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The SpawnLimitPercentage is a percentage of dinos spawning from that particular spawn node. Dino spawn is run on a node basis, called 'Spawn Entry Containers' in the game (node names can be found here: http://ark.gamepedia.com/Spawn_Entries ). There are nodes for various areas, such as beaches and mountains, and each of those nodes is set to spawn an array of creatures at a certain balance with each other. SpawnWeight is the weight of each dino from that particular type of node, in a ratio to all the other dinos which can spawn from that node.
For example, beaches spawn mainly dodos, trikes, turtles and parasaurs, with a slightly lower chance of dilos and the occasional oviraptor. When the game starts, each node spawns in dinos up to it's maximum limit, using the SpawnWeight (and a bit of RNG) to decide how many of each creature to spawn. Then once the maximum number of dinos is reached from that node, it will go inactive until some of the dinos from that node have been killed or despawned.
SpawnLimitPercentage sets a hard limit on the number of a particular type of dino which can spawn from that node, in relation to the other types. So in the beach example above, if you set the dodo SpawnLimitPercentage to 0.1 (10%), then that node will only ever spawn dodos up to a maximum of 10% of all creatures spawned from that node, and once that 10% is reached, it will pick other dinos from it's spawn list instead.
So if you really want a dino to definitely spawn in an area, but do not want it overwhelming other possible spawns and squeezing them out, you can set the SpawnWeight very high, then the LimitPercentage low. This will make the game much more likely to pick that dino in it's initial spawns, guarenteeing at least some of them will be there, but once the limit is reached it will switch to other types instead, meaning there will still be variety even though the weight is high.
Of course, this doesn't work for 'special' spawn nodes that only spawn one type of dino (quetz nodes, for example), since whatever weight and limit you set, it will always pick that one dino 100% of the time. For those dinos you have to use the Spawn Entries Container edit commands to add the rare dinos to another node, then limit them there instead.
Because it's a percentage of all the dinos spawning from that node, the SpawnLimitPercentage cannot go higher than 1.0, 100%.
Hope that helps^^
I get your point so basically what to do with the spawnlimitpercentage is to leave it on 100% but what for use has it then if you can't change it. Like the 3rd line [,OverrideSpawnLimitPercentage=<If you will use this you need to put in true or false. if true you need to use the spawn limit below>]
So if what you're saying is right ( and i understand it all right :P ) then you should only use the first 2 lines en put the 3rd line on false. So actually you don't need to understand the SpawnLimitPercentage cause if you put the 3rd on false you don't have to use the the SpawnLimitPerecentage.
Am i correct if i put it like that ?
Sorry for late reaction. Had seen the answer before but had not the time to read it thoroughly.
And tnx :)
The spawnlimitpercentage stat does have it's uses, you can choose to change it in some situations. In fact, it can allow you to be much more specific about which dinos spawn from a node.
For example - say you wanted spiders to spawn in the redwood biome. You could simply add them in with a standard spawnweightmultiplier of 1.0, giving them the same spawn weight as everything else in that biome. But then, because everything was being chosen at the same spawn weight, there would be times when the game picks a different dino, and no spiders appear. You could increase the spawnweightmultiplier to fix this, but that would have the effect of making other dinos more scarce in the area.
By setting a spawnlimitpercentage on the spiders as well, you can set a hard limit on how many of them spawn. So this allows you to set a high spawnweightmultiplier for them, guarenteeing that some of them will definitely spawn, but avoids the issue of them squeezing out other dinos in the process. So it allows you to fine-tune what dinos appear where, without having overspawn of any particular dino.
To put some numbers to the example above:
Spider spawnweightmultiplier 1.0, no spawnlimitpercentage = you will get spiders spawning occasionally, but at the same rate as other dinos, so you may sometimes end up with none in the area.
Spider spawnweightmultiplier 2.0, no spawnlimitpercentage = spiders will spawn at twice the rate of other things, which means you'll be more likely to find spiders, but other creatures may be reduced as a result.
Spider spawnweightmultiplier 10.0, spawnlimitpercentage 0.1 = spiders are weighted to spawn much more frequently than other things, so you are guarenteed to find some. However because the limit has been imposed, they will never spawn more frequently than 10% of the time, and the other 90% spawns will be other redwood creatures instead. So you will definitely find your spiders, but they won't squeeze out other dinos either.
I hope that makes it a little more clear. It is a bit of an unusual way of working things at first glance, but once I grasped what it meant I understood why the devs made it this way, rather than just using a spawnweightmultiplier on it's own. It does come in handy - I use it myself to limit the spawns of therizinosaurus and troodons in my own games, which I feel spawn a little too frequently for my liking. Rather than adjusting the weight of each dino, I just slapped a limitpercentage on them instead, to enforce them to not spawn more than said percentage of the time:
DinoSpawnWeightMultipliers=(DinoNameTag=Therizinosaurus,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.05)
DinoSpawnWeightMultipliers=(DinoNameTag=Troodon,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.02)
sorry but im a bit confused now.
You said if i put the spawnlimitpercentage on 0.1 the spiders will spawn much more frequently.
After that you said you towned down the troodons and therizinosaurus but you put them on 0.02 and 0.05 if i understand correctly then according to what you DID lower then 1.0 is less spawn. and above would be more ( but i need to leave it on 1.0 < ??? > ) But with the spider example you set it under 1.0 and it would spawn MORE frequently. so the only thing i can think off is in the spider case it is because it's a dino that normally doesn't spawn there.
For example in my server right now i have massivveee spawn issues with the tusoteuthis. It rules over the mosas which should not be the case. and im running the server with Annunaki in it, so it is blocking the spawn of Mormaw warden.
First thing i did try was make the mosas spawn MORE frequently. Later i found out that i put the wrong line in the game.ini :P (actually found out today)
So basically i think i would understand if you put it in code for me.
Let's take in my case the mosa and tusoteuthis.
DinoSpawnWeightMultipliers=(DinoNameTag=Mosasaurus,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=1.0)
DinoSpawnWeightMultipliers=(DinoNameTag=Tusoteuthis,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=1.0)
How should the code be for the mosas ( spawn More ) and how for the Tusoteuthis ( spawn less )
Oké im not totally confused right now. i just red something wrong in your first reply.
Basically you should leave the spawnlimitpercentage only for quetzals (example you used)
Soo I would appreciate it if you could tell me if im writing the spawn code wrong or not.
DinoSpawnWeightMultipliers=(DinoNameTag=Mosasaurus,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=1.5)
[ in this case the mosa will spawn 1.5 then normal ]
DinoSpawnWeightMultipliers=(DinoNameTag=tusoteuthis,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.5)
[ in this case the tusoteuthis will spawn half the amount of the normal spawn ]
( i know i should not use both lines, Cause otherwise there will be massive dunkleo, megalodon or manta spawn i know :P )
In my example above, the spiders spawned more because of the spawn weight multiplier, NOT the spawn limit percentage.
The spawn weight multiplier is what judges how often the game chooses that dino type to spawn, out of all the possible dino types from that spawn node. So a dino with a higher spawn weight will be chosen more often than a dino with a lower one.
The spawn limit percentage, on the other hand, acts as a throttle on dino spawns, an upper limit that spawns cannot go past. So you can use this to override the weight and ensure that dinos will not spawn too much, even if the weight is set very high. Because the maximum possible limit is no limit at all, this field cannot be set above 1.0 (100%) - a value of 1.0 means that the spawn is unlimited and the node is free to choose this dino type as often as it wishes, dependant on the weights of the dinos in that node.
So to take your issue as an example:
DinoSpawnWeightMultipliers=(DinoNameTag=Mosasaurus,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=1.0)
DinoSpawnWeightMultipliers=(DinoNameTag=Tusoteuthis,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=1.0)
You could do one of two things:
1) You could either increase the SpawnWeightMultiplier of mosas above 1.0. This would make the spawn node favor mosas over squids when choosing which dino to spawn. For example, a SpawnWeightMultiplier of 2.0 would make the game choose mosas twice as much as it chooses squids.
2) Alternatively, you could leave the spawn weights for both creatures at default, and impose a SpawnLimitPercentage on the squid instead. This would limit the amount of squid spawns, so the game would then fill up the remaining empty slots with mosas instead. For example, if you set the squid SpawnLimitPercentage to 0.25, then the game would only pick squids to spawn a maximum of 25% of the time. The remaining 75% it would look for other dinos to spawn instead, such as mosas.
The wiki page about spawn entry containers has been updated to reflect what dinos spawn at what spawn nodes, and it turns out that squids and mosa each have their own spawn nodes, in addition to squids sharing a node with plessies. Seems a strange way of spawning them, and I'm not certain it's accurate, but if this is the case, then the fixes mentioned above probably wouldn't work, as they do not spawn from the same node and so will not affect each other.
In this case, one would probably have to add the mosa as a potential spawn to the squid's spawn node using the ConfigAddNPCSpawnEntriesContainer option...then once this is done, the above suggestions about adjusting spawnweightmultipliers and adding limits will probably work.
References for this info and the commands:
http://ark.gamepedia.com/Spawn_Entries
http://ark.gamepedia.com/Server_Configuration
I have a region where usually only Trikes, Parasaurs, Dodos and other friendly creatures spawn. In 20-30 hrs of RL playtime maybe some predators here and there which is kinda normal IMHO.
Then I've set the Alphas to Spawn Weight 0.5 and Spawn Limit 0.5... Now after 20-30 hrs of RL playtime there are 6 Alphas in quite one place and particularly in the more friendly regions... WTF is going on? I mean ok, 0.5 is described as 50% of the WHOLE WORLD population of one kind of Alpha or ONE NODE population?
Or do Alpha predators spawn with other mechanics?
I'm using ASM 1.0.338.1 and I can setup Alphas there, also to be replaced, which worked fine some year(s) ago.
The Spawn Weight and Spawn Limit is set to 1 in every field in ASM. So I guess it's the default within the Game .ini?
In meta: We want to quarter or at least half the number/chance of Alphas on our server. Having 6 Alpha Raptors at one more or less friendly region is just a misconfiguration at the moment.
I guess the ASM "defaults" are off or wrong? Which causes a confusion. The gamepedia does give quite a light at the end of the tunnel but not in really exactly terms, too vague IMHO. And also NO information about what defaults are picked if no option is set.
Maybe @Hermit could help out... I think it's not a big issue, just experience.
Thx in advance!
I believe alphas do have a slightly different spawn mechanic, but I don't think that would be causing the issue you're experiencing here. With alphas, they share the spawn containers of their normal counterparts (alpha raptor share with raptor, alpha rex with rex, etc), and when the game spawns a version of that dino, there is a small percentage chance that it could be an alpha instead of a normal one.
That said, the spawn weight field should (and under normal circumstances, does) still work for alphas as opposed to normal dinos. So setting their spawn weight multiplier to 0.5 should still make them spawn 50% less than they do on vanilla.
I'm afraid I've never used ASM so I can't comment on that. However I do know that six months ago (roughly) WildCard doubled the spawn rates of alphas across the board, making them more common. 6 in one place is rather unusual though, I've only seen 2 or 3 together myself, and that is very rare.
I'm afraid all I can really suggest is trying to lower the spawn weight even more, then do a dino wipe in-game and see how frequently they spawn then. And maybe look around for info about ASM spawn rates and configs, see if anyone else has had any issues with them. I know ASM is popular so I wouldn't have thought that it would have such a large bug, but I suppose it's possible that it may be the cause, idk.
If I type in 0.5 in ASM the .ini file gets ONE line with the change and is set to 0.5 f.e., so the values are correct and the defaults from ARK stay untouched. But what are the ARK defaults?
I now did it similar like you with your Troodons and Therizinos, set Spawn Limit to 0.01, 0.02 etc., but also kept 0.5 Spawn Weight... I'll see what it does after 10-20 hrs hopefully. Did a wild dino wipe ofc.
With ASM I once first started with changing Titanosaurs replacing to Bronto and halfed their Spawn values in ASM (i.e. 1.0 -> 0.5) and soon had an island somewhere near red Ark with 13 Brontos. I've should have learned from that regarding Alphas ^^
Game .ini snippet:
DinoSpawnWeightMultipliers=(DinoNameTag="Elite Carno",OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0.010000,SpawnWeightMultiplier=0.500000)
DinoSpawnWeightMultipliers=(DinoNameTag="Elite Mega",OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0.010000,SpawnWeightMultiplier=0.500000)
DinoSpawnWeightMultipliers=(DinoNameTag="Elite Raptor",OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0.020000,SpawnWeightMultiplier=0.500000)
DinoSpawnWeightMultipliers=(DinoNameTag="Elite Rex",OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0.010000,SpawnWeightMultiplier=0.500000)
DinoSpawnWeightMultipliers=(DinoNameTag="Bronto",OverrideSpawnLimitPercentage=True,SpawnLimitPercentage=0.020000,SpawnWeightMultiplier=0.500000)
NPCReplacements=(FromClassName="Titanosaur_Character_BP_C",ToClassName="")
Ok so the devs and/or ASM devs are the ones to talk to I guess. I wonder there's nothing similar found on the web regarding this discussion, yet.
http://arkservermanager.freeforums.net/post/31447/thread
I think it's because special dinos like the giga and titan have their own unique spawn containers, and those containers are set to monitor the number of gigas/titans on the map, only spawning them when the maximum number drops. But of course, if those dinos are swapped for something else, then the maximum number would never be reached and the container will just keep spawning over and over, leading to massive overpopulation.
Normal dinos don't have this issue as they do not look for a maximum limit across the entire map, just a limit within the area of that particular spawn container. And as far as I'm aware alphas don't have a map limit either, so they wouldn't be affected by it too.
One thing I did notice with your game.ini code: I see you have the spawn limit lines written before the spawn weight one. Is that how ASM inserted it into the config file? In all the code examples I've seen, the spawn weight tends to preceed the limit, rather than the other way round. So -
DinoSpawnWeightMultipliers=(DinoNameTag=Therizinosaurus,SpawnWeightMultiplier=1.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.75)
rather than -
DinoSpawnWeightMultipliers=(DinoNameTag=Therizinosaurus,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.75,SpawnWeightMultiplier=1.0)
I don't know if that would make a difference in Ark's reading of the config, since all the required fields are there in their own headers, just the order of them is different. But if the changes you've made now don't fix the issue, that may be something to consider testing out, see if it makes a difference in any way?
Spawn Limiter always count against max World Population (Except Giga and Titanos who have hardcoded limits)
I'm not actually sure that's the case Gran...I might have suggested it earlier in this thread, back when I was still learning the spawn mechanics myself, but after a lot more testing in my own games I think the spawn limit is specific to the spawn container the dino comes from.
So for example if you limit dodos, it would apply that limit to every area which dodos could spawn, in relation to any other dino which could spawn from that container. And it would apply that limit individually for each container which spawns dodos.
It's only the bigger, rarer creatures like the titan/giga/etc which are dealt with on a map-wide basis.
Sorry for the delay, i'm mostly gone from ARK.
But from my Experience Spawnlimiter counted against World Pop, i got some pretty nasty overspawn on an Desert Spawnpoint once with a wrong Limiter. And that was far beyond any Number that could have possibly spawned there.
No problem. And I admit I could be mistaken, I'm no modder so I haven't looked into the game's spawn code. But in my experience of testing out various spawns for servers etc, I've only gotten crazy overspawns like that on creatures which are special, like gigas and titans, or ones which wouldn't normally be on the map and so I assume aren't accounted for in the map's spawn code, like karkinos on Ragnarok. Normal creatures, for me at least, have always seemed to spawn on a per-area basis.
Idk, could be mistaken, be interesting to hear from someone who has looked at the code to see if they could clear up the confusion lol