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Found 12 results

  1. Let us craft shotgun shells without having to craft simple bullets first Make it so we can directly craft shotgun shells instead of having to craft simple bullets first. Just make the metal and gunpowder costs equivalent to if you had to craft simple bullets first. We dont have to craft casings (as an example) for bullets so why is it essential to go that extra step for shotgun shells. Small change but big improvement
  2. Crafting Overhaul So, I dislike blueprints. I think the existence of blueprints detracts significantly from the game, as it doesn't take much effort to walk up to a drop and snag one. I would much prefer to see a crafting skill system, where the quality of the gear you are able to produce is tied specifically to the time you have invested in crafting the specific classes of gear. This idea would see the elimination of the static crafting skill stat, and see the implementation of a much more robust system. The system would be split into categories, and progress in each of those categories would be dependent on the player's having crafted so much gear at a specific quality. example: Primitive Saddle Crafting The player would only be able to craft primitive saddles until they have earned enough primitive saddle crafting experience. Once the player has earned sufficient experience, say after crafting 100 primitive saddles, they can level-up and begin crafting ramshackle saddles. After 200-300 ramshackle saddles, they can level-up and begin crafting apprentice saddles, and on it goes. Each class of gear would have an independent leveling system tied to it, so you would need to progress through each class of gear in order to be able to reach the pinnacle of gear crafting. This could lead to specializations inside of tribes, and would make acquiring that high-level gear much more rewarding. You could keep the blueprint system in place, because engram points and all, but tie the quality of the item crafted to the player's category-specific progress. In this way, beacons still have relevance outside of just dropping a random smattering of supplies. In reality, you could actually implement this system universally; where you could see structure durability tied to progress in crafting the various structure pieces. Maybe fridges and generators become more efficient the higher your skill is in crafting those sorts of items.
  3. More decorative items you can place around your base to make it feel more like a place of living, including things like smaller tables, shelves, ornaments like small desktop pictures, nightstands, tabletop lamps, ceiling fans/lights and other decorative things,some like the night stand or ceiling fan could even serve a purpose by adding storage slots or adding a bit of protection from the heat
  4. Industrial forge > Tek blast forge smelting faster and has 600 slots chemistry bench > Tek laboratory crafts faster and has 400 slots Smithy > industrial/re-enforced smithy crafts faster and has 250 slots
  5. Hi all, I've been thinking of making a secondery survivor just for crafting I've been looking into making recipes and I understand the mechanics, my question is, Is it just the recipe that will get better with a higher crafting skill, or is it each food item you make I feel like if it's just the recipe, a re spec would be a better option than leveling a second character, but if I'd need to respec every time I made some health brews I fear that would get very tedious Thanks for the help guys
  6. so, when crafting you can hover your mouse over the items you want to craft to see what you need to craft certain items. But it just turned off in my game, so i can't see what i need to craft a simple pistol and what i'm missing
  7. Okay, so, I've tried crafting at the smithy, however I can't put items into the smithy. I don't have a craft tab or anything. And I can't find anything like this online to help me. Wait, I've fixed it
  8. so, i've knocked out a titanosaur, and i cant build the saddle yet since i am only level 80, on a single player on ark mobile. but in the wiki, https://ark.gamepedia.com/Titanosaur#Preferred_Food said, Unless “?AllowRaidDinoFeeding=” toggled to true, the Titanosaur only needs the saddle to be tamed, and since patch 1.0.86 on ios, it says that titanosaur now can be fed on single player, so i should be able to tame the titanosaur via feeding it right? but i cant anyways... any help would be appreciated
  9. Does anyone have the crafting codes for new extinction items? Nipiro and everywhere else ive looked has yet to update them, and im not sure how to obtain them on my own!
  10. Hello, I have some custom consumables that I want to craft in a copy of a beer barrel. I have made the beer barrel and it is working as a normal beer barrel aside from the autofill i added for irrigation. My issue is that the blueprints for the consumables are not showing up to craft them. I am wondering if it is possible to be able to have the beer brew and also craft items.
  11. We are running a private dedicated server with Structures Plus. Recently we looted this blueprint. Even if we edit the S+ Smithy or Replicator we can only get up to 1000 slots. This requires even more than that. Is there any trick to crafting blueprints like this? Thank you
  12. Is it possible to customise the folders where engrams go in the crafting menu? Particularly items added by mods. I know I can create a folder in-game, but that keeps the engrams still out of the folder, and just adds them to the custom folder. For example, I want to be able to move the "Upgrade Station", added by that mod, from the standard Crafting menu, which in turn is behind Structures, and just put it in the direct Crafting spot that's on the top menu by S+
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