ARK: Survival Evolved

ARK: Survival Evolved

58 ratings
Unstuck [Source Lost]
File Size
0.201 MB
Mar 26, 2018 @ 8:16am
Mar 29, 2018 @ 10:00am
3 Change Notes ( view )

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Unstuck [Source Lost]

Mod ID: 1342813568

This Mod is Clean and Stackable. This mod will not work in single player. Single player can use "cheat fly" and "cheat walk" to get themselves unstuck.

Welcome to Unstuck!
Let me begin by saying stop suiciding when you get stuck! This mod lets you get yourself unstuck without killing yourself or begging an Admin to help you. It lets you teleport in a small radius to get yourself unstuck if the cooldown has been reached, and if there are no enemy structures nearby. The video shows what pressing the button does. It dynamically finds ground in the radius and sets you there. Even if you are stuck in a hole with the annoying falling animation in constant loop, this mod will get you out of that hole. It's easy, convenient, and offers a whole new dynamic.

How to Use This Mod
Just install the mod, and optionally adjust INI and you're good to go!
Press <KEY>, which is F1 by default. Once pressed, it will open a UI so you can:
● Unstuck self, which will check if there are enemy structures nearby. If there are none, then it will teleport you to a random location in a desired radius. The enemy foundation check is always 1 foundation length larger than the allowed teleportation range. Default range is 2 foundation lengths radial and you are teleported in a random X+Y within that range.
● Unstucking the nearest dino will ignore any shoulder mounted dinos and will teleport your team's nearest dino from your location to you within the desired range. Default range is 3 foundation lengths radial.
● Cooldowns are shared between both functions, and INI configurable. Default time is 15 seconds.
● Suicide will bring up a confirmation box and ask if you are sure that you want to suicide. There is no cooldown tied to the suicide feature.
Supported Keybinds
● F1
● F2
● Home
INI Config Option Defaults
Cooldown time is in seconds and range of effect is in foundation lengths. The enemy structure check is set to always be 1 foundation more in radius than the effective range of use. If you enter an unsupported key then it will not work. It will work if you leave the "Key=" argument out, or empty, or with a valid key. If you want your key to be supported, please post it here: Keybind Support

⠀⠀⠀If you like my work, sponsor me with a coffee. Don't feel pressured to though, just enjoy the mod!
Popular Discussions View All (5)
Oct 22, 2018 @ 8:18am
PINNED: Bug Reports
Jul 6, 2019 @ 4:56pm
PINNED: Server Advertisements
Apr 21, 2018 @ 3:13pm
PINNED: Keybind Support
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mrshadow Jun 8, 2019 @ 9:40am 
Max you may need to reinstall your mods... I've been using this mod on my servers for quite a while and have not experienced your problem
Max Mar 30, 2019 @ 8:10am 
This is an extremely helpful mod when it works and alleviate and admin of much "help, my dino is stuck" calls, however, unfortunately for whatever reason it only works a portion of the time, sometimes several re-logs are required for the UI to show up upon key press.
Cygnus Carta Feb 5, 2019 @ 1:46am 
This is an amazing mod that fills a a void that should never have existed in the first place. It might help adding that the ini settings are for GameUserSettings, that was fairly obvious to me and probably most people but looking at the replies some people seem to struggle with that.
Exxter Dec 6, 2018 @ 2:46am 
This mod is extreme useful but because it works just sometimes, its useless :-(
Raider160 Nov 4, 2018 @ 11:12am 
I feel dumb, where is the ini? Whats it's name?
Abaddon the Unholy Sep 20, 2018 @ 9:24am 
definitely like the idea of it being in SP as i dont do MP. does the f1 binding screw with ACM?
Lethal  [author] Sep 6, 2018 @ 11:28pm 
Let me know what you think.
Lethal  [author] Sep 6, 2018 @ 11:28pm 
Hey guys! Dino Storage had kept me busy for a bit, but I think it's stable now. I want to share a few things I'm thinking of for this mod, Unstuck:

• Make it work in SP. It was an issue with my singleton set-up.
• Not using keybinds and using two consumables instead? One to suicide in case you are near enemy structures, and another to do the teleport in a small radius like this mod is designed around. I originally used the keybind approach so that it can be used if you get stuck floating, however I learned how to make consumables allow use even when floating , cheat flying, falling, you name it now. I think it'd be better than competing over keybinds with game keybinds or other mod keybinds.
• Use engrams or just having them added to your inventory as a default? Now, the engram way requires a resource for the craft function to work, which will be the implant (since you usually always have that even at the start) in that instance if engrams are desired.
Cronner Aug 9, 2018 @ 6:21pm 
+1 to SirPrawnAlot's Idea
PureSpirit Jul 12, 2018 @ 8:40pm 
I think we'll probably be giving it a go!