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Found 76 results

  1. Tek Blueprints I'll start with saying this is on official xbox pve. The other day a tribe mate was farming metal mountain and on his way back to our base he noticed a decaying base. When he checked the base he was able to access all of the vaults and things that were in it. He found a couple of sets of tek blueprints. Some say 3 uses and then there are some that just list stats. I was wanting to make sure the ones that just say stats can't be used anymore only the ones that specifically say 3 uses left can. Any help would be greatly appreciated.
  2. Tek Hover Skiff build limit??? I am hoping someone can tell me the build limit of the Skiff. I have looked all over and can not find this answer.
  3. Tek Bridges :: odd/missing snappoints & decay hoi guys since the last patch, newly build tek bridges have off angle snappoints & decay like they have nothing snapped to them! i already lost 2 that decayed because of that! it doesnt matter if u try & snap something to a newly build bridge or try to snap a bridge to existing foundations, it will show the normal "in line" snappoint in green, but when placed it will "materialize" at an odd angle, with no connection to eachother whatsoever, wich leads to the bridges decay like they would be build with nothing attached atall! this truly is a shame, because now im 1 bridge short of easy access to the meat hunting grounds!, hope it will be fixed soon!!! peace mho
  4. ARK Update - Genesis TekSuitPowersInGenesis stopped working I did "not" see a change in the current update stating that the following functionality was removed/updated v306.79 GameUserSettings.ini: AllowTekSuitPowersInGenesis=True (to enable or disable TEK suit powers in Genesis) I would like to know if this was an intentional move, or just a miss on the devs part Thanks
  5. Buff Tek Sensors Tek sensors are completely useless since their highest range is only as large as medium range turrets. They need to at LEAST be as big as high range turrets otherwise they just serve as a "You just lost your base" alarm. They also should be added into the forums in game alert system just like the trip wires are so you can be notified when they get triggered outside the game as well.
  6. Tek Hello my name is Bertram im lvl 99 I have used alot of time on this charakter but I have no tek engrams I really want one if that is possible Like the tek transmitter or just any tek engrams would be very usefull thanks
  7. up the range of the tek railgun as the title says up the range on the tek railgun, it's a sniper right? Then give it the range of a sniper because right now the normal tek rifle has a better range...
  8. Tek Giganatosaurus Spawn Code I have found it Wild Card. Idk why it's not on the Wiki. The tek giga spawn code is: Gmsummon "bionicgigant_character_bp_c" {Level}
  9. Tek Skiff Glitch Just had a major glitch with my skiff while farming element. After doing 3 veins I went in for a 4th and half my skiff disappeared. Nothing in tribe log, I out rendered it, logged in and out a few times.. nothing helped. Had one box already full of a mix of element/shards/dust.
  10. RockDrake hitbox fix (Exploit) Can the hitbox or the rock drake be improved at all? People can peak the drakes head around any corner of any surface and have the ability to shoot at as much structures, turrets anything that’s in range without taking a single bullet - Example in the picture Notice in the picture I am able to extend the drakes head over a cliff and have the ability to shoot at anything in front of me without taking a single shot ( turrets are full) this is an ongoing problem and surely can’t be fair as it only takes 5 minutes to wipe everything in front of it
  11. Tek glass structures Have Tek structures like greenhouse structures but the boarder is Tek and the glass is hexagon design like Tek doors, and also be as strong as metal
  12. Tek transmitter on the Center map Can you transfer a Tek transmitter to a different map? The reason I'm asking is that the center map does not have access to unlocking the Tek transmitter and I was wondering if I could build it on a different map and just transfer it to the center map to set up?
  13. Brand new Ragnarok server, with cluster coming soon. Medium boosted server, all engrams, lucrative custom drops, SMALL TRIBE (X4) BUFFED BUILDING RESISTANCE AND DEFENSES TO AID SMALLER GROUPS. Although PvP is enabled we try to run a co op server aiding and coexisting as best possible. Not suited for battle hungry psychos. Relaxed chilled server for small groups and solos looking for some decent people to share a server with • Server name = COVID-19 LOCKDOWN ARK - FRESH WIPE/SMALLTRIBE/X6/ALL ENGRAMS • Server details = 5x boosts across board. Fast taming and breeding. Small tribes, all engrams, customised boosted drops. Cluster coming next week • Quality of life = fun and helpful PVPVe community. Stack size increase, buffed building resistance and damage output for PvP balance, alliances encouraged and unnecessary aggression frowned upon. Active admin, no admin powers
  14. New Furniture I think it'd be amazing if there was a new addition, hopefully to the base game and not to the new DLCs, of new different chairs. We have different beds made out of different materials as we move on through the engram list, all classified under different names (i.e. Bedroll, Simple Bed, Bunk Bed, etc.) When I came across something called "Wooden Chair" and "Wooden Table," I thought that there would be higher classes of chairs and tables, Metal Chair, Metal Table, Tek Chair, Tek Table, but there was nothing there. I think it would be interesting if they added different higher-tier furnitures, the metal furniture looking sleeker and more industrial, the tek chairs with the classic chrome-metal with the glowing blue. The first thought in my mind of a tek chair was a floating chair with the back of it looking subtly implant-shaped and having the classic hexagonal blue glow. While it isn't necessary to have these, I feel like it's weird when we have out tek bases and metal bases but just put wooden furniture inside. Just something I was thinking about yesterday while decorating the inside of a house.
  15. Hello, I would like to suggest the addition of a few tek items. I realize that those who do not use or like tek may not care for these items, but they are items that would be considered nice additions for the way some play the game. Myself included. The Tek Fridge is pretty self explanatory. It would be larger than the small fridge visually, be powered by a generator, and have more line items than the standard fridge. *I suggest the fridge fully realizing that the Tek Troughs can act as refrigerators, but with them there is always the issue that if the wrong things are added while they are too close to creatures... bye bye supplies. The Tek Smoker would be the next step to the preserving bin. Larger with more line items, it too would be powered by a Tek Generator . To make jerky, oil must be added- or salt depending on the map. Jerky would dry out quicker than with the preserving bin by a small percentage. The Tek Vault is another item that would be nice to see added. The dedicated storage has certainly helped with being organized, however there certain items that can't be stacked in one and it would be nice to have a place to put them. Clothing, weapons, tools, saddles, etc. Updated with a tek look, I would suggest they hold more line item and perhaps be two foundations wide and one wall tall for placement. It does make sense after all, to have them be a bit larger if they are to hold more. The Tek Chemistry Station would be the follow up to the chemistry bench. We already have the Tek replicator to follow the fabricator, so to have a Tek Chemistry station seems to be the next step. It too would have a tek look, be a bit larger, and have the ability to hold more line options. The Tek Grinder. It would be yet another tek step up for an already available game item. Perhaps the same size, or smaller, it would be able to crush everything in its inventory at once as opposed to items individually or in stacks. It would also give back a larger portion of the materials used to craft what is crushed and instead of organic polymer, it would give back hard polymer. The cost to craft each item listed above would be costly, some outrageously so due to the convenience they offer, but worth the grinding for the item needed. *this is suggested based on an xbox PvE players perspective where mod options expand these areas are not available. New Items added to the list due to inclusion in conversation or as additions to the original discussion: 1. Tek Forge. Like the others it would have more line items, could be run off a generator, and would smelt metal into ingots faster than the items currently available. Not by much, but a slight percentage that would make gathering the required materials to craft it worth the effort. 2. Filing Cabinet. As listed in the conversation it too would be an upgraded storage item, much like the vault, to replace the bookcase. It would be nice to see it have more line items, as well as additional sorting function to be able to locate the blueprint you wish to find sooner. (example... Saddles, Weapons & Tools, Armors, Recipes, Building items, etc...) 3. Tek AC. As discussed on a separate suggestion, it would would be an improved version of the Air Condition. It would encompass a larger area and could be set inside windows as though it were a window unit or placed on the floor. It would run off a tek generator. 4. Tek Kitchen. Acting as as both an industrial grill and a industrial cooker, this would be large station that would act as both items at a slightly faster rate then their counterparts with more line items. It could also be connected via a pipe to allow for direct water usage. 5. Tek Garden Station & Tek Plots. The Tek Plots would auto snap together as with Tek Dedicated Storage, hold more line items, help crops grow faster, help fertilizer last longer, and would have a higher irrigation count. The Tek Garden Station could be connected to the Tek Plots and would act as an advanced compost bin with more line items and faster composting times, would auto fill the connect plots with fertilizer, would harvest and store produce for the player to collect (it wouldn't be a fridge you could add to but would hold the items until you removed them), and could be connected to a water pipe to start the irrigation line for the crop plots.
  16. Why did they break my Tek suit. Why. . Just why. I'm on a unofficial pve server for Christ sake. Make it a setting to turn it back to normal if wanted please. Because I absolutely refuse to get rid of my armor.
  17. What genesis shouldve had Genesis part 1 introduced us to the idea of side missions to enhance our progress. The races were most fun to me. I love a good race. And it made me think why was there no car races? A while back they gave us the atv and genesis was the perfect oppertunity to make them useful because right now they arent. They wont even stay still when youre not in them. I really wish wildcard would fix the ATV so we can have fun with them. I even atempted to build a race track for the hell of it but the cars still buggy no pun intended. So please wildcard please fix the ATV.
  18. Suggestion: Tek saddle update Before I start, I just wanna say that I am not a PvP player and I only recently got into Official PvE a few months, so I apologize if any of these ideas seem unbalanced as I am not sure what the current meta is like or anything like that, these are just ideas I've had and I figured I'd share them. This particular idea is for an update centered around tek saddles. The current tek saddles have never really seemed that worth it to me; they are expensive to craft, their armor value is worse than even some ramshackle blueprints, and they are also completely oriented for use in PvP. This update would flesh out tek saddles to give them many new uses and also make them more useful in PvE situations. More tek saddles This one should be obvious, but if we're gonna be fleshing out tek saddles, they might as well make more of them! Reaper Tek Saddle (Module slots: 3) Trike Tek Saddle (Module slots: 2) Wooly Rhino Tek Saddle (Module slots: 2) Wyvern Tek Saddle (Module slots: 3) Giganotosaurus Tek Saddle (Module slots: 4) Griffin Tek Saddle (Module slots: 2) Snow Owl Tek Saddle (Module slots: 1) Karkinos Tek Saddle (Module slots: 3) Spinosaurus Tek Saddle (Module slots: 2) Mantis Tek Saddle (Module slots: 1) Direwolf Tek Saddle (Module slots: 1) Direbear Tek Saddle (Module slots: 2) Roll Rat Tek Saddle (Module slots: 2) Rex Tek Saddle (Module slots: 4) Tapejara Tek Saddle (Module slots: 2) Megalodon Tek Saddle (Module slots: 3) Mosasaurus Tek Saddle (Module slots: 4) Rock Drake Tek Saddle (Module slots: 3) Astrocetus Tek Saddle: (Module slots: 5) Tek saddle modules Similar to the Mek, tek saddles now have their own modules! However, unlike the Mek modules, saddle modules are tekgrams, not engrams. Also unlike the Mek, different tek saddles can support different amount of modules. Here are some of the tek saddle module ideas I've come up with: Blaster Module: Exactly the same as the current guns already equipped on tek saddles except now, they are considered a module and be unequipped to use other modules. No passive ability, usable by all tek saddles. Cockpit Module: This module requires element to run and encapsulates the rider in an energy field that protects them from damage as long as it is powered. Passive adds slight damage resistance and is usable by all tek saddles. Cannot be used in tandem with the Passenger Module. Passenger Module: This module does not require any fuel source of its own, but instead adds a second seat to the tame. No passive, usable by all tek saddles that don't already seat multiple riders. Cannot be used at the same time as the Cockpit Module. Turret Module: Exactly the same as the gun turrets on the Astrocetus tek saddle, now in module form! This module can only be used on tek saddles with a passenger seat. No passive. Cannot be used in tandem with Passenger Module Defense Module: This module resembles a mask/helmet that fits over the tame's head. Tames equipped with this module would look like they have the head of a tek variant, and would grant extra armor and protect the tame from headshot damage at the cost of element. The tame's head would have a shimmering graphical effect so creatures that are already tek variants can still be distinguished as wearing a Defense Module. Passive grants slight boost to melee damage of tame, usable by all tames with tek saddles. Shield Module: This module resembles a collar around the tame's neck and turns the tame into a support role. When activated, a vertical, translucent, rectangle-shaped energy barrier appears in front of them at the cost of element. This shield is about 5 walls high and 6 foundations wide, giving enough room to cover the tame, the rider, and perhaps ground troops standing beside them. When the shield is deployed, the tame will be unable to sprint. No passive, usable by ground tames with tek saddles. Jet Module: This module resembles the jet on the back of the tek chestpiece and requires element for fuel. When activated, pressing shift will cause the tame to enter a static "glide" animation and the jet will propel them forward, allowing them to soar at great speeds. Pressing spacebar will create a burst that can be used to strafe, gain altitude, or dive similar to the Managarmr, but will cost a bigger chunk of the Element percentage. When the Jet Module is in use, the creature will not use extra stamina. Passive is slight increase in movement speed and is only usably by flyers, aquatic tames and gliding tames. Power module: This module would arguably be the most powerful, but its use would be restricted to tames that have a charge or dive attack, such as the Wooly Rhino or Snow owl. When equipped, a simmering energy-effect covers the front of the tame and the rider. Once the charge-dive is initiated, it will start consuming Element for power and the shimmer effect becomes more pronounced, and they deal more damage the faster they go. Once they've reached their top speed, they can also knock down trees and smash through rocks, and will also do extra damage to structures. Passive grants resistance to damage that scales with speed and as stated before, is only useable by tames with charge/dive attacks. Cannot be used on a tek saddle that is currently equipped with a Jet Module. Freight Module: This module adds 3 special slots to your tame's inventory. Whatever you place into these slots will grant the tame 75% weight reduction for that item as long as it is equipped. Passive perk allows tames to continue walking even when encumbered at the cost of element, similar to the tek leggings. Can be used with any tek saddle. Charge Module: This is the only module that does not require element to run, instead consuming charge batteries. When the module is equipped, the lights on the tek saddle will glow much brighter and will emit charge light. Accessing the radial menu will allow them player to toggle the range of the charge light, with power draw scaling accordingly. No passive, usable by all tek saddles. All modules are powered individually be dragging element over them on the mount's inventory screen. All tek saddles now have durability However, this durability acts differently than other items. Instead, the durability determines the amount of features available to be used. All tek saddles can have full fabricator, smithy and mort and pestle functionalities at full power. At 100%-75% all functionalities will work. Below 75% the fabricator functionality will stop until repair. Below 50% the smithy functionality will stop until repair. Below 25% the mortar and pestle functionality will stop until repair O% renders all modules inoperable and the tek saddle becomes just a fancy saddle until repair. Tek saddles do not receive damage from attacks and only from consuming element for fuel Constructive criticism is always welcome!
  19. THE TEK CLAWS NEED TO BE BUFFED The tek claws have a lower DPS than the tek sword in all departments: DPS against armoured targets (the claws are supposed to shred armour but they don't) DPS against armourless targets DPS against structures The tek claws can't jump like the tek sword can So I ask: why are the tek claws even in the game? The new boss is one of the hardest so far, and the process of getting to it is probably the most painful and boring process as of late. Why are players rewarded with such an awful melee weapon? An ascendant metal sword will out DPS tek claws by a lot against tames and wooden structures. In fact, it may be possible to break down a stone door with a normal sword faster than a pair of tek claws. Sure... The tek claws can block. The damage reduction is pathetic, and the durability taken is astronomical. It'd be better to just use a tek sword with a riot shield. I understand they were too strong on release, but they were criminally overnerfed. They are sub par in just about everything. The wiki says that tek claws are meant to shred armour, but they don't really shred armour. The only true use of the tek claws is to apply the "shredded" debuff, which I assume reduces armour. It must be a pretty pathetic amount of armour shred, because I tested the DPS in the video below where you can clearly see the DPS of the sword is still higher through armour. How can the tek claws be fixed? Give them a role. Even when the damage ramps up they are still worse than other options. It's already risky to play a melee playstyle, so the damage should be high. A melee weapon is intended to do high damage for the risk of being close to a tame. I have some cool suggestions to make these claws relevant in the meta with melee players, because we are really disappointed in what we see from this new weapon. Add a jump; not just any jump, more of a pounce. Someone using the claws could leap a long distance onto a targetted player and pin them to the floor much like the raptor. The duration could be from 5 - 15 seconds, there could be a way to struggle out or to escape, who knows. But it would be a really cool thing to add to make this weapon fill a supportive role rather than having zero purpose and use currently Increase the armour shred. If you manage to stack your hits to get the maximum speed, you should be rewarded more. It's so risky to run up to something and fully stack this weapon, and it isn't even worth it. If I hit a player or I hit an armoured dino, their armour should be cut by 75% at LEAST. 75% on each piece of armour if it is a player, and by 75% on the entire saddle and armoured region of a tame. If you hit a trike with a saddle and hit it in the head, the skull armour will be reduced by 75% and the saddle armour will be reduced by 75%. Alternatively, make the armour shred scale off melee damage and the quality of the claws Simply increase the damage of these things. It's just pathetic. They do hardly anything. You can't break structures fast enough to warrant using it over a tek sword. You can't kill tames faster with the claws, and you can't kill players faster with it. So please buff the damage. It should NOT be this weak. I'm talking double, triple, maybe even quadruple the damage. It's REALLY that bad. To keep tek swords relevant, make it so either the tek claws do more damage to tames OR structures, and the tek sword is better at the other. Currently, the tek claws are good at... nothing Against armoured tame: https://streamable.com/wvjik Against structures: https://streamable.com/4qpk6
  20. Better tek replicator The tek replicator will be able to smelt Iron faster than an industrial forge (30 per craft, indu is 20 normal is 1) , Cook food like the industrial cooker with the ability to create custom food and do not need water for dye/custom recipe. He may also be a better grinder without a ressource cap or a mortar who craft cementing past , spark powder and hun powder realy fast at a lower Price. Maybe Also add a craft for blood pack from Leach blood Why not, for balancing, the replicator need the original craft station (to work as a forge need an industrial forge in inventory)
  21. Tek Structures Glare Since Genesis released all of my painted tek structures have been missing colors and extremely bright. The amount of light that comes off of them alone runs my PS4 really hot and has made it impossible to enjoy the game. It creates black shadows that streak across the screen or white blinding glare that blinds you no matter where you go. Even after today's patch nothing has changed. This is on my unofficial pc session server.
  22. ixxxi

    Gensis.few servers

    Gensis.few servers Very few servers... many players can 't log in to play on pvp.. since on the first day, the players were already running in tek suits.. what to do who bought Genesis later?will new servers be opened?
  23. Tek Suggestions {potential spoilers} Important notice: Some suggestions might reveal or refer to spoilers to some degree. I ask that criticism is creative, instead of saying an idea is a bad one, explain how it could be a good one. Some ideas may be impractical or excessive, but judging from the direction the story is taking Tek technology it doesn't seem far off. Let us begin: Stealth Suit: A tek suit featuring armor pieces designed for stealth: Headpiece: A modified tek helmet retaining its night vision but with a new vision mode that picks up footprints, allowing users to track down specific survivors and dinos. Also features a zoom mechanic. Chestpiece: The main piece of the Tek stealth suit, cloak yourself in a similar manner as rock drake's hiding yourself from all but tek sensors. Gauntlets: Stealth gauntlets will allow users to quietly scale walls in the same manner as climbing picks. They also feature a deployable energy dagger, activated with melee to deliver a quick blow if caught. Leggings: Use the stealth leggings to leap to an accurate pinpointed spot, allowing users to navigate enemy bases right above their heads. Boots: Silence your footsteps with Tek stealth boots to quietly creep around enemies. When used alongside the gauntlets, crouching while climbing with them will allow you to stand and walk along the surface of what you were climbing. While less stealthy, it allows for clever ambushes. Tek Protector Suit: With all the tribal war and competition for land there a few things as admirable as high level tribes that are dedicated to helping new survivors. Using a new Tek Protector suit, these tribes can adequately prepare and assist new players in even the most hostile environments. Helmet: Utilizing a built in GPS and 3-d mapping system, users can accurately pinpoint survivors and tribemates in need. While it doesn't have the variety of vision modes as the original helmet, it can scan survivors to determine their needs at a distance as well as highlight their attackers. Chestpiece: No protector is complete without this chestpiece, offering the ability to project an energy barrier in the direction the user is facing. This barrier blocks all but primitive projectiles, and can release a kinetic knockback upon releasing it. It can also be used as a personal dome shield during explosive or overwhelming attacks. Gauntlets: Utilize electrically charged punches to sedate and subdue unruly or troublesome survivors without damaging their health. Survivors knocked out by these have protected inventories, shocking those who try to take from it. Leggings: Utilize these tek leggings to rapidly traverse the ark with jet assisted jumps and glides. They also offer protection from dangerous environments like lava rivers and tranquilizing attacks. Boots: While not in combat, these boots can provide healing and comfortable climate to those in the users vicinity. While not as powerful as using tames for healing and insulation, its particularly useful for escorting new survivors through hostile areas. Tek Missile Silo: The ultimate show of a tribes economic might, build a massive missile silo out of multiple very expensive structures. Requiring an unbelievable amount of resources, any tribe who manages to build one could put an end to any tribe war on the map. Once constructed, an authorized user can then use an accurate targeting system to choose a target. Upon activation, a countdown will be announced to all survivors. At the end of the countdown, the missile will launch and will creep along the top of the map to its target. The missile strike can be thwarted either with a force field or a heroic survivor and their flyer, however the missile will still leave a radioactive fallout featuring occasional nameless swarms. Tek Incubator: An advanced structure that will incubate any egg placed inside at its specified temperature. Pick and choose what mutations carry over and influence whether it'll be male or female. Tek Bow: A super advanced bow, the tek bows strength comes from its versatility. Use it as a stealthy raid weapon by using element bolts, to quietly dispatch enemies without alerting their tribe. Use energy bolts to rapidly engage multiple targets during battles or ambushes. And finally use the tek tranquilizer bolts to stun and tranquilize unlucky survivors and potential tames. Tek Javalin: A direct upgrade to the pike, a tek weapon with long reach and armor penetration. Dealing heavy damage, it can also be thrown very far after which it returns to the users hand. Tek Satellite: An extremely advanced and late-game support structure, build a satellite that must be fueled then launched. When launched, it sits at the top of the map and provides a wide range of information and support to all tribe members. Each function can be blocked or allowed for certain tribe members, as certain functions use up on board satellite resources that cant be replaced. All tribe mates receive detailed map information, replacing the paper map with a digital one that details a 3-d map, coordinates, climate and temperature of different areas, cave and collectible locations, and large collections of structures (small bases and tribes won't be revealed). Additional support functions that require additional onboard satellite resources include supply drops, real time satellite imaging, small airstrikes with energy projectiles, teleporting personal dinos, and a one-time energy beam that will destroy the satellite upon firing. Tek Mobile Base Platform: A huge ground-based platform with a built in generator and manned turret emplacements that unfold from the sides. Build a fortress on the platform, and when ready to move it will unfold a series of mechanical legs allowing it to slowly creep to a new spot. Creep up walls, cliffs and ceilings and settle there, as the platforms own gravity will ensure it remains a comfortable experience. Tek Food Processor: A tek cooking structure, can produce recipes in bulk with less resources. When meat is left in its inventory, it creates element infused jerky. A much more nutritious food item, it provides brief bonuses to food drain, health regen, and a resistance to torpor damage. Connect to a farm plot and refrigerator to automatically harvest, cook, and deposit recipes. Tek Seige cannon: A direct upgrade to the primitive cannon, construct a huge energy cannon for seiging other alpha tribe bases. It features a long charge up time, consuming massive amounts of resources. However it all pays off with a long range controllable energy beam to devastate walls and structures. Deals bonus damage to tek forcefield, absorbing its energy to replenish a portion of it's own. Tek Mine: Initially looking like a grenade, the tek mine can be deployed by hand or by tek launcher. When hitting a surface, it burrows into the surface awaiting a target. Possessing a wide range of targeting options, when an enemy is in range it will emerge, firing a directed energy blast at its target. This can be adjusted to be purely knockback or lethal, and can be equipped with a warning similar to turrets. Tek Serum: A transformative serum that infuses the user with element. Not unlike the ferox, repetitive use increases addiction, with the transformation becoming more and more corrupted resembling nameless, until %100 addiction. At this point the user temporarily loses control. Tek Environmental Controller: Generate a controllable environmental field. Create a comfortable area in a hostile environment or turn the area of your base into a brutal environment that would deter any unprepared raiding party. Adjust gravity to your liking for unpredictable defense and interesting bases. Tek Storage and Logistics: A series of different tek storage containers, ranging from resource storage, bulk refrigeration storage, and specialized dino pens that securely hold creatures keeping them fed and healthy. Set up rails along the ceilings of your storage rooms with a manned crane to move storage and dinos in an organized and efficient manner. This is an excellent method of loading platform saddles and skiffs with resources or dinos for distant transport. Use the same rails to build a monorail system with a passenger transport for quick, safe transport between mildly distant bases. Tek Dropship: An aerial vehicle not unlike the one featured at the ending cutscene of genesis, this ship cannot have a base or building peices constructed on board, however storage and crafting structure can. It has a number of unique internal stations, including one that allows for a preset loadout to be instantly equipped, health stations, a tek sleeping pod, and a weapons terminal in the cockpit that provides access to a turret on the bottom. The ship has escape pods that can be used to rapidly reach the ground for surprise attacks or emergencies. The ship is slower and less agile than the skiff, and does not possess a tractor beam. However the pilot has access to an air-to-surface missile barrage that must be manually reloaded further into the interior, as well as an operable cargo bay in which medium sized creatures can fit. Tek Construction Mek: A tek vehicle with the sole purpose of gathering materials and building bases. Equipped with material harvesters designed to quickly gather the most base building materials and cutting their weight down. The vehicle can refine the collected materials as well as rapidly manufacture building pieces in its modified tek replicator. When ready to construct bases, it will greatly increase placement range and allow rapid cycling through different structure pieces. It also introduces a variety of placement and building options for the most intricate and functional bases. Tek Drill Rig: A structure that when placed, will consistently mine basic resources such as stone, sand, unrefined metal, crystal, etc. from underground. It has a chance of producing occasional biome specific* resources such as seeds, cactus sap, Pearls, etc. Tek Droid Constructor: An advanced manufacturing structure that can create android's not unlike survivors. Obviously only capable of simple tasks, they can be directed to perform harvesting, refining, and simple crafting. When armed, they can be directed to guard a perimeter path set by the player, man a turret, or ride as a supportive passenger. Not immune to tranquilizers, if captured androids can potentially reveal information pertaining to said androids job, whether its details on available resources or strength of security. Tek Drop Pod Launcher: Rapidly back-up tribemates or call it in from the field, Load a drop pod at your base with resources and equipment, utilizing armor and weapon slots to fully equip the receiver instantly. Use a variety of targeting options from coordinates to player targeting and determine whether its contents will be shielded from other players the drop isn't intended for. Tek Attachments: A variety of tek weapon and armor attachments changing their specified function: Tek illuminator: A highly advanced flashlight that illuminates a large area while highlighting creatures. Can be placed on a chestpiece or weapon. Tek Chaff: A defensive attachment that can be placed on a players armor or saddle that when activated temporarily blocks tracking, highlighting, and turret targeting. Tek Scanner: Attached to a weapon, provides detailed information on a target and will provide a damage boost to scanned targets for the first shot. Tek Energy Shield: An over shield for player armor and saddles, when active the player cannot fire ranged weapons or attacks, but damage will be soaked up by the over shield until reaching a threshold at which it breaks. Tek Targeter: A targeting laser for weapons, use it to reveal a target for all tribemates, revealing them on player maps and highlighting them on screen. Tek Harpoon Trap: A relatively well hidden trap that can be placed across all surfaces, it can be set with a variety of targeting parameters, even targeting only a very specific creature or player. When a target comes within a decent range of the trap, an ensnaring harpoon will fire and tether the target to the placement point. It can be set to reel in a target to a certain point, sound an alarm, or fling the target away. Tek Bait: A specially developed device that can be set to attract a specified creature or player. Creatures will venture far to seek out this bait, and when set for a player it will disguise itself as a player corpse featuring a corpse locator beacon. Tek Hydroponics: A tek farming plot that can hold multiple different plants and grow them at an increased rate, depositing the results into a refrigerated storage. Can process any organic matter into fertilizer. Tek Humidity Harvester: A tek structure that can generate a stable supply of water and remotely direct it where needed within a radius of the structure. It can also dispense consumable water bottles for water on the go. Tek Hellfire Turret: A versatile missile turret, is capable of autonomous anti-air making short work of air raids with rapid firing guided missiles. However when manned from a remote station, it becomes more effective by locking onto multiple targets at once and allowing ground barrages. Requires missile packs that have to be separately manufactured and reloaded.
  24. Recipe Tek Suits Broken by .85 Patch Recipe Tek Suits Broken by .85 Patch. Vanilla suits work, recipe suits do not.
  25. Dinos Retain having Lunar Gravity after Using Tek Teleporter Basically using the Tek Teleporter to teleport your Dinos out of The Lunar Biome to another Biome, they Keep the Lunar Gravity Effect on them until you cryopod them
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