter (which also uses many TheIsland spawners) CustomAnglerSpawner_C CustomPenguinSpawner_C DunkEurSpawn_C GrasslandsUnderArea_WaterSpawn_C IceCave_Spawner_C IceCaveWater_Spawner_C Lava_Spawn_C Lava_Upper_Spawn_C LavaBeach_Spawn_C LavaWater_Spawn_C MiniCaveBearSpawner_C SnowGrasslands_Spawn_C SnowGrasslandsUnderArea_Spawn_C SnowyLake_Mosa_C SnowyMountain_Spawn_C SpiderCaveSpawner_C UnderwaterCaveSpawn_C DinoSpawnEntries_OceanUnderworld_C Scorched Earth SE_DinoSpawnEntries_DeathWorm_C SE_DinoSpawnEntries_RexSolo_C SE_DinoSpawnEntriesBadlands_C SE_DinoSpawnEntriesCanyonCave_C SE_DinoSpawnEntriesCanyons_C SE_DinoSpawnEntriesDunes_C SE_DinoSpawnEntriesEZMode_C SE_DinoSpawnEntriesGreenDesert_C SE_DinoSpawnEntriesMountain_C SE_DinoSpawnEntriesMountainCave_C SE_DinoSpawnEntriesOasis_C SE_DinoSpawnEntriesRuinsCave_C SE_DinoSpawnEntriesRuinsCaveNoGolem_C SE_DinoSpawnEntriesSandworm_C SE_DinoSpawnEntriesWater_C SE_DinoSpawnEntriesWyvern_C SE_DinoSpawnEntriesWyvernTrench_C Procedural Generator Modding Guide The Procedural ARK Generation is nearly 100% Blueprint-driven, so it is super moddable (and the Generator Blueprints used can be overriden by any Mod!). We have no doubt that enterprising modders will be able to create even better algorithms and logic paths than us, for more lifelike and detailed procedural ARK's. Here are the first details about how to get involved with creating a unique Procedural Generator Mod in the ARK Dev Kit: https://forums.unrealengine.com/showthread.php?90664-9-28-ARK-Dev-Kit-v247-8-has-been-posted-to-the-Epic-Launcher! And here's an example of a very simple one! http://steamcommunity.com/sharedfiles/filedetails/?id=785098977 Bonus video tutorial by ThickFreedom:
  8. Yup, Procedurally Generated ARKs are coming to all consoles! SEE WHAT I DID THERE? -Jeremy
  9. Wow that's quite a feature! Oh and FIRST!
  10. The first Tek Tier items will be the power-armor set and will be coming along with the 'Boss Ascension' feature (as they use a new resource system related to that ), targeting this month of September. Cheers, Jeremy
  11. FYI: Asia will be getting ~18 SE games tomorrow (requires little more setup) Also, physical OC Scorched Earth Servers will be added. Hang in there!
  12. We're looking into this issue now. It should be, as I believe that was a specific test-case. Scorched Earth will NOT have its own DevKit. Once I get some free time next week, I'll be moving all the Scorched Earth assets into the ARK Dev Kit. Yes, we expect enterprising players will make their own mods with Scorched Earth content. That is fine, we encourage it
  13. Wyvern Milk is a cure-all (equivalent to Antidote and better).
  14. Hey all, With Scorched Earth released, there are a lot of technical questions about the various features of the new content on PC and Xbox. So without further ado, I'll be using this space as an info/note scratchpad for info about how Scorched Earth works, for power-users and generally curious Survivors. This thread will be updated constantly throughout the coming days, until it contains all the pertinent information. We'll leave game/content design questions for discussion elsewhere -- gotta keep this manageable How Cross-ARK Data Transfer works: For Officials, you can 'upload' Survivors from TheIsland or TheCenter via the "ARK Tribute" option available at any Supply Crate or Tribute Terminal. You can then 'download' these Survivors onto an Official ScorchedEarth Server of that same game mode. Currently only Survivors are allowed to travel TO ScorchedEarth (they can not have any items on them), in order to keep it balanced for the time being. However, FROM ScorchedEarth you can transfer Survivors, Items, and Dinos, which you can then download (via the ARK Tribute) onto TheIsland or TheCenter. So indeed you can bring all ScorchedEarth Items, Dinos, and Survivors (and thus Scorched Earth Engrams) onto TheIsland or TheCenter to extend your capabilities there. When transferring a Survivor between ARKs using this method, Tribes should be retained. However Alliances will not be retained, and will need to be re-setup on the other side. For Unofficial Servers, if they wish to allow dynamic Cross-ARK Travel, they will need to run two Servers on the same box from the same directory, and then you can launch with the following commandlines: ShooterGameServer.exe ScorchedEarth_P?SessionName=MySession1?AltSaveDirectoryName=Save1 -NoTransferFromFiltering -clusterid=mycluster123 ShooterGameServer.exe TheIsland?SessionName=MySession2?AltSaveDirectoryName=Save2 -NoTransferFromFiltering -clusterid=mycluster123 (the clusterid must be the same between the servers!) (to avoid saves from clashing each server should use distinct values for: ?AltSaveDirectoryName=<SaveFolderName>) you also have options like: ?PreventDownloadSurvivors=False ?PreventDownloadItems=False ?PreventDownloadDinos=False ?PreventUploadSurvivors=False ?PreventUploadItems=False ?PreventUploadDinos=False Meanwhile in singleplayer, you can just use the "ARK Tribute" option and then go back to the main menu and host on the other map, and download your data accordingly. We will streamline this process soon as well. How To Transfer Characters (Official Servers): You may only Travel from the Island or Center to Scorched Earth, and from Scorched Earth to the Island or Center. You may not travel from the Island to the Center, or vice versa directly. You must be carrying no items in your inventory, including equipped armor. To initiate a character transfer, access the inventory of either an obelisk or a supply drop beacon. Click on the button in the top right corner of your screen, labelled "TRAVEL TO ANOTHER ARK!" A server list will appear, select your intended destination server. Click the "Join w/Survivor" button in the bottom left of the screen. You will now load a new session on the target destination server. Select your preferred spawn point and click on "Spawn Survivor." How To Transfer Items and Creatures: You may only take items and creatures from Scorched Earth to the Island or the Center, you cannot bring creatures or items to Scorched Earth. To transfer items and tamed creatures, access the inventory of either an obelisk or a supply drop beacon. Click on the button centered at the top of the screen labelled "TRANSMIT ARK DATA" On the new user interface that appears, you can drag and drop items into the ark for server transfer. Below you will find the "UPLOAD CREATURES DATA" button, click this to upload animals. A new creature upload user interface will appear, select the creature you wish to upload. Press upload creature. To download items and creatures its the same steps as above, except you need to drag items out of the ark, and use the "DOWNLOAD CREATURES DATA" button. How to Host ScorchedEarth dedicated server Just like a regular ARK dedicated server, except the map name is "ScorchedEarth_P". You do not need to own Scorched Earth to host the map via dedicated server, of course. NVIDIA Ansel and new Cinematic Depth of Field UI To use NVIDIA Ansel (requires NVIDIA hardware) to take super-cool 360 degree (optionally stereoscopic) screenshots and Super-Resolution screenshots, run the game with the "Launch ARK with NVIDIA Ansel" option on Steam (or run with -allowansel), then specifically in a singleplayer game (without a UI open) press Alt-F2. With the Ansel overlay open, you can alter the various capture settings, and snap away (you can also drag the mouse and use WSAD keys to move the camera)! Personally I recommend entering ARK spectator mode beforehand with the "enablespectator" console command, and there is a new "Depth of Field" menu you can access in Spectator mode by pressing the [Delete] key, which allows you to control and save cinematic depth of field fx (very useful for cinematics creators as well). Note if you're taking 360 degree panoramic screenshots, we recommend leveling the spectator camera with the [Home] key before you open the Ansel UI, otherwise your panoramic screenshot might appear screwed. Have fun and let your inner nature photographer run wild! Scorched Earth Cosmetics If you own Scorched Earth, you'll gain immediate access to the "Safari Hat" and "ARK Thorny Dragon Saddle" cosmetic skins. They're pretty nifty! There are more cosmetics to be gained as rewards within the Scorched Earth map as well. Size of PC Update The PC update was so large because we repacked nearly all Textures in the game (using mip sharpening to make them look better), and all meshes (removing unused secondary UV's to save memory), and all Shaders (to support a new SkyLight rendering technique). We had to do this at some point for visual and memory reasons, and determined that this large update was the right time to go ahead and make this one-off change. Primitive+ on ScorchedEarth The Primitive+ TC is not currently officially supported on ScorchedEarth -- it will be soon, but first we need to have Cedric go through and make sure that you can actually, you know, survive on the map using such simple tools! That will happen in September, and we'll then host some respective servers for that configuration too. Xbox TheCenter Update It's being worked on, and will be released in September. PC TheCenter Update, Archaopteryx, Tapejara These are being wrapped up and should be released in about a week. Stay tuned for them! Scorched Earth Dino & Item codes Here are the various Dino & Item codes for the Scorched Earth content. Even if you don't own Scorched Earth, you're welcome to spawn/add these to your server or non-ScorchedEarth game to try them out and add more variety. Have fun! Dinos Blueprint'/Game/ScorchedEarth/Dinos/Camelsaurus/camelsaurus_Character_BP.camelsaurus_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Deathworm/Deathworm_Character_BP.Deathworm_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Jerboa/Jerboa_Character_BP.Jerboa_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Oil_Character_BP.Jugbug_Oil_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/JugBug/Jugbug_Water_Character_BP.Jugbug_Water_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Manticore/Manticore_Character_BP.Manticore_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Mantis/Mantis_Character_BP.Mantis_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Moth/Moth_Character_BP.Moth_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/RockGolem/RockGolem_Character_BP.RockGolem_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/SpineyLizard_Character_BP.SpineyLizard_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/Vulture_Character_BP.Vulture_Character_BP' Blueprint'/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Fire.Wyvern_Character_BP_Fire' Blueprint'/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Lightning.Wyvern_Character_BP_Lightning' Blueprint'/Game/ScorchedEarth/Dinos/Wyvern/Wyvern_Character_BP_Poison.Wyvern_Character_BP_Poison' Items Blueprint'/Game/PrimalEarth/CoreBlueprints/Weapons/PrimalItemAmmo_ArrowFlame.PrimalItemAmmo_ArrowFlame' Blueprint'/Game/ScorchedEarth/WeaponChainsaw/PrimalItem_ChainSaw.PrimalItem_ChainSaw' Blueprint'/Game/ScorchedEarth/WeaponFlamethrower/PrimalItem_WeapFlamethrower.PrimalItem_WeapFlamethrower' Blueprint'/Game/ScorchedEarth/WeaponBoomerang/PrimalItem_WeaponBoomerang.PrimalItem_WeaponBoomerang' Blueprint'/Game/ScorchedEarth/WeaponClusterGrenade/PrimalItem_WeaponClusterGrenade.PrimalItem_WeaponClusterGrenade' Blueprint'/Game/ScorchedEarth/WeaponOilJar/PrimalItem_WeaponOilJar.PrimalItem_WeaponOilJar' Blueprint'/Game/ScorchedEarth/WeaponWhip/PrimalItem_WeaponWhip.PrimalItem_WeaponWhip' Blueprint'/Game/ScorchedEarth/WeaponFlamethrower/PrimalItemAmmo_Flamethrower.PrimalItemAmmo_Flamethrower' Blueprint'/Game/ScorchedEarth/WeaponHomingMissile/PrimalItemAmmo_RocketHomingMissile.PrimalItemAmmo_RocketHomingMissile' Blueprint'/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemArmor_CamelsaurusSaddle.PrimalItemArmor_CamelsaurusSaddle' Blueprint'/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothBoots.PrimalItemArmor_DesertClothBoots' Blueprint'/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGloves.PrimalItemArmor_DesertClothGloves' Blueprint'/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothGogglesHelmet.PrimalItemArmor_DesertClothGogglesHelmet' Blueprint'/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothPants.PrimalItemArmor_DesertClothPants' Blueprint'/Game/ScorchedEarth/Outfits/PrimalItemArmor_DesertClothShirt.PrimalItemArmor_DesertClothShirt' Blueprint'/Game/ScorchedEarth/Dinos/Mantis/PrimalItemArmor_MantisSaddle.PrimalItemArmor_MantisSaddle' Blueprint'/Game/ScorchedEarth/Dinos/Moth/PrimalItemArmor_MothSaddle.PrimalItemArmor_MothSaddle' Blueprint'/Game/ScorchedEarth/Dinos/RockGolem/PrimalItemArmor_RockGolemSaddle.PrimalItemArmor_RockGolemSaddle' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardPromoSaddle.PrimalItemArmor_SpineyLizardPromoSaddle' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemArmor_SpineyLizardSaddle.PrimalItemArmor_SpineyLizardSaddle' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Consumables/PrimalItemConsumable_CactusSap.PrimalItemConsumable_CactusSap' Blueprint'/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Egg_Camelsaurus.PrimalItemConsumable_Egg_Camelsaurus' Blueprint'/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Egg_Camelsaurus_Fertilized.PrimalItemConsumable_Egg_Camelsaurus_Fertilized' Blueprint'/Game/ScorchedEarth/Dinos/JugBug/PrimalItemConsumable_Egg_JugBug.PrimalItemConsumable_Egg_JugBug' Blueprint'/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Egg_Mantis.PrimalItemConsumable_Egg_Mantis' Blueprint'/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Egg_Mantis_Fertilized.PrimalItemConsumable_Egg_Mantis_Fertilized' Blueprint'/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Egg_Moth.PrimalItemConsumable_Egg_Moth' Blueprint'/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Egg_Moth_Fertilized.PrimalItemConsumable_Egg_Moth_Fertilized' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Egg_SpineyLizard.PrimalItemConsumable_Egg_SpineyLizard' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Egg_SpineyLizard_Fertilized.PrimalItemConsumable_Egg_SpineyLizard_Fertilized' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Egg_Vulture.PrimalItemConsumable_Egg_Vulture' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Egg_Vulture_Fertilized.PrimalItemConsumable_Egg_Vulture_Fertilized' Blueprint'/Game/ScorchedEarth/Dinos/Camelsaurus/PrimalItemConsumable_Kibble_Camelsaurus.PrimalItemConsumable_Kibble_Camelsaurus' Blueprint'/Game/ScorchedEarth/Dinos/JugBug/PrimalItemConsumable_Kibble_JugBug.PrimalItemConsumable_Kibble_JugBug' Blueprint'/Game/ScorchedEarth/Dinos/Mantis/PrimalItemConsumable_Kibble_Mantis.PrimalItemConsumable_Kibble_Mantis' Blueprint'/Game/ScorchedEarth/Dinos/Moth/PrimalItemConsumable_Kibble_Moth.PrimalItemConsumable_Kibble_Moth' Blueprint'/Game/ScorchedEarth/Dinos/SpineyLizard/PrimalItemConsumable_Kibble_SpineyLizard.PrimalItemConsumable_Kibble_SpineyLizard' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Kibble_Vulture.PrimalItemConsumable_Kibble_Vulture' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_Kibble_VultureEgg.PrimalItemConsumable_Kibble_VultureEgg' Blueprint'/Game/ScorchedEarth/Dinos/Vulture/PrimalItemConsumable_RawMeat_Preserving.PrimalItemConsumable_RawMeat_Preserving' Blueprint'/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY.PrimalItemConsumable_Seed_PlantSpeciesY' Blueprint'/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack.PrimalItemConsumable_Seed_PlantSpeciesY_SpeedHack' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Clay.PrimalItemResource_Clay' Blueprint'/Game/ScorchedEarth/Dinos/Deathworm/PrimalItemResource_KeratinSpike.PrimalItemResource_KeratinSpike' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_PreservingSalt.PrimalItemResource_PreservingSalt' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Propellant.PrimalItemResource_Propellant' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_RawSalt.PrimalItemResource_RawSalt' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sand.PrimalItemResource_Sand' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Silk.PrimalItemResource_Silk' Blueprint'/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Sulfur.PrimalItemResource_Sulfur' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeiling.PrimalItemStructure_AdobeCeiling' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingDoorGiant.PrimalItemStructure_AdobeCeilingDoorGiant' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithDoorWay_Giant.PrimalItemStructure_AdobeCeilingWithDoorWay_Giant' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeCeilingWithTrapdoor.PrimalItemStructure_AdobeCeilingWithTrapdoor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeDoor.PrimalItemStructure_AdobeDoor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFenceFoundation.PrimalItemStructure_AdobeFenceFoundation' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFloor.PrimalItemStructure_AdobeFloor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeFrameGate.PrimalItemStructure_AdobeFrameGate' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor.PrimalItemStructure_AdobeGateDoor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateDoor_Large.PrimalItemStructure_AdobeGateDoor_Large' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeGateframe_Large.PrimalItemStructure_AdobeGateframe_Large' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeLader.PrimalItemStructure_AdobeLader' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobePillar.PrimalItemStructure_AdobePillar' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRailing.PrimalItemStructure_AdobeRailing' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRamp.PrimalItemStructure_AdobeRamp' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeRoof.PrimalItemStructure_AdobeRoof' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeStaircase.PrimalItemStructure_AdobeStaircase' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeTrapdoor.PrimalItemStructure_AdobeTrapdoor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall.PrimalItemStructure_AdobeWall' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Left.PrimalItemStructure_AdobeWall_Sloped_Left' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWall_Sloped_Right.PrimalItemStructure_AdobeWall_Sloped_Right' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithDoor.PrimalItemStructure_AdobeWallWithDoor' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWallWithWindow.PrimalItemStructure_AdobeWallWithWindow' Blueprint'/Game/ScorchedEarth/Structures/Adobe/Blueprints/PrimalItemStructure_AdobeWindow.PrimalItemStructure_AdobeWindow' Blueprint'/Game/ScorchedEarth/Structures/ManticoreFlag/PrimalItemStructure_Flag_Manticore.PrimalItemStructure_Flag_Manticore' Blueprint'/Game/ScorchedEarth/Structures/DesertFurnitureSet/Mirror/PrimalItemStructure_Mirror.PrimalItemStructure_Mirror' Blueprint'/Game/ScorchedEarth/Structures/OilPump/PrimalItemStructure_oilPump.PrimalItemStructure_oilPump' Blueprint'/Game/ScorchedEarth/WeaponPlantSpeciesY/PrimalItemStructure_PlantSpeciesYTrap.PrimalItemStructure_PlantSpeciesYTrap' Blueprint'/Game/ScorchedEarth/Structures/Tent/PrimalItemStructure_Tent.PrimalItemStructure_Tent' Blueprint'/Game/ScorchedEarth/Structures/DesertFurnitureSet/Vessel/PrimalItemStructure_Vessel.PrimalItemStructure_Vessel' Blueprint'/Game/ScorchedEarth/Structures/WaterWell/PrimalItemStructure_WaterWell.PrimalItemStructure_WaterWell' Blueprint'/Game/ScorchedEarth/Structures/WindTurbine/PrimalItemStructure_WindTurbine.PrimalItemStructure_WindTurbine' Blueprint'/Game/ScorchedEarth/Structures/TrophyHeads/Manticore_Trophy/PrimalItemTrophy_Manticore.PrimalItemTrophy_Manticore' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreHelmet.PrimalItemSkin_ManticoreHelmet' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_ManticoreShield.PrimalItemSkin_ManticoreShield' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Skin/PrimalItemSkin_WyvernGloves.PrimalItemSkin_WyvernGloves' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSpear.PrimalItemSkin_ScorchedSpear' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_ScorchedSword.PrimalItemSkin_ScorchedSword' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Armor/Leather/PrimalItemSkin_TorchScorched.PrimalItemSkin_TorchScorched' Blueprint'/Game/PrimalEarth/CoreBlueprints/Items/Consumables/BaseBPs/PrimalItemConsumable_WyvernMilk.PrimalItemConsumable_WyvernMilk' Blueprint'/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Fire.PrimalItemConsumable_Egg_Wyvern_Fertilized_Fire' Blueprint'/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Lightning.PrimalItemConsumable_Egg_Wyvern_Fertilized_Lightning' Blueprint'/Game/PrimalEarth/Test/PrimalItemConsumable_Egg_Wyvern_Fertilized_Poison.PrimalItemConsumable_Egg_Wyvern_Fertilized_Poison' Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_FireWyvern.PrimalItemResource_ApexDrop_FireWyvern' Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_LightningWyvern.PrimalItemResource_ApexDrop_LightningWyvern' Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_ApexDrop_PoisonWyvern.PrimalItemResource_ApexDrop_PoisonWyvern' Modding Scorched Earth The Scorched Earth content will be made available for Modding (as part of the main ARK Dev Kit) in a couple weeks. Gotta package it all up for a massive devkit update. In the meantime, as far as we know, existing Mods should work fine on Scorched Earth itself. More Scorched Earth Official Servers We will be adding more ScorchedEarth Official Servers shortly, including more Asia Scorched Earth Servers, OC Scorched Earth Servers, and more Xbox Servers. Why does the Jerboa not warn of weather events on TheIsland/TheCenter, and what about Wind Turbines on TheIsland/TheCenter? I'll be getting those fixed up to work on all maps early next week. And yes, the Jerboa's sound & animation is different depending on which weather event it is predicting. Can the Mantis wield any melee weapon? All except for the Stun Prod & Chainsaw! What about Primitive Scorched Earth servers, Engrams list? Properly configured Primitive Scorched Earth servers will be going up now, and to host your own, here's the INI and the Engrams list: http://steamcommunity.com/app/346110/discussions/10/535150948605081777/ Why is my generator taking damage on Scorched Earth, and why are my water containers leaking? Due to the intense heat, generators take damage when powered on Scorched Earth, and most water-containers have the water evaporate over time. Use clean-energy Wind Turbines (at a high-wind location), Molleratops and Water Wells for longer-term water needs! Why is my screen all white-streaked and my view input oscillating? You have likely spent too much time in the heat, and have become seriously heatstroked! Cool yourself down to de-heatstroke, and you can also now make Ice Water by putting a filled waterjar or canteen into a Fridge for 60 seconds, which will cool you down even faster when you drink it (and iced water provides general hyperthermic insulation so it's good to have on you in hot climates!) TBD TBD TBD TBD