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Found 6 results

  1. Hello, Everyone! Welcome to the first installment of Wildcard Workshop! Where I bring you tutorials, tips & tricks, and best practices for modding. Today we’re going to be starting from the top. We will be installing the ARK Dev Kit and everything that you need to know about that. I will introduce you to all of the resources you have available to turn to when building your mods, and then we will set up our project space and the required files for a 'game mod' which we will use when creating our first mod in the next episode of Wildcard Workshop! <-- Back to Wildcard Workshop tutorials Here are the links and resources that were referenced in the video: Sign up for an Epic Games account Download the Epic Games Launcher Information Resource Links: Ark Dev Kit forums (UE4 subforum) SurviveTheArk.com Workshop Forum ArkModding.Net Website ArkModding Discord Modding World Discord (This is another modding discord that did not get referenced in the video) Unreal Engine 4: UE4 Documentation UE4 Forums Unreal Engine Youtube Channel If you have any questions or feedback, please feel free to leave a reply!
  2. Hiding engrams from a mod can be a pain in the rear, especially if there are many of them to be removed - an actual example would be hiding S+ engrams to enforce players to roll with other stuff without breaking existing builds. As I'm a linux user, I'm in the happy position of using their tools pretty sweet. If you're sitting on windows, can use cygwin or that windows 10 subsystem stuff that gives you some of that functionality. Our main goal is to get a list of engrams to mask, which is fairly easy employing 'find' by cd-ing into the ark mods directory - in my case s+ - cd /home/arkserver/ShooterGame/Content/Mods/731604991 find . -iname EngramEntry_* find now looks in '.' which is the current path. -iname says 'look for files having ...' in its name What we get is a list of engram entry files which we now need to trim down. Luckily xargs got you covered and we're sending the previous commands output through a pipe which give us find . -iname EngramEntry_* | xargs -n1 basename that is sweet, but still not what we really need to roll with our list Now there's sed, a sweet little swiss army knife of editing streams which we can add send ours to. Basic syntax is 's/needle/replacement/' whereas 's' is for replacing stuff, needle is what we search (looking for the needle in the hay) and 'replacement' is what we want to have instead. as the documentation suggests, our Game.ini entry should look like this: we can use sed to slap it in shape. Just let 'EngramEntry_' and '.uasset' be our needles to be replaced First part: sed 's/EngramEntry_/OverrideNamedEngramEntries=(EngramClassName="EngramEntry_/' That will give us a list saying something like OverrideNamedEngramEntries=(EngramClassName="EngramEntry_XLWall_Adobe.uasset which is pretty what we want for the first part. Second part: sed 's/.uasset/_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=0,RemoveEngramPreReq=True)/' Putting it together, we have: find . -iname EngramEntry_* | xargs -n1 basename | sed 's/EngramEntry_/OverrideNamedEngramEntries=(EngramClassName=EngramEntry_"/' | sed 's/.uasset/_C",EngramHidden=True,EngramPointsCost=0,EngramLevelRequirement=0,RemoveEngramPreReq=True)/' which should spit out a list of disable-able engrams of every mod we let that run against which you may have as a textfile, appending > '~/disable.txt' at the end. Now all you have to do is check your list, deleting the lines which you want to keep and add the remaining ones to your Game.ini underneath the [/Script/ShooterGame.ShooterGameMode] header...
  3. All right you random citizens, welcome to another tutorial where today I'm going over a MASSIVE Cave in the new Ragnarok Map, now this cave isn't finished, so it's pitch black, and with five entrances to the cave, it's a doozie, BUT i've got the guide together and ready to go with showing you how to get both artifact from all 5 entrances! Hope you enjoy! Cheers!
  4. Welcome to Unevolved Gaming, today we are going to take a closer look at the Moschops. The Moschops is a small to medium size omnivore that in a way resembles a modern day komodo dragon. It has a wide stance like a pittbull with fat upper body and a relative short tail. The Moschops has a short thick neck with a head that is small compared to its body. A Moschops is a friendly creature that poses no threat to survivors or other creatures, they are extremely cowardly and will flee at any sign of a fight. Survivors can find the Moschops almost anywhere on the island with the exception of the snow biome, mountain areas and both carno and herbivore island. Killing a Moschops is not as easy as it seems as they will instantly flee when attacked. Chasing them down can be dangerous due to predators roaming the area. It is however possible to use a bola or large bear trap to stop the Moschops from fleeing, you can then use a weapon of choice to kill it. When killed a Moschops can be harvested for hide and meat. The Moschops can only be tamed passively. It is possible to tame a Moschops in an uncontrolled environment however this can be difficult due to its food wishes and predators that might be in the area. If a Moschops gets attacked or is scared you won't be able to feed it, in order to resume the tame a Moschops needs to be in a calm state. The Moschops can be picked up by an Argentavis or Quetzel and dropped in a taming pen on a location of choice. If you don't have access to a flier or play on pve u can trap the Moschops with a bola or bear trap and build a simple taming pen with fence foundations and door frames to keep it from wandering off. A storage box, preserving bin, fridge or even an animals inventory filled with all food types the Moschops might ask for during the tame will be of great value because many of these resources can spoil. When approached the Moschops will randomly ask for one of the following types of food. Mejoberry, Tintoberry, Rare Flowers, Rare Mushrooms, Giant Bee Honey, Cooked Lamb Chop, Cooked Prime Meat, Cooked Prime Fish Meat, Prime Meat Jerky or Raw Prime Fish Meat. Put the food that the Moschops desires in the last slot of your hotbar and press the y button on you're controller to feed it. When tamed a Moschops can be trained to harvest a larger amount of a specific item. Every time your Moschops levels up you can add a point to increase the harvested amount of Sap, raw prime meat, raw prime fish meat, rare flowers, rare mushrooms, leech blood or organic polymer in the radial menu under view harvesting levels. The more points you put in to a certain item the higher the harvested amount of that resource you will get. keep in mind that the animal harvested by the Moschops needs to drop the wanted resource in order to collect it The Moschops is a cowardly creature by nature. It will even flee when ordered to attack a dodo. Because of this behavior the Moschops harvest ability can only be used on animal corpses. Hold the left bumper and press up on the d-pad of your controller when looking at a corpse to make your Moschops harvest it. The same controls can be used to make your Moschops harvest rare flowers when looking at a bush in the swamp or snow biome and mushrooms from a mangrove tree in the swamp. Sap can only be harvested from Joshua tree's on scorched earth and possibly ragnarok in the future. A Moschops can also gather rare flowers and mushrooms on its own, when set to wander in an area that has the appropriate bushes or trees. Keep in mind that these areas can be very dangerous, it is therefor best to fence of the area before setting the Moschops to wander. A Moschops will also collect small amounts of berries, fiber, thatch and wood when harvesting trees or bushes In my opinion the Moschops has no great value in pve or pvp. It's ability to be trained in harvesting certain items can be usefull but is a time consuming process due to the amount of upgrading that is needed to see a noticeable increase in harvested amounts. It's cowardly nature, difficult taming process and the time spend leveling up the Moschops make it that most tribes prefer other creatures like the Ichtyornis or Direwolf to collect the same resources faster and more efficiently. That concludes our spotlight on the Moschops don't forget to comment, leave a like and subscribe for more ark spotlights and we will see you in the next episode where we will take a closer look at the Woolly Rhino
  5. We're going to be starting a new set of project videos soon, but before we dive into it we need to talk about bitmasks. These are used for structure snapping and control how a given structure knows what and where it can snap to. This video just covers the concept and how it's working under the hood but you will see the practical application as we work on our next project, the Virtual Sentry Mod. <-- Back to Wildcard Workshop tutorials
  6. Alright, you asked for it, excessively. Here is a tutorial on some basic Version Control using Git, mostly GitKraken. Version control is extremely important to anyone working with software and it will make the difference between a situation that frustrates us and we just quit a project altogether and being able to keep our calm and do proper testing to figure out a difficult bug. This one might be a bit difficult to follow until you actually dive in and try to use the software yourself and see how it impacts your work. Git Cheatsheet: http://rogerdudler.github.io/git-guide/ GitKraken: https://www.gitkraken.com/ Note: I did leave a mistake I made during the video to show what happens when you aren't careful. Systems like Git aren't really made with an *undo* in mind and using it can be a bit risky. <-- Back to Wildcard Workshop tutorials
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