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Found 13 results

  1. Guide on how to host xbox servers via PC using the windows 10 store version of ark. So you have decided to move beyond hosting ark servers via another xbox console because you can't make ini file changes and save files eventually corrupt. You are left with two options if you wish to host an xbox ark server beyond another console. 1. Host via the only xbox 3rd party provider called "Nitrado". Expect to pay around $70/month for a 70 max person slot server per map. The version of hosting is equivalent to steam ark hosting if you ever done that, with all the available bells and whistles provided by the devs. 2. Host via a windows 10 PC using the windows 10 store version of the Ark. Cheap to run per month (electricity cost), but comes with some major limitations as discussed below. First some up front information regarding current limitations before you go down this rabbit hole. Feel free other windows 10 hosters to provide further information and I will add it. 1. There is no graphicless/headless option like Nitrado or Steam Hosting. You need a basic gpu to host. Intel integrated gpu or ryzen APU will work. 2. You can't run more than 1 map at a time or cluster maps (I have only ever seen one person get around this via custom discord bots that literally copy/paste/cut the character files between maps running on virtual machines, but it is buggy/flaky and not a perfect or easy solution to implement compared to hosting via Nitrado or Steam). 3. The server will not instantly appear on the ark server list under "player dedicated". Expect to wait around 3-7 days of hosting 24/7 for it to appear. If the servers crashes within the time period, expect the clock to reset. Nitrado servers will appear instantly on the server list by the way. 4. You will always have a max person slot number of 70, no higher and no lower. Even if you edit the ini files to reduce this, it won't matter. So if you want a tiny intimate 10 person server, you should enable white listing/password protection. Probably won't matter though because there is a slim chance the server appears on the ark server lit to flood your server with people anyways. 5. Not all the ini commands work. Most of these are the command line arguments. If the devs gave us command line access this wouldn't be an issue. Things like autodestroyold structures, active events (events still happen but only if devs enabled them during that time of the year), etc don't work because there isn't a place for command line arguments. 6. You can't host and play on the same machine at the same time without running some type of virtual machine which is not recommended. 7. Crossplay is enabled by default, eg xbox console players and windows 10 store PC players play together. Use to be an option to turn this off but now enabled by default. Pretty much the entire purpose of the windows 10 store version is for crossplay otherwise you would buy the steam version of ark if you wanted to play on PC and not with xbox players. So after reading your options and limitations, you are still determined to host an xbox server via windows 10 PC because you are too cheap to pay Nitrado like me. Here is that guide: Basic Requirements: 1. Ark Windows 10 store version of the game. 2. Xbox silver account (this will be the host xbox gamertag account, doesn't need to have xbox gold subscription). You can use your gold account to sign into the windows store version to download the game and sign into the xbox app with the silver account to host/run the game. 3. Windows 10 PC with a GPU. intel igpu or ryzen APU is fine, it barely requires any GPU power to host but it does require some. Recommended PC Specs: CPU: Intel desktop 6th gen or Ryzen APU or newer. The fastest single threaded performance CPU you can find/buy. Ark’s now old game engine is heavily single threaded coded and thus faster the single core performance of your CPU the faster the server will run without lag. Nitrado’s tend to lag because they host multiple servers from the same machine via intel Xeon processors which don’t have as high single core performance compared to consumer desktop CPUs, but instead a ton of cores. I recommend an intel desktop 6th gen or newer or Ryzen APU or newer. You can use a laptop CPU but bare in mind single core performance, desktop PCs tend to have higher clock speeds (ghz) than equivalent laptop CPUs of the same generation. Back when the Devs hosted ark tournaments, they used i7-6700K for 70 person servers for reference. RAM: 16GB for single map (includes windows/PC overhead). Rag will use the most RAM. More players, more RAM will be used but 16GB has been enough for me on Rag with 70 players. HDD/SDD: Normal Ark download size As far as running on SSD or HDD, SSD provides quicker restart and initial load along with slightly faster world saves if your world save files are large but not a requirement. SSDs also tend to be more reliable than mechanical HDD but neither affects in game server performance once the server is actually loaded/started. Internet Upload Speed: 10 megabits/second is enough for 70 people. Open NAT connection, you can test this by using the xbox app under settings and doing a network test to see if your NAT is open. Most people can get away with running upnp in their router to get an Open NAT. This isn’t a networking guide if you can’t figure out how to get an Open NAT, you will have to google that. How to Start the Server 1. Launch Ark on the windows PC 2. Go “Host/Local” 3. Select the Map you want to host 4. Configure your server settings with the sliders and check boxes (you can do more custom configurations via INI file edits, later talked about in this guide, this is equivalent to Nitrado’s expert mode) 5. Click “Run dedicated server” 6. Set an admin password. Without one, anyone could cheat on your server 7. Name your server under “Session Name”, character limited unlike Nitrado 8. Optional: Set a server password if you don’t random people joining. Someone will have to enter the server password in order to join the server. 9. Click “Accept” How to Join the Server 1. The most reliable method is if you add the host silver xbox account as friend and the silver account accepts the friend request. You can then join the server through the silver xbox account by clicking on the silver xbox account and clicking join game. 2. The least reliable method is hoping the server appears on the ark server list and finding it there, more than likely it won’t appear on the list. If it does ever appear on the server list, it will be listed under "Player Dedicated" filter. How to do “expert”/ini server configure options Ini files are options given by the devs that allow you make more server configurations beyond the sliders and check boxes given by default. You have to edit the two ini files types, save, and restart ark for the changes to take affect. If you want to do stack mods, custom drops/etc, ini files are how you do it since there are no mods allowed on any type of xbox server. Ini files are located here: C:\Users\*Username*\AppData\Local\Packages\StudioWildcard.4558480580BB9_1w2mm55455e38\LocalState\Saved\UWPConfig\UWP One for game user settings (GameUserSettings.ini) One for game (Game.ini) You can find all the ini options here: https://ark.gamepedia.com/Server_Configuration All the ini files options work for GameUserSettings.ini and Game.ini sections of the gamepedia artricle. Some of the Command line arguments ini edits don’t work because there is no command line access for windows 10 store servers. Some of these commands were added by the devs and are part of the GameUserSettings.ini file. If you want to do custom drops I recommend using Beacon App or something similar that can create the long ini file for you. Then you simply copy and paste them into the respected ini file type, save, and restart ark and the server. How to Backup/Look at Ark Data Save files Ark server data files are saved here on your drive: C:\Users\*UserName*\AppData\Local\Packages\StudioWildcard.4558480580BB9_1w2mm55455e38\LocalState\Saved ...\Maps has the server map information, including character, tribe, and map save here. This is what you want to back up regularly if you ever get file corruptions/hard drive crash/etc. Under the \Maps folder it will create a new folder name based on which map you selected. Each map will have its own folder. You can only have 1 map of each type at a time. …\Clusters\SoleCluster is where data related to anyone uploading dinos or items to obelisk/drops.
  2. Hello People, i'm new here and i thought nobody does this before so i start a guide for the Valguero Deep Sea Loot Crates. I made a guide on the german Arkforum: https://arkforum.de/thread/24353-guide-valguero-loot-crates/ And i made a Video: https://www.youtube.com/watch?v=f6DtSjViacg I also edited the Valguero Explorer Map on Gamepedia: https://ark.gamepedia.com/Explorer_Map_(Valguero)# Sorry for my bad english i come from germany. 1. Loot Crate is by 48.7 / 35.6 here i found no danger nearly. 2. Loot Crate is by 46.2 / 32.8 also here no dangers 3. Loot Crate is by 54.3 / 30.6 a couple of megalodons was here. 4. Loot Crate is by 35.7 / 33.8 And again i found nothing dangerous here. 5. Loot Crate is by 36.2 / 18.6 Everthing i found here was a couple of Eels. 6. Loot Crate is by 39.8 / 17.9 becareful here was a couple of jellyfishs. 7. Loot Crate is by 41.3 / 37.2 some Megalodons are here. 8. Loot Crate is by 39.8 / 29.8 just a couple of Megalodons was here. 9. Loot Crate is by 38.1 / 25.0 also just a couple of Megalodons. 10. Loot Crate is by 34.2 / 39.0 sometimes a couple of Megalodons here. that was all Loot Crates i found. I hope someone helps this. CrazyZocker90
  3. As Xbox players and hosts we've never had access to the .ini files to control our servers. Everything for us was pretty straightforward in terms of configuring settings, but we were also fairly limited in the amount of custom configuration we could implement. All of that of course changed when hosted servers arrived on scene, which opened us up to a whole-new-world of possibilities and headaches. I wanted to create this guide to help alleviate some of the pain associated with altering the .ini files, and to dispel some of the apprehension associated with implementing custom configuration code. I spent days researching, hours writing code, and hours fixing some of the mistakes I made. I figured some of you folks might find some value in the mistakes I've made, and what I've learned through my trial-by-fire. What follows is a sectional guide on the use of Expert Mode, and how to configure some of the more common custom configuration elements. NFD vs. Expert Mode When you first access the Nitrado Admin Console, you will find that they have created their own version of the configuration menu we had when running PDS through our consoles. It's all very straightforward and simplified, and it will look pretty familiar. For most of the settings you will want to alter, this is by far the easiest way to go about it. I have dubbed their console, Nitrado for Dummies. This is not to say you are a Dummy if you use this, but it is a simplified means of configuring the server; thus, the moniker. If you run a single server, and are apprehensive about altering the .ini files, this might be your best option for server configuration. A few things to consider before deciding which configuration mode you want to proceed with: How you want to customize your server: If you want to implement changes to level progression or custom stats, the NFD interface can be very time consuming (I'll get further into detail about these aspects later on) How many servers you run: if you run more than one server, and intend to implement customization, the NFD interface is a massive time-suck. Is your apprehension justified?: The simple reality here is that, there isn't a major difference between engaging the NFD interface, and directly manipulating the .ini files. Just like the NFD interface, every line item in the .ini file is easily identified. As an example: NightTimeSpeedScale=.7 DayTimeSpeedScale=.7 TamingSpeedMultiplier=3.0 HarvestAmountMultiplier=3.0 HarvestHealthMultiplier=3.0 Note: When switching to Expert Mode, most of the configuration options disappear from the General Settings interface. You will also notice that Engine Settings is replaced by Expert Settings. When switching from one configuration mode to the other, settings do not usually transfer. If you have been using the NFD interface for any period of time, it is probable that most configuration settings will show up in the .ini files; however, custom level progression and other custom configurations may not. Be sure to scan the .ini files to ensure that your server is configured according to your desires, check it again, and then proceed. Expert Mode Sounds fancy, right: Expert Mode, dun dun dun. It's neither as glamorous or as ominous as it might at first appear. If you've made it through this wall of text, and are now ready to start tinkering with the .ini files, here is where we begin. First things first, let's identify exactly what we're working with, and what goes where. To activate Expert Mode, you will navigate to the General Settings interface, click the little box at the top, and then click save. Once this is done, the pane on the left will look like: Let's go ahead and click on Expert Settings, and take a gander. You will notice that you're now nose-to-nose with an .ini file. Pretty unimpressive right? Feel free to scroll around, and familiarize yourself with what you're looking at. You'll notice that not all of your settings are here, and that's because there is more than one file in this interface. Click the area highlighted in red, and a drop down will appear. Once there, go ahead and click on Game.ini, the click Load File. You will notice that there is an Engine.ini in the drop down, but it is blank, and has nothing to do with what we're doing here. You will make use of both files in this interface when configuring your server, as they both contain different game variables. You will want to acclimate yourself with both of these files, so you know where everything is when you need to alter a variable. Note: Under GameUserSettings.ini you are going to see all manner of things you might be tempted to tinker with. Avoid altering settings directly under the following sections: [/Script/ShooterGame.ShooterGameUserSettings] [ScalabilityGroups] [/Script/Engine.GameSession] Alterable variables fall below the following sections: [SessionSettings] SessionName=[US] Ark FTW-Ragnarok (this is the name of your server, and can be changed at your leisure) [ServerSettings] (many of the settings you found under General Settings are now found here, and they can all be altered) AutoSavePeriodMinutes=15.000000 (this can be altered, but I have read there may be some performance related issues in so doing, so probably don't) In order to make any changes to these files, you're going to need to completely stop your server. Once the server is completely stopped, you can make any necessary alterations to the .ini files. Once those alterations have been made, click Save, and then go have yourself a cup of coffee. Nitrado recommends that you wait around 4 minutes before bringing your server back up, as the backend has to make conversions. I also always run a server check any time I make any changes, which is probably a good habit to acquire. If you don't wait, you may end up with corrupted data, so wait the 4 minutes. Now, let's talk about some of the custom configurations you can make, and some of the resources I've found helpful. Level Ramp Overrides This is just a fancy way of identifying the option to add a custom level scheme to your server, and it works for both Players and Dinos. I'm going to break this down into three sections: Players and Dinos, Engrams, and Resources...oh my? Players and Dinos How you proceed here will be largely dependent on the type of server you run. Using the Overrides you can add more levels, reduce the total number of levels, and completely reshape the way you progress through those levels. Altering the Dino progression scheme is straightforward; not so much for players. The game reserves 30 levels for ascension, so you need to keep this in mind when you're deciding on a max level. The easiest way to explain it is: If you want a max server level of 150, after ascension, you will simply add 150 levels If you want a max server level of 150, before ascension, you will need 180 levels in total Ramps Another factor to consider is how you want your ramp to work. What is a ramp you ask? Simply put, it is the increase in experience required per level. You can effectively create any ramping scheme you want with the override. The vanilla progression system uses a progressive ramp with a steep curve towards the end. I use the vanilla ramp up through 115, and then a wave scheme thereafter. Maybe you want a linear ramp where each level requires the same amount of experience. The world is your oyster here, so do whatever feels good to you. Code Now let's talk a bit about code, shall we? The method for coding is linear, but it is time consuming. There is an override variable for both Players and Dinos, and you will need to create a block of code for each if you intend to create custom level schemes for both. If you elect to override the vanilla level cap and progression, your code block MUST start at level 0, and MUST include every-single level you want to have on your server. I made the mistake of starting my code block at a specific level, instead of coding every level, and I magically transported every logged in player to level 82. So what does the code look like? Glad you asked: LevelExperienceRampOverrides=(ExperiencePointsForLevel[0]=5,ExperiencePointsForLevel[1]=20,ExperiencePointsForLevel[2]=40,ExperiencePointsForLevel[3]=70 As you can see, there isn't anything overly complicated about the actual syntax of the code. If you've noticed something odd, however, you're right to be suspicious. Level 0. Well, there is no Level 0 in the game, so what on earth is that for? When you first spawn on the beach, you are already at level 1, so it seems odd that this wouldn't start at level 2, right? Level 0 in this code block represents level 2 in-game. So if you are coding these blocks, always subtract 2 from the max level: If you want 180 total levels, your code block will start at Level 0 and end at Level 178. Engrams Points Now that you've coded out your level progression system, what about engram points? Just like with levels, you can employ any engram point scheme your wee heart desires, and it is all linear: OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=8 OverridePlayerLevelEngramPoints=12 OverridePlayerLevelEngramPoints=12 OverridePlayerLevelEngramPoints=12 Each line ties directly to a level, and in order. So, the first line is the number of engram points you gain at Level 0 in your level code block, and so on. Your engram points code block should match your level code block in terms of numbers: If you have 198 levels written into your code block, you will need 198 lines in your engram points block if you want each level to come with engram points. Resources The following are some of the things I found useful when setting up my server's progression scheme: Ark's vanilla level scheme from the Wiki Code Generator Tool Note that the level scheme is out of date, so you will need to adjust if you intend to use the vanilla progression scheme up through any particular level Also note that, the site has other tools for custom settings aside from levels and engram points Server Configuration Specifics from the Wiki More to follow...
  4. As I once started playing the game the ingame (only mobile) pursuits provided guidance and helpful introduction, eg to build a home. At later stages they provide you special loot after completion as well as with guidance to special places on the Island. So far, I have not seen any detailed guide on the net, for example to decide which one to choose next if you are required to spend engram points and you are currently constraint on them. Below are details to the pursuits I have finished recently (not including the very first ones) and I will complete the list as I will move on. I would be glad if you also can contribute. cheers Task: hunt dilophosaurus content: kill 3 dilos reward: ascendant bow (damage 178; no blueprint) Task: Phiomia 3 (building house with metal items) content: placing at least 4 foundations, 4 ceilings and 6 walls reward: nothing Task: hunt direbear content: kill 2 direbears required engrams: large bear trap (12 points), longneck rifle (18) asked equipment: craft 2 large bear traps and 10 rifle bullets (not needed to complete pursuit) reward: journeyman longneck rifle blueprint (total of 5 crafts) Task: hunt terror bird content: kill 3 terror birds required engrams: sword (11 points) reward: ramshackle sword (damage 133; no blueprint) Task: hunt argentavis content: kill 8 argentavis required engram: assault rifle (24 points) asked equipment: fabricate assault rifle and full clip of ammo (not needed to complete) reward: journeyman quetz saddle (armor: 63; no blueprint) Task: In case I don‘t see ya Content: craft and place a raft, place at least one piece of furniture on the raft and travel with it to the „edge of the world“ (I wasn’t killed by a leedsichty) Required engram: wooden raft (11 points) Reward: wooden bench (no blueprint) Task: pro-hunt Carno Content: kill 10 Carnos Reward: Carnotaurus Trophy (for a trophy base) Task: knowledge of your forebears Content: find one Explorer Note (seems to reappear every once in a while) Reward: nothing XP: 500 (like finding a note without the pursuit) Task: hunt araneo content: kill 20 araneo reward: ramshackle shotgun blueprint Task: a pillar in the sky content: visit/ explore all three obelisks reward: nothing XP: 400 task: pro-hunt rouffignac content: kill 10 mammoths reward: mammoth trophy (for display in a trophy base) task: hunt T-Rex content: kill 1 Rex required engrams: fabricated pistol (18 engram points), advanced bullet (8) asked equipment: 1 fabricated pistol and 30 advanced bullets reward: ascendant assault rifle (blueprint; damage: 102; max 3 crafts in total) task: hunt raptor content: kill 4 raptors reward: mastercraft gallimimus saddle (no blueprint)
  5. Keep in mind: most (if not all) settings are LIMITS for the generator to use, NOT exact measurements. work in small increments - sometimes a change of 0.01 on some settings will make a MAJOR change in the look of a map. some settings will effect the results of other settings... i recommend starting in solo mode with low settings, then adjust your map one setting at a time until you know how each setting effects your resulting map. This way if you see strange results you can go back and know which setting caused it. Settings covered below so far: 0. Seed WaterLevel & OceanFloorLevel DeepWaterBiomesDepth ShorelineStartOffset & ShorelineThickness MountainsHeight **UPDATE** & Mountains Frequency Mountains Slope Water Frequency JungleBiomeStart & MountainBiomeStart LandscapeRadius ErosionIterations MaxSawnPointHeight I will expand and update this for all the settings as i go. ---------------------------------------------------------------------------------------------- 0. Seed: seed = base number for a random number generator to use (to put it very simply) With the ark PG maps a 'seed' is used in a random number generator, in combination with the other settings, to generate a 'random' or natural looking map. Without randomness you would always have the same straight or perfectly curved shores... all mountains would be the same shape and height... all trees would be the same exact spacing apart... so on and so fourth.. not very natural and pretty boring in my opinion. BUT Computers can not actually do true random numbers... only what looks like a random pattern of numbers. Using a starting 'seed' creates a random-looking sequence of numbers based on that number and it will ALWAYS be the same sequence of numbers with that specific 'seed'. This is why anyone using the same seed and settings will result in the same natural looking generated map. ---------------------------------------------------------------------------------------------- 1. WaterLevel & OceanFloorLevel: Example ** OceanFloorLevel=-1.00 & WaterLevel=-0.98 ** distance between settings = 0.02 ** deepest oceans roughly 2 foundation WIDTHS deep Example ** OceanFloorLevel=-1.00 & WaterLevel=-0.80 ** distance between settings = 0.20 ** deepest oceans roughly 20 foundation WIDTHS deep NOTE ** The deeper the ocean... the less space you have above the water for mountains and such. I recommend keeping OceanFloorLevel at -1.0 and working up from there. ---------------------------------------------------------------------------------------------- 2. DeepWaterBiomesDepth: Deep water biome objects (large rocks and weeds) are pretty tall (0.20 or so). In the above example, those objects stick up out of the water around the shores. (neat effect) Note ** If the biome setting in the above example was -0.01, the biome would start very close to the water surface. (weeds, rocks, oil, mosas, etc.. close to shore) Note ** If the biome setting in the above example was -0.20, the biome would start at the OceanFloorLevel, in turn there would be no biome, no oil, and so on... ---------------------------------------------------------------------------------------------- 3. ShorelineStartOffset & ShorelineThickness: These settings determine your SHORE Biome EXAMPLE ** ShorelineStartOffset=0.04 and ShorelineThickness=0.001 will make beaches wide & flat EXAMPLE ** ShorelineStartOffset=0.04 and ShorelineThickness=0.04 will make 45 degree sloped shores EXAMPLE ** ShorelineStartOffset=0.001 and ShorelineThickness=0.04 will make high cliff shores Note ** ShorelineStartOffset is measured from water line, so larger offset = larger beach but smaller inland area Note ** If ShorelineThickness is very small you will hear water splashing on a lot of the beach. ---------------------------------------------------------------------------------------------- 4. MountainsHeight & Mountains Frequency: **UPDATE** **UPDATE** MountainsHeight is the elevation limit to the highest mountain tops Range = WaterLevel to 1.0 Mountains Frequency is roughly the number of peaks or high spots spread across the map Note ** (TURBULENCE setting will vary and randomize Height and Frequency across the map - ill detail that setting later) ---------------------------------------------------------------------------------------------- 5. Mountains Slope This effects the transition from land to mountain slope (also shape of mountain peaks) 0.0 = vertical mountain slopes, cliffs + flat tops 2.0 = smooth slopes, rolling hills NOTE ** The image above shows the exact same map, seed, and settings EXCEPT for the Mountain Slope as shown in the image ---------------------------------------------------------------------------------------------- 6. Water Frequency Roughly the number of dips or low spots spread across the map NOTE ** The image above shows the exact same map, seed, and settings EXCEPT for the water frequency as shown in the image ---------------------------------------------------------------------------------------------- 7. JungleBiomeStart & MountainBiomeStart: (in the example image i had turned jungle tree density down, also the peak in the distance was the only place high enough to extend into the mountain biome. Example ** if JungleBiomeStart in the above example were set to -0.50 (same as water level), all the grassland biome (on the right in image) would change to jungle Example ** if MountainBiomeStart in the above example were set to -0.50 (same as water level), metal nodes and mountain spawns would extend all the way down to the shore Note ** if MountainBiomeStart is set too high you will not find metal. MountainBiomeStart also effects start elevation of Metal nodes in redwood biome and Obsidian nodes in snow biome. ---------------------------------------------------------------------------------------------- 8. LandscapeRadius: *** Both the maps above use the EXACT same settings except for LandscapeRadius *** NOTE ** With LandscapeRadius near and above 1.0 you may start seeing the edges of the land being cut by the map boundary. (see the image above) THIS SETTING DOES NOT INCREASE THE MAP SIZE... ONLY THE LAND MASS UP TO THE MAP BOUNDARY With LandscapeRadius above 1.0 you start to see an overlapping effect NOT an increase in land or map size. again, THIS SETTING DOES NOT INCREASE THE MAP SIZE... ONLY THE LAND MASS UP TO THE MAP BOUNDARY ---------------------------------------------------------------------------------------------- 9. ErosionIterations: Controls overall smoothness of all land 0 = no erosion, very smooth land, mountains, etc... 1,000,000 = a lot of erosion, VERY bumpy land, mountains, etc... ---------------------------------------------------------------------------------------------- 10. MaxSawnPointHeight: Maximum height of land for characters to spawn into zones. Range: WaterLevel to 1.0 Always make this greater than WaterLevel setting. Example ** if MaxSawnPointHeight=1.0, characters will spawn in at any elevation from water to top of mountains Example ** if MaxSawnPointHeight is only 0.01 greater than WaterLevel, characters will spawn close to shores, unless your maps land is extremely flat ---------------------------------------------------------------------------------------------- MORE TO COME SOON... STAY TUNED!
  6. I made a quick little chart for the new kibble types, recipes, preferences, and producers. Some info may be incorrect or subject to change. Any suggestions or corrections, please message me. (In its current state irs sloppy and will be cleaned up once I get home) Update: I am a potato and forgot to select allow viewing for all. If you requested access you can now view it. Update Part 2: Cleaned it up a little bit to be more visual friendly. https://docs.google.com/spreadsheets/d/1TqmFmSJS0LqqbuDDxQtLG6hif4h0c_BIDGnN9aZbeT4/edit?usp=drivesdk
  7. So basically I was wondering what's the best way to farm eggs now on the new kibble system is there a specific dino from each category that quickly lays eggs, of course not as fast as dodo and kairuku but efficiently enough to tame high levels at a decent rate. I also want to know if there's different imprinting kibbles now? Or is that the same.
  8. I'm looking to compile a method to protect Ark servers running out of any home based network using services that are now available where a protected frontend IP is used and passes traffic from the backend Ark server. So far I've been able to get my server working to a point where I see it on the Steam server list but when I try to join it I get "Unable to query server info" I've ruled out firewall being the issue already through a number of tests, and its not port forwarding since I can see the server on Steam, so the port pass-through works. I've wondered if there's an entry in the Ark server ini's I'd have to define the frontend IP address on, but haven't been able to get any clarification on this so far. Does anyone have input that might help find this missing piece? This process could help many communities stave off trolls.
  9. Quick start guide to using Ark Smart Breeding to extract dino stats and get a breeding plan then share the database with your tribe mates.
  10. Hello, I recently wanted to create a mod for Ark, adding a completely new armor with my own model, etc. I just do not know how to do it. I can create a model of armor but I do not know how to add it to the game. I wanted to use the ark dev kit for this and I wonder if it is possible to use existing armor in the game by replacing their models and saving them as a new one. Does anyone know how I could do it? Please help.
  11. This guide shows you how to master the right passage of the ARK: Survival Evoled Ragnarok desert cave with basic equipment. In order to get the artifact clever, massive an devious. I hope it helps you to find your way through even without fancy gear. Enjoy!
  12. This guide shows you how to master the left passage of the ARK: Survival Evoled Ragnarok desert cave with basic equipment. In order to get the artifact skylord, massive an devious. I hope it helps you to find your way through even without fancy gear. Enjoy!
  13. I put this together at nitrado's request, and also in hopes that wildcard would take interest in supporting/developing the PG feature. Everything detailed here can be found at http://fumblerok.com/admin-tools/pgmap/ The images and copy/paste .ini content are there as well as an iframe of the spreadsheet helper and link to the absolute location Instructions for Nitrado hosted servers It is suggested you try out your PG map parameters through your xbox interface first, so that you may do a number of generations and find the exact settings you would like to use. When you are ready to roll it out on the dedicated server hosted by Nitrado, follow these steps each time: 1. Shut down 2. Reinstall game 3. Shut down 4. Select expert mode in settings and select save 5. Change to dynamic map, alter command line settings, save. 6. Add the PGmap settings into the game.ini file as well as the Game user settings like so, and save both. In game .ini: PGMapName=PGMap PGTerrainPropertiesString= In GameUserSettings.ini add this to the bottom of the page: [/Game/PrimalEarth/CoreBlueprints/TestGameMode.TestGameMode_C] PGMapName=PGMap PGTerrainPropertiesString= 7. Restart server, let run for 20 minutes. 8. Shut down server after confirming it has executed successfully by joining the server. 9. Alter GameUserSettings.ini and Game.ini and save 10. Change cluster settings to add into cluster. 11. Restart server PG Map String Helper View and Edit Settings Explain (to my limited understanding) MapSeed: Not entirely sure but i believe these settings have some sort of play with the map seed value, either as variables for an equation it runs, or as effected output by the equation run that uses the map seed value. Grasslands grass density Landscape radius Deep water biome depth Deposition strength Jungle grass density Erosion steps Jungle tree density Mountain frequency LandscapeRadius: Determines the overall length of the diameter, of the entire contained land mass. Values over 1 are fine, up to 3.5 in some cases have no adverse effect. Water Frequency: This will determine how much your land mass is broken apart by water ways. At low values it only makes lakes or smaller, at values over 5, it will create water ways or islands. I’m not sure that it works with mountain frequency, as it appears to work previous to the factoring of mountain frequencey, as it explained in that section. figure m.2 figure m.1 Mountains Frequency: Probably the most interesting setting. I believe it means frequency in the statistical practice, not in waveform. So the frequencey of land altitude deviation as applied to the land and shore terrain, which can run under water down to the ocean floor. So if you set frequency to 0, and the equation must normalize to that figure, then you end up with land that is forced to the maximum altitude, since it cannot deviate altitude but must achieve the desired max land height (figure m.1). When your shore slope and offset are adjusted to gentle the incline, you end up with a coned land effect (figure M.2). Also, I believe mountain frequency is factored after water frequency, not with it. This is because you can see the pattern frequency on a land mass basis, meaning one big island wll have lets say six high points, and if you have a map of 4-5 islands, that same setting seems to apply the same six high points, on each indivual island. Mountains Slope: Determines the steepness of the incline for land mountain frequency. Higher is smoother, the source files suggest a maximum value of 2.4 and a minimum of 0.7 MountainsHeight: Determines the max altitude of the moutains created with frequency and slope. figure tp.1 Turbulence Power: The script says “land go up here, then a distance, then so far down.” Turbulence power says ” Gonna bump you hard going up, andinterupt your distance at some point and randoomly make you go down even harder.” It’s best to not deviate far from the default with this, and lower seems to be fine altogether for map playability at least (figure tp.1). figure s.1 Shore Slope: This determines the slope of the land that is under water, right at the beach, going down to the ocean floor (figure s.1). figure b.1 WaterLevel: This can be altered with some degree of play, ive gone to -0.53 fine before. It can help you make larger beach mass (figure b.1) ShoreLineEnd: This is the altitube at which the beach biome will stop I believe. GrassDensity: This is the grass density for the grasslands biome only. JungleGrassDensity: The density of harvestable objects (rocks and berry plants) in the jungle biome OceanFloorLevel: I would leave this at the default value, it shifts everything. SnowBiomeSize: I like to decrease this. 0.15 = 15% of the landscape RWBiomeSize: I like to increase this. 0.15 = 15% of the landscape MountainBiomeStart: This is a really cool setting. Say you want metal to spawn by the beach, you set this to -0.75 and jungle start at -0.85 and you get metal and obsidian everywhere. figure t.1 MountainsTreeDensity: This is misleading keep it at about 0.01, to high of a value will cause unharvestable, build unfriendly massive rocks to litter the landscape in the mountains (figure t.1) JungleBiomeStart: Works in tandem with the mountain biomes start to determine the altitude range for the jungle biome. IslandBorderCurveExp: The value for the exponent in an algorithm that determines the general land curavture as its permiter is being defined. MaxSawnPointHeight: 0.1 will make sure that your players alwsy spawn on or near the beach. SnowBiomeLocation: The coordinates for the center of the snow biome, will always form a perfect circle. RWForestBiomeLocation: The coordinates for the center of the redwoods biome, will always form a perfect circle. figure ts.1 TerrainScaleMultiplier: This can stretch and distort the landscape, not recommended (figure ts.1) MountainGrassDensity: The density of harvestable objects (rocks and berry plants) in the mountains biomes, (redwoods, snow, normal) SnowMountainGrassDensity: The density of harvestable objects (rocks and berry plants) in the mountainous snow biome (can also be effected by the mountain density settings) SnowGrassDensity: The density of harvestable objects (rocks and berry plants) in the Non mountainous snow biomes UnderwaterObjectsDensity: This is cool to turn up for a more labyrinth style underwater world with cool half caves and crevasses. The only issue is you can’t seem to build on or near them. SnowMountainsTreeDensity: The density of trees in the snow biome. TreeDensity: This is grasslands tree density only JungleTreeDensity: The density of trees in the jungle biome. RedWoodTreeDensity: The density of trees harvestable and not harvestable in the redwoods biome (can be effected by mountain density settings as well) SnowTreeDensity: The density of trees in the snow biome. RedwoodGrassDensity: The density of harvestable objects (rocks and berry plants) in the redwoods biome (can be effected by mountain density settings as well) ShoreTreeDensity: The density of trees on the beach. SnowShoreTreeDensity: The density of trees in the snow shore biome. DeepWaterBiomesDepth: Making this more shallow will cause the underwater objects to jut through the water surface sporadically, but will also bring more oil nopdes and mosa/squid spawns. InlandWaterObjectsDensity: Determines the density of shallow water harvestable objects I believe. ShorelineStartOffset: Not completely clear to me yet. ShorelineThickness: Determines the breadth of the beach. TreesGroundSlopeAccuracy: The smaller the value, the more trees there will be, cause they will be able to form on steeper land incline. This sounds cool and works for filling out your jungle biome with lush vegetation, but be wary for what it does to the giant redwoods trees, they will have overhang. ErosionSteps: The best range for this is 4-5, 6 has been fine in csome cases as well. ErosionStrength: Going a little higher can smoothe the land a bit, I’d suggest staying between 0.5 and 0.75 figure d.1 DepositionStrength: This setting can royally mess up your ground and make it untraversable. Do not use the default 0.5 or even close to it, stick with 0.01 to 0.04 (figure d.1). MountainGeneralTreesPercent: This is the density setting to use to determine the tree densityt in mountains, but remember it effects snow and redwoods as well.
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