ARK: Survival Evolved

ARK: Survival Evolved

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Jeremy Drake Stieglitz  [developer] Jun 2, 2016 @ 12:34am
New Server Commands/Options for ARK v242
There's so many new options, best to just list them all here rather than overloading the Patch Notes with 'em:

Commandline params:
?PreventOfflinePvP=true
Use this to enable the offline raiding prevention option.
?PreventOfflinePvPInterval=900
That would be a 15 min wait before a tribe/players dinos/structures become invulnerable/inactive after they log off. (if Tribe, requires ALL Tribe members logged off!)
?ShowFloatingDamageText=true
Use this to enable RPG-style popup text stat mode.
?DisableImprintDinoBuff=true
Use this to disable the Dino Imprinting-Player Stat Bonus, if you don't like it (where whomever specifically imprinted on the Dino, and Raised it to have an Imprinting Quality, gets extra Damage/Resistance buff)
?AllowAnyoneBabyImprintCuddle=true
Use this if you want ANYONE to be able to "take care" of a Baby Dino (cuddle etc), not just whomever Imprinted on it.
?OverideStructurePlatformPrevention=true
Use this if you want Auto-Turrets to be buildable/working on those Dino saddle platforms ;)
?EnableExtraStructurePreventionVolumes=true
Use this to completely disable building in specific resource-rich areas, in particular setup on TheIsland around the major mountains.

Config Game.ini values:

[/script/shootergame.shootergamemode]
MaxNumberOfPlayersInTribe=0;//set this to a number > 0 to act as a limit. 1 Player Tribes effectively disables Tribes ;)
BabyImprintingStatScaleMultiplier=1.0;//How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system.
BabyCuddleIntervalMultiplier=1.0;//How often Babies wanna cuddle. More often means you'll need to cuddle with them more frequently to gain Imprinting Quality.
BabyCuddleGracePeriodMultiplier=1.0; //A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease.
BabyCuddleLoseImprintQualitySpeedMultiplier=1.0;//A multiplier on how fast Imprinting Qualtiy decreases after the grace period if you haven't yet cuddled with the Baby.
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_WeaponStoneHatchet_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Thatch_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemAmmo_ArrowStone_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_WeaponTorch_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_RawMeat_C",BaseResourceRequirement=3.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_CookedMeat_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false)))

//That's an example of how to make the Hatchet require 1 thatch and 2 stone arrows to craft. And to make the torch require 3 raw meat and 2 cooked meat to craft (because ya know, Meat Torches are the best torches!)

(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=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
//That's an example of how to completely override the items contained in the regular Level 3 supply crate, to contain just some stone and thatch for example.

All of the Item class strings and Supply Crate names can, of course, be found in the ARK Dev Kit!
Last edited by Jeremy Drake Stieglitz; Jun 2, 2016 @ 12:34am
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Showing 166-180 of 275 comments
bradislumpster Jun 5, 2016 @ 5:56pm 
Originally posted by Red River:
anybody had success with supply crates yet?
ConfigOverrideSupplyCrateItems=
bradislumpster Jun 5, 2016 @ 5:57pm 
Originally posted by Red River:
Originally posted by bradislumpster:

Have you tried that yet? To me it looks like you may get some pretty high quality stuff. I have a mod that I made for beacons. I don't have any of my quality settings above 10 and we get ascendant stuff in drops. My mod is pretty well balanced and isn't always giving out high quality stuff. Try it out in single player because it may be easier for you. I do have all the skins and stuff in it as well. That stuff is only in the red drops. I will have to update the mods description to explain it better but I think you'll like it.

http://steamcommunity.com/sharedfiles/filedetails/?id=609425335

Here's a link to the codes to spawn the beacons manually so you can test to see how they are: http://steamcommunity.com/workshop/filedetails/discussion/609425335/405691491114545095/
didn't work for me. noticed too many extra apostrophes in the ItemClassStrings.
yea, had a few extra, and was missing ConfigOverrideSupplyCrateItems= in front
bradislumpster Jun 5, 2016 @ 5:58pm 
Originally posted by Glassman:
Originally posted by bradislumpster:
So what is missing on the SupplyCrateClassString bit. There should be a "VariableNameConfig =" then all the rest.

Has anyone found Or gotten this yet??
ConfigOverrideSupplyCrateItems=
should be the right one.
Red River Jun 5, 2016 @ 7:45pm 
Originally posted by bradislumpster:
Originally posted by Red River:
anybody had success with supply crates yet?
ConfigOverrideSupplyCrateItems=
nope
doesn't seem to work
anybody got a working sample?
bradislumpster Jun 5, 2016 @ 7:56pm 
Originally posted by Red River:
Originally posted by bradislumpster:
ConfigOverrideSupplyCrateItems=
nope
doesn't seem to work
anybody got a working sample?
Yea, i verified this.
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=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
does in fact make white beacons spawn in with just thatch and stone. {LINK REMOVED}
bradislumpster Jun 5, 2016 @ 7:57pm 
Originally posted by Red River:
Originally posted by bradislumpster:
ConfigOverrideSupplyCrateItems=
nope
doesn't seem to work
anybody got a working sample?
also, what isnt listed but is implied, item id's all seem to need the _C after them. Still testing advanced scripts ATM.
bradislumpster Jun 5, 2016 @ 7:59pm 
Also, from testing, this DOES need to be all one single line or it doesnt work
Chuc Jun 5, 2016 @ 10:05pm 
found a bug with ConfigOverrideItemCraftingCosts on the fabrictor and smithy. Apparently they still think you need the defualt crafting items.

When i spawed in a new bp it worked with the edited matterials but the engram i learnt does not craft even though its lit up and you can press craft, i only had the exact crafting matterials in the fab at the time.

Any edited item you can craft form your crafting menu works just fine it seems its only not working in crafting stations
Last edited by Chuc; Jun 5, 2016 @ 10:06pm
Fred Jun 5, 2016 @ 10:18pm 
Originally posted by Chuc:
found a bug with ConfigOverrideItemCraftingCosts on the fabrictor and smithy. Apparently they still think you need the defualt crafting items.

When i spawed in a new bp it worked with the edited matterials but the engram i learnt does not craft even though its lit up and you can press craft, i only had the exact crafting matterials in the fab at the time.

Any edited item you can craft form your crafting menu works just fine it seems its only not working in crafting stations
You have to demolish the old fabricator/smithy. Will work with a new one.
Chuc Jun 5, 2016 @ 10:44pm 
Originally posted by Fred:
Originally posted by Chuc:
found a bug with ConfigOverrideItemCraftingCosts on the fabrictor and smithy. Apparently they still think you need the defualt crafting items.

When i spawed in a new bp it worked with the edited matterials but the engram i learnt does not craft even though its lit up and you can press craft, i only had the exact crafting matterials in the fab at the time.

Any edited item you can craft form your crafting menu works just fine it seems its only not working in crafting stations
You have to demolish the old fabricator/smithy. Will work with a new one.

Sweet didnt think of that. :steamfacepalm:
Jamagh Jun 6, 2016 @ 1:02am 
Originally posted by Obamanizer:
RPG stats should be a player activated option... NOT a server activated option... Common Devs....

I agree with this. I am not tech savy. I have no idea what this ini and whatnot is. Last thing I want to do is fiddle around with things I do not understand and then not be able to play the game. Let us check a box in the options for things like this.
Gumballz Jun 6, 2016 @ 3:58am 
Originally posted by bradislumpster:
Originally posted by Red River:
nope
doesn't seem to work
anybody got a working sample?
Yea, i verified this.
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=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
does in fact make white beacons spawn in with just thatch and stone. {LINK REMOVED}


Can also confirm it works
Toooni Jun 6, 2016 @ 4:32am 
Originally posted by RobBob420:
can someone help me with single player host/local set launch options.

this is what i have
?ShowFloatingDamageText=true?OverideStructurePlatformPrevention=true -ForceAllowCaveFlyers -USEALLAVAILABLECORES -usecache

but show floating dmg text and platform turrets are not working.

Whats -usecache? Where you found this parameter and what does it do?
Originally posted by bradislumpster:
Originally posted by Red River:
anybody had success with supply crates yet?
ConfigOverrideSupplyCrateItems=
It worked!!! Thanks mateee :)
Red River Jun 6, 2016 @ 5:54am 
Originally posted by Gumballz:
Originally posted by bradislumpster:
Yea, i verified this.
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=("PrimalItemResource_Thatch_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))
does in fact make white beacons spawn in with just thatch and stone. {LINK REMOVED}


Can also confirm it works
nm I found what was causing the issue. it was another line of code with a missing braket...


btw, the link is b0rked
Last edited by Red River; Jun 6, 2016 @ 6:07am
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Date Posted: Jun 2, 2016 @ 12:34am
Posts: 275