ARK: Survival Ascended

ARK: Survival Ascended

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Hwaryun Jun 23, 2024 @ 11:44am
Spawn container name
What's the container name used for redwoods in ASA? I know that in ASE it was DinoSpawnEntriesRedwoods_LostIsland_C, but is it the same for ASA too? Also, is there a place where I can see all spawn container name and the creatures that spawn in it? I'm trying to add several creatures to center and I wanna be accurate. Thank you!
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THE ADORING FAN Jun 23, 2024 @ 12:03pm 
The code you put specifically references Lost Island. By default on Island and Center it's

DinoSpawnEntriesRedwoods_C

As in, for example

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesRedwoods_C",NPCSpawnEntries=((AnEntryName="Giganotosaurus",EntryWeight=0.003422368,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Gigant_Character_BP_C"),ManualSpawnPointSpreadRadius=3000)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.000001)))

To add gigas to the redwoods.
Last edited by THE ADORING FAN; Jun 23, 2024 @ 12:08pm
Hwaryun Jun 26, 2024 @ 1:05pm 
Sorry for the late response. Thanks to your example line, after struggling for few days I was able to write my own. Though when I try to have more than two of them to spawn, they would spawn at the exact same coordinates which makes them stuck in each other. Any chance you know a way to solve this?
THE ADORING FAN Jun 26, 2024 @ 1:56pm 
Spawn mechanisms on Ark are finicky are always the biggest pain when coding, I recommend using Beacon if you're not already. There you can specify spawn radius, as well as x/y/z offset. Offsets makes it so that if you spawn a group of say, 3 sarcos

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesSwamp_C",NPCSpawnEntries=((AnEntryName="Sarcosuchus",EntryWeight=0.118750000,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C"),NPCsSpawnOffsets=((X=-315,Y=-516,Z=0),(X=343,Y=173,Z=0),(X=635,Y=33,Z=0)),NPCsToSpawnPercentageChance=(1,1,1),ManualSpawnPointSpreadRadius=1500)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05),(NPCClass="/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))


The offset applied there will make them spawn in a triangle around each other to allow them to disperse properly. I believe the radius is what you want so that more than one creature doesn't spawn on the same point, for example


ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesSwamp_C",NPCSpawnEntries=((AnEntryName="Sarcosuchus",EntryWeight=0.118750000,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C","/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C"),NPCsSpawnOffsets=((X=-315,Y=-516,Z=0),(X=343,Y=173,Z=0),(X=635,Y=33,Z=0)),NPCsToSpawnPercentageChance=(1,1,1),ManualSpawnPointSpreadRadius=1500),(AnEntryName="Rhyniognatha",EntryWeight=0.005937500,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C"),ManualSpawnPointSpreadRadius=20000)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rhyniognatha/Rhynio_Character_BP.Rhynio_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.000001),(NPCClass="/Game/PrimalEarth/Dinos/Sarco/Sarco_Character_BP.Sarco_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))

That's an example of Sarcos and the flying bugs from Island added to Center swamps, with the bug given a single spawn with a wider radius to disperse it more, and each time a sarco would spawn, it'll spawn in a group of 3. It never quite works perfect but you can get it to do the job, it'll often take multiple dino wipes and tweaking of the code to unsure no over/underspawning. I've coded clusters for ASE for years on Xbox/Win10 and have been doing it recently on Ascended, make sure when you're relaunching the server to either tell it to wipe wild dinos, or using

Cheat destroywilddinos

When in game. If you use a mod such as Admin Panel, you can negate the need to fly around aimlessly to check spawns, and can pull up a list of the exact number of spawns of a certain dino (E.g Gigas) and have the option to teleport directly to them which is a godsend for time efficiency. More than any other bit of code, whether player stats or loot crate content, dino spawning will take the most time to get right so don't worry if it takes a few tries

Edit - You can also make creatures spawn in a specific level range this way, such as

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesGrassland_C",NPCSpawnEntries=((AnEntryName="Rex",EntryWeight=0.087875,NPCsToSpawn=("/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C","/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C","/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C"),NPCDifficultyLevelRanges=((EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0)),(EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0)),(EnemyLevelsMin=(20),EnemyLevelsMax=(30.999999),GameDifficulties=(0))),NPCsSpawnOffsets=((X=266,Y=-15,Z=0),(X=483,Y=-57,Z=0),(X=-476,Y=-147,Z=0)),NPCsToSpawnPercentageChance=(0.333333333,0.666666667,1),ManualSpawnPointSpreadRadius=1500)),NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.05)))

Making them using default difficulty values, guarantee to spawn between level 100-150 to stop any noob level 5's or 10's
Last edited by THE ADORING FAN; Jun 26, 2024 @ 2:31pm
Hwaryun Jun 28, 2024 @ 9:27am 
You're such a savior! Thank you so much! I am doing this config just for my own SP world, so buying Beacon would be a waste. I didn't know about admin panel, so I'll try it out.
THE ADORING FAN Jun 28, 2024 @ 10:39am 
No worries! It should still be free for doing loot drop code on there, which I personally recommend due to the loot beacon Id's being different depending on the map (for example a white drop on Island is different code than a white drop on Scorched, but Island's white drop works on Center)

https://ark.wiki.gg/wiki/Spawn_entries
https://ark.wiki.gg/wiki/Beacon_IDs

That's what I use as reference when doing code, it comes in really handy.

Like you say, you can just use code like that as a base and modify it from there without a need for Beacon, checking spawn entries to see if there is any difference to the region code per map. As far as I remember from Survival Evolved, Island, Center and Ragnarok have the same base loot drop Id's/spawn regions, with Aberration, Scorched, Genesis, Fjordur, Extinction and Lost Island having unique spawn zones and/or drop codes. Good luck with your SP server :praisesun:
Suff Jan 3 @ 8:23am 
Originally posted by BROTHER NEMESIS:
NPCSpawnLimits=((NPCClass="/Game/PrimalEarth/Dinos/Giganotosaurus/Gigant_Character_BP.Gigant_Character_BP_C",MaxPercentageOfDesiredNumToAllow=0.000001)))

I'm trying to use your code to make Carcha spawns on Ext a bit more consistent by adding a permanent 1-and-only-1 spawn to DinoSpawnEntries_CityObelisk_C, but the NPCSpawnLimits seems to be ignored (5+ spawn consistently after every wipe) regardless of whether I use NPCClass="blueprint path" or NPCClassString="Carcha_Character_BP_C", any ideas what I'm not doing correctly?

Does this have anything to do with DinoSpawnEntries_CityObelisk_C having 6 nodes?

Edit: Setting MaxPercentageOfDesiredNumToAllow=0 still results in spawns > 1
Last edited by Suff; Jan 3 @ 8:48am
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Date Posted: Jun 23, 2024 @ 11:44am
Posts: 6