ZenRowe

ZenRowe



16 Feb

Comment

Originally posted by fish250505

Yeah I think it stacks with your settings, my server has 50x hatch & 30x mature, I got impregnated by a reaper earlier and the pregnancy should've been 14 mins but only took 4 which is 150x hatch so it's stacking with the 3x, tested some things in SP yesterday and they were fine but I think I have events disabled in launch options

Seems to have been a thing since the Christmas event, can't remember having to adjust my settings for any events before then

The Valentine's event was one of the first ones to use the active event system. When that one was set up the multipliers were hardcoded (I believe it predated the newer dynamic config) so it was pretty much the only event that did rates this way (and it never will again)


12 Feb

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Originally posted by [deleted]

[deleted]

Also sometimes the particle effects just kind of stop working on them for some reason it seems. if they are reddish coels there is a decently good chance that they are vday coels

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The dynamicConfig ini looks off because vday was one of the first first events where we implemented the active event system. There were some quirks with how vday was set up that didn't come to light until the last minute basically.

End result, yes the 1/3 baby food consumption rate is in effect. as is the 2x mate boost range and all the other 3x breeding/mating settings.


11 Feb

Comment

the timing for the autostart might be a bit off. It looks like it should activate but might not happen until tomorrow.

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    ZenRowe on Forums - Thread - Direct

Ah I see now.
That outputs the actual color values though and not just an index so I am not sure why the names would be needed in this case.
As for the ancestry thing, possibly... That's pretty low priority right now but I'll put a request task for that

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    ZenRowe on Forums - Thread - Direct

I think they get serialized out with those files now as well. Didn't specifically test for that, but I expect they would. Any tools the community uses for that though would have to update to actually read in those values.

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    ZenRowe on Forums - Thread - Direct

It took longer than I would have liked, BUT


10 Feb

Post
    ZenRowe on Forums - Thread - Direct

A couple of months ago there was a change that went out that had some unexpected consequences for PC unofficial servers and singleplayer. We made an optimization that cut down on color definitions being duplicated over and over by mods, and a lot of people that had done a lot of breeding for color mutations lost those colors. We understand that a lot of time and effort and planning went in to get these so we wanted to provide a way to prevent this problem from occurring in the future.
Today we have added the ReassertColorization command to address this. There will now be some protections in

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I was promised a nutshell...


09 Feb

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It should be a relatively small update; however, I can't really promise that. Thanks to the way console updates get chunked for their delta updates (we don't really have any control over that) updates for consoles can end up much larger than we expect. We might only add or change about 200 MB worth of data, but the deltas might register 5 GB. It's really unpredictable.

Comment

Originally posted by msjs91011

Sorry to sorta hijack the post (OK maybe not, it's a good question). For those of us that lost xp on the first days after chibis were introduced, is there any hope of getting the xp restored to the minimum required for our level if we didnt mind wipe?

I had 3 135 characters. Equipped chibis to two. Didn't realize that my xp was nerfed from 53M to 13M on both characters. Mind wiped one of them and only got 129 points to spend instead of the 134 I earned. Then my char xp bar actually showed 13M xp instead of the 53M it had before mind wipe.

The second character that equipped a chibi that nerfed xp did NOT mind wipe. So it is a 135 with 13M xp instead of the 53M it had.

Can a one time check on next login be created that checks current xp versus player level and if that xp isn't the minimum required for the level, can this one time check adjust the players xp back to the minimum required xp to be the level it is? This would fix 80% of our inadvertently xp-nerfe...

Read more

I am not sure if this can be done safely without potentially introducing other issues. The whole reason the exp bug, the one this thread is about, came to be was because of what looked to be a safe change made to prevent the bug that affected you from ever occurring again but had a cascading effect elsewhere in the code.

That occurrence of exp loss some people experienced is something we have been discussing so I'll bring up the idea you suggested and see if it has already been considered, but I can't make any promises as I don't know if we can do it safely without risking another xp problem. that system is pretty delicate as you have seen.


08 Feb

Comment

Originally posted by jslay88

Requesting to take over r/arkmodding

I am the current owner of arkmodding.net, and the original owner of ARKModding Discord that has existed for the last 4 years.

I have multiple references for my relation to the existing ARKModding community if needed.

https://steamcommunity.com/id/blindmist/myworkshopfiles/?appid=346110

tis true.


07 Feb

Comment

Originally posted by Xiphactnis

Can u confirm that only max level players get that bug? Bcuz i hopped on my alt acc and its far from max, got a reaper, got impregnated and still cant gain no levels, i think maybe its bcuz i was using a max drake for killing things and didnt kill stuff by myself but not sure. PS Please update me if u can confirm the bug is fixed now

Yes that would have been the cause of the issue for you. What was happening was that if any point along the path that experience was being shared something was at max level, it stopped passing experience down the chain.

So if you were on a max level dino, neither your player or your reaper or any chibis would get experience

If you yourself were at max level, Chibis and baby reapers would not get experience.


04 Feb

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Originally posted by TeknicallyChallenged

I didn't want to make a new thread so I'll ask here.. But do event items last forever? Or are they gone after the event? I'm referring to the bow and character skins and emote.

I don't see a point in playing the events and getting these items if they are just going to disappear if you get raided on official pvp... Would be nice if they were permanent unlocks like almost every other game out there.

Achievement based item skins are tied to your account and don't ever get lost.
Event skins that are purchased through the cooking pot can be lost, stolen, etc. but they don't get deleted when the event ends.

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Originally posted by sas8jedi

Will there be an option to disable event items expiration?

It's not really an expiration, it's that the item version changes to prevent resource rollover on officials for the events. I don't know that it's even going to occur this time, I'm not sure it ever happened before, or if they all just got used up. For unofficials if it does happen, yeah existing ones will vanish but that won't prevent you from turning on the event and earning more again.

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Chocolates don't stack, we haven't changed their functionality for this event. If they did ever stack before it was changed at some point. You will be able to keep the chocolates, at least for a while after the event, but I can't be sure for how long.

as for the 1/3 baby food consumption, there was a bit of an oversight with that one and it was too late to try to get it in.


28 Jan

Comment

Originally posted by The_Great_Sephiroth

I completely agree with you. Would love to see Ark on UE 4.3x or newer. It would help everybody out.

Oh, believe me, there is not an engineer in the office that doesn't wish we were working with a more recent version of UE4.
But it's just not that simple, upgrading across major engine versions is not just a difficult task but in some cases nearly impossible.

I'm not just talking about ARK here, I am talking about pretty much any game. Major engine versions don't just constitute additions but also major rewrites of core engine code. Games getting major engine conversions after release is a rarity, the work involved in that can potentially end up being even more than just making a whole new game from scratch because you have to untangle what has just, mostly likely, become completely inoperable code and figure out where the breaks are to get everything functioning again.


26 Jan

Comment

Originally posted by sal880612m

I am actively worried that when they release this shit on console they won’t make sure console players have a way to turn it off. Meaning everyone on console even those playing single player who happen to fall or clip through the mesh will constantly lose shit to it. You are making the mistake of thinking it’s hard to accidentally do, it’s not just most of those who do don’t stay there and move on playing as usual. Snow biome on the island is horrible for it.

The anti-mesh system doesn't apply to singleplayer and dedicated servers have control over whether or not the system is used.

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    ZenRowe on Forums - Thread - Direct

Hello, I just wanted to pop in while I had some time and acknowledge that I have seen that people are still seeing this problem.
I don't have an ETA on a fix but it is on my radar and it will be addressed.
Based on what I know about the chibi functionality, I believe that as long as you unequip and requip your chibis before gaining any exp that you will be fine. Just for now make sure not to kill any alphas while an equipped chibi reads as 0 exp when you know it should have more, that should hopefully mitigate the issue somewhat in the meantime.
Storing it at an obelisk when you go offl


27 Dec

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    ZenRowe on Forums - Thread - Direct

Not yet, people are off for the holiday so it hasn't been tested and validated yet. Gotta try to make sure I didn't create more problems with with the change.
I'll make sure to update this thread again when it goes out.