ARK: Survival Evolved

ARK: Survival Evolved

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Roleplay Additional Items
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Content Types: Mod, Structures, Weapons, Outfits
File Size
Posted
Updated
4,023.085 MB
Jun 29, 2019 @ 4:34pm
Jul 16 @ 12:09pm
42 Change Notes ( view )

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Roleplay Additional Items

In 1 collection by Captain Cannibal
RolePlay Additional Mods
2 items
Description
100% Stackable
MOD ID: 1785880078



An RP mod for people to use and enjoy to help them get immersed into their server.
This mod contains custom potions, props, cooking dishes and more.
This mod is complete. Hope you enjoy.

Want to give a massive thanks to Reyes for helping me out with some of the imagery, you can check out his steam below. Also a shout-out to Amile for helping with the decorating to make these scenes come together.
https://steamcommunity.com/id/Reyes666



Spawn codes should be up-to date.




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Popular Discussions View All (8)
55
Aug 16, 2021 @ 4:21am
PINNED: Bug Reports:
Captain Cannibal
6
Nov 19, 2021 @ 10:58am
Servers running this mod
Mr.T
0
Apr 25, 2020 @ 2:29pm
Loving this, wanted to share screenshots :)
A Big Hairy Monster
< >
221 Comments
Captain Cannibal  [author] Aug 21 @ 10:20am 
It's either in the Alchemist Pestle or the Alchemist Station
EnemySpotted Aug 20 @ 8:35pm 
how do you make DINO HUNGER DRUG now? I really can't find it
Captain Cannibal  [author] Aug 10 @ 11:52am 
Thank you and you're very welcome.
It only causes issues and confusion if you don't keep an active reply rate up I think.
As for now there shouldn't be any need to reach out, not to say that won't change in the future so I'll keep it in mind.

The mod will take a while to get to release stage, let alone complete as I'm heading to Uni in September, so it'll be mainly worked on in my downtime. Once released though, it'll be open to suggestions from the get go, so there will be a large depending factor in regards to comments or discord.
The Counterarcher Aug 6 @ 12:21pm 
I completely agree with that, and the point you've made there is 100% valid. I'm personally long-time server admin so my ini files are a few thousand lines long since I blacklist and re-add everything to avoid the engram page lag, so I'm looking at it solely from that perspective.

I'd also like to return your sentiment and thank you for being as communicative as you have been; not a lot of people are willing to do that, and those sorts of things can be valuable to both parties, and also just simply shows you care. I respect that, a lot.

(that said, if I can provide you any feedback on that mod you're working on feel free to reach out. As a person with a 2k long game.ini, i've been around the block on the edits a bit, lol).
Captain Cannibal  [author] Jul 29 @ 8:10am 
One of the major issues in setting a mod of this size up like that.
For those that don't have proper server side experience, that are running it on their own hosting group is that sheer amount of engrams would cause an FPS nightmare when you open your engram list.

You can see it with the original castle mod, unless someone goes in and cleans that, it's not a nice experience. Doesn't de-value the mod, just makes it annoying.

But, I am currently working on a mod that does exactly what we're talking about, there will just be a suggestion to block the current engram list as it will have it's very own specific items.

I do appreciate the feedback, the mod is personally a little long in the tooth for me to make those kind of changes. In the future, who knows, but now it won't be something that'll happen, mainly due to working on other mods and time restrictions with Uni upcoming
The Counterarcher Jul 28 @ 9:04pm 
While I agree with that, control over the engram prog means that you can also (if you choose) simply have things unlock at spawn.

The ability to choose to do one or the other makes it accessible to people who roleplay both as someone already accomplished in their role, and someone who's (for example) sticking more closely to the lore of ark; starting fresh.

That said, the content is great, so I certainly am not discrediting the value of the mod. You've done an excellent job. I just personally feel that a roleplay mod should be about the freedom to cater the contents to the type of experience that a server wants to present to the player.
Captain Cannibal  [author] Jul 24 @ 5:54pm 
While I understand your view on this topic, this is an RP orientated mod. It's for the servers owners to have rules in place regarding the items of the mod, where as you wouldn't have a builder fiddling with alchemy potions, etc.

This is the reason that everything is open, that and of course, more often than not, people go into their roles with experience and it's frustrating having to "learn" something through an engram that you would technically already know due to character story.

You won't find many RP mods that will do what you seek, where you will find some (non RP) mods that will, but most likely when game balancing is their focus.
The Counterarcher Jul 24 @ 4:56pm 
Biggest issue with this mod (and most mods, honestly) is a lack of controllable progression.

Our server has all of the engrams in the game reworked to be balanced better, so not having the ability to remove specific items (like, for example, the cloth armor) breaks the game - which is a shame.

Even having grouped engrams (like armor, alchemy, crafting tables, etc) would be sufficient.
Siol Jul 12 @ 1:02pm 
Noted
Captain Cannibal  [author] Jul 12 @ 10:50am 
They're inside the transmuter, they're currently being reworked to fix some issues with them