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Found 11 results

  1. Pillar Overhaul/Removing Nubs Issues with pillars have been common since the beginning; either by their odd snap points or the like but they are necessary in most cases to build a functional base on the many uneven terrains of the arks. The structure of the pillar as a whole in my opinion needs a overhaul but for the sake of this suggestion I will be talking about a part of the aesthetics of the pillar. We all know when you place a pillar down first then a ceiling the ceiling will snap to the top of the pillar with a flush, smooth top but when you try to place a ceiling down first (attached to another structure) then a pillar down from that ceiling it leaves a unnecessarily large nub sticking out from the top of the ceiling. These nubs are not pleasing to the eye to any builder and when you try to go around the problem by placing all your pillars first then when its time to upgrade the pillars underneath they default back to the nub sticking out from the ceiling. Its especially annoying when people place bear traps within the nubs so you cant see where they are just to mess with you while you are stuck there for who knows how long trying to get out of the traps in your own base. In short, if there is a way to revamp the pillar structure all together or just remove the nubs from the top of the ceilings so our floors/ceilings can be smooth and flush it would be much appreciated. Summary: Overhaul the pillar structure to make them more simplified and/or remove the nubs from the pillars that protrude through ceilings.
  2. Pipe/Cable Highlights Imagine you are installing plumbing and a electrical grid into your base when your pipes/cables merge into the mesh of your ceilings/foundations/walls. Working blind, you get frustrated and your enjoyment building your base turns into more of a chore than what it has to be in the first place. With this quality of life change I suggest when you have a cable/pipe selected ready to place down you can see a highlight, a white highlight perhaps, over preexisting cables/pipes that can be seen through structures indicating where other pipes/cables placed by your tribe are in that area so there are no missed areas of cabling/piping in your base. I know with this quality of life change it will assist many builders like myself in building our OCD base designs without fear of missing a spot of cabling/piping. Summary: Highlight over preexisting piping/cabling when a similar one is selected that can be seen through structures
  3. New Structure Pieces for Building -varying sloped ceiling pieces for roof made at different slopes -half walls -half angled walls matching the different angled ceiling pieces -rounded corner pieces for creating archways -arched doorway -rounded foundations similar to the triangle foundations -curved walls -fence doors/gates -horizontal beams -thinner pillars for making things like porch posts.
  4. Cave damage on Aberration and Valguero Hi guys, I have been searching the forums on this topic and have found nothing. I am on a cluster where cave damage is 6x, and i have questions on two of the maps. First, the underwater ocean on Valguero. Does the whole thing count as a cave? There are tunnels leading to the ocean where cave damage should be obvious, but after you leave those tunnels and enter the huge ocean part, is cave damage still turned on? It is such a large area that i honestly can't see there being cave damage, but i don't want to spend all my resources on an underwater tek base if it is still going to be an easy target. Second, Aberration. Technically the whole place is a cave. I am specifically interested in the blue and red zones. These areas are just as large as the underwater ocean in valguero, and are completely covered overhead. Is cave damage an issue? I would just try it but as you know if you have ever played aberration, you have to really prepare to get into those zones and i just want to make sure it is worth my time. If you can answer either of these id be grateful but i really do want both answers for future reference.
  5. Issue with structure radius So it has come to my attention on my cluster that players are able to place structures or spam right next to enemy structures. I am not aware of changing any settings that would cause this to happen but I was wondering if there is something I am overlooking because I know that is not default for that to happen. Any help would greatly appreciated because I am extremely lost on this.
  6. Viron

    Public Structures

    Have an option to unclaim attached structures or set structures to public. Sort of how you can unclaim dinos. That way creative people who like to build can share their works with non tribemates and/or bob's community.
  7. On many PVE maps, people put down hundreds of pillars to claim land they don’t really need and makes some regions in the map unplayable. I believe by adding Totem Poles to claim set areas of land could fix this, I’ve been thinking about this for a while actually. Each totem piece would claim a 80x80 foundation square space, be highlighted like a dino lease, and the totem pole can be moved anywhere in the space after set area of land is claimed. Each player can only put down three totem pieces, additional spaces would click together like a foundation, and tribemates can stack their totem pieces together. Non-tribemembers can’t claim land with a full 50 foundations away from claimed land to prevent crowding, tribes can only stack totem poles 10 pieces high, and individual totem poles of the same tribe can’t be within 5 spaces of each other (to prevent a variation of pillaring). All structures of all tiers outside claimed land would now have a 24 hour decay timer (whether the owner comes on or not), can be demolished by other players in 18 hours, and when someone claims land that non-tribe structures are in the structures can be immediately demolished. The totem piece/pole itself is indestructible except by the personal owner, has a decay timer of a metal foundation (as do all structures inside claimed area), and can be carved to look like the head of any creature. When someone leaves or is kicked from a tribe their totem pieces too close to ex-tribe land would be destroyed and the land claimed by their totem pieces would be removed from the tribe’s ownership. The remaining grids of land claimed by the tribe would have to be rearranged within a week’s time or any separate plots of land would be lost. This would be a big change to PVE Ark, but possibly a good one.
  8. Hi everyone, First, I'm sorry for my bad english, that's not my usual language. But I'll try to be understandable :P I'm the owner of a private modded server. I try to activate the decay of structures but I don't understand why it doesn't work. However, it looks like I've done all needs. I want to activate decay for structures and multiply all value per two (example: 30 days instead of 15 days) and disable the decay for dinos. Here's my config concerning decays : AutoDestroyDecayedDinos=False AutoDestroyOldStructuresMultiplier=2.0 DisableDinoDecayPvE=True DisableStructureDecayPvE=False FastDecayUnsnappedCoreStructures=True ForceAllStructureLocking=True OnlyAutoDestroyCoreStructures=True OnlyDecayUnsnappedCoreStructures=True PvEDinoDecayPeriodMultiplier=1.0 PvPDinoDecay=True ServerPVE=True PvEStructureDecayPeriodMultiplier=2.0 StructurePickupHoldDuration=0.500000 AllowIntegratedSPlusStructures=True PvPStructureDecay=True Here's all the config (if needed) : In advance, thanks for all help you'll send me :)
  9. I know you folks have a lot going on but it would be amazing if you could fix adobe in SE, with prim+ running. Not only does the adobe stuff show up in the wrong category but I can not get the adobe doorway to place. Let me say that again: I have an adobe foundation placed (tried with other foundations) and I try to place an adobe door frame (which was found and made under the stone menu) and it will not spawn the 'green' placement ghost thingy. aka. I can't place an adobe doorway. I realize that between extinction/atlas you are running ragged, however it would be nice if we could get some quality of life patches on the older maps. And as long as i'm here, it would be nice to have something better to do with all the sand in SE + PrimPlus. Update: swapping out thatch with adobe makes the hyperthermal number decrease... aka... I replaced my thatch cube with adobe and it made things worse. I even doubled up the roof, 4x4 cube, first floor is two high, second floor is two high. All upper level is thatch, all bottom level is adobe. Top floor made of thatch is cooler than adobe floor.
  10. Dinos that wander into the red wall (perimeter of the dino leash) in the dino leash radius refuse to move unless agroed, attacked or moved manually. This is not something that is particularly and ruins the whole concept of the dino leash having a wide area to roam. I know this isn't just me or a single player vrs server issue because ive seen it on both now. If the devs could please fix this so the ai doesnt hug the wall and knows to turn around or keep moving that would be great.
  11. So these I believe are the rates from doing a bit of searching. Thatch - 4 Days Wood/Dino - 8 Days Stone - 12 Days Metal - 16 Days Tek - 20 Days Single Tek Storage (Always Pin Lock) - 12 Hours Tek Storage Connected to Other Tek Storage (Always Pin Lock) - 80 Days Tek Generator - 40 Days Tek Cloner - 20 Days Tek Transmitter - 40 Days Tek Teleporter - 40 Days Cryo Fridge - 40 Days Keep in mind placing structures like a Tek Generator on top of a ceiling or foundation will make it have the same decay rate as the structure you put it on. It's wise to place things like Cryo Fridges, Generators etc on the bare ground so they get the longer decay rate.. UPDATED with Correct Info.
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