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Found 4 results

  1. The Campfire has been the lonely resident of its tech tier for ages. Being one of the only 2 stations that cooked items, with the only other option being the Industrial Forge, Grill and Cooker for the other stations like it. Who only have one very basic and rudimentary version and then a huge jump to the industrial tier with nothing in between, but things never worked like that in real life. There were more interactions and evolutions of technology between the gap of such stages in improvement and innovation. Ark sorely needs its tiers of different technology and items to be fleshed out, the crafting stations such as the Campfire and its lineage are a prime example. We need more gap fillers for things between Thatch Beach Bob Chic and Industrial Waste Plant Warehouse style. Campfire has only one true upgrade and a few branches that themselves also only have one upgrade that leaves a huge gap where efficiency suffers and nothing is able to pick up the slack, even a little bit, and these are things that are not even very extreme that im talking about, like just adding a few extra slots to put more things in, or increase the output of processing to 2 per tick or 3. Not needing to smelt 20 bars of metal at once or cook 50 steaks with 100 slots. To start off the Campfire only has the Fireplace as its successor. Nothing else. The Torches don't count either, they're just accessories to the category of lighting. They don't cook anything either. That's not exactly something you think of when you think the upgraded processing and uses of a Campfire in terms of cooking or burning resources to turn them into other forms. For this I think we should have a large burning pit, or a proper firepit that has the functionality, not just a pile of sticks in a ring of rocks. What's more tribal dufus men surviving on a dinosaur island than a big bonfire? This would basically be just a bigger Campfire, more sturdy, bigger stones to line it, and when piled high and set ablaze it gives off a farther reaching light that could even repel insects or dinos adverse to fire more effectively too, being easier to catch things on fire if they touch it obviously since it's not just an open flame on the ground but a full blazing bonfire. It would obviously have more health, bigger radius, about that of 2x2 or 1.5x foundations in circumference. Big enough to cook large amounts of food, burn large piles of wood on etc. It wouldn't be as fast or efficient as the Grill or Industrial Forge, since it is still a more primitive tier structure, but it could hold way more in its inventory, having at the very least 10-20 slots. Cooking food in batches of 6 per tick as opposed to the 1 in Campfires and 12 in Grills, and does the same for Charcoal. Being extra efficient at burning it. In addition, it could have the benefit of more interactivity. Using fire-based weapons, tools or creature abilities (coming soon in the future with Scorched Earth and Ragnarok etc) will actually interact with the bonfire and can light or even extinguish it. Aka breathing on it with a Fire Wyevrn, or using a Phoenix on it will make it momentarily burn faster too as a result when focusing on spending your time boosting it, maybe at the cost of some singed meat or ashes left by the force of the flames, but it would still be better than just spamming Campfires or Fireplaces. You could even throw a torch or use a torch to light it too for consistency's sake. One additional mechanic could be that it gets brighter, hotter and stronger the more fuel and/or the more stronger fuel is used. Thatch would get you a decent fire, but Wood would be your best bet without powerhouse fuel like Sparkpowder, which will light with a flash and a bang of smoke, giving its own unique effect upon use, and Angler Gel which will give an eerie lighting same as when used in Torch Structures and be able to burn for the longest. But perhaps the best way to round off this new burning structure would be to allow it to take advantage of other Fire station upgrades as well. Another thing we could do is finally give the Cooking Pot an upgrade between it and the Industrial version. Being a large Cauldron that can be used to cook larger batches of things, still slower and less efficient than the Indy Cooker but better than having to settle between exclusively primitive pot on a tiny campfire or giant metal boilers. This can be placed above the Firepit and used for all the things a Cooking Pot is, but takes more room and water to use effectively. - Overview - New Structure & Station - The Firepit Load with fuel to burn a large fire that gets bigger the more fuel and/or more effective fuel is used (This would be simplified to 3 or 4 stages of brightness if needed for the sake of not going overboard for a big campfire). Cooks meat and Charcoal faster than a Campfire but slower than an Industrial Grill/Forge. (6 Meat per tick) Gives off more light (based on fuel) and farther reaching light than normal Campfires or Torches, and can keep bugs and fire-wary creatures at bay (pests and most creatures smaller than a Raptor will avoid it, like Pegos, Icthyornis, Dilos and Troodons. But anything bigger will ignore the danger enough to get close to you even if you stand close enough to catch fire from it.) Can be set on fire by Torches/Flaming Arrows/Fire Dino Abilities etc. Or extinguished as well. Using excessive flames on the bonfire will burn up its resources faster, allowing for even faster active production of Charcoal in bulk using Flamethrowers, Fire Wyverns, Phoenixes etc. Other Uses - Symbiotically works with Magmasaurs to power up their fire abilities in absence of ambient lava. - Place Wooden cages above them to burn your enemies and sacrifices in a blaze of glory to gain favor from the Ark-N-G gods. (Entirely fantastical, not an actual mechanic and purely for role-play, meme and fun.) - Put on a show with Dyes and combustible resources like Gunpowder and Sparkpowder to make smoke displays and the fire react and to even communicate long distance with others. This can be done in the inventory with a special use button for these items or by throwing them out of your inventory onto the Bonfire physically. Amounts will count and scale for effects. - Decorate? There are lots of odd bits and bobs in Ark, while the building system has been improved by a mile I think the decorating and customization parts could be improved upon still. Why not be able to put collected bones near the pit, or on it? Suspend Trophies in the midst of the flames or on pikes like the skull of an Alpha Rex or arrange spits with cooking meat or pieces from kills like fish, small creatures or misc non-bone Trophies like the Blubber, Lungs, Heart, Tentacle, etc. These could each have their own slots for different areas in the Firepit's inventory. Separate from its normal slots, for each region and such, like Border, Centerpiece and Accents (Outer ring debris, singular showcase piece on a pike in the center, and spits in the side. Size - 1.5-2 x 2 Foundations in circumference, perhaps even larger. Cost - 50-100 Stone, 1 Flint, 50 Thatch, 100 Wood. Weight - 20.0 Units Structure Tier - Wood or Stone, is mainly made of Stone with its ring but could still be destroyed by most moderately strong Dinosaurs. Engram Level - Anywhere from 20 to 30. Prerequisites - Campfire, Stone Foundation. New Structure and Station - The Cauldron Place above a large source of heat with an abundance of water to cook things in minor bulk, less efficient predecessor of the Industrual Cooker but better than a Cooking Pot. Requires more water at a time to cook but can make more than 1 Stew or recipe at a time, can be used like the Cooking Pot to make recipes with Notes. Has a capacity of 800 Water. Other Uses - Can be placed above a flaming Magmasaur, pool of oil or environmental fire/Lava to work as well. Or heated by Fire Wyvern Breath. Does not work with Campfires unless you have 3 or more. - If a Survivor or dinosaur small enough to sits inside the Cauldron full of water they can wash Paint off their body. - Boil your friends, have a hot tub meeting. It's only as hot as the fire. Size - 1 whole foundation and wall unit in size. Model comes in 2 variants, one normal and one sat atop 2 medium sized stones for support and can be snapped to the Firepit. Cost - 200 Stone, 25 Cementing Paste, 20 Wood. Weight - 50.0 Units Structure Tier - Stone Engram Level - Same as Firepit. Prerequisites - Campfire, Cooking Pot, Stone Wall.
  2. We are not making in to the next round, but would like to thank all of you who voted for this creature. Thanks to all and see you in nexts maps submissions! I have always felt that ARK lacks diversity of creatures on the volcanic islands as well as a creature that is versatile in the water as well as powerful out of it. That's why I want to introduce "pyrokiromiacea". As you may well notice the name of this creature is not real, but I believe that Helena would have given this name to describe this amazing crab, this extinct species (Callichimaera perplexa) where called the platypus of the crustaceans as they had an strange combination of anatomical features. These territorial crabs used to be found in the deep sea, near corals and algae where they protected and inhabited. To adapt it to the ARK as Helena would say: This crab has changed from its original size being much bigger than I remembered. In addition, to go deeper into the subject of volcanic islands, subspecies of these crabs have also been found that lived at a depth of 300 metres near hydrothermal springs and are therefore able to withstand high temperatures. All this together resulted in this creature. Wild: Pyrokiromiacea, an extraordinary prehistoric crab, thrives in the depths of the sea near hydrothermal cracks found in close proximity to volcanic islands. These hydrothermal spots provide a perfect habitat for Pyrokiromiacea due to their abundant heat and mineral-rich environment. This creature is renowned for its territorial nature, defending its chosen spots with unwavering resolve. However, there may be an opportunity to utilize its unique abilities by coaxing it to the surface. Extreme caution is advised, as Pyrokiromiacea possesses the exceptional ability to absorb heat. This enables it to unleash devastating maneuvers such as the ground-shaking Slam, inflicting damage to its surroundings both on land and in water. Domesticated: Taming Pyrokiromiacea presents a monumental challenge, but those who succeed will gain an unparalleled ally. Once under control, this prehistoric crab becomes an invaluable asset. Pyrokiromiacea exhibits a remarkable damage reduction capability. When its shell fills with steam, the crab becomes resistant, reducing incoming damage by 30% until the heat dissipates. With its fiery punches, the claws of Pyrokiromiacea emanate burning heat and unleash a torrent of fire, capable of obliterating even the most resilient structures and leaving destruction in its wake. During this rampage, the crab applies a burning effect to anything it strikes. However, after ending its rampage, the creature will enter a tired state, unable to move for a few seconds, symbolized by smoke emanating from its form. Pyrokiromiacea also possesses the unique ability to harvest materials with its powerful claws, excelling particularly in extracting oil from oil-rich environments. Its clawed appendages make it an efficient gatherer, offering a valuable resource in the form of oil. Equipping the saddle enhances the abilities of Pyrokiromiacea even further. The absorbed heat within the crab can be converted into a noxious gas, creating a yellow cloud that surrounds it. This gas induces fatigue in surrounding creatures and players, making them vulnerable to its attacks. It is important to note that the gas can be counteracted by wearing a gas mask. Abilites: Ground slam: Pyrokiromiacea stretches its legs to gain power and then drops, creating a small wave of damage all around and a devastating attack for anyone below (This attack leaves a small crack in the ground to mark the area of effect). Fiery Punches: Upon hitting C, the pyrokiromiacea enters a state of combustion, which is reflected by the flames it gives off. However, this state damages the creature and its rider. But the longer it remains in this state, the greater the effect of the attack. When hit with the left Click, its claws release heat and fire as it proceeds to unleash devastating punches forward inflicting igneous and physical damage to everything in front of it. This attack can deal damage to metal structures and TEK. It then enters a resting state (This can be seen by its semi-unconscious state as it releases smoke from behind). During this state the pyrokiromiacea will not be able to do anything. It is enough to wait 5 to 10 seconds before it can move again. Crustacean Resilience: Hitting C causes the pyrokiromiacea to enter a state of combustion, which is reflected by the flames it gives off. However, this state damages the creature and its rider. But the longer it remains in this state the greater the effect of the attack. In this case, when you hit C again, the pyrokiromiacea swells up (like a gasbag), being able to absorb the damage received for 15 seconds. The percentage of reduced damage depends on how long the ability has been charged. The longer the time the greater the reduction, with a maximum of 50% damage and a minimum of 30%. Fatigue Veil: Thanks to its mount, the pyrokiromiacea can generate a gas through exposure to a heat source (igneous damage received or when charged with C). Once enough gas has been generated, the pyrokiromiacea can release it around itself, inflicting fatigue on creatures and riders that breathe it. This allows the pyrokiromiacea to escape in critical cases. However, this gas can be countered on a player if they are wearing a gas mask. Great oil farmer: Because of its need to consume oil to channel heat for its skills, the pyrokiromiacea has adapted its claws to facilitate the extraction of this resource. Taming: Taming one is not easy, you must first pull it out of the deep sea and lure it to land. Once you're there, you'll have to drop oil for the crab to catch it, as it serves as a source of energy for its attacks. Once it has caught the oil, you will have to wait for it to launch the fiery punches attack, once it has launched the attack due to the overexertion the pyrokiromiacea will go into resting mode (This can be seen by the semi-conscious state as it releases smoke from the back) which will allow you to approach it and feed it a basket of fish. Like the shadowmane the size of the fish will influence how well it tames itself. Then simply repeat the process of oiling, surviving attack and feeding until you have finally acquired a pyrokiromiacea.
  3. Cladoselache Dossier Common Name: Cladoselache Species: Cladoselache Limodens Time: Late Devonian Diet: Carnivore Temperament: Aggressive Wild Survivors dismiss the shimmering lights underneath the sea as the work of unpleasant cnidaria. However, those who are knowledgeable of these lights know that Cladoselache lurks in the darkness. This shark-like fish moves in swarms, with slime-coated maws that disable prey. These creatures expertly navigate the depths, attacking and devouring anything that crosses their path. Cladoselache's slime is a viscous substance that creates a dangerous cocktail within their maws. It may seem calming to think that these animals are typically found in the depths of the ocean. However, on rare occasions, they have been known to attack Pelagornis in the darkest hours of the night. While survivors may feel safe inland, it's important to note that these sharks are capable of traveling onto land in a horrifying manner. Cladoselache's pectoral fins allow them to navigate across landscapes, which can become a nightmarish reality when these creatures are lurking in an inland lake or pond. Domesticated If somehow a survivor is capable of satiating these piscine predators, a Cladoselache is a fearsome combat mount. A swarm of these animals can decimate the unsuspecting, supplementing their diets, you can alternate the roles these creatures can perform. Making them an excellent mount that has multiple purposes, a wonderful addition to a wandering survivor. But it is somewhat concerning that they seem to be using bioluminescence to possibly communicate. Potential Base Stats and Spawning These relatives of sharks are found in the depths of the ocean, in shoals harassing even Mosasaurus. But survivors can encounter them on occasion in the shallows or inland lakes and waterways. Sometimes on an occasion find a sleeping Cladoselache, laying on the seafloor like a boulder. Health: 450 Stamina: 250 Oxygen: N/A Food: 1000 Weight: 350 Melee Damage: 35 (Bite) | 45 (Thrash) Torpidity: 400 Taming To successfully obtain a Cladoselache, patience is required. A subdued specimen can be obtained by administering biotoxin, which induces a deeper state of torpor. While unconscious, these creatures consume anything in large quantities, including their favored treat - ammonite bile. You however must first find a Cladoselache taking a nap on the ocean floor. Abilities & Functions Explained Cladoselache are creatures that thrive in packs, utilizing a swarm of twelve individuals to overpower their target. They possess the ability to traverse the land, much like Epaulette sharks, but they also possess the unique capability to leap across terrain, enhancing their stamina. To acquire Cladoselache the unique bites, one must possess a certain amount of one of four resources. Ammonite Bile causes the Cladoselache's bite to become caustic, similar to acid that removes the resistances and armor of creatures it attacks. Leech blood causes a blood letting affect, that causes target to bleed uncontrollably. Angler Gel behaves similar in a manner to Electrophorous or Cnidaria, the bite causing electrocution and torpor. While Oil, behaves in a manner that can cause a tar-effect, which if somehow a survivor can ignite the fuel underwater, causes a surprising underwater fire because of the slowing and dangerous oil. WHOA CLADOSELACHE BE UPON THEE!!!
  4. Hitsugaya and Carny with masters enjoying a rainy campfire time, cooking their pray!!
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