A mod by Ghazlawl. This mod can be downloaded from the Steam Workshop.
There are two tiers of structures, Primitive and Metal. A third tier, Tek will be introduced at a later date.
Primitive Tier was designed with primitive servers in mind. The table and the items should be in line with what's available on primitive servers. Primitive structures have the lowest hit points and inventory capacity.
Metal Tier was designed for normal servers. Metal structures have increased hit points and inventory capacity and can only be destroyed by explosives.
Tek Tier will be coming in a later update.
Tek Tier will be introduced in a later update. Tek structures will have even more hit points, an even higher inventory capacity, will be nearly indestructable, and will require a much higher level to craft. Additional mechanics may be added that are specific to this tier.
The Admin Console will be an add-on for the Upgrade Station that can only be accessed by server admins. This console will allow server admins to configure all INI settings at runtime and without needing to edit the GameUserSettings.ini file manually.
The Rename Station will allow you to rename items. This will allow players to bash their enemies using items with custom names like "Doomfist" or "Ghazlawl's Bane" for example.
The Resource Puller will automatically pull resources from nearby owned structures when attempting an upgrade. This addon will only be available for Metal Tier and higher.
First, we need to specify the upgrade formula so these settings make sense:UpgradeCost = ROUNDUP( PreviousCraftingCost * ( UpgradeMultiplier ^ UpgradeExponentialMultiplier) )
Take a look at the official Upgrade Requirements spreadsheet to see how upgrade costs are calculated.
Take a look at the official Augment Station spreadsheet to see how augmented stats work using the default values.
INI settings can be used to fine-tune how the Upgrade Station, Blueprint Station, and Augment Stations work for your single-player game or dedicated server.
Specifies how many resources from the previous tier are required to upgrade an item. Lower values (1.3) will result in much lower upgrade costs; higher values (1.6) will result in much higher upgrade costs.
Specifies what the UpgradeMultiplier should be multiplied to the power of and is used to fine-tune the upgrade costs. Lower values (1.3) will result in a more linear upgrade path; higher values (1.6) will result in an exponential upgrade path.
Specifies whether or not items can be salvaged.
Specifies how many resources are returned when an item is salvaged. Higher-tier items will return more resources than lower-tier items.
Specifies the maximum quality level items can be upgraded to. This value is clamped between 0 and 5.0 = Default (Ascendant) 1 = Ramshackle 2 = Apprentice 3 = Journeyman 4 = Mastercraft 5 = Ascendant
The minimum value to use when generating a random value for stat increase. Default is 2,000. This value is clamped between 2,000 and 10,000.
The maximum value to use when generating a random value for stat increase. Default is 10,000. This value is clamped between 2,000 and 10,000.
A comma-separated list of item classes that aren't allowed to be upgraded. For example, to disallow upgrades of torches and cloth shirts, you would use:UpgradeDisallowedItems=PrimalItem_WeaponTorch_C,PrimalItemArmor_ClothShirt_C
Specifies how often the Quality Skip fortune should trigger. When this happens upgrading an item will skip a quality level. Default is 10%.
Specifies how often the Reduced Resources fortune should trigger. When this happens upgrading an item will consume only a percentage of the required resources. Default is 10%.
Specifies how many resources should not be consumed when upgrading an item and the Reduced Resources fortune triggers. Default is 25%.
Specifies how often the Increased Salvage fortune should trigger. When this happens salvaging an item will return more resources. Default is 10%.
Specifies how many resources should be returned when the Increased Salvage fortune triggers. Default is 2x.
Specifies how often the Upgrade Failed fortune should trigger. When this happens upgrading an item will sometimes fail and still consume a percentage of the required resources. Default is 5%.
Specifies how many resources should be consumed when the Upgrade Failed fortune triggers. Default is 10%.
Specifies what percentage of the original number of returned resources should be returned when creating a blueprint. Because the original return amount is hard-coded, the Blueprint Station will not return the full crafting cost regardless of what you change this setting to. This is intentional.
The minimum value to use when generating a random value for stat increase/decrease. Default is 1,000. This value is clamped between 1,000 and 5,000.
The maximum value to use when generating a random value for stat increase/decrease. Default is 1,000. This value is clamped between 1,000 and 5,000.
Specifies the maximum amount a stat can be increased to per item quality level. Default is 10,000. For example: Primitive is 10,000, Ramshackle is 20,000, etc.
Note: These values only affect increasing item stats. When decreasing using a Negator Reagent, item stats can be decreased all the way to the item's original base stats.
This mod adds 7 new engrams. They are:
Some server admins want to hide the engrams. This can be useful for a variety of reasons including creating a community structure for upgrading items, roleplaying servers with profession-specific players, or primitive servers.
Here are the configurations to hide each engram:
The following template can be used to override the crafting cost of structures or augments. One entry must be added to the Game.ini file per engram override. The example below will change the crafting requirements of Armor augments.ConfigOverrideItemCraftingCosts=( ItemClassString="PrimalItemResource_Augment_Armor_C",BaseCraftingResourceRequirements=( (ResourceItemTypeString="PrimalItemResource_Element_C",BaseResourceRequirement=5.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemTrophy_AlphaRex_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=150.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemResource_Polymer_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemResource_Obsidian_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=200.0,bCraftingRequireExactResourceType=false), (ResourceItemTypeString="PrimalItemResource_ChitinPaste_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=false) ))
Weapons, armor, tools, and saddles can be upgraded using the Upgrade Station. When an item is upgraded it's quality level, stats, and item rating is increased. Upgraded items are consistent with what can be found in loot crates.
Note: Some items, such as items added by mods, don't appear in the wild and the only way to obtain higher quality items is to upgrade them using the Upgrade Station.
Upgraded items can be even further enhanced by augmenting individual stats using the Augment Station. When an item is augmented its stats and item rating are increased or decreased, respectively.
Note: Augmenting items allows players to fine-tune the stats of individual items to make an item viable for any situation.
Salvaging items allows players to break an item down and receive a portion of the resources required to craft it.
Note: For balance purposes, not all items can be salvaged.
Creating blueprints allows players to create a blueprint of their coveted items in case the item is lost. Blueprints can be shared with other players or stored for safe keeping.
Note: Creating a blueprint destroys the target item and returns a portion of the resources required to craft it.
The fortune mechanic is really two sub-mechanics, "Good" Fortune and "Bad" Fortune, that affect base mechanics.
Each upgrade attempt has a chance to skip a quality level free of charge. The item will receive the same stat increases as a successful upgrade multiplied by 2.
Each upgrade attempt has a chance to consume less resources than what is required for that level.
Each upgrade attempt has a very low chance to fail and still consume a percentage of the required resources.
Each salvage attempt has a chance to return more resources than normal.
Note: This can also happen when salvaging in bulk.
There are currently two versions (one for each tier) of each station with a third tier planned for the future. Please see the Structures section for more information.
The only item properties changed are the stats which is a supported feature in the vanilla game. This mod doesn't use copies of items or affect items in any way that would cause items to be lost if the mod is removed.
Yes! This mod works with all vanilla maps as well as maps downloaded from the workshop.
Yes! While Extinction Core does change the names of the quality levels the upgrade process is the same.
Rocket launchers can't be upgraded anymore. Wildcard has removed the Initial Value Constant from them which, because anything multiplied by zero equals zero, means that sadly the stats simply can't be increased. (We have some ideas around that, though.) Tek gear can be upgraded but they don't show colored quality levels (yet).
Players can upgrade any items that have a quality index and make sense. The current list of upgradeable items is:
Check out the INI Settings and Formulas entries.
Players can salvage all items that make sense for an Upgrade Station. The current list of salvageable items is:
Check out the INI Settings and Formulas entries.
These are tips for those that want to mess around with the settings.
For making a boosted server or just having fun in single player.
Do not copy the numbers in these pictures, it's crappy, just testing things.
I am not telling you what settings is the BEST server or so, I'm just explaining what a few settings do and what would be fun for a boosted server.
I also will point out a few setting you would want to avoid, because they can ruin your game or kill all your dinos.
This is on PS4 console so on PC a few settings might be different.
●Difficulty Level: 1 for console
On console Difficulty 1 is the same as Difficulty 5 on PC. Max lvl of a wild dino will be 150. Everything is x5 so a lvl 1 would lvl 5 so that's the lowest you'll see.
And it goes up by 5's. So if you see a lvl 18 for example, you will know your setting aren't on highest difficulty.
●...Resistance Personaly I don't change these. Your and your dinos will get more damage by other settings later anyway.
With stucture resistance you can make your structures indestructible but that takes away too much from the game I think.
●XP multiplier: x3 or x5 I would say.
It's a boosted server so you'll be mass killing and mass building so the XP will come flying in anyway.
Being max lvl on your first day is a bit silly. Then aggain that's for a normal boosted server. The theme of your server might requier you to be max asap. Every server is different.
●Taming speed: If you put it high , like 100, then as soon as they eat their first bite they will be tamed, the little and medium ones, the bigger ones might still need a few bites. It will keep their taming efficiency high, even if you don't use kibble or prime.
For a bit more challenge put it on
10 or 20.
●Dino Harvester Damage: ↓
●Harvest Amount: These 2 go hand in hand and are up to you. Dino harvester damage will increase how much your dino will gather. But because the dinos attack damage is increased by other settings, it quickly results in lag every time a dino harvests a bush, even if a Trex bites a tree it lags even though a Trex doesn't gather wood, it still calculates it. So I keep Dino harvest Damage low.
Harvest amount controlles how much you get for hitting a tree. I like it high, good for rare resources wich I just gather with a good pick or axe.
●Player water drain: just a bother so I turn it down. 0,01 will make it so that you never have to drink. 0,1 - 0,2 will cause you to get thirsty every now and then.
●Player food drain: in the past it was important to not put it too low because you needed the hunger to eat to heal. But nowdays you heal by draining your food. So it's not important what you choose. I keep it at 0,2 - 0,3 so that I don't have to eat every 5 min.
●Dino Food Drain: !!!!! IMPORTANT !!!!!!
!!!!!! KEEP THIS AT 1 !!!!!!!
If you lower it too much it will take ages for the creature you wanne tame to eat its first bite because his food (stat) issent dropping to the point he gets hungry.
But if you increase it, all your tamed dinos will get hungry super fast and might all starve to death.
●Player stamina drain: 0,1 and you will be able to sprint 10 times longer.
●Dino character Stamina drain: 0,01
I put this on 0,01 because of flyers.
After the flyer nerf their stamina drops so fast it aint fun to fly around. They already lost their speed. At least with this setting they can fly long without landing.
●Player character health recovery
●Dino character health recovery
I keep those at 30. This only applies when not in combat. So as long as you are fighting nothing happens. But when you've killed your target, your health will return fairly quickly, so you have to wait less long before attacking the next target.
●Player harvesting damage: aggain another harvesting setting. So you'll have to balance this with the other harvesting settings. There are a lot of different settings that influence the same thing.
●Dino count: Amount of creatures on the map. 1 for normal population
2 for dubble
0,1 to have very few dinos
Maximum Difficulty: TURN THIS ON!!
It makes sure that wild dino level goes up to max level. For console that's level 150 dinos.
Some nice features here.
●Use Corpse locator: The new beacon that helps us find our corpse to get our items back.
●Disable structure placement collision:
You can now place structures that partly collide with another object. This enables a lot. Now you can build into the rocks. Build a foundation diagonal intersecting anothe foundation. Hide spotlights inside pillars.
No more: "can not place structure here"
●Allow multiple platform floors.
For platform saddles and rafts I think.
Is in by default? Because I never had problems with it. Thsn aggain I've only started making boats and my platform saddles are empty. Future projects?
●Allow unlimited respecs: Before this was always the case, now they changed it so you can only respec when you level up. Maybe good for pvp but on pve I wanne respecc when ever I want to.
●Disable Dino Taming: ↓
●Disable Dino Riding: These two settings can be fun in a RolePlay server. Man versus Beast and so on.
Another way of doing this with more customisation is in Engrams only allowing the saddle engrams of selected creatures.
●..... interval: Higher number means longer untill the next interval. Slower
●.... Speed: Higher = Faster
●Baby food consumption speed:
If you put it on 0,01 your newborn creatures can grow up without care of food. Especially if the grow rates are turned up. I'm playing around with auto breeding and feeding mechanisms. I put 2 sheep in a box and all the lamb fall down in another box and grow up waiting to be fed to my Tigers and Raptors.
Warning this setting can cause problems if someone leaves a love copple on wander. Overpopulation and lag or crash is possible. You might want to rurn that down a lot. This was just me playing around.
●Harvest Health: If you hit a tree you get wood. That amount you get before the tree breaks is setting 1. So if you put it on 4 you will get 4 times more. Because the other settings make me and my dino so strong the trees break with 1 hit. But lets say on a server with all settings on default and you would put Harvest Health on 10 it would take for ever to get your Mammoth or Trike through that forest. Because you will need to hit every tree so many times.
●Resources respawn period:
How fast a harvested tree will grow back.
Or a rock, metal deposit, .. .
●Babby cuddle stuff: I'm still experimenting with this so I can't say much about it.
●Nighttime speed: Longer days and shorter nights is more fun. But I wouldn't make the nights too short. Else you can't see your lights and you can't get RaptorClaws pressents.
Weird how you can change these speeds and the day cycle speed independently.
How does that work mathematically?
●Spoiling time: so you'll keep your stuff
●No resource radius structures:
How close things respawn to your buildings. Higher number and you have a nice open space around your building. Too high and you building blocks the respawning of that metal deposit.
WARNING if you lower this on an active server, a rock might spawn where your dino is parked. And your dino might disapear.
Best is on 1 I think.
● Crop decay speed: No one wants rotten potatoes. My greenhouse is just there for when I need it. I don't need to work in it every day. And with this the crops stay fresh for use.
●Torpidity: Lower = Faster tranquilising
This depends on your server.
If you put it realy low then you could tame anything with just a puch in the face. So if you got a server for lots of people and you don want them to have huge amounts of dinos super fast, then raise this and adjust the breeding and baby maturation speeds so it's harder.
If you just play with a few friends on a locked dedicated server or alone then putting it on 0,1 will make taming easy and fast.
●Tamed dino: Always getting confused wich is the stats the dino gets when tamed and wich is the points you put in yourself. Keep in mind that these are per level. It can easily be too much.
●Oxygen: This also increases the dinos swim speed. Actualy this works on players too. Carefull not to make it too fast.
●Affinity: While this looks the same, it only applies to the bonus being given. Like when imprinting.
● Torpidity: higher = less fast knocked out by a scorpion.
● Fortitude: Cold or heat don't bother you
●XP multiplier : Another xp bonus setting. You already get increased xp so don't put it too high because it stacks.
●Crafting skill multiplier : Everything you craft has a chance to be of a lot higher quality. More dmg, armor and so..
●Supply crate loot quality: Drops in world and in caves will now have ascendant quality items if put on 99. Better saddles and guns. Depends on what kind if server you are making. You might not want everyone to have ascendant gear by flying a few laps around the map.
●Fishing loot quality: same as above but for fishing.
●Fuel consumtion interval multiplier :
This increases the time 1 fuel will burn. Be it gas, sparkpowder, wood,....
WARNING if you put it on 1000 then you can't make charcoal (or Extremely slow) only do this when you have the industrial forge. That's the only way to make charcoal fast. Because the wood is not its fuel but what it processes.
I've put it on 1000 so that my torches stay on all the time and I have loads of running power generators. In every boat and I want to keep them on so the lights stay on.
●Increase platform structe limit:
50 is max I think. This allows you to build bigger ships and mobile bases.
Finnaly we have this option on console.
I made this because there are a few settings I wanted to point out.
It ended up being longer than intended.
I'm no expert so some things might be wrong or incomplete.
If you see any mistakes let me know.
I did not discuss PvP settings because I don't know enough about it.
I am not claiming that this is a guide.
Just a few tips and warnings.
I hope you enjoyed it.
Do check my other wikis and posts.
Plenty if tips there. Find it on my profile.
Is there a stat I can edit to modify the crafting speed? Crafting speed as a stat got changed to crafting skill the change to make better than the.
The great thing about ARK is the freedom to change many of it's game settings, however some Per Level Stat Multipliers - Players, Tamed Dinos and Wild Dinos. Crafting skill: Improves the likely quality of crafted items such as crossbows. Try putting PerLevelStatsMultiplier_Player= in your tuscoslsteepemal.tk That used to be the code for increasing crafting speed. A new breed of open-world dinosaur survival game, now on Xbox One, PS4, and Steam Windows/Mac/Linux!. In this article we will briefly explain how to change stats per level in Ark: Survival Evolved. If you set the value to one, you will get the normal 5 points on the stat. 9: SpeedMultiplier, TemperatureFortitude, CraftingSpeedMultiplier.
ARK: Survival Evolved will increase the % from 10 per level to Only thing increasing my crafting skill did was increase the speed. Is there a stat I can edit to modify the crafting speed? I learnt how to edit a ARK: Survival Evolved. All Discussions Last edited by KitsuneShiro; Sep 24, @ am. #1. Splićo Not a stat gained when leveling up. #5. Try putting PerLevelStatsMultiplier_Player= in your tuscoslsteepemal.tk That used to be the code for increasing crafting speed. A new breed of open-world dinosaur survival game, now on Xbox One, PS4, and Steam Windows/Mac/Linux!.
Putting a point into Crafting Skill will increase your crafting skill by 10%, The highest possible bonus at max level with all points in Crafting Skill is 67%. I thought that I use a character with 90 levels into crafting skill to craft it. Out of operation longneck came a crafted skill bonus of %. PS: You are getting 0,5 % crafting skill per 1 level in this stat. up all the materials to make a big ticket item saddle, like a Mossa platform and you get a Skill increase. They affect the corresponding entities' stat progression on level up. stat progression, while would give double the stat progression per level. Crafting.
In this article we will briefly explain how to change stats per level in Ark: Survival Evolved. If you set the value to one, you will get the normal 5 points on the stat. 9: SpeedMultiplier, TemperatureFortitude, CraftingSpeedMultiplier. So if you see a lvl 18 for example, you will know your setting aren't on highest But because the dinos attack damage is increased by other settings, . ○ Crafting skill multiplier: Everything you craft has a chance to be of a lot higher quality. im looking for the crafting skill bonus multiplier not the crafting speed multiplier in the per level stats multiplier on the engine settings but i can.
It will keep their taming efficiency high, even if you don't use kibble or prime.
This is poor, and needs the RNG factor to be taken out of the equation completely.
It's a random chance up to the amount they say.VMtlf-yCfXto Maximum bonus is 33, with 100 points put into crafting skill.Crafted Skill Bonus only applies to the bonus stats provided by a quality blueprint.S1E14 Crafting Skill Bonus New Gear Better Base ARK Survival Evolved 192 Kbps.25 MB 00:38:11 267.So as long as you are fighting nothing happens.But lets say on a server with all settings on default and you would put Harvest Health on 10 it would take for ever to get your Mammoth or Trike through that forest.So you'll have to balance this with the other harvesting settings.From ARK: Survival Evolved Wiki, jump to: navigation, search, this article is a stub.Higher crafting skill reduces the amount of time it takes to craft an item, allowing you to craft more items in a shorter veikkaus viking lotto mainos amount of time.(like 100 max) Some unofficial servers have more then 100 levels and once you put 200 points into crafting.it gets insane and I would like to cap it edited : Ok so they have now added a cap setting using the foillowing and.1 for normal population 2 for dubble 0,1 to have very few dinos.Weird how you can change these speeds and the day cycle speed independently.I did not discuss PvP settings because I don't know enough about.Do not copy the numbers in these pictures, it's crappy, just testing things.So it's not important what you choose.Because you will need to hit every tree so many times.
Every server is different.
Man versus Beast and.
Disable structure placement collision: You can now place structures that partly collide with another object.So if you craft a 130 crossbow, and you receive 10 crafting skill randomly, then if my theory is true, then you will end up with a 133 crossbow, NOT a 140 crossbow.Keep in mind that these are per level.You can help the.IS this all well known?The item then displays your name and your tribe name and indicates what percent bonus you received when crafting., aRK enjoy bonus benvenuto crafting skill, explained tested!!Being max lvl on your first day is a bit silly.And your dino might disapear.The amount of Item Quality gained per point is not linear, but you will produce items with 64 bonus quality at 100 points in Crafting Skill.
For ARK: Survival Evolved on the Xbox One, a GameFAQs message board edit : if anyone doesnt know crafting speed obviously boosts the.
In this article we will briefly explain how to change stats per level in Ark: Survival Evolved.
You can adjust the stats per level directly in the webinterface in "engine settings". If you set the value to one, you will get the normal 5 points on the stat. If you change the value to 10, you will get e.g 50 points added to stamina. After all, click on save and restart the server.
To open the Game.ini via the web interface, go to My Servers -> Your Ark Server -> CONFIGURATION FILES -> Dropdown -> Game.ini
Alternatively, you can use an FTP client of your choosing.
Stat multipliers can be edited under the tag [/script/shootergame.shootergamemode][/script/shootergame.shootergamemode] PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0 PerLevelStatsMultiplier_Player=1.0
Each index inside square brackets corresponds to a different stat. For example Player defines player health multiplier.
Here are some more values.0: Health, 1: Stamina, 2: Torpidity, 3: Oxygen, 4: Food, 5: Water, 6: Temperature, 7: Weight, 8: MeleeDamageMultiplier, 9: SpeedMultiplier, 10: TemperatureFortitude, 11: CraftingSpeedMultiplier
Multipliers correspond to 10 points per level, so for example: multiplier of 1 would be 10 points per level, and multiplier of 5 would be 50 points per level.
Editing dino level stats works the same way as editing player stats above. The only differences are the following strings for tamed and wild dinos.[/script/shootergame.shootergamemode] PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 PerLevelStatsMultiplier_DinoTamed=1.0 [/script/shootergame.shootergamemode] PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0 PerLevelStatsMultiplier_DinoWild=1.0
Resistance Personaly I don't change these. Your and your . ○Crafting skill multiplier: Everything you craft has a chance to be of a lot higher quality. More dmg.
MeztimiJanuary 13, 2019 3:36 PM
I congratulate, what words..., a remarkable idea
ArashigarJanuary 13, 2019 11:06 PM
It is good idea. It is ready to support you.