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Found 7 results

  1. We need a structure similar to the water tank for electricity. The current set up of needing a generator for each area ends up being quite a bit tedious. Maybe some sort of "battery hub" roughly the same size as the ac units but 2 height. Then have them link back to the main generator like a water tank.
  2. Wild: Wandering the most climate extreme environments in this broke earth, Sinotyrannus Radium has been able to harvest electricity from the environment thanks to its element mutations and use it offensively This Sinotyrannus' crest is usually used as the main outlet of electricity in his body, its able to use its electricity to either shoot out a lightning bolt which crosses among multiple enemies or a flash of blinding light made to stun them Taming Method: You must wait till it shoots its flashbang or lightning bolt, and either deflect it with either a metal shield (flashbang) or with the riot shield (lighting bolt), then it will be stunned, then you may feed it to gain taming effectiveness Tamed: Tribes upon the wasteland have been able to tame these predators by using their own attacks against them, stunning them by reflecting their respective attack and feeding them afterwards Some of these Sinotyrannus are fitted with generator saddles and used as mobile electric sources which dont need gas, this generators are also able to overcharge the Sinotyrannus and make them specially fast and agile compared to most creatures Sinotyrannus; Abilities: Regular bite: Fast bite with decent damage, comparable to carno Lighting bolt: When you enter turret mode you can choose on of two modes, the first mode gives you a lighting bolt shot, which has goes through multiple enemies dealing damage to all of em, a hard hitting attack which takes a couple seconds to recharge, the crest will be a bright yellow when doing this Flashbang: The second mode inside of turret mode is the flashbang, this attack stuns creatures and blind for a few seconds, this attack has a big cooldown and is easy to predict due to its animation, this is to prevent getting stunned all the time, whenever this mode is active the crest will be a bright blue Stomp: A stomp attack which deals moderate damage but leaves an electric field on the ground, this electric field deactivates Meks and other robotic creatures, also it does a continuous stream of damage when inside Passive Abilities: Generator Saddle: Its saddle acts as a mobile generator, this generator doesnt need gas but has a much smaller range Overcharge: When it has a powered generator saddle it unlocks the overcharge meter, this can be filled by attacking and running, when this is activated he is able to do 180 spins on the spot, mega jumps which explode with electricity when it lands and faster movement speed
  3. () Introducing Dacentrurus, the mobile generator and temporary gear upgrader Tags: generator , gear upgrades , potential boss fighter THE CONCEPTS WILL BE UPGRADED SOON DISCLAIMER: PLEASE read through the entire submission before voting for this creature, since there may be mechanics and features you might miss if you vote on design alone. I also encourage you to do this for every other submission you see as well, so you can make a truly educated vote for what you would actually like to see in the game. Common Name:Dacentrurus Species: Dacentrurus Fulgur Time: Early Cretaceus Diet: Herbivore Temperament: Neutral Introduction: Greetings, survivors! I introduce to you the living generator and gear upgrader ; the Dacentrurus! The foundational ideas and selling points for this creature include: Role as a high damage , decent health support mount mobile generator temporary upgrades for weapons,saddles and clothing good harvester potential boss fighter Actions: Primary Attack (, , ): tail attack with that goes through armor Secondary Attack (, , ): electricity wave that stuns enemy creatures in close proximity (needs at least 50% charge to work) Passive Abilities: herd boost: boosting the damage of every herbivore around it wireless generator power . has to be 100% charged plate and spike shedding Fuel and charge: Due to the dacentrurus’es highly corrosive stomach acid it can digest many of this world’s energy sources , turning them into pure energy that then is being broadcasted through it’s solar panel like plates Fuel items: oil- it is digested in moderate speed, providing small coverage area and medium charging sulfur- digested slowly it provides a medium coverage area and charging slowly gasoline- the fastest digesting there is , medium coverage area with also the fastest charging speed propellant- digested in moderate speed , big coverage area with medium charging speed element shards-being digested fast , it provides a large coverage area with quick charging speed . it also is the only resource that can power tek Charge: Similar to the carcharodontosaurus , dacentrurus also has a bar but instead of being called blood rage it is called charge bar, depending on the type of fuel resource you are using it can be replenished at different speeds. the charge is used for the dacentrurus’es abilities and to display when it’s going to broadcast the power to the structures Temporary gear upgrading: Occasionally the dacentrurus would shed it’s plates and spikes that can be picked up and put as an attachment to your gear , they brake when taking/dealing damage so they are not permanent PLATES: -slightly but noticeably adding durability and armor to your gear and addles. adding 20 more armor to saddles , 30 more durability to weapons and 20 more armor and 30 dura for clothing - the saddle and clothing plate attachment can be broken in about 10-15 hits SPIKES: -increasing the damage output of your saddled creatures and weapons by 40 for the next 10 hits for example:creature/weapon with 145% melee goes to 185% Taming Process:to tame it you need to feed it any of the fuel items, the higher quality it is the better (they go by-oil<gasoline<sulfur<propellant<element shards) until it overcharges and knocks itself out.
  4. The comfort of your base everywhere ! Advanced survivors need advanced dinos, get yourself a living hydro power plant : the Aquilarhinus. Main paleoarts : ICRA Art Additional "art" : little old me NEVER RUN OUT OF ENERGY On an archipelago like The Center, water is everywhere. Even on land ! It's an underrated resource in itself, found not just in the ocean but also in its many jungles, large swamps, and glorious waterfalls. Take advantage of the setting of the map, and turn water into a renewable source of energy for your base, your camp, your trap or your FOB ! Look below for a breakdown of its abilities ! The Aquilarhinus is the one of the few large creatures spawning on beaches. It stays where the water is ! It favors warmer climates but can be found occasionally on the beaches of colder areas. With the Aquilarhinus, you don't live where your generator is : the generator lives with you. Access to water is, ideally, natural sources of water (ocean, lake, river, etc.), which will be sustainable as long as the Aquilarhinus is kept safe. But ! It can also be filled water containers in its inventory, though that will require constant monitoring. The engram for its saddle is unlocked late in the game, because otherwise, a wireless gasoline generator would be way too OP ! The Aquilarhinus' main attack depends on whether its saddle is "switched on" : The Aquilarhinus comes with a personality quirk : it behaves differently depending on the night/day cycle ! The taming methods for the Aquilarhinus are not very complicated, but there are two of them and they yield different results. Like the Chalicotherium's, the passive tame of the Aquilarhinus can never be ruined. We have enough problems as it is. Lastly, the Aquilarhinus has a gathering ability that lets it dig the soil on any map, and find mushrooms there ! The foraging ability is slightly less convenient than harvesting, because you can do it anywhere, even if no mushrooms assets are around. But it guarantees access to mushrooms wherever you are, and even some chance of finding chitin. This will be useful in case the remaster doesn't bring DLC resources to The Center. And, well, people transfer maps, anyway. Why you should vote for the Aquilarhinus - Hadrosaurs are cool ! And ASA could use more creatures that are not badass killers, for a change. This is my contribution to that effort - Day/night behavior and TWO taming methods, for more immersive gameplay - Use water access and/or water containers for a brand new purpose - Find mushrooms and small amounts of chitin by foraging anywhere - New electricity-based attack : the electrical pushback ! - The mobile generator expands nomadic gameplay and/or raids PS : having two different ideas for The Center, a map I like very much but in dire need of a TLC, I decided to submit two creatures this time. I thought it'd be fun to be in a competition with myself, see what people respond to. Please also check out the Sinopterus 🥰
  5. I found a interestin old Fjördur Creature submission from JazHRate and would post it here Sculda Syriaca Common name: Sculda Time: Cretaceous Diet: Carnivore Temperament: Territorial Skills: 1.-Punch: Sculda Sculda releases a powerful punch capable of breaking structures , reaching to damage metal structures, also his powerful punch breaks any natural armor of creatures, such as the projectile strength of the stegosaurus, or any other type of defense, this effect of breaking armor will last 120 seconds, additionally his club-shaped arms are capable of causing much unconsciousness and less damage, special to knock out creatures. 2 .-Anti-Regenerant: Sculda produces a saliva that can launch as the dilophosaurus but at higher speed, which is able to prevent the regeneration of health, even if it tries to regenerate with some consumable or ability, this substance also affects the regeneration of energy, another quality is to achieve maintain the maintain unconsciousness, this helps the taming of wild creatures, but once asleep the effect will be canceled and the creature will lower unconsciousness normally, the duration of this effect is 165 seconds. 3.-Electroreseptor: Sculda is capable of producing a discharge, although somewhat mild powerful, this serves him to detect power generators, but this discharge although not capable of damage, is capable of affecting nerves, this mild discharge makes any creature of grip, desaferre his victim, from the legs of a argentavis, to the tentacles of a tuso, megalosaurus jaw and beam of a tek ship, this even activates automatically when it detects that its rider is dismounted, or that Sculda is trapped, this ability can be used to save allies as well as to save itself, the generators when using the ability are visible for a few moments. Mobility: Sculda naturally is a sea creature, it can come to the surface at times, its legs help it to walk on the sea floor as on land, but the time it is out of water is determined by its oxygen, this time can vary a strong wild Sculda is able to be out of water for more than 3 hours at a time out of water, its legs are fast in the water, it can swim freely throughout the sea, but can walk on sea floors, when walking it can climb underwater on sloping surfaces, but it can also do it on land, despite not having the best of speeds, it is able to match the Equus, and just like in the sea, it is able to climb on different surfaces. In-game role: After a difficult taming process Sculda will be of great help to us, it allows us to save allies and ourselves with an electric pulse, which is even able to detect generators makes survivors use it for attacks against other bases, even essential against metal bases, although its knockout fists are used for taming, even for the levels of unconsciousness it is able to induce, it is able to knock out enemy siege creatures, but for defenses also shines, it can break the natural defense of animals momentarily, moment where the impacts of bullets and bites will affect as any creature without defenseless, also its saliva is able to hinder the attack by preventing regeneration, but despite its virtues is important not to forget that it is a sea creature, so we will not have to forget to take it for a dip from time to time. Domestication: Sculda is found in funds glowing a bioluminescence when in the dark, while this in the background we will have to find a group of them, which must consist with minimum, a male and 3 females, although their groups are usually more numerous, when we locate a group we will have to incite their mating this is achieved by consuming rare flowers, when we consume a flower the battle will begin, because while these creatures are mating they are more vulnerable, besides attracting predators with the hormones they expel, at that moment we will have to defend the Rapax in waves of marine carnivores, the waves depend on the members of the group of Sculdas, once finished the females will lay eggs that may not be fertilized, but in the best case they will be, but all attempts will be rewarded with a strong and fast creature, and once we have a couple of domesticated Sculdas, we will have to take them to deep sea where they can mate, the waves will have a random difficulty but tame eggs will always be fertile, Sculda offspring must be raised to full adulthood in the water, they will eat fish meat, as it is softer, but once adulthood can eat any meat. Domestication Tips: In order to get a Sculda without danger it is essential to bring a wetsuit, as well as a strong creature, it is recommended to go with several survivors, for the Sculda hatchlings to be strong only one high level male is needed, since the level of the hatchlings depends only on the male, in case there is more than one male in the group, In case there are more than one male in the group, we must eliminate the other male of lower level, the creatures of waves will not be tameable, the waves can have alpha creatures, and at the moment of taming it is important not to kill any of the Sculda by accident, for a better chance of having fertile Sculda eggs you can use the Liopleurodon's fortune effect. Information: Sculda is a creature which inhabits the seabed where if the light allows it makes it shine bioluminescent colors along its body, where large marine predators are also found, but occasionally they can be found on the shores alone, it is territorial in temperament, and like its living relative the mantis shrimp, any creature that approaches it, The development of the ability to perceive electric motors, derived from encounters with human settlements, which became one of its biggest rivals, developing detection to avoid confrontations, in addition to the defense against the grip of thusotheutis, its liquid shot is a fluid full of bacteria and viruses, which deteriorate the health and energy of the affected, as well as its ability to annul numbing toxins, this added to its ability to sleep, makes even domesticated creatures fall asleep, causing much unconsciousness and preventing them from being able to annul the dream, added to not being able to flee by the wear of energy, These abilities make Sculda an unusual and cruel hunter, since he eliminates his creatures while they are asleep, although the fossil record shows a creature not so different from the current one, we can see a great difference from the one existing in the ark, this shows us how hard the environment in the ark can be.
  6. Original Species (Diochus Electrus) Dossier Species: Diochus Electrus Magnus Time: Middle Eocene Diet: Carrion Feeder Temperament: Defensive Wild Diochus Electrus Magnus is a strange subspecies of Diochus Electrus I have discovered on this ARK, it is much larger than most rove beetle species I know but tiny compared to the other beasts here. They tend to simply wander about in the forests and surprisingly some of the cold mountainous areas of this place looking for carrion to eat. Due to its small size many larger creatures would want to prey on it so it has evolved a truly unique defence mechanism. Diochus Electrus Magnus has become incredibly bioelectric capable of creating shockwaves and shooting electric beams from its abdomen. These electric light shows are usually enough to scare most would-be predators from attacking, those that aren't are tased into unconsciousness. Domesticated Those who have earned Diochus' trust (by spoiling it with food for a while) will find an organic taser at their disposal. Diochus isn't large enough to be ridden but it's small enough to sit on one's shoulder (Who thought it was fine to have a giant rove beetle on their shoulder I don't want to know). Diochus can be trained to act as an electric sentry on both peoples' shoulders and on the ground shooting electricity at threats from a distance, on peoples' shoulders Diochus seems to instinctively resuscitate survivors when they are unconscious. I have also seen people train it to be a sort of living electric mine in that it'll be trained to create an electric shockwave when enemies come close to it. I have heard rumours that a certain advanced tribe uses a colony of Diochus as rudimentary bioelectric generators to power certain machinery, while that sounds useful I can imagine it would be pretty tiring for the beetles after a while. Technical Stuff This electric rove beetle can be found within the forest and snow biomes of Ragnarok, in the wild its passive until provoked, when provoked it will start doing electricity shenanigans to defend itself. In order to tame it you must passive feed it certain food, the best food to feed it would be regular kibble and raw mutton. Once you feed it enough just like that it tamed! As a tamed creature the Diochus can be your shoulder pet, similar to how the Mesopithecus will throw poop at adversaries the Diochus will electrocute enemies (fun fact, the electrocution will deal more damage to things in water), if you become unconscious and Diochus is on your shoulder it will electrocute you to get out of unconsciousness, just beware it can't do this consantly and the electrocution may hurt your character a bit. It can shoot electricity both on your shoulder and on the ground, on the ground you can make it go into turret mode and it actually has 2 types of turret modes, the first mode is the more normal one; it shoots electricity at a distance, the second mode is the shockwave thing mentioned in the dossier, whenever enemies go near the beetle it creates an AOE shockwave. The last major thing about is that it can act as a generator, you can order Diochus to power a single certain machine that requires electricity, one thing to note, the Diochus can't power something forever and eventually it runs out of energy and will need to recharge, if you want to have it power things for longer then level up the stamina stat.
  7. I found a interestin old Fjördur Creature submission from JazHRate and would post it here Sculda Syriaca Common name: Sculda Time: Cretaceous Diet: Carnivore Temperament: Territorial Skills: 1.-Punch: Sculda Sculda releases a powerful punch capable of breaking structures , reaching to damage metal structures, also his powerful punch breaks any natural armor of creatures, such as the projectile strength of the stegosaurus, or any other type of defense, this effect of breaking armor will last 120 seconds, additionally his club-shaped arms are capable of causing much unconsciousness and less damage, special to knock out creatures. 2 .-Anti-Regenerant: Sculda produces a saliva that can launch as the dilophosaurus but at higher speed, which is able to prevent the regeneration of health, even if it tries to regenerate with some consumable or ability, this substance also affects the regeneration of energy, another quality is to achieve maintain the maintain unconsciousness, this helps the taming of wild creatures, but once asleep the effect will be canceled and the creature will lower unconsciousness normally, the duration of this effect is 165 seconds. 3.-Electroreseptor: Sculda is capable of producing a discharge, although somewhat mild powerful, this serves him to detect power generators, but this discharge although not capable of damage, is capable of affecting nerves, this mild discharge makes any creature of grip, desaferre his victim, from the legs of a argentavis, to the tentacles of a tuso, megalosaurus jaw and beam of a tek ship, this even activates automatically when it detects that its rider is dismounted, or that Sculda is trapped, this ability can be used to save allies as well as to save itself, the generators when using the ability are visible for a few moments. Mobility: Sculda naturally is a sea creature, it can come to the surface at times, its legs help it to walk on the sea floor as on land, but the time it is out of water is determined by its oxygen, this time can vary a strong wild Sculda is able to be out of water for more than 3 hours at a time out of water, its legs are fast in the water, it can swim freely throughout the sea, but can walk on sea floors, when walking it can climb underwater on sloping surfaces, but it can also do it on land, despite not having the best of speeds, it is able to match the Equus, and just like in the sea, it is able to climb on different surfaces. In-game role: After a difficult taming process Sculda will be of great help to us, it allows us to save allies and ourselves with an electric pulse, which is even able to detect generators makes survivors use it for attacks against other bases, even essential against metal bases, although its knockout fists are used for taming, even for the levels of unconsciousness it is able to induce, it is able to knock out enemy siege creatures, but for defenses also shines, it can break the natural defense of animals momentarily, moment where the impacts of bullets and bites will affect as any creature without defenseless, also its saliva is able to hinder the attack by preventing regeneration, but despite its virtues is important not to forget that it is a sea creature, so we will not have to forget to take it for a dip from time to time. Domestication: Sculda is found in funds glowing a bioluminescence when in the dark, while this in the background we will have to find a group of them, which must consist with minimum, a male and 3 females, although their groups are usually more numerous, when we locate a group we will have to incite their mating this is achieved by consuming rare flowers, when we consume a flower the battle will begin, because while these creatures are mating they are more vulnerable, besides attracting predators with the hormones they expel, at that moment we will have to defend the Rapax in waves of marine carnivores, the waves depend on the members of the group of Sculdas, once finished the females will lay eggs that may not be fertilized, but in the best case they will be, but all attempts will be rewarded with a strong and fast creature, and once we have a couple of domesticated Sculdas, we will have to take them to deep sea where they can mate, the waves will have a random difficulty but tame eggs will always be fertile, Sculda offspring must be raised to full adulthood in the water, they will eat fish meat, as it is softer, but once adulthood can eat any meat. Domestication Tips: In order to get a Sculda without danger it is essential to bring a wetsuit, as well as a strong creature, it is recommended to go with several survivors, for the Sculda hatchlings to be strong only one high level male is needed, since the level of the hatchlings depends only on the male, in case there is more than one male in the group, In case there are more than one male in the group, we must eliminate the other male of lower level, the creatures of waves will not be tameable, the waves can have alpha creatures, and at the moment of taming it is important not to kill any of the Sculda by accident, for a better chance of having fertile Sculda eggs you can use the Liopleurodon's fortune effect. Information: Sculda is a creature which inhabits the seabed where if the light allows it makes it shine bioluminescent colors along its body, where large marine predators are also found, but occasionally they can be found on the shores alone, it is territorial in temperament, and like its living relative the mantis shrimp, any creature that approaches it, The development of the ability to perceive electric motors, derived from encounters with human settlements, which became one of its biggest rivals, developing detection to avoid confrontations, in addition to the defense against the grip of thusotheutis, its liquid shot is a fluid full of bacteria and viruses, which deteriorate the health and energy of the affected, as well as its ability to annul numbing toxins, this added to its ability to sleep, makes even domesticated creatures fall asleep, causing much unconsciousness and preventing them from being able to annul the dream, added to not being able to flee by the wear of energy, These abilities make Sculda an unusual and cruel hunter, since he eliminates his creatures while they are asleep, although the fossil record shows a creature not so different from the current one, we can see a great difference from the one existing in the ark, this shows us how hard the environment in the ark can be.
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