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Rapportera problem med översättningen
There's a tab in the server settings when you start it up, and there are config settings too.
edit the game.ini file under the following section
[/script/shootergame.shootergamemode]
Then add
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_PrimalItemConsumableRespecSoup_C",EngramHidden=true,EngramPointsCost=0,EngramLevelRequirement=0,RemoveEngramPreReq=false)
That's the longer version of the config, there's a shorter one too. You can use this same setting to change what level people learn it at, and other things. The short version just disables/hides it.
Hopefully I didn't add a space in there by accident. The name of the blueprint for mindwipe is below.
PrimalItemConsumableRespecSoup_C
The reason that I ask, is the above seems to be confusing Engrams and Primal's together. Usually they are distinct and separate files in the game.
I am also unable to locate any EngramEntry file by that name in the game...
Mindwipe, last i saw, was a built in recipe in the cooking pots, etc, that did not require you to learn an engram to craft it. The same with all other dyes, foods etc, from cooking pots.
Normally in situations where you want to lock off a built in recipe, but dont have access to an engram to hide... Just jack the crafting cost for the Primal to something completely insane. I dunno 100 King titan heads or something else bonkers.
For which purpose you do need access to the Primal name, which you have correct.
However! I was doing more digging around today and I stumbled onto a mod that actually does Exactly what Zerassar was recommending!
I'll post the mod link in case there is anyone else out there looking for a surefire way to disable Mindwipe Tonics for their servers, but basically it changes the cost of crafting one to about 35k element. Which I would imagine to be damn near impossible on any medieval/fantasy role play server like mine, even if people have access to bosses there's no way anyone would be willing to grind out ~35k element for a single mindwipe tonic. But Admins can still spawn it in using the usual commands to give as prizes or sell in 'npc shops' or something.
I tested it in single player to be sure and it definitely changed the recipe for the cooking pot. It's meant to change the baseline recipe itself so even if you have modded cooking stations the recipe should still be adjusted for all of them.
https://steamcommunity.com/sharedfiles/filedetails/?id=1875615668
Like sure if that mod works for you... But dont feel limited to having to use a mod to get the outcome you need.
You can configure the recipe to be something that doesnt even exist in the live game. Some unused assets in the game could likely be used. Or yeh just something stupid expensive like Titan heads or some other incredibly rare item.
I found a website a while ago that had this interesting system for allowing someone to change the ingredients of an engram or recipe but none of us really knew how/where to put the code it generated. I just changed all the baseline ingredients to cost about 50k and then tried to add in 500 electronics and this was the code the website made.
; --- Mindwipe Tonic (Trank des Vergessens)
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumableRespecSoup_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_CookedPrimeMeat_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Berry_Mejoberry_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Narcotic_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Stimulant_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_RareMushroom_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_RareFlower_C",BaseResourceRequirement=50000.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumableEatable_WaterContainer_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=500.0,bCraftingRequireExactResourceType=false)))
Problem is I don't know anything about INI stuff so I don't know where I'm supposed to put this monster code into the Game.ini thingy. >_< So the mod might end up just being a lot easier for us.
https://ark.fandom.com/wiki/Server_configuration
But yeh the mod may work for the here and now... Until you become confident taking a deeper dive into configs.
Taking the time to learn INI tweaks and adjustments is critical in successfully running a server, otherwise there will be no end to issues or 'bandaid fixes' with their own problems attached.
Might want to check with Shiny dino drops to ensure Mindwipes don't drop from them as well as another source, otherwise that Mindwipe mod is for naught.