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How to edit supply drops in game.ini Tutorial
Heres a tutorial on how to modify loot drops without the use of mods in the server.

Lets start with the formula used to make 1 line of code for the airdrop. Copy this to a text document, so you will always have it. Ill make an example in this tutorial

(SupplyCrateClassString="SupplyCrate_Level03_C
(SupplyCrateClassString="SupplyCrate_Level03_Double_C

(SupplyCrateClassString="SupplyCrate_Level15_C
(SupplyCrateClassString="SupplyCrate_Level15_Double_C

(SupplyCrateClassString="SupplyCrate_Level25_C
(SupplyCrateClassString="SupplyCrate_Level25_Double_C


(SupplyCrateClassString="SupplyCrate_Level35_C
(SupplyCrateClassString="SupplyCrate_Level35_Double_C

(SupplyCrateClassString="SupplyCrate_Level45_C
(SupplyCrateClassString="SupplyCrate_Level45_Double_C

(SupplyCrateClassString="SupplyCrate_Level60_C
(SupplyCrateClassString="SupplyCrate_Level60_Double_C

The "Double_C" from my understanding is the supply drops that have a gold ring around it. you can edit 2 different versions of the loot drop, or just copy the same line of code for the standard "level" drop so you wont get default items in a double.

To find the item ids you can go to this site "http://ark.gamepedia.com/Item_IDs" and get them all, and remember that all item ids must have a "_C" after them, here is an example

PrimalItem_WeaponMetalHatchet_C


ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level000_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=5,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=

((EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),

(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),


(EntryWeight=1.0,ItemClassStrings=(""),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

* you can edit certain drops and leave the rest out if you want to, the ones left out will remain default as they are. *


Understanding what everything in the code meens.

MinItemSets=1 - specifies how many sets will be at least in the loot crate.
MaxItemSets=1 - specifies how many sets will be at most in the loot crate.

NumItemsPower=1.0 - is a multiplicator to modify the item quality, stick with that 1.0 and not modify it at all. Otherwise you might get primitive or ascendat items overall. The value of 1.0 will remain a good mix of both.

bSetsRandomWithoutReplacement=true - this value ensures that one item will not be added twice to same loot crate, if it maybe was added to two different item-sets. If you set it to "false" it may happen, that you will get the same item twice with a different quantity, based on what you have specified.

MinNumItems=2 - specifies how many items from that set will be at least in the loot crate
MaxNumItems=2 - specifies how many items from that set will be at most in the loot crate

NumItemSetsPower=1.0 - specifies the item quality. Same here: stick to 1.0 according to Wildcard.

SetWeight=1.0 - specifies the chance that the current set would make it into the loot crate.

ItemEntries=.... - this is the beginning of the possible contents of the loot crate.

EntryWeight=1.0 - this specifies the probability that the current item will be chosen for the loot crate. 0.1 eqals 10%, 0.2 equals 20% and so on. 1.0 would be 100% - so the set will always be part of the loot crate.

MinQuantity=10.0 - this specifies what the quantity of the current item would be at least
MaxQuantity=10.0 - this specifies what the quantity of the current item would be at most

MinQuality=1.0 - this specifies what the quality of the current item would be at least
MaxQuality=1.0 - this specifies what the quality of the current item would be at most

bForceBlueprint=false - this specifies if you always want to generate a blueprint instead of the item. If you choose "true" you will always get a blueprint.

ChanceToBeBlueprintOverride=0.0 - if you chose "false" above, then here you can specify the probability of getting a blueprint by using the same values as for the above mentioned percentage values. 1.0 would be equal to setting "true" in the " bForceBlueprint" setting.


Lets start with a level 3 drop example, to keep it simplified lets only do 1 set for this drop.

ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=5,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=

*** so from here we have started a level 3 drop command overide, We can now edit its contents****

((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Hide_C"),ItemsWeights=(1.0),MinQuantity=100.0,MaxQuantity=150.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),

**From this string I have put Hide inside, the minimun amount is 100 hide to 150 hide***

(EntryWeight=0.8,ItemClassStrings=("PrimalItem_WeaponMetalHatchet_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=2.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.5),

**From this string I have added a Metal Hatchet,This items entry weight has been set to 0.8 which means it has an 80% chance to be picked for the contents of this loot crate. it only stacks to 1 item so only 1 can spawn,Its quality starts at 1.0 and ends with a max of 2.0, this means it can be a primitive item to a purple item potentially. I set the blueprint overide to 0.5 which means it has a 50% chance to be a blueprint. From here you set as many of this type of string with different items as you want.

** To end the string use this line and fill it out with the last item you want.**

(EntryWeight=1.0,ItemClassStrings=("PrimalItemArmor_RaptorSaddle_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

**this will end the string, I left all the base stats default,
to end this string it must have --> )))))
Then you must use enter to start on a fresh line for the next drop. Here is a complete example of a Normal and double drop completed.


ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=4,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=
((EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Hide_C"),ItemsWeights=(1.0),MinQuantity=150.0,MaxQuantity=200.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Pelt_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_RareFlower_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.8,ItemClassStrings=("PrimalItemResource_RareMushroom_C"),ItemsWeights=(1.0),MinQuantity=8.0,MaxQuantity=12.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Silicon_C"),ItemsWeights=(1.0),MinQuantity=30.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Chitin_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Crystal_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_ChitinPaste_C"),ItemsWeights=(1.0),MinQuantity=25.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.4,ItemClassStrings=("PrimalItemResource_Metal_C"),ItemsWeights=(1.0),MinQuantity=20.0,MaxQuantity=40.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Obsidian_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Oil_C"),ItemsWeights=(1.0),MinQuantity=30.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.3,ItemClassStrings=("PrimalItemResource_LeechBlood_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=5.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Sap_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=5.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.1,ItemClassStrings=("PrimalItemResource_BlackPearl_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=2.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemResource_AnglerGel_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.1,ItemClassStrings=("PrimalItemResource_AmmoniteBlood_C"),ItemsWeights=(1.0),MinQuantity=2.0,MaxQuantity=3.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_Double_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=3,MaxNumItems=4,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=
((EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Hide_C"),ItemsWeights=(1.0),MinQuantity=150.0,MaxQuantity=200.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Pelt_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_RareFlower_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.8,ItemClassStrings=("PrimalItemResource_RareMushroom_C"),ItemsWeights=(1.0),MinQuantity=8.0,MaxQuantity=12.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Silicon_C"),ItemsWeights=(1.0),MinQuantity=30.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_Chitin_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=1.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Crystal_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.9,ItemClassStrings=("PrimalItemResource_ChitinPaste_C"),ItemsWeights=(1.0),MinQuantity=25.0,MaxQuantity=50.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.4,ItemClassStrings=("PrimalItemResource_Metal_C"),ItemsWeights=(1.0),MinQuantity=20.0,MaxQuantity=40.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Obsidian_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Oil_C"),ItemsWeights=(1.0),MinQuantity=30.0,MaxQuantity=45.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.3,ItemClassStrings=("PrimalItemResource_LeechBlood_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=5.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.5,ItemClassStrings=("PrimalItemResource_Sap_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=5.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.1,ItemClassStrings=("PrimalItemResource_BlackPearl_C"),ItemsWeights=(1.0),MinQuantity=1.0,MaxQuantity=2.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.2,ItemClassStrings=("PrimalItemResource_AnglerGel_C"),ItemsWeights=(1.0),MinQuantity=3.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),
(EntryWeight=0.1,ItemClassStrings=("PrimalItemResource_AmmoniteBlood_C"),ItemsWeights=(1.0),MinQuantity=2.0,MaxQuantity=3.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

A shoutout to this guy for making a very good tutorial. https://survivetheark.com/index.php?/forums/topic/65930-tutorial-modify-loot-crate-contents-v242/




Last edited by BelieveinWaheed@TTV; Apr 11, 2017 @ 11:44pm
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Showing 1-3 of 3 comments
rc87woody Mar 18, 2018 @ 3:28pm 
I’m having trouble getting items into drops. I’m putting code in game.ini file.

ConfigOverrideSupplyCrateItems=
(SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Stone_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemConsumable_Seed_Test'_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

This is what I’m pasting into game.ini under shooter.... line. It still won’t work. Any help? Thx
Surreal Gunner May 18, 2020 @ 3:57am 
...
This is what I’m pasting into game.ini under shooter.... line. It still won’t work. Any help? Thx [/quote]

From what I have read over the past few days of trying to get this coding down I understand it this way... Your
'Entry Weight'
has to add up precisely to your [h]'Set Weight'[/h1]
So your numbers should look like this... (SupplyCrateClassString="SupplyCrate_Level03_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=100.0,bItemsRandomWithoutReplacement=true,ItemEntries=((
EntryWeight=50.0
,ItemClassStrings=("PrimalItemResource_Stone_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(
EntryWeight=50.0
,ItemClassStrings=("PrimalItemConsumable_Seed_Test'_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
FSTONE00 Feb 17, 2021 @ 6:58pm 
Can someone make a game.ini file for a red drop with ring that has all needed for ragnarok alpha boss fight along with 10 chocolate boxes and add a stack mod for chocolate boxes please?
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Date Posted: Apr 11, 2017 @ 11:43pm
Posts: 3