ARK: Survival Evolved

ARK: Survival Evolved

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Dino Storage v2 Guide
Da Lethal
Ultimate guide that goes over everything in detail for server owners and veteran users. Press CTRL+F to search.
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Mod ID & Workshop Link
Mod ID: 1609138312
Click here to translate from English[translate.google.com]
Alternate Mod Configuration Layout: Google Doc Configuration Guide[docs.google.com]
https://steamcommunity.com/sharedfiles/filedetails/?id=1609138312
Introduction
This is a small mod designed to store dinos as items, similar to a pokeball! By removing tamed dinos from the world, it allows you to maintain a large library of stored dinos without hurting server performance! No more lagtastic dino barns or yards! Dino Storage obeys tribe and server tame limits on release, while allowing a large library of stored dinos that do not count against your tame limit. The mod is fully customizable via INI, making it easy to balance for PvP or PvE use!

You should consider this mod as "Obby+". This mod uses the Obby's data structure, everything that the Obby retains - this mod retains, and than some. This mod only adds extra data retention to what the Obby function already stores to bring greater QoL so that your dino does not come out on full mating cooldown, or have their various behavioral toggles reset like turret mode or victim item collection, etc. Therefore, I do not directly handle anything that the Obby's data structure retains including, but not limited to: stats, imprint, levels, colors, gender, or any of the other ~3,500 bytes of serialized data.
Mod Config - How To
  • Place Dino Storage ini at the bottom of your GameUserSettings.ini
    • Single Player location:
      ... ARK\ShooterGame\Saved\Config\WindowsNoEditor
    • For servers, it has to be on the server. Location might be:
      ... ARK\ShooterGame\Saved\Config\WindowsServer
      but many server programs have a tab in their program.
  • You must include the [DinoStorage2] header.
  • You only need to include entries that you wish to override from the defaults.
  • You only need to include entries that are different.
  • Alternate Mod Config Layout: Google Doc Config Guide[docs.google.com]
The list of entries have been divided and grouped below for easier readability.
Mod Config - Cryopod Mirror
These settings will closely match cryopods, with the majority of all quality of life stripped out of my mod when doing so. I would recommend reviewing these settings to ensure that you truly desire some of the changes, because I personally find some of the changes to be clunky (KeepTrapperEquipped, etc) or lacking major quality of life without hurting balance (DropCostume, etc). If you wonder why there is such a difference between cryopods and my mod, it's because Dino Storage existed before Cryopods.

Change the engrams to require the same levels, and make the crafting cost require cryo related resources:
This goes in game.ini
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulTraps_DS_C",EngramHidden=false,EngramPointsCost=20,EngramLevelRequirement=51)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulGun_DS_C",EngramHidden=false,EngramPointsCost=20,EngramLevelRequirement=51)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulFinder_DS_C",EngramHidden=false,EngramPointsCost=5,EngramLevelRequirement=51)
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulTerminal_DS_C",EngramHidden=false,EngramPointsCost=60,EngramLevelRequirement=88)
ConfigOverrideItemCraftingCosts=(ItemClassString="SoulTraps_DS_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=4.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Oil_C",BaseResourceRequirement=8.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Polymer_C",BaseResourceRequirement=16.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=10.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Crystal_C",BaseResourceRequirement=20.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=30.0,bCraftingRequireExactResourceType=false)))
ConfigOverrideItemCraftingCosts=(ItemClassString="SoulTerminal_DS_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_MetalIngot_C",BaseResourceRequirement=225.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Polymer_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Crystal_C",BaseResourceRequirement=25.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Electronics_C",BaseResourceRequirement=15.0,bCraftingRequireExactResourceType=false)))

Change the mod config to closely mirror cryopods:
Option Name
Description
DropCostume=True
Trapping will drop costumes instead of storing them.
DropHelmet=True
Trapping will drop helmets instead of storing them.
DropWeapon=True
Trapping will drop weapons instead of storing them.
ExcludeBoss=True
Prevents trap/release of "Boss" dinos.
ExcludeCorrupted=True
Prevents trap/release of "Corrupted" dinos.
ExcludeRaid=True
Prevents trap/release of "Raid" dinos.
ExcludeUnclaimed=True
Prevents trapping of unclaimed dinos.
IgnoreEnemyStructures=True
Disables the nearby enemy structure check for releasing.
KeepAllyLookingStatus=True
Retains the "Ally Looking" toggle option set on the dino options wheel.
KeepTrapperEquipped=True
Keeps empty in hand after release. Ignored if infinite ammo or consumed.
LockImprinter=True
Prevents transfer of imprinting when released.
ReleaseUseDefaults=True
Dinos come out as their defaults. Modifications from S+ mutator are lost.
RemoveAllBuffs=True
Prevents readd of all buffs on release.
RemovePassiveCharge=True
Prevents light pet recharge while stored.
RemovePassiveHP=True
Prevents health regeneration while stored.
RemovePassiveStam=True
Prevents stamina recovery while stored.
RemovePassiveWool=True
Prevents wool growth while stored.
RemoveTorpRecovery=True
Prevents torpor recovery while stored.
SoulGunFireDelay=5.0
Controls how fast the soul gun fires.
SoulChargeRate=2.0
Makes souls charge +1s every second when in a soul terminal.
TerminalNeedsPower=True
Makes the soul terminal need Tek Gen power to charge souls.
SoulDecayTime=30.0
Makes souls decay in 30 days.
TerminalSlots=72
Cannot go higher when using SoulDecayTime
SoulMinWeight=0.5
Sets an absolute minimum item weight.
SoulTerminalStackSize=20
Changes the item stack size.
SoulTerminalWeight=4.0
Changes how much the item weighs.
SoulTrapDelay=5.0
Controls how long it takes to trap a dino.
SoulTrapStackSize=20
Changes the item stack size.
SoulTrapThrowRange=0.25
Removes the scaled release distance algorithm for larger dinos.
SoulTrapWeight=0.5
Changes how much the item weighs.
TrappingTribeLogs=True
Trapping dinos will add a tribe log entry.
UseCryoSickness=True
Adds a release cooldown buff on the player that cryopods respect.
UseCryoNerf=True
Adds a release debuff on the dino when released (must also enable WC config).
Comparison - Souls VS Cryopods
There may be more benefits to using my mod than listed below, but this serves as a quick side-by-side comparison as to why you should give this mod a try before defaulting to cryopods as an effective solution for server actor population.

This mainly pertains to the extra data retention that this mod has, and doesn't include newborn auto trapping features nor the various automation features which is further defined in the automation compendium section.
Cryopods
Soul Traps
No configuration options
Highly configurable with 194+ options to make it suitable for PvE and PvP
Does NOT retain:
  • Custom folders
  • Custom paint
  • Buffs
  • Sheep wool
  • Light pet charge
  • Follow distance
  • Target range
  • Victim Item Collection
  • Harvest Resource
  • Enabled mating
  • Allow AI special attacks
  • Turret mode
  • Ignore whistle
  • Cuddle type
Does retain:
  • Custom folders
  • Custom paint
  • Buffs
  • Sheep wool
  • Light pet charge
  • Follow distance
  • Target range
  • Victim Item Collection
  • Harvest Resource
  • Enabled mating (if enabled)
  • Allow AI special attacks
  • Turret mode
  • Ignore whistle (if enabled)
  • Cuddle type (if enabled)
Server transfer puts female mating on cooldown
Continues dynamic mating countdowns in storage with transfers
Server transfer completely removes all passive XP until cryo'd again
Continues dynamic passive XP accumulation with transfers
Does NOT have class persistence (breaks modded dinos when their mod is removed)
Has class persistence (does not break modded dinos when their mod is removed)
Light pets lose charge
Retains charge and dynamically recharges in storage (dino's actual rates)
ONLY stores dino saddles
Stores saddles, helmets, weapons, and costumes
Cryo'd dino stats are static and have no passive regeneration
Regenerates passive health, stamina, and torpor recovery (dino's actual rates)
Decays in 30 days or requires maintenance
Does NOT decay and requires NO maintenance
Does NOT function during Scorched Earth storms
Functions during Scorched Earth Storms
Can be thrown near, and into, enemy bases (windows, etc.)
Checks for enemy structures in range to prevent releasing
Does NOT allow easy cycling of stored dinos
Has various keybinds to make releasing multiple dinos easy
Poops on release (can be exploited for owl pellets, etc.)
Prevents pooping on release to prevent exploitation
ONLY displays stats
Displays color regions, stats, imprint, stored item info, mating time, and more
Unable to search for cryopods by description info or by area
Has features to allow searching by description and/or area
Unable to cryo unclaimed dinos
Not only allows trapping unclaimed dinos, but also auto claims them
Unable to cryo corpses for revival
If enabled, allows trapping corpses to be able to revive dinos
Unable to cryo titans and a few other dinos
You can trap anything and everything
Unable to transfer imprinting
Allows imprint transfers
Unable to transfer personal ownership (makes dinos useless in some scenarios)
Transfers ownership completely so that you don't get bugged out
Destroys saddle structures on cryo without warning
Prevents trapping dinos with saddle structures to prevent mobile base destruction
Aborts gestation progress without warning AND puts mating timers on cooldown
Has a confirmation window and does NOT put mating timers on cooldown
No recovery if cryopod is lost (dropped, misplaced, etc.)
Uses a Recovery.sav where Admins can recover souls that get lost
Pegomastax and other dinos can steal cryopods
Prevents all dinos from being able to steal stored dino souls
Does NOT scale spatial check to the baby's size
Does scale spatial check to the baby's size
Does NOT scale visual effects to the baby's size
Does scale visual effects to the baby's size
Does NOT scale release location to the baby's size (can never release on the ground)
Does scale release location to the baby's size (allows releasing on the ground)
Does NOT scale release distance to the dino's size (get stuck inside of Magmasaur, etc.)
Does scale release distance to the dino's size (NO getting stuck inside of Magmasaur, etc.)
Does not fix that annoying suffocation icon bug for dinos that can't suffocate
Does scale fix the annoying suffocation icon bug for dinos that can't suffocate
Can dupe dinos if blueprinted by mods.
Can NOT dupe dinos if blueprinted by mods.
Inventory bag only drops if ground is found within a 10 foundation range.
Inventory bag ALWAYS drops, regardless of ground detection.
In water, inventory bag drops on sea floor (or not at all if no ground is found).
In water, inventory bag drops where the dino was (makes it easier to collect).
Does NOT check for water when releasing babies that uniquely require water from the adults (Toads, Euryps, etc)
Does check for water when releasing babies that uniquely require water.
Bugs out icon visuals, weapon animations, and weapon visuals when slot capped. Check it out on Twitch[www.twitch.tv]
Prevents use when slot capped to prevent bugs.
Stored items can circumvent WC ini item clamps.
If enabled, calculates WC ini item clamps for stored items on release.
Visuals (DNA symbol) does NOT work right in single player.
Visuals do work properly in any environment.
Can cause level 1 bugs on release if the dino gets remapped to a different version with a different status component.
Does NOT cause level 1 bugs on release if the dino gets remapped to a different version with a different status component.
Can cause inventory slots to disappear if the dino has class confusing same name inventory components (Classic Flyers Wyverns, etc).
Does NOT cause inventory slots to disappear if the dino has class confusing same name inventory components (Classic Flyers Wyverns, etc).
Forces fish health to scale to a 1.0x size.
Retains proper fish health scale true to it's actual size.
Can cause single player to crash[gyazo.com] when storing some items.
Does NOT cause single player to crash when storing some items.
Turrets target the projectile, causing exploits on multiple failed release.
Turrets do NOT target the projectile, meaning no turret exploits for multiple failed release.
Default Soul Behaviors
The following is a list of all default behaviors, be sure to check out the mod config sections on how to extend more options and rules than what is listed here. Rates reflect actual world rates and are typically enhanced by 5% as an added incentive to remove actors from the world. Remember to consider this mod as Obby+. A lot of the data retention is done using obby mechanics, with added data retention for increased quality of life.

Dinos trapped in souls will...
Configurable?
... Be removed from the world (performance)
No
... Count down mating timers (dynamic, real time)
No
... Gain passive experience over time (dynamic)
No
... Gain passive health over time (dynamic)
Yes
... Gain passive stamina over time (dynamic)
Yes
... Recover torpor over time (dynamic)
Yes
... Retain food (static IE: no starving)
Yes
... Sheep grow wool over time (dynamic)
Yes
... Light pets gain charge over time (dynamic)
Yes
... Retain baby age (static)
Yes
... Retain next cuddle time (static)
No
... Retain imprinting
No
... Retain all stats
No
... Retain saddle (paint, skin, stats, quality)
Yes
... Retain costume (paint, skin, stats, quality)
Yes
... Retain helmet (paint, skin, stats, quality)
Yes
... Retain weapon (paint, skin, stats, quality)
Yes
... Drop unequipped items
No
... Retain tribe ranks
No
... Retain light charge
No
... Retain torped state
No
... Retain dino colors (including paint)
No
... Retain buffs (works with Rare Sightings, etc.)
Yes

Dinos released from souls will...
Configurable?
... Transfer ownership over
Yes
... Transfer the imprinter over
Yes

Trapping requires that the dino...
Configurable?
... Is same team or unclaimed tame
No
... Is not dead
Yes
... Is not being ridden
No
... Doesn't have cryo sickness
No
... Doesn't have soul sickness
No
... Doesn't have structures on saddle
Yes
... Class doesn't contain "minion" in it's name
Yes
... Is valid for "BPCan Cryo"
Yes

Releasing requires that the dino...
Configurable?
... Is not a foreign dino
Yes
... Can be tamed (server and personal tame limit checks)
No
... Can fit in target area of release
Yes
... Target area of release is in water (if dino needs water)
No
... Target area of release is not in a boss arena (Dragon, Ape, Broodmother arenas, etc)
Yes
... Target area of release is not in a boss cave (Tek Cave, Genesis boss room, etc)
Yes
... Target area is not within 10 foundations of enemy building with 50 linked structures
Yes
... Class doesn't contain "minion" in it's name
Yes
PvP Config (Recommendation)
You can customize this further, but this is my personal recommendation:
Option Name
Reason (Please Review)
ExcludeBoss=True
Usually too powerful to release on the fly. Cryopods prevent this too.
ExcludeCorrupted=True
Usually too powerful to release on the fly. Cryopods prevent this too.
ExcludeEnragedGiga=True
Trap/release process removes their rage. Cryopods allow it, but takes longer to trap.
ExcludeRaid=True
Usually too powerful to release on the fly. Cryopods prevent this too.
ExcludeUnclaimed=True
Prevents shenanigans with the soul gun and windows. Cryopods prevent this too.
LockImprinter=True
Prevents imprint ownership transference. Cryopods prevent this too.
KeepCuddleType=True
Trap/release will not reroll required cuddle type for babies. Cryopods allow it to reroll.
TrapHurtTime=0.15
Prevents trapping if the dino was hurt in the last 9 seconds.
TrapTamedTime=0.15
Prevents trapping if the dino was tamed in the last 9 seconds.
UseCryoSickness=True
Prevents air drop raid shenanigans and cryopods play friendly to it.
UseCryoNerf=True
Adds a release debuff on the dino when released (must also enable WC config).
NoBossArenaTrap=True
Prevents the ability to save dinos when they get hurt.
SoulDragWeight=0.1
Souls will weigh 10% of the stored dino's drag weight.
SoulMaxWeight=150
Soul weight will not exceed 150, since many water dinos have crazy drag weights.
SicknessFromBase=10.0
Allows you to not get sickness when released in your base, but attack/defend wisely!

Item Clamp Support (If Used):
Option Name
Reason (Please Review)
ClampItemStats=False
Must be set to true in order for this mod to calculate item stat clamps on release.
ItemStatClamps[0]=0
>0 values will clamp Generic Quality of items (if ClampItemStats=True).
ItemStatClamps[1]=0
>0 values will clamp Armor of items (if ClampItemStats=True).
ItemStatClamps[2]=0
>0 values will clamp Max Durability of items (if ClampItemStats=True).
ItemStatClamps[3]=0
>0 values will clamp Weapon Damage Percent of items (if ClampItemStats=True).
ItemStatClamps[4]=0
>0 values will clamp Weapon Clip Ammo of items (if ClampItemStats=True).
ItemStatClamps[5]=0
>0 values will clamp Hypothermal Insulation of items (if ClampItemStats=True).
ItemStatClamps[7]=0
>0 values will clamp Hyperthermal Insulation of items (if ClampItemStats=True).

Don't forget that you can remove Cryopods to prevent circumvention of my config options: https://steamcommunity.com/sharedfiles/filedetails/?id=1896198862
Advanced Searching - How It Works
Advanced searching is only available when using my custom UI. You can get to my custom UI by using the fire key (default: Left Click) with the Soul Finder for an area search, or you can access it on a per terminal basis by using the Advanced Search button inside of the Terminal inventory UI. With either method, you should eventually see this screen:


Searching scans both title and description using context matching. Note the search hint from above:
Search using commas for "AND" statements and ! for "NOT" statements (This,Plus This,!But Not This)

➤⠀EXAMPLE⠀ONE
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
We want to find:
  • A dino that has a color ID of 28 in region 5.
  • A dino who is female.
  • A baby (not adult, or not 100% mature).
  • A dino that is a Managarmr.


➤⠀EXAMPLE⠀TWO
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
We want to find:
  • A dino who is male (not female).
  • A dino that is a Gigantopithecus.
  • A dino that has a 32 wild point stat in Health.
  • A dino that is ready to mate.
Automation - Read First
All features require soul presence to produce, and there is no limit/cap. The more you have in the terminal, the more that generates. It makes them feel more alive, and follows real world rates and mechanics/criteria. The default ini options allow a 5% bonus to production, to encourage it's use, but it can be modified to be nerfed lower than real world rates or increased higher than default values depending on desires.

All global multipliers, like egg laying, pooping, etc. are already configured in the math. Therefore, on average, 1.0 production multipliers should closely resemble real world rates. The default ini has a 1.05 multiplier to incentivize the removal of actors.

Automation is a powerful feature, and is only enabled by default in single player. This allows server owners to customize rates and costs to their desires before implementing it for use. To enable everything:
[DinoStorage2]
EnableAllGeneration=True
EnableFertEggCollection=True
EnableFruitSeeding=True
EnableIncubation=True
EnablePoopConversion=True
Note: This only enables the ability to toggle the options, they still have to be toggled active in-game for performance reasons
  • Further customization can be found in "Mod Config - Terminal" subsection "Automation"
  • Steps on how to edit ini can be found in “Mod Config - How To

➤⠀FUEL⠀CUSTOMIZATION
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
  • By default, there is no fuel costs.
  • Fuel costs are displayed in the inventory UI description for easy reference to players.
  • Fuel consumption is defined by the check interval of the terminal.
  • AutomationFuelCounter can customize how many check intervals occur before requiring fuel.
  • TerminalNeedsPower can be used to require power. Optional if combined with fuel.
  • It does one check to consume fuel, and on success than it generates all toggled.
  • The cost does not get compounded for each toggle that is active.
  • If you want to allow any egg or artifact, use the generic higher class as a resource.
  • Example to make fuel cost 6x Gasoline, 10x Element Dust, and 1x Propellant:
    [DinoStorage2]
    TerminalAutomationFuel=/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.PrimalItemResource_Gasoline:6,/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDust.PrimalItemResource_ElementDust:10,/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Propellant.PrimalItemResource_Propellant:1
➤⠀DEFINING⠀POOP⠀VS⠀PASSIVE
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
  • If a dino drops the item into the world and not in a inventory, than it is poop.
  • "Misc poop" describes poop (defined above) that can't be made into fertilizer, like snail paste.
  • If a dino generates the item in the inventory, than it is passive generation.
Script Commands
Admincheat ScriptCommand <Command> is how you would use these, as an Admin
Command⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Description
DestroyNewborns_DS
Destroys all unclaimed babies that have never been claimed before, not even once in their lifetime.
DestroyNewborns_DS <Class>
Destroys all unclaimed babies of this class that have never been claimed before, not even once in their lifetime.
Example: DestroyNewborns_DS Dodo_Character_BP_C
DestroyUnclaimed_DS
Destroys all unclaimed adult and baby dinos in the world.
DestroyUnclaimed_DS <Class>
Destroys all unclaimed adult and baby dinos of this class.
Example: DestroyUnclaimed_DS Dodo_Character_BP_C
DestroyUnclaimedAdults_DS
Destroys all unclaimed adult dinos in the world.
DestroyUnclaimedAdults_DS <Class>
Destroys all unclaimed adult dinos of this class.
Example: DestroyUnclaimedAdults_DS Dodo_Character_BP_C
DestroyUnclaimedBabies_DS
Destroys all unclaimed baby dinos in the world.
DestroyUnclaimedBabies_DS <Class>
Destroys all unclaimed baby dinos of this class.
Example: DestroyUnclaimedBabies_DS Dodo_Character_BP_C
DestroyWildBeeHives_DS
Destroys all wild bee hives. Does not destroy tamed hives.
MatingOff_DS
Toggles mating off for all active dinos in the world.
MatingOff_DS <Class>
Toggles mating off for all dinos of this class.
Example: MatingOff_DS Dodo_Character_BP_C
MatingOff_DS <Name>
Toggles mating off for all dinos owned by this player/tribe name.
Example: MatingOff_DS AwesomeSauce
OfflineMatingOff_DS
Toggles mating off for all offline tribes.
PrintColor_DS <ID>
Prints dino color ID information to your screen. Includes the ID, name, and RGBA values. Acceptable ID ranges are 1-200, and will prompt when the ID is not valid/used.
Example: PrintColor_DS 4
PrintDye_DS <Index>
Prints master dye color ID information to your screen. These can be obtained as dino color IDs through mutations only. Includes the color ID, name, and RGBA values. Acceptable index ranges are 0-54, and will prompt when the index is not valid/used.
Example: PrintDye_DS 0
ReleaseDestroyEquipment_DS
Toggles a buff on/off for the person using the command. When the buff is active, releasing souls will not attempt to recreate the items stored within them. This is primarily for debugging rare single player issues.
RemoveBuff_DS <Class>
Removes this buff on all dinos in the world.
Example: RemoveBuff_DS Buff_CosmeticBuff_Phoenixkin_C
SpawnDino_DS
See dedicated section for more information.
StarterSouls_DS
Opens a configurable UI to customize whether to give starter souls once per steam ID, or if under a certain level. When you press the make starter souls button, it copies all dino souls in your player inventory and will than give templates of these dino souls to users when they respawn. To clear starter souls, open the UI without souls in your inventory to see a clear button.
TamedCount_DS
Tells you how many active tames are in the world.
TamedCount_DS <Class>
Tells you how many active tames are in the world of this class.
Example: TamedCount_DS Dodo_Character_BP_C
TamedCount_DS <Name>
Tells how many tames are in the world owned by this player/tribe name.
Example: TamedCount_DS AwesomeSauce
TrapDino_DS <DinoID1>,<DinoID2>
Finds dino in the world by ID and traps it. It will than give the dino soul to the person using the command.
Example: TrapDino_DS 369324518,487787350
TrapDino_DS <DinoID1>,<DinoID2>,<SteamID>
Finds dino in the world by ID and traps it. It will than give the dino soul to that steam ID.
Example: TrapDino_DS 369324518,487787350,8675309
UnclaimedCount_DS
Tells you how many unclaimed dinos are in the world.
UnclaimedCount_DS <Class>
Tells you how many unclaimed dinos are in the world of this class.
Example: UnclaimedCount_DS Dodo_Character_BP_C
Script Command - SpawnDino_DS
Script Generator:
Click here and tab over to SpawnDino_DS[docs.google.com]
Formula:
admincheat scriptcommand SpawnDino_DS <Steam ID> <Blueprint> <Wild Level> <X Offset> <Y Offset> <Z Offset> <Tamed> <Female> <Age> <Imprint> <Neuter> <Trapped> <Mystery> <Stat Health> <Stat Stamina> <Stat Oxygen> <Stat Food> <Stat Water> <Stat Weight> <Stat Melee> <Stat Speed> <Stat Craft> <Color 1 (Region 0)> <Color 2 (Region 1)> <Color 3 (Region 2)> <Color 4 (Region 3)> <Color 5 (Region 4)> <Color 6 (Region 5)> <Mystery Name> <Mystery Description>
Example:
admincheat scriptcommand spawndino_ds /Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP 150 0 500 0 1 ? ?0.5 ?0.75 0 1 0 ? ? ? ? ? ? ? ? ? 6 6 6 6 6 6 What_is_this? Huh._Let's_open_it_and_find_out!
Definitions:
Steam⠀ID⠀⠀⠀⠀⠀⠀⠀
? will randomly select a steamID from the online players, can be left blank and will default to spawning the dino for you or in your inventory
Blueprint
? will randomly select a dino from all spawned tameable dinos on the map, excluding raid or boss types and minions. Vanilla Dino Blueprints = Creature IDs[ark.wiki.gg]
Wild Level
If value is > 0 then wild stat points are ignored, but field entries are still required (placeholders if tamed points are assigned)
X Offset
Positive values spawn to your right, negative values spawn to your left
Y Offset
Positive values spawn further ahead, negative values spawn behind
Z Offset
Positive values spawn above you, negative values spawn below
Tamed
1 = yes, 0 = no
Female
1 = female, 0 = male, ? = random
Age
? = random age, ?# = random with # being max age
Imprint
? = random imprint, ?# = random with # being max imprint
Neuter
1 = yes, 0 = no
Trapped
1 = yes, 0 = no
Mystery
1 = yes, 0 = no, Mystery will hide what dino is in the trap, it's a surprise!
Stat Health
Stat Stamina
Stat Oxygen
Stat Food
Stat Water
Stat Weight
Stat Melee
Stat Speed
Stat Craft
? = random, ?# = random with # being max, This is Wild Points unless you utilize / which makes it wild/tamed points (11/23 = 11 wild points and 23 tamed points)
Color 1 (Region 0)
Color 2 (Region 1)
Color 3 (Region 2)
Color 4 (Region 3)
Color 5 (Region 4)
Color 6 (Region 5)
0 = rolls wild colors, ? = rolls against all possible color IDs (See Color Chart Tab)
Mystery Name
Format_the_name_this_way
Mystery Description
Format_the_description_this_way
Mod Config - Trap/Release (Dino Relative)
Option Name
Description
AAExcludeClass=
Prevents Anti-Alpha checks on dino classes. Refer to array building section. Not recommended, because alpha buffs boost nearby wild dinos even if tamed.
AAExcludeSource=
Prevents Anti-Alpha checks on dino sources. Refer to array building section. Not recommended, because alpha buffs boost nearby wild dinos even if tamed.
BabyGrowthMultiplier=0.0
> 0 value will have dinos grow in storage. 1.0 value will reflect normal server rate. Age = Imprint %
BabyInstantGrowth=False
True: Adultifty and 100% imprint on release.
BuffsPreventTrapping=
Prevents trapping if these buffs are found. Refer to array building section.
CanTrapCorpse=False
True: Allows trapping corpses to revive them. Buffs are lost, and mind wipes.
CorpseRemovesImprint=False
True: Removes imprinting values when corpse revived.
CorpseResetsLevel=False
True: Removes all player gained levels when corpse revived.
DATAdultOnly=False
True: DAT will only work for adults. DATBabyOnly overrides this.
DATBabifiesAdult=False
True: DAT will turn adult dinos into newborns. A price paid for revival, if desired.
DATBabyOnly=False
True: DAT will only work for babies. DeathAutoTrap must be enabled to work.
DATDefaultsInactive=False
True: Dinos release with DAT toggled off. Activate it through the dino wheel.
DATDoTDeathOnly=False
True: DAT will only work for indirect deaths (burn, starve, drown, poison, etc).
DATGiveToPlayer=False
True: DeathAutoTrap attempts to give soul to nearest player of same team.
DATGiveToTerminal=False
True: DeathAutoTrap attempts to give soul to nearest terminal of same team.
DATPassiveOnly=False
True: DAT will only work for dinos set on Passive and Ignoring Whistles.
DATPreventDrop=False
True: DAT will not drop the soul on the ground.
DATRequireTrapper=False
True: DAT will only work if there is an empty soul trap at the destination.
DATStarvedOnly=False
True: DAT will only work if the dino naturally starved to death.
DeathAutoTrap=False
True: Auto traps dino on death. No side effects since it captures before death.
DropCostume=False
True: Trapping will drop costumes instead of storing them.
DropEquipment=False
True: Trapping will drop all equipped items instead of storing them.
DropHelmet=False
True: Trapping will drop helmets instead of storing them.
DropSaddle=False
True: Trapping will drop saddles instead of storing them.
DropWeapon=False
True: Trapping will drop weapons instead of storing them.
EquipmentBlacklist=
Trapping will drop these equipments if found. Refer to array building section.
ExcludeAmphibious=False
True: Prevents trap/release of "Amphibious" dinos.
ExcludeBaby=False
True: Prevents trap/release of baby dinos.
ExcludeBig=False
True: Prevents trap/release of "Big" dinos.
ExcludeBoss=False
True: Prevents trap/release of "Boss" dinos.
ExcludeBuffClass=
Prevents add of buff classes on release. Refer to array building section.
ExcludeBuffSource=
Prevents add of buff sources on release. Refer to array building section.
ExcludeClass=
Prevents trap/release of dino classes. Refer to array building section.
ExcludeCorrupted=False
True: Prevents trap/release of "Corrupted" dinos.
ExcludeEnragedGiga=False
True: Prevents trapping enraged Gigas.
ExcludeFlyer=False
True: Prevents trap/release of rideable "Flyer" dinos.
ExcludeForeignPure=False
True: Prevents release of foreign dinos (not mod friendly, not recommended).
ExcludeImmobile=False
True: Prevents trapping of immobilized dinos.
ExcludeRaid=False
True: Prevents trap/release of "Raid" dinos.
ExcludeRobot=False
True: Prevents trap/release of "Robot" dinos.
ExcludeSource=
Prevents trap/release of dino sources. Refer to array building section.
ExcludeTag=
Prevents trap/release of dino tags by context search, dino tag is in soul title.
ExcludeTorped=False
True: Prevents trapping of unconscious dinos.
ExcludeUnclaimed=False
True: Prevents trapping of unclaimed dinos.
ExcludeWater=False
True: Prevents trap/release of dinos that can't survive out of water.
Mod Config - Trap/Release (Dino Relative)
Option Name
Description
IncludeBuffClass=
Allows add of buff classes on release. Refer to array building section.
IncludeBuffSource=
Allows add of buff sources on release. Refer to array building section.
IncludeClass=
Force allows trap/release of dino classes. Refer to array building section.
IncludeForeign=False
True: Force allows release when server config prohibits foreign dinos.
IncludeSource=
Force allows trap/release of dino sources. Refer to array building section.
IncludeTag=
Force allows trap/release of dino tags by context search, dino tag is in soul title.
ItemsPreventTrapping=
Prevents trapping if these items are found. Refer to array building section.
KeepAllyLookingStatus=False
True: Retains the "Ally Looking" toggle option set on the dino options wheel.
KeepCuddleType=False
True: Retains the cuddle type and cuddle food requirement for babies.
KeepEnabledMatingStatus=False
True: Retains the "Enable Mating" toggle option set on the dino options wheel.
KeepEnabledWanderStatus=False
True: Retains the "Enable Wandering" toggle option set on the dino options wheel.
KeepForceTamedStatus=False
True: Retains the force tamed settings, like not needing a saddle to ride.
KeepIgnoreWhistleStatus=False
True: Retains the "Ignore Whistle" toggle option set on the dino options wheel.
LockImprinter=False
True: Prevents transfer of imprinting when released.
NoCombatTrap=False
True: Prevents trapping when combat music is playing.
PassiveCharge=1.05
Multiplies light pet recharge while stored. 1.0 reflects real world rates.
PassiveFood=0.0
Multiplies food regeneration while stored. 1.0 reflects real world rates.
PassiveHP=1.05
Multiplies health regeneration while stored. 1.0 reflects real world rates.
PassiveStam=1.05
Multiplies stamina recovery while stored. 1.0 reflects real world rates.
PassiveWool=1.05
Multiplies wool growth while stored. 1.0 reflects real world rates.
PassiveXP=1.05
Multiplies experience gains while stored. 1.0 reflects real world rates.
PlatformStructureGrace=0
How many structures can be on a saddle to allow trapping.
ReleaseIgnoreType=False
True: Force allows release of dinos. Flips exclusions to block trapping only.
ReleaseUseDefaults=False
True: Dinos come out as their defaults. Changes from S+ mutator are lost.
RemoveAllBuffs=False
True: Prevents add of all buffs on release.
RemoveCloneTags=False
True: Removes the cloned status and tags of dinos when released.
RemoveMatingCooldown=False
True: Removes any mating cooldowns on trap, allowing more breeding.
RemovePassiveCharge=False
True: Prevents light pet recharge while stored.
RemovePassiveHP=False
True: Prevents health regeneration while stored.
RemovePassiveStam=False
True: Prevents stamina recovery while stored.
RemovePassiveWool=False
True: Prevents wool growth while stored.
RemovePassiveXP=False
True: Prevents experience gains while stored.
RemoveTitanLoad=False
True: Disables the 15 minute "downloading" wait phase on release.
RemoveTorpRecovery=False
True: Prevents torpor recovery while stored.
RevivalHealth=0.0
>0.0 values sets this percent of health to corpse revived or DAT dinos.
SicknessFromBase=0.0
>0.0 prevents sickness cooldown near friendly bases. Value is foundations.
SicknessFromTerminal=0.0
>0.0 prevents sickness cooldown near friendly terminals. Value is foundations.
SicknessIgnoreBaby=False
True: Baby dinos will not be effected by sickness nor apply sickness cooldown.
SicknessPreventsRelease=False
True: Sickness will prevent release instead of giving sickness debuff.
SoulSicknessCooldown=0.0
>0.0 values will add a release cooldown buff on the player. Value is minutes.
SoulSicknessDamage=10.0
Multiplies damage a dino receives when sick/released during the cooldown.
SoulSicknessDuration=5.0
How long the dino is sick for when released during the cooldown. Value is minutes.
TorpRecovery=1.05
Multiplies torpor recovery while stored. 1.0 reflects real world rates.
TrapHealth=0.0
>0.0 values will require a health percent to allow trapping. 1.0 is 100%
TrapHurtTime=0.0
>0.0 values will require waiting when hurt to allow trapping. Value is minutes.
TrapTamedTime=0.0
>0.0 values will require waiting when tamed to allow trapping. Value is minutes.
TrapTamesFish=False
True: Tames some fish on trap similar to how fish baskets do.
UseCryoNerf=False
True: Use WC's cryo nerf mechanics (must also enable the relative WC config).
UseCryoSickness=False
True: Releasing dinos will cause cryo sickness.
Mod Config - Trap/Release (Misc)
Option Name
Description
AllowBossArenaRelease=False
True: Allows release in boss arenas (Dragon, Ape, Broodmother arenas, etc).
AllowBossCaveRelease=False
True: Allows release in boss caves (Tek Cave, Genesis boss room, etc).
AllowMissionAreaRelease=False
True: Force allows release in all missions, even when some prohibit cryopod use.
ConvertClass=
Converts dinos to other dinos on release. Refer to the array building section.
EnemyStructureRange=10.0
Prevents release when near enemy structures. Value is in foundation lengths.
IgnoreEnemyStructures=False
True: Disables the nearby enemy structure check for releasing.
IgnoreSpatialCheck=False
True: Disables the "has room" check for releasing.
IsBaseIfLinkedStructures=50
>0 value discerns how many linked structures are needed to consider it a base.
KeepTrapperEquipped=False
True: Keeps empty in hand after release. Ignored if consumed.
LootBagLifeSpan=30.0
Controls how long the dropped loot bag lasts from trapping. Value is in minutes.
MutatorAllowMek=False
True: Releasing a Mek adds a bypass to allow the S+ mutator to alter it.
MutatorAllowXeno=False
True: Releasing a Reaper (Xeno) adds a bypass to allow the S+ mutator to alter it.
NoBossArenaTrap=False
True: Prevents trapping when inside of a boss arena.
PreventAllCaveRelease=False
True: Prevents release in any and all caves.
PreventCaveRelease=False
True: Prevents release in caves that prevent building only.
ReleaseConsumesTrapper=False
True: Consumes the soul trap when releasing a dino.
ReleaseNearBase=0.0
>0.0 values will require releasing near friendly bases. Value is in foundations.
ReleaseNearTerminal=0.0
>0.0 values will require releasing near friendly terminals. Value is in foundations.
ReleasePreventDupeID=False
True: Releasing will check for an existing dino of same ID. Gives GPS location.
ReleaseTribeLogs=False
True: Releasing dinos will add a tribe log entry.
RequiredReleaseLevel=0
>0.0 values will prevent releasing until you reach this level.
RequireOwnership=False
True: Requires being either the personal or tribe owner of the dino to trap/release.
RequireTribeRanks=False
True: Requires having the tribe ranks to ride the dino in order to release.
TrapNearBase=0.0
>0.0 values will require trapping near friendly structures. Value is in foundations.
TrapNearTerminal=0.0
>0.0 values will require trapping near friendly terminals. Value is in foundations.
TrappingTribeLogs=False
True: Trapping dinos will add a tribe log entry.
Mod Config - Terminal
Option Name
Description
BasicTerminal=False
Changes the item icon to the vault variant.
PrimitiveTerminal=False
Changes the item icon to the book variant.
SoulTerminalStackSize=100
Changes the item stack size.
SoulTerminalWeight=20.0
Changes how much the item weighs.

Placement and pick up options:
Option Name
Description
DisableTerminalPickup=False
True: Prevents pick up after placement.
TerminalExcludeAllPlatforms=False
True: Prevents placement on rafts and all saddle platforms.
TerminalExcludeDinoPlatforms=False
True: Prevents placement on all saddle platforms.
TerminalExcludeFlyerPlatforms=False
True: Prevents placement on all flying dino saddle platforms.
TerminalExcludeGround=False
True: Prevents placement on the ground.
TerminalExcludeNonFlyerPlatforms=False
True: Prevents placement on rafts and non-flying dino saddle platforms.
TerminalExcludePlatforms=
Prevents placement on these platforms. Refer to array building section.
TerminalExcludeVehiclePlatforms=False
True: Prevents placement on rafts.
TerminalIncludePlatforms=
Allows placement on these platforms. Refer to array building section.
TerminalTribeLimit=0
>0 values will limit terminals that a tribe can have. Destroys if over limit.
TerminalProximityLimit=1
Limits terminals based on range. Proximity range must be >0.0 to work.
TerminalProximityRange=0.0
>0.0 values will limit terminals in this range. Value is foundation lengths.

Newborn auto trap options:
Option Name
Description
AmmolessNewbornAutoTrap=False
True: Newborn auto trapping will not require empty soul traps.
DisableNewbornAutoTrap=False
True: Disables newborn auto trapping.
NATStopWhenFull=False
True: Disables mating for dinos in NAT range when full or or out of traps.
NewbornAutoTrapRecovery=False
True: Newborn auto trap will add recovery entries. Not recommended.
NewbornAutoTrapTribeLimit=0
>0 values will limit how many newborn auto trapping a tribe can have active.

Other options:
Option Name
Description
CherufeLava=False
True: Disables the Magmasaur breeding assistance.
DisableBugZap=False
True: Disables the ability for admins to use terminal's Bug Zapper.
DisableTerminalPinCodes=False
True: Disables the ability to pin code lock terminals.
DisableTerminalTransfer=False
True: Disables the "Transfer Soul" option in the terminal inventory.
GhostTerminal=False
True: Removes collision properties on the terminal.
GodlyTerminal=False
True: Terminals become invincible/immune to damage.
LockTerminalMesh=False
True: Prevents the ability to change the mesh.
TerminalExcludeItems=
Prevents putting these items in the terminal. Refer to array building section.
TerminalHealth=50000.0
Determines how much health each terminal has.
TerminalOnlyAllowItems=
Only allows these items in the terminal. Refer to array building section.
TerminalRaidPurge=False
True: Inventory contents are destroyed instead of dropped by enemy destruction.
TerminalSlots=300
Controls inventory slot counts/space for items in the terminal. Max is 300.
UnlockGhostTerminal=False
True: Allows toggling between collision and no collision on the terminal.
UnlockTributeTerminal=False
True: Allows toggling of tribute inventory. Allowing it to be used as a transmitter.
VaultTerminal=False
True: Terminal will drop to the floor below if the floor is destroyed (like a vault).
Mod Config - Terminal (Automation)
Option Name
Description
AutomationFuelCounter=1
Controls how many automation check cycles occur before requiring more fuel.
AutomationItemBlacklist=
Controls what items are not allowed to be generated with automation.
DistributeFertilizerRange=30.0
Controls the range to distribute fertilizer to plots. Value is foundation lengths.
DistributePelletRange=30.0
Controls the range to distribute pellets to Gachas. Value is foundation lengths.
EnableAllGeneration=False
True: Enables all automation options with "generation" in their name.
EnableEggGeneration=False
True: Enables unfertilized egg generation.
EnableFertEggCollection=False
True: Enables fertilized egg collection.
EnableFruitSeeding=False
True: Enables fruit seeding with Iguanodon presence (stack mod friendly).
EnableHoneyGeneration=False
True: Enables honey generation with Queen Bee presence.
EnableIncubation=False
True: Enables fertilized egg incubation.
EnableMiscPoopGeneration=False
True: Enables non-fertilizer type poop generation. Achatina paste, etc.
EnablePassiveGeneration=False
True: Enables passive generation. Basilo/Tuso squid oils, etc.
EnablePoopConversion=False
True: Enables poop to fertilizer conversion with Dung Beetle presence.
EnablePoopGeneration=False
True: Enables fertilizer type poop generation. Actual poop, owl pellets, etc.
EnableWoolGeneration=False
True: Enables wool generation with Sheep presence.
IncubationMultiplier=2.0
Multiplies how fast fertilized eggs incubate. Only incubates to 99%.
OviBonusMultiplier=1.5
Multiplies Oviraptor egg/poop interval bonuses. 1.5 reflects real world rates.
PickUpableEggsOnly=False
True: Fertilized egg collection will respect pick up rules on the eggs.
PoopConvertSpeed=1.05
Multiplies how fast Dung Beetles convert poop. 1.0 reflects real world rates.
TerminalAutomationFuel=
Creates a fuel requirement for all automation. Refer to the array building section.
TerminalCheckInterval=60.0
Terminal generation and egg check interval. Does not hinder rates. Value is in seconds.
TerminalEggMultiplier=1.05
Multiplies the egg generation rates. 1.0 reflects real world rates.
TerminalHoneyMultiplier=1.05
Multiplies the honey generation rates. 1.0 reflects real world rates.
TerminalMiscPoopMultiplier=1.05
Multiplies the non-fertilizer type poop rates. 1.0 reflects real world rates.
TerminalNeedsPower=False
True: Automation features will require tek gen power. Optional if it can use fuel.
TerminalPassiveMultiplier=1.05
Multiplies the passive generation rates. 1.0 reflects real world rates.
TerminalPoopMultiplier=1.05
Multiplies the fertilizer type poop rates. 1.0 reflects real world rates.
TerminalWoolMultiplier=1.05
Multiplies the wool generation rates. 1.0 reflects real world rates.
Mod Config - Soul Trap
Empty soul trap options:
Option Name
Description
SoulTrapDelay=0.25
Controls how long it takes to trap a dino.
SoulTrapStackSize=300
Changes the item stack size.
SoulTrapWeight=0.0
Changes how much the item weighs.

Filled dino soul options:
Option Name
Description
DestroyXP=1.05
Multiplies the experience gain when destroying souls in a terminal.
PreventUpload=False
True: Prevents being able to upload or transfer with dino souls.
RemoveDestroyXP=False
True: Disables experience gain when destroying souls in a terminal.
SoulDecayTime=0.0
>0 values will make souls decay over time. Value is in days. Clamps terminal slots to 72 max.
SoulDragWeight=0.0
Multiplies drag weight of the dino to determine item weight. Recommend setting a max.
SoulChargeRate=0.0
Influences the seconds gain when charging in a soul terminal. 1.0 means that it freezes the time. If TerminalNeedsPower=True than Tek Gen is needed to charge.
SoulMaxWeight=0.0
Sets an absolute max item weight. Recommended when doing dynamic drag weights.
SoulMinWeight=0.0
Sets an absolute minimum item weight.
SoulTrapThrowRange=1.0
>0.0 values multiplies the throwing range against the default range.

Both empty and filled soul options:
Option Name
Description
PreventSoulTrapRidingEquip=False
True: Prevents equipping of souls when riding a dino.
Mod Config - Soul Gun
Item options:
Option Name
Description
SoulGunWeight=10.0
Changes how much the item weighs.

Other options:
Option Name
Description
AmmolessSoulGun=False
True: Removes the need for soul traps to fire. Makes it infinite in shots.
LootPullAnyTeam=False
True: Allows the soul gun to pull loot from any teams bags.
LootPullMaxWeight=0.85
Controls when to stop pulling items from loot bags based on weight. 1.0 is 100%
PreventLootPull=False
True: Disables the ability to pull loot bag contents when shooting them.
PreventSoulGunRidingEquip=False
True: Prevents equipping of the soul gun when riding a dino.
SoulGunFireDelay=0.35
Controls how fast the soul gun fires. Can't go lower than 0.35 for performance.
SoulGunRange=1.0
>0.0 values multiplies the shooting range against the default range.
Mod Config - Soul Finder
Item options:
Option Name
Description
SoulFinderWeight=0.5
Changes how much the item weighs.

Other options:
Option Name
Description
DisableFinderPull=False
True: Prevents the ability to pull souls to the player.
FinderRange=50.0
Controls the max range that can be searched. Value is foundation lengths.
Mod Config - Recovery
Option Name
Description
DisableRecovery=False
True: Disables all recovery features and processing.
RecoveryFileLimit=1800
Controls max entries for the recovery file. Higher values slow world save times.
RepDataSize=200
Controls how much data gets sent to the UI at once. Change if problems occur.
RepDataRate=0.2
Controls how quickly data chunks get sent to the UI. Change if problems occur.
Mod Config - Item Clamp Support
When using WildCards item clamp ini, it only clamps those items on server starts. As a result, players can avoid these clamps when storing dinos in Cryopods or Souls. If you want Souls to clamp these items on release, carry your item clamp ini into my own ini underneath my mods ini header. You should find the naming conventions to be similar.
  • Index 6 (weight) is not supported due to replication issues.
Option Name
Description
ClampItemStats=False
Must be set to true in order for this mod to calculate item stat clamps on release.
ItemStatClamps[0]=0
>0 values will clamp Generic Quality of items (if ClampItemStats=True).
ItemStatClamps[1]=0
>0 values will clamp Armor of items (if ClampItemStats=True).
ItemStatClamps[2]=0
>0 values will clamp Max Durability of items (if ClampItemStats=True).
ItemStatClamps[3]=0
>0 values will clamp Weapon Damage Percent of items (if ClampItemStats=True).
ItemStatClamps[4]=0
>0 values will clamp Weapon Clip Ammo of items (if ClampItemStats=True).
ItemStatClamps[5]=0
>0 values will clamp Hypothermal Insulation of items (if ClampItemStats=True).
ItemStatClamps[7]=0
>0 values will clamp Hyperthermal Insulation of items (if ClampItemStats=True).
Mod Config - Misc
Option Name
Description
CryoCooldownImmunity=False
True: Removes the cryosick cooldown for cryopods.
DisableAdminMode=False
True: Prevents admins from going into admin mode with soul functions.
DisableAutoConvertClass=False
True: Prevents server start conversions based on the ConvertClass array.
DisablePaintRetention=False
True: Prevents retention of custom paints.
DisableStarterSouls=False
True: Prevents adding of starter soul templates made by script commands.
OfflineMatingCheck=0.0
>0 value checks in intervals, in hours, for offline tribes to disable mating.
OfflineMatingTime=0.0
Time that a tribe has to be offline for, in hours, before OfflineMatingCheck disables mating.
ServerStartDestroyNewborns=False
True: Destroys babies that have never been claimed before on server start.
ServerStartDestroyUnclaimed=False
True: Destroys unclaimed dinos on server start.
ServerStartRemoveBuffClass=
Comma separated array of buffs to remove from dinos on server start.
UnlockHairAndEmotes=False
True: Unlocks all hair and emotes. Doesn't effect achievements.
Mod Config - Array Building Intro
An array is an ordered series of data, and you might have built an array without realizing it. All of those commas used when customizing engrams or crafting costs is building an array of code. Most of my ini arrays deal with the long spawn codes of actors and/or items, known as the blueprint path. While it's all mostly the same, some may differ in requiring the full path, partial path, or class.

➤⠀BLUEPRINT⠀PATHS
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Below is a Rex cheat spawn code, and the blueprint path is in bold and underlined:
admincheat SpawnDino "Blueprint'/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP'" 500 0 0 35
It's essentially everything in between the little quotes from /Game/ to Rex_Character_BP.

➤⠀CLASSES
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Using that same path, we can also find the class. It's the last bit of text after the period:
admincheat SpawnDino "Blueprint'/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP'" 500 0 0 35
So our class for this dino is Rex_Character_BP.

➤⠀SOURCES
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Using that same path, we can also find the source.
  • For vanilla, it's the first folder after /Game/
  • For mods, it's the first folder after /Game/Mods/
admincheat SpawnDino "Blueprint'/Game/PrimalEarth/Dinos/Rex/Rex_Character_BP.Rex_Character_BP'" 500 0 0 35
Since this is a vanilla code, it will not have /Mods/ in it so our source is PrimalEarth.

➤⠀SOULS⠀PROVIDE⠀THIS⠀INFO
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Confused? Don't worry, the class and source is readily available in the soul description:
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Mod Config - Array Building
Use commas for additional entries:
Option Name
How It Reads The Path
ConvertClass=
Checks the full path before and after colons. A:B = A becomes B.
EquipmentBlacklist=
Checks the full path OR is class specific when you add _C on the end.
ExcludeClass=
Checks if the path ends with OR is class specific when you add _C on the end.
ExcludeSource=
Checks the folder listed after /Game/ OR after /Mods/ if it exists.
IncludeClass=
Checks if the path ends with OR is class specific when you add _C on the end.
IncludeSource=
Checks the folder listed after /Game/ OR after /Mods/ if it exists.
ItemsPreventTrapping=
Checks the full path OR is class specific when you add _C on the end.
TerminalExcludeItems=
Checks the full path.
TerminalExcludePlatforms=
Checks if the path ends with.
TerminalIncludePlatforms=
Checks if the path ends with.
TerminalOnlyAllowItems=
Checks the full path.

In this example we will use our Rex path again for the ExcludeClass option. Note how it searches:
  • First line would block both a Tek Rex and a normal Rex.
  • Second line would block the normal Rex only.
  • Third line would also block the normal Rex only.


This example will make terminals only allow dino souls and soul traps:
TerminalOnlyAllowItems=/Game/Mods/DinoStorage2/SoulTrap_DS.SoulTrap_DS,/Game/Mods/DinoStorage2/SoulTraps_DS.SoulTraps_DS

This example will convert Dodos into Trikes, and Pteros into Argents on release:
ConvertClass=/Game/PrimalEarth/Dinos/Dodo/Dodo_Character_BP.Dodo_Character_BP:/Game/PrimalEarth/Dinos/Trike/Trike_Character_BP.Trike_Character_BP,/Game/PrimalEarth/Dinos/Ptero/Ptero_Character_BP.Ptero_Character_BP:/Game/PrimalEarth/Dinos/Argentavis/Argent_Character_BP.Argent_Character_BP



➤⠀BUFFS
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Use commas for additional entries:
Option Name
How It Reads The Path
BuffsPreventTrapping=
Checks the full path (remove /Game/) OR is class specific when you add _C on the end.
ExcludeBuffClass=
Checks if the path ends with OR is class specific when you add _C on the end.
ExcludeBuffSource=
Checks if the path starts with (remove /Game/)
IncludeBuffClass=
Checks if the path ends with OR is class specific when you add _C on the end.
IncludeBuffSource=
Checks if the path starts with (remove /Game/)

NOTE: only buffs prefixed with a * will be considered for retention, as they are persistent buffs. Do not use the * prefix in any ini configurations. It's only to specify which ones can be retained in soul storage.

Buffs are a little unique in that /Game/ is ignored because the Debuff Gun of mine fails to print it. If you are ever in doubt, AdminCheat gfi DebuffGun_DS 1 0 0 to spawn in the Debuff Gun and shoot a dino with it. All active buff classes are displayed on the UI, and clicking a buff class name will print the path to your HUD up above like so:





➤⠀AUTOMATION⠀FUEL
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
Use commas for additional entries:
Option Name
How It Reads The Path
TerminalAutomationFuel=
Checks the full path AND needs a colon on the end followed by a quantity.

Example to make automation fuel cost 6x Gasoline, 10x Element Dust, and 1x Propellant:
TerminalAutomationFuel=/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Gasoline.PrimalItemResource_Gasoline:6,/Game/Extinction/CoreBlueprints/Resources/PrimalItemResource_ElementDust.PrimalItemResource_ElementDust:10,/Game/ScorchedEarth/CoreBlueprints/Resources/PrimalItemResource_Propellant.PrimalItemResource_Propellant:1
Stored Dino Details
⠀⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀
Question Mark Meaning
Question marks indicate a variety of things depending on their color.
➤⠀BLUE⠀/⠀PINK⠀/⠀ORANGE
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
  • Releaseable.
  • These dinos have no dino entry icons, but will function 100% normal.
  • The dino's file path is intact and persistent (IE: survive through dino mod removal).


➤⠀WHITE
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
  • Not releaseable.
  • Releaseable once the mod is reinstalled as long as the mod still contains the file (IE: dino was not removed from their mod).
  • The dino's file path/class variable was not able to be found (IE: dino mod removed).
  • Install the source mod of the dino in order to be able to release them again.
⠀⠀⠀⠀⠀⠀
Recovery - How It Works
  • You can disable recovery functionality entirely with the following config:
      [DinoStorage2]
      DisableRecovery=True
  • USE: To use soul recovery, you access the inventory of a soul terminal and select the "Admin Soul Recovery" button found in the middle. If you are not an admin, an error message pops up on your screen. The terminal must not be toggled as being a tribute terminal/transmitter for this button to appear. There are three options:
    • LOCAL: This lists what dinos have been trapped on that map. The data in this local list will be lost with mod removal, failure to load the mod, or map change
    • EXPORT: This exports your local list into a .sav file located in ...\ARK\ShooterGame\Saved\SaveGames\DinoStorage2\. You can choose any name, but if no name is given then it defaults to using "ExportedSouls". The data in these files will not be lost with mod removal or failure to load the mod
    • IMPORT: This lets you import dinos from the .sav file created when you used export. This file must be in ...\ARK\ShooterGame\Saved\SaveGames\DinoStorage2\ in order to be recognized. You can choose any name, but if no name is given then it defaults to using "ExportedSouls"
  • ADDING DINOS: To add dinos to your local listing, you just have to trap them. It's that easy. Let's go over the finer details:
    • EXISTING DINO ID: If it detects that the dino you captured is already in your local list, it will refresh the entry
    • NEW DINO ID: If it detects that the dino you captured is NOT in your local list, it will add a new entry. There are a couple rules to this:
      • LIMIT: If the limit is met, the oldest entry is removed in order to make a new entry. The default limit is 1,800 unique dinos. You can configure it by changing:
          RecoveryFileLimit=1800
      • NAT: An abbreviation for Newborn Auto Trap, by default NAT will not add captured babies to the local listing. This is to avoid filling your local listing with babies that would otherwise be killed off for not getting the right mutations, causing important dinos to be removed due to limits defined above. You can change this by setting:
          NewbornAutoTrapRecovery=True
  • REMOVING DINOS: To remove dinos from your local list manually, you access your local list and to the far right will be a circle with a line through it that looks like a "no" sign. Press that button to remove that entry
    • DESTROYING SOULS: When you destroy a soul by using the soul terminal's destroy soul button in the middle of it's inventory, it simply removes the item. It does not remove it from the local listing, allowing you to recover it if you accidentally destroyed it
Linked Structures - Defined
So the following ini options are how you set your scan range in foundation lengths:
EnemyStructureRange=10.0
Prevents release when near enemy structures.
ReleaseNearBase=0.0
>0.0 values will require releasing near friendly bases. Value is in foundations.
SicknessFromBase=0.0
>0.0 prevents sickness cooldown near friendly bases. Value is foundations.
TrapNearBase=0.0
>0.0 values will require trapping in that range of friendly structures.

Linked structures count everything connected to or on top of the structures, from walls to ramps to beds and storage bins. Essentially, anything that can crumble if the floors break. This ini option controls how many linked structures are required before considering it as a "base" in an effort to avoid false detections from pillar spam:
IsBaseIfLinkedStructures=50
Discerns how many linked structures are needed to consider it a base.

You combine all of that together to create anti-release areas for enemy bases, or determine friendly bases to avoid cryo/soul sickness debuffs, and more. It's designed in a way to keep scans small for performance, without hindering the effectiveness of the linked structure count to consider as a base requirement. Here's a little sketch on how it works:
Admin Mode - What It Does
Admin mode toggles via targeting key (default: right click) are designed to help server admins:
  • Stumbled across someone else's dino in the woods somewhere?
    • Admin mode trap it, and than you can drop it in a container at their base.
  • Someone killed their dino by flying into the Extinction kill barrier?
    • Admin mode corpse revive it, and return the soul to them.
  • Blocked trap/release of a dino but need to trap it for server clean up?
    • Admin mode trap it, and admin mode release if needed later.
  • Alternate admin mode override/config layout: Google Doc Config Guide[docs.google.com]
  • You can disable admin mode functionality entirely by using the following config:
      [DinoStorage2]
      DisableAdminMode=True
    Alright, so now that you understand some of the reasons...
What Admin Modes Bypasses
... Regeneration over time removal ini
... Is same team or unclaimed tame
... Is not being ridden
... Doesn't have cryo sickness
... Does't have soul sickness
... Doesn't have structures on saddle
... Trap/release exclusion ini
... Cryo/soul sickness ini
Spawn Commands & Item Info
SOUL TRAPS (BULK)
Spawn Code:
admincheat gfi SoulTraps_DS 2 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/SoulTraps_DS.SoulTraps_DS'" 2 0 0
Engram Class/Name:
EngramEntry_SoulTraps_DS (add _C for ini)
Item Class/Name:
SoulTraps_DS (add _C for ini)
Cost:
1 crystal (crafts 2)

SOUL TRAP
Spawn Code:
admincheat gfi SoulTrap_DS 1 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/SoulTrap_DS.SoulTrap_DS'" 1 0 0
Engram Class/Name:
None
Item Class/Name:
SoulTrap_DS (add _C for ini)
Cost:
N/A

SOUL GUN
Spawn Code:
admincheat gfi SoulGun_DS 1 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/SoulGun_DS.SoulGun_DS'" 1 0 0
Engram Class/Name:
EngramEntry_SoulGun_DS (add _C for ini)
Item Class/Name:
SoulGun_DS (add _C for ini)
Cost:
30 polymer, 20 ingots, 25 cementing paste

SOUL TERMINAL
Spawn Code:
admincheat gfi SoulTerminal_DS 1 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/SoulTerminal_DS.SoulTerminal_DS'" 1 0 0
Engram Class/Name:
EngramEntry_SoulTerminal_DS (add _C for ini)
Item Class/Name:
SoulTerminal_DS (add _C for ini)
Structure Class/Name:
SoulTerminalStructure_DS (add _C for destroyall commands)
Cost:
50 ingots, 10 cementing paste, 7 oil, 9 polymer

SOUL FINDER
Spawn Code:
admincheat gfi SoulFinder_DS 1 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/SoulFinder_DS.SoulFinder_DS'" 1 0 0
Engram Class/Name:
EngramEntry_SoulFinder_DS (add _C for ini)
Item Class/Name:
SoulFinder_DS (add _C for ini)
Cost:
1 thatch

DEBUFF GUN
Spawn Code:
admincheat gfi DebuffGun_DS 1 0 0
Long Spawn Code:
admincheat giveitem "Blueprint'/Game/Mods/DinoStorage2/DebuffGun_DS.DebuffGun_DS'" 1 0 0
Engram Class/Name:
None
Item Class/Name:
DebuffGun_DS (add _C for ini)
Cost:
N/A
Customize Engrams
  • Goes in Game.ini in the [/script/shootergame.shootergamemode] section.
  • Engram names are found in the spawn commands & info section.
OverrideNamedEngramEntries=(EngramClassName="<class_name>"
[,EngramHidden=<hidden>]
[,EngramPointsCost=<cost>]
[,EngramLevelRequirement=<level>]
[,RemoveEngramPreReq=<remove_prereq>])

Arguments:
class_name
integer
Class name of the engram (add _C to the end)
hidden
false
If true, hide the engram in the players' Engrams panel
cost
integer
Engram points needed to learn engram
level
integer
Minimum level needed to learn engram
remove_prereq
true|false
Engram points needed to learn engram

Description:
Configure the status and requirements for learning an engram. For OverrideNamedEngramEntries the EngramClassName argument is always required; the rest are optional, but at least one must be provided in order for the option to have any effect. The option may be repeated in Game.ini once for each engram to be configured.

The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed entirely on a single line. Multiple OverrideNamedEngramEntries entries can be specified in the file, but EngramClassName values should not be repeated across multiple entries.

Example to make Soul Traps cost 20 engram points and require level 51 to learn:
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulTraps_DS_C",EngramHidden=false,EngramPointsCost=20,EngramLevelRequirement=51)

Example to make Soul Terminal cost 3 engram points and require level 3 to learn:
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_SoulTerminal_DS_C",EngramHidden=false,EngramPointsCost=3,EngramLevelRequirement=3,RemoveEngramPreReq=true)
Customize Crafting Costs
  • Goes in Game.ini in the [/script/shootergame.shootergamemode] section.
  • Item class names are found in the spawn commands & info section.
  • Currently doesn't change repair cost and demolish refund of edited structures. Results in potential exploit for lowered crafting costs and may make structures unrepairable.
    • This is why the mod is cheap by default, to prevent refund exploits.
  • Note: Use vanilla resources when not requiring exact classes, even if you have a stack mod, due to hierarchies[gyazo.com]. Only use mod specific child class resources when making it require exact resources.

Example to make soul traps cost 2 cryopods:
ConfigOverrideItemCraftingCosts=(ItemClassString="SoulTraps_DS_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItem_WeaponEmptyCryopod_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false)))

Example to make soul terminals cost 1 thatch and 2 stone arrows:
ConfigOverrideItemCraftingCosts=(ItemClassString="SoulTerminal_DS_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Thatch_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemAmmo_ArrowStone_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false)))
Frequently Asked Questions
1.)
Can souls store structures or inventory contents other than equipped items?
Unfortunately, it can not. I am removing the actor from the world, so I need to store data to recreate the item entirely from scratch - unlike some mods that make dinos invisible and invincible. It would be too much data to be carrying around, you would lag or crash.
2.)
How does this effect loading in time?
The mod is 40mb currently. Your standard HDD has a read/write speed ranging from 80-160mb per second and SSD's are even faster with a read/write speed of 200-550mb per second. Therefore the mod will load in 0.25 to 0.5 seconds on a HDD or 0.07 to 0.2 seconds on a SSD.
3.)
How much lag does a server have with Dino Storage?
It's about as impactful as a stack of narco berries. 1 soul is 10kb of data stored. 300 additional tames in the world is way less performant:
  • 300 actors that need to be rendered.
  • 300 actors that play animation.
  • 300 actors that process physics/collision with the ground and environment.
  • 300 actors where hunger ticks down, mating ticks down and more.
  • 300 actors whose variables are replicating to players nearby like health, weight, food, etc.
  • And more...
With Dino Storage, if you put 300 stored dinos in a terminal than:
  • 1 structure to render.
  • Health is the only thing to replicate on that 1 structure.
  • Only reads item data on inventory access. Even than, it's lighter to read 300 items holding static data and no animations/physics/rendering/replicated variables/ticking functions than it would be to render in a base with the equivalent of dino actors with all of that stuff.
  • You also won't need a bunch of troughs and meat items used to keep them fed or structures to house them in. Said troughs constantly scan the world for nearby dinos.
Even automation for those tames being out in the world is less performant:
  • Dinos in the world check generation every 5 seconds, not staggered, calculated per dino.
    • 300 dinos × (60 seconds ÷ 5 seconds) = 3,600 checks per minute.
  • Terminal checks every 60 seconds (ini configurable), staggered, and calculated per terminal.
    • 1 terminal (holding 300 dino souls) × (60 seconds ÷ 60 seconds) = 1 check per minute.
4.)
Why do some S+ mutator corrupt conversions come out ugly?
This is NOT an issue with this mod. Some corrupted dinos (like the megarex_character_bp_corrupt) only get the material overrides if they are female. This means that males will not be all glowy and instead look dull or ugly. The reason that you don't see this normally is because they have a 100% spawn chance to be a female.
5.)
Why do souls show a color region but I can’t see it on the dino?
The souls will show all regions that are enabled for colorization, but this doesn’t necessarily mean that it’s a visible layer on the dino material. This is dependent on how the dino is set up, and even WildCard sometimes forgets to cross their t’s and dot their i’s. Although, perhaps they do this to make mutation colors rarer, since mutations can roll on any enabled region regardless of whether it’s a visible layer or not.
6.)
Why can't I use newborn auto trap on my platform saddle/raft?
Newborn auto trapping doesn't work on mobile bases, like saddle platforms and rafts. This is because newborns are unclaimed and have no team/ownership. The last thing I would want is to allow someone to clip a mobile base into the side of an enemy base in an effort to steal their babies.
7.)
Can dinos breed in the soul terminal?
Not possible. It’s nearly impractical to do remote breeding because I would have to create the entirety of the breeding function by hand, without knowing any of the actual algorithms. Even than, some actor references are needed for ancestry and those references can only be fetched if the dino was in the world.
8.)
S+ Vivarium or Soul Terminal for unfertilized eggs?
S+ vivarium egg chance[gyazo.com]

Real world egg layers: Egg layers require mate boost to lay and have a 13% chance every 17 minutes (11 minutes 20 seconds with ovi boost (+50%)). Interval is time based, so it can "count down" in stasis but will only truly trigger when not in stasis, since nothing actually executes in stasis. Interval and chance is pretty well hard coded and not configurable by modders. There is another outlier though, a 1% chance to lay an egg on unstasis and this chance does not require mate boost and can be configured by modders.
Note: This is at 1x rates.

Pooping egg layer (dodo, kairuku): Dodo randomly poops between 100-300 seconds (66-200 seconds with ovi boost (+50%)). It's a randomly selected range after each poop, similar to mating cooldown randomness. From there, it has a 13% chance to poop an egg, versus a 87% chance to poop `small` poop. The poop interval is not time based, and will only count down when not in stasis. Interval and chance is configurable by modders.
Note: This is at 1x rates.

Soul terminals will simulate real world rates, which will likely be less plentiful than what a vivarium gives on a 1:1 basis. This is due to the vivarium giving 5x the chance to lay, with only 2x the time to wait for the next laying (abnormal). However, vivariums are limited to 10 while soul terminals can do upwards of ~300.
9.)
Can you add a species filter to Newborn Auto Trap?
Unfortunately, I will not. Understand that NAT almost didn’t exist due to the server stress it had when it had no delays built in. Right now it takes 15 seconds to scoop up a batch of 300 primed egg hatches which is enough time to not cause much of a fuss for the server nor the babies with starving.

Understand too that it's an overlap detection which is how it catches them so fast before they starve, so it actually hurts to have multiple terminals overlapping each other. Imagine doing 5 species, and dropping 300 of each species, and doing it all in a confined area using 5 terminals filtering out each species...

5 species × 300 of each species = 1,500 total dinos.
1,500 dinos overlapping × 5 terminals = 7,500 total checks/event triggers

I’d hate to put even more stress on the server by adding several iterations of filtration when it's better for the client, server, and the terminals to have them spaced out and separate. You have to understand all of the data I'm collecting for soul information per trap too, so you can't compare the performance impact as being the same as a trough either.
10.)
Why does the Magmasaur mesh go in the ground on release?
This isn't an issue with the mod, it's a visual bug caused by WC. They didn't zero out the mesh when importing it, which made them have to offset it and what you see is it "catching up" to the real location: https://gyazo.com/009614495d10b3be729cca0982beb17a
Color Chart
NOTE: IDs 201-255 and ID 0 ("N") are only possible outcomes through breeding mutations, while others within 1-100 depends on the dino's wild color chance array which can vary on holiday events. Mutations themselves can roll on any valid color ID in any valid range, from IDs 0-255.

Click here for an in-depth text guide on how colors work[github.com]. (slightly outdated)



Automation - Math Formulas
➤⠀WOOL⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
• (Time For Full Wool ÷ WC Hair Growth Multiplier) ÷ Full Wool Quantity Given = Wool Rate
• (Check Interval × Wool Multiplier) ÷ Wool Rate = Wool Chance (Can Go Above 100%)
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Requires Sheep soul presence. Gives the appropriate rates matching the stored dino.
⠀•⠀⠀No limit, other than inventory slots. More sheep means faster production.


➤⠀HONEY⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
• Hive Cooldown ÷ Honey Given Per Cooldown = Honey Rate
• (Check Interval × Honey Multiplier) ÷ Honey Rate = Honey Chance (Can Go Above 100%)
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Requires Queen Bee soul presence. Gives the appropriate rates matching the stored dino.
⠀•⠀⠀No limit, other than inventory slots. More queen bees means faster production.


➤⠀FRUIT⠀SEEDING
Successful Check (Fuel Consumed If Using Fuel)
• 1:1 fruit to seed conversion.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Requires Iguanodon soul presence to utilize Iguanodon's functions of fruit seeding.
⠀•⠀⠀Only 1 is needed for max effect.
⠀•⠀⠀Converts fruits into seeds using the Igunaodon's functions and returns.
⠀•⠀⠀Function works with stack mod berries.
⠀•⠀⠀No limit, other than inventory slots.


➤⠀POOP⠀CONVERSION
Successful Check (Fuel Consumed If Using Fuel)
• Formula is independent for each type of poop (same as the Beetle)
• Accumulated Time + (Check Interval × Beetles × Speed Multiplier) = Accumulated Time
• Accumulated Time ÷ Beetle Craft Time = Quantity To Convert
• Accumulated Time - (Quantity Converted × Beetle Craft Time) = Accumulated Time
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Requires Beetle soul presence to utilize Dung Beetle's functions of poop conversion.
⠀•⠀⠀Converts poop into fertilizer and oil using the Dung Beetle's crafting time formulas.
⠀•⠀⠀No limit, other than inventory slots. More beetles means faster production.


➤⠀UNFERTILE⠀EGG⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
Egg Layers
• Accumulated Time + (Check Interval × Egg Multiplier) = Accumulated Time
• (Egg Interval Time × WC Egg Lay Multiplier) ÷ Ovi Multiplier = Egg Lay Rate
• Accumulated Time ÷ Egg Lay Rate = Quantity To Lay
• If lays than chance to produce egg is rolled.
• Accumulated Time - (Quantity Laid × Egg Lay Rate) = Accumulated Time
Pooping Egg Layers (Dodo, Kairuku)
• (Poop Interval × WC Poop Multiplier) ÷ Ovi Multiplier = Poop Rate
• (Check Interval × Poop Multiplier) × Poop Rate = Chance To Poop (Can Go Above 100%)
• If poops than chance for alternate poop is rolled.
• Unfertilized egg laying usually relies on success of alternate poop.
• Variables used match Jen's statement[gyazo.com] from gamepedia[ark.gamepedia.com]
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Ovi soul presence will boost production values. Only 1 Ovi is needed for max effect.
⠀•⠀⠀Only female/genderless souls produce eggs, multiplied by Ovi bonus if Ovi is present.
⠀•⠀⠀Male soul presence of the same class of females is required for females to lay.
⠀⠀-⠀Only 1 male is needed per dino class for max effect.
⠀⠀-⠀Genderless or pooping egg layers (Dodo) do not require male soul presence.
⠀•⠀⠀No limit, other than inventory slots.
Lethal, dinos don't need to be mate boosted to lay eggs.
⠀•⠀⠀They do if they are gendered. I've tested this over several days time.
⠀⠀-⠀v195.0 patch notes: https://gyazo.com/b1cb5bec9dae0ef96cdc7d8eccd1c928
⠀⠀-⠀Source: http://steamcommunity.com/app/346110/discussions/0/535151589891562062/
⠀•⠀⠀Note Jen's bullet point[gyazo.com] "a mate-boosted female has a chance to lay."
⠀•⠀⠀I have not found evidence from testing nor patch notes to suggest that this changed.
⠀•⠀⠀Again, Dodos are the exception since they poop eggs. So Dodos don't need males.


➤⠀POOP⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
• (Poop Interval × WC Poop Multiplier) ÷ Ovi Multiplier = Poop Rate
• (Check Interval ÷ Poop Rate) × Poop Multiplier = Chance To Poop (Can Go Above 100%)
• If poops than chance for alternate poop is rolled.
• Fertilizer type poop usually does not rely on success of alternate poop.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬⠀▬▬▬⠀▬▬⠀▬
⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Ovi soul presence will boost production values. Only 1 Ovi is needed for max effect.
⠀•⠀⠀Generates poop which is classified as items that can be turned into fertilizer.
⠀•⠀⠀Snow Owl soul presence will produce pellets.
⠀•⠀⠀Gives the appropriate size/type of poop at the appropriate rates based on stored dino.
⠀•⠀⠀No limit, other than inventory slots.


➤⠀MISC⠀POOP⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
• (Poop Interval × WC Poop Multiplier) ÷ Ovi Multiplier = Poop Rate
• (Check Interval ÷ Poop Rate) × Poop Multiplier = Chance To Poop (Can Go Above 100%)
• If poops than chance for alternate poop is rolled.
• Non-fertilizer type poop usually relies on success of alternate poop.
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⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Ovi soul presence will boost production values. Only 1 Ovi is needed for max effect.
⠀•⠀⠀Generates poop which is classified as items that can NOT be turned into fertilizer.
⠀•⠀⠀Achatina soul presence will produce snail paste, Phoenix produce black pearls, etc.
⠀•⠀⠀Gives the appropriate type of item at the appropriate rates based on stored dino.
⠀•⠀⠀No limit, other than inventory slots.


➤⠀PASSIVE⠀GENERATION
Successful Check (Fuel Consumed If Using Fuel)
• (Check Interval ÷ Passive Interval) × Passive Multiplier = Chance To Generate.
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⠀•⠀⠀Needs to be an adult.
⠀•⠀⠀Generates items that passively generate in a dino's inventory over time.
⠀•⠀⠀Gives the appropriate items at the appropriate rates based on stored dino.
⠀•⠀⠀No limit, other than inventory slots.
⠀•⠀⠀This is the only function to not be 100% dynamic in supporting dinos. See below:
Requires direct casting for function support, therefore supported dinos is limited.
⠀•⠀Unsupported modded dinos containing vanilla dino name tags will give vanilla returns.
⠀•⠀If modders seek support for their dinos, please send me your interval datas.
Currently supported dinos:
⠀•⠀⠀Vanilla⠀---⠀ Achatina, Basilo, Tuso, JugBug and Megachelon passive generations.
⠀•⠀⠀Kraken's Better Dinos⠀---⠀ Scorpion, Trilobite, Euryp, Jellyfish, Basilo, Coel,
⠀⠀⠀⠀⠀⠀Moth, Stag, Cnidaria, Leech, Titanboa, Wyvern, Phiomia, Ovi, Angler
⠀•⠀⠀Naj's Speedy Flyers⠀---⠀ Moth
⠀•⠀⠀No Untameables⠀---⠀ Ammonite, Cnidaria, Euryp, Chupacabra, JugBug
⠀•⠀⠀Eternal⠀---⠀JugBug
⠀⠀-⠀ For all modded dino support it respects their ini options, rates, and item returns.
Modders, if you want Dino Storage passive generation support than I need this data:
⠀•⠀⠀Dino name tag
⠀•⠀⠀Dino descriptive name
⠀•⠀⠀Class of item(s) to give (if not vanilla than please give the full spawn path)
⠀•⠀⠀Interval(s) to give
⠀•⠀⠀Quantity(s) to give when interval is met
⠀•⠀⠀Any relative ini, including both header and option name of the ini.
⠀⠀-⠀ Things like: ini needed to enable/disable, ini to alter interval(s), etc.
Supported Passive Generation
Successful Check (Fuel Consumed If Using Fuel)
• (Check Interval ÷ Passive Interval) × Passive Multiplier = Chance To Generate.
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  • Needs to be an adult.
  • Generates items that passively generate in a dino's inventory over time.
  • Gives the appropriate items at the appropriate rates based on stored dino.
  • No limit, other than inventory slots.
  • This is the only function to not be 100% dynamic in supporting dinos. See below:
    Requires direct casting for function support, therefore supported dinos is limited.
  • Unsupported modded dinos containing vanilla dino name tags will give vanilla returns.
  • If modders seek support for their dinos, please send me your interval datas.
Currently supported dinos:
  • Vanilla⠀---⠀ Achatina, Basilo, Tuso, JugBug and Megachelon passive generations.
  • Kraken's Better Dinos⠀---⠀ Scorpion, Trilobite, Euryp, Jellyfish, Basilo, Coel, Moth, Stag, Cnidaria, Leech, Titanboa, Wyvern, Phiomia, Ovis, Angler, Crystal Wyvern
  • Naj's Speedy Flyers⠀---⠀ Moth
  • No Untameables⠀---⠀ Ammonite, Cnidaria, Euryp, Chupacabra, JugBug
  • Ark Eternal⠀---⠀ JugBug
  • Animals of Atlas⠀---⠀ Maiabelaena, Lycoteuthis, Bos, Aurochs
  • Prehistoric Beasts⠀---⠀ Slugs
    For all modded dino support it respects their ini options, rates, and item returns
Modders, if you want Dino Storage passive generation support than I need this data:
  • Dino name tag
  • Dino descriptive name
  • Class of item(s) to give (if not vanilla than please give the full spawn path)
  • Interval(s) to give
  • Quantity(s) to give when interval is met
  • Any relative ini, including both header and option name of the ini. Things like: ini needed to enable/disable, ini to alter interval(s), etc.