ARK: Survival Evolved

ARK: Survival Evolved

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Mod Guide: No Untameables
By Myrmecoleon and 1 collaborators
General information, FAQ, spawn codes, and configs for the mod No Untameables.
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Basic Info
No Untameables is a small but extensive TLC mod for the normally non-tameable creatures, giving them the ability to be tamed and new abilities. This mod is balanced for vanilla gameplay and is highly configurable.

Rather than making changes to a large amount of creatures, this mod alters in only a few creatures to have the highest quality and detail possible for those affected. Additionally, this mod also has a large focus on compatibility, with measures taken to ensure the least amount of conflict with other mods.

Mod Features
- Creatures reworked to have new, unique abilities
- Large amount of ini configs including preventing remapping, disabling abilities, and converting creatures from this mod into creatures from any other mod (or to the vanilla form).
- Compatible with most other mods, in some cases with direct interactions between certain mods to ensure compatibility.
- Balanced for vanilla gameplay, designed for both PvE and PvP usage with configs for further adjustments.
- Important QoL improvements, such as reworked Cnidaria stun buff, fixed color set & colorization on Reaper Queens, Nameless not spawning minions inside of players' bases, and more.
https://steamcommunity.com/sharedfiles/filedetails/?id=1675895024


Questions and comments should be directed to the Discord Server[discord.gg] or to the modpage.
FAQ
"Is this mod compatible with..."
Due to the amount of changes required in many creatures, remapping them was the only option, so this mod will conflict with other mods that attempt to remap the same creatures (mostly by one version of the creature failing to spawn naturally). The majority of mods will have no conflict with this one as this would only conflict with mods attempting to change the exact same creature. Additional compatibility with other mods exists, such as conversion of this mod's creatures to another mod creature and working with mods that alter the vanilla version of a creature through buffs. View the Mod Compatibility section for more.


I can't tame _ / _ isn't working!
Once the mod is added, you will need to do a wild dino wipe to force the new modded versions to spawn. Existing vanilla creatures will remain vanilla (for now) as so far my attempts to manually convert them all caused too much server stress.

If you're trying to spawn one in, make sure you use the modded class name/blueprint path instead of the vanilla one, otherwise you will spawn a vanilla creature.


I want _ but not _ / I don't like _
Configs exist to prevent remapping or just prevent taming - with remapping prevented, the respective creature will spawn in its vanilla form rather than the modded version. Further configs exist for more personalized settings, and if the config you want doesn't exist feel free to add it to the suggestions page.

Use prevent remapping when you want the creature to be entirely vanilla, and other configs when you want some of the modded features but not all. An example of this would be the Cnidaria changes - you can have them with colors and altered stun buff, but prevent them from being tameable or keep them from wandering around.


What happens when I remove this mod?
On mod removal all modded creatures disappear - this isn't something I can get around unfortunately as i'm unable to use the vanilla class name method (due to creatures being both child classes and needing different status components). However, you can convert creatures into vanilla form or to another modded creature - by default however the vanilla versions of most untameable creatures are fairly buggy as they were never meant to be tamed.

Make sure not to have creatures any uploaded to an Obelisk when removing this mod or they may get stuck.


"Can _ breed / Will be _ able to breed?"

For many of them no - in the case of creatures like the Meganeura and Cnidaria it would require a larval stage for accuracy and I am not able to model and animate those (though if I ever get the chance i'd definitely consider it). For others like the Defense Units, being breedable wouldn't really fit. Some may be breedable only with an ini config in the future.


"Will Scorched Earth/Aberration/Extinction/ect creatures spawn on other maps?
No, the creatures added by this mod only replace vanilla versions with a tameable version and do not change spawns. You cannot get Jug Bugs on the Island, or Eurypterids on Scorched Earth, but you can upload them from other maps and download them there. If the vanilla version doesn't spawn in that location, then the modded version won't either.

If you are a server owner or are playing on Single Player you can add them into the spawn container of whatever map you're playing in, which will cause them to spawn there, but I have no intention of making creatures spawn in places they wouldn't normally; mostly because they would be even more of a pain to remove from spawns than to add in the first place.

The exception to this is the Extra Aberrants/Extra Genesis Variants which are added to spawns if a config is enabled. See the respective section for more info.


"You should add..."
All creatures that will be added into this mod are listed out within the guide - anything else will not be part of this mod or not done at all, excluding anything new added with a future DLC.


"Why are you not adding _"
The goal of the mod is to rework the non-tameable creatures to be more in line with ARK's vanilla tameable creatures - "untameable variant" creatures will mostly not be included in this mod as they already have a tameable counterpart, as well as many of the untameable variants being heavily unbalanced like the Alphas and Corrupt creatures. There are enough unbalanced variant mods on the workshop already.

Alphas of Deathworms and Leedsicthys are remapped for the purposes of this mod (such as ini configs) but remain untameable.

Certain bosses/event creatures may end up in a future "extras" mod, if I have enough time for them.


"How do I tame _?"
Look at the creature's section in the guide.


"When will _ be added?"
Whenever I have time. Many creatures will require a lot of editing and custom logic in order to be functional - slapping "can be tamed" on a creature doesn't fix any of the bugs that occur. And even after that, many still need to have entirely new abilities added from scratch - better to have it done right the first time than a rushed mess that crashes a server.


Ammonite
Status: Added

Breedable: Yes (Aquatic eggs)
Rideable: Yes (No saddle)
Tame Method: Passive
Diet: Carnivore
Preferred taming food: Regular Kibble

Features
- Can swim (rather than being glued to the ocean floor)
- Generates Ammonite Bile in inventory (Wandering not required)
- AoE Camo ability that stops water creatures from aggroing you 300 miles away.
- Compatible with Additional Aberrant Dinos Ammonite (tameable version will replace the AAD spawns if this mod is higher in the load order

Camouflage
The Ammonite has the ability to prevent allied creatures and players from being targeted by wild aquatic dinos. This ability is enabled through the radial wheel and the range can be previewed.

While active, allies in range will receive a buff that works similarly to bug spray, but for aquatic dinos. As long as you don't attack them or aren't already being targeted, they'll ignore you. Only creatures (and players) that are actively in the water will receive the buff, and leaving the water will instantly deactivate it.

Amphibious creatures such as the Spinosaurus and Karkinos are affected by this - they will ignore you while you're in the water with the buff, but if you leave water and it deactivates they'll go after you.

Modded dinos require special additions if they are not child classes of other aquatic creatures; currently, everything relevant from Better Dinos, ARK Additions, and Animals of Atlas is covered under the Ammonite's camo buff.

Ammonites are still extremely slow moving so this ability is best used for water pens or small safe zones, rather than underwater exploration. A speed multiplier config exists however.
Cnidaria
Status: Added

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Passive
Diet: Carnivore
Preferred taming food: Simple Kibble

Features
- Colorized
- Random sizes (0.1x to 2.0x - 3.0x in rare cases.)
- Aberrant version actually uses the correct aberrant material
- Generates Bio Toxin in inventory (Wandering not required, size determines rate of generation)
- Wanders naturally
- Will de-aggro for 30 seconds after being fed unless attacked. Can be disabled through ini.
- Tamed Cnidaria can be moved with a Fish Basket (Wild cannot be trapped however)
- Stun duration based on drag weight (larger creatures = less stun time)
- Stun doesn't dismount players from large dinos
- Can toggle emitted light intensity


Revamped Stun mechanics
Duration of the Cnidaria's stun buff is determined by drag weight - the larger a dino, the less time it spends stunned. Additionally, large dinos (300+ drag weight) no longer dismount a player when stunned.


Lights
Cnidaria (even vanilla ones) naturally emit light. The ones from this mod however have their lights colored based on region 3 of their colors (region 5 for X-Cnidaria), and light intensity can be toggled from the radial wheel options.


Misc Notes
Cnidaria do not have a natural size range between 2.0x and 3.0x - 3.0x itself is separate from everything else with an extremely low weight.
Meganeura
Status: Added

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Passive
Diet: Carrion Eater (Carnivore with preference for spoiled meat)
Preferred taming food: Spoiled Meat

Features
- Can disable the constant buzzing sound through the radial wheel.
- Can be picked up and carried on shoulder.
- Acts as a radar while shoulder-mounted

Radar

While shoulder-mounted, the Meganeura acts as radar. Press G to scan the area.
The Meganeura will identify enemy players, enemy dinos, wild dinos, corpses and explorer notes. Each detectable target has a unique color and icon. You can disable the detection of certain things in the radial wheel under Radar Settings, in case you don't want to be notified of every nearby corpse or only want to go after explorer notes.

The Meganeura is extremely accurate in terms of determining hostile wild dinos as it has checks for targeting team and AI behavior trees rather than just going off the "is carnivore" flag, so there is no false flagging of non-hostile carnivores like beetles and oviraptors, and hostile herbivores like therizinosaurs will properly show as hostile. Creatures that are aggro'd onto an ally will show as hostile regardless of normal behavior.

The Meganeura cannot detect hidden players/dinos such as camo'd drakes or buried creatures.

  • Player: Red
  • Enemy Dino: Orange
  • Unclaimed Dino: Teal
  • Wild Dino: Yellow
  • OSD Horde Dino: Purple*
  • Explorer Note (Unopened): Light Blue
  • Corpse: Black

*Context: Corrupted dinos spawned from Orbital Supply Drops/Element Veins will have a purple marker rather than yellow to help detect "stuck" dinos that are preventing the wave from progressing. Normal Corrupted dinos use the default yellow color.

After being fed once, the Meganeura will stay close to the player that fed them if they are still nearby, rather than fly off into the sunset. Damaging them will reset this.
Eurypterid
Status: Added though pending rework

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Violent or Passive (either works)
Diet: Carnivore
Preferred taming food: Simple Kibble

Features
- Generates Silica Pearls & Black Pearls in inventory
- Random sizes
- Custom color set (not just copying the ant's)
- Compatible with Additional Aberrant Dinos Eurypterid (tameable version will replace the AAD spawns if this mod is higher in the load order)
Leedsichthys
Status: Added

Breedable: Yes (Aquatic Eggs)
Rideable: Yes
Tame Method: Special
Diet: Carnivore

Features
- Can transport up to 5 creatures inside its mouth, storing them as data rather than actual carrying (similar to cryopods/fish baskets). Both wild and tamed creatures can be transported.
- HUD icons for currently stored creatures and total drag weight
- Many raft related configs for both normal and Alpha Leedsichthys, including damage multipliers, targeting range, ignoring only motorboats, and outright disabling raft targeting.


Controls
Left Click - Melee Attack
Right Click - Grab
R - Switch slot
C - Release creature
X - Toggle visibility of HUD additions
H - Shows extra info on stored creatures
Spacebar (Near surface): Breach


Taming
The Leedsichthys cannot be tamed normally - you must obtain a fertilized egg. Rather than making nests however, the Leedsichthys carries its egg in its mouth. Wild Leedsichthys may occasionally have an egg visible in their mouths, which can be taken from their inventory after it is knocked out. Killing the Leedsichthys rather than KOing it will destroy the egg.

Leedsichthys egg spawning is on a timer rather than on spawn, so a Leedsichthys that did not have an egg may have one when you come back later. You can also just AFK near a Leedsichthys and it will likely eventually produced an egg.


Tamed Leedsichthys can be bred despite being raise-only (similar to the Deinonychus), but the babies do take a significant amount of time to grow.
Baby Leedsichthys (below 10%) can be transported by the adult Leedsichthys, but it will not mature while in this state.


Dino Transport
The Leedsichthys can transport smaller creatures inside its mouth. Both wild and tamed creatures can be stored in this way, and while stored the creature is removed from the world similar to cryopods or fish baskets. Only allied tames can be stored, and will have a green background, while wild creatures will have a red background.

Right-click will attempt to grab a creature - if successful, the creature will be stored as data. Equipped items will stay with the creature, and all other inventory items will be transferred to the Leedsichthys.

A maximum of 5 creatures can be stored, and there is a limit on the total combined drag weight of creatures (so you can't just store 5 sharks).

C will release the creature in the currently selected slot, with R switching between which slot is selected. You can also use the radial wheel options to release a creature.

Leedsichthys cannot be cryopodded or uploaded while they have stored dinos. Mods or anything else that forcibly stores or uploads the Leedsichthys will trigger the emergency failsafe for existing dinos.


Breach
Breaching near the water's surface (spacebar) will scare away smaller aquatic creatures for a while. Similar to the Yutyrannus fear debuff.


Failsafes
While stored in the Leedsichthys, dinos are entirely in data form. To prevent people from losing dinos, several failsafe mechanics exist.

If the Leedsichthys is killed or destroyed via cheats/mods, all stored creatures will be released immediately. Any tamed creature that cannot be released (would spawn in wall, would die out of water, WC updating something and breaking it) will be dropped as a cryopod.

If the Leedsichthys is killed (and has an inventory) the cryopods containing the tamed creatures will be there - if destroyed (no longer has a body) the cryopods will simply drop into the world where the Leedsichthys was. Wild dinos will simply cease to exist rather than being dropped as a cryopod to prevent exploits.

A config for additional measures is available (DebugLeed=True), which allows the manual activation of the cryopod-based failsafe, clearing stored dinos (this will permanently delete them!), and more.
Titanomyrma
Status: Added

Breedable: Not currently (May change in future update)
Rideable: Yes
Tame Method: Passive
Diet: Omnivore
Preferred taming food: Sweet Vegetable Cake (preferred) or Giant Bee Honey (less preferred)


General Features
- 3 different ant types - Worker, Soldier, and Queen Titanomyrma
- Queens are large and rideable, and have a custom model created by Garuga123!
- Wild queens spawn in anthills, workers/soldiers stay close to the anthill
- Ants are divided into specific colonies, determined by an internal ID, and linked to a specific queen ant.
- Queens can revert to anthill form when tamed - in this state, can be given one of 3 directives (Harvest, Repair, or Defend)
- Directives offer features such as automatic crop harvesting, automatic structure repair, smart base defense with multiple targeting options, and more!


Anthill Mechanics
Both wild and tamed Titanomyrma Queens can form an anthill. Unlike beehives however, the anthill is a separate state rather than a placeable structure, and as a result the queen remains active in the world, acting as a central control for the various anthill features and directives.

The anthill has a separate health pool, which is based on the base health stat (tamed level-ups do not have any effect). Only health is visible on wild or enemy anthills, allied anthills will also show colony ID and current directive status.

When enough damage is dealt, the anthill will break, and the queen cannot re-form the anthill enough time has passed (anthill health is slowly regained over time if not damaged for a period of time)

While in "anthill mode", the queen cannot move, attack, be carried, or be cryopodded, and the weight of all items in inventory is decreased.


Colony Mechanics
Titanomyrma Workers (renamed from "Drone") and Titanomyrma Soldiers are spawned directly from the queen. Workers and Soldiers have the same colors, total level, and colony ID as the queen they are spawned from - seeing a group of level 50 bright red workers wandering around in the wild means the nearby anthill has a bright red lv50 queen.

Colony ID is based on part of the dino ID of the queen and determines what colony a worker/soldier belongs to. On wild ants, colony ID will never change (as death of the queen results in the death of the colony), while on tamed ants set to permanent the colony ID can change if the queen is killed, uploaded, cryopodded, etc.

For non-permanent temporary ants such as those spawned during the Harvest or Defend directives, they will die if the queen is killed and will despawn if the queen exits anthill state or switches directives (any items in their inventory will be transferred to the queen)

Permanent Ants
Tamed Titanomyrma Queens can have up to 5 "permanent" workers/soldiers (an option toggled by the player). These permanent ants can be cryopodded, picked up, etc. and generally act like a normal tame. However, if they do not have an active queen they will enter a "lost" state. A lost ant will ignore orders, wander randomly, cannot be picked up, and refuse to aggro anything. They will leave the lost state if they enter the range of any tribe-owned queens with less than max permanent ants and become a part of that colony (though original colony ID they spawned with is kept, and if they become "lost" again they will prioritize the original queen over a random nearby one). There is no range limit on how far a permanent ant can go from the queen as long as the queen remains valid.
The reason for limitations on the number of permanent ants is to avoid "ant spam" by making mass amounts of permanent ants, without having transfer restrictions or creature deletion on any permanent player-owned ant.

Permanent Worker/Soldier ants are an entirely separate creature from the normal temporary versions, selecting the toggle will change them between versions. This is to avoid issues with server performance and/or accidental tamed ant deletions.

Permanent workers/soldiers when shoulder mounted will alert the player with a buff icon when near a wild or enemy anthill, allowing early detection of nearby hills.


Bonus: If the Queen has a special buff from the mod "Shiny!" such as holographic or shinobi, the buff has a small chance of passing on to any workers/soldiers this queen spawns. Wild workers/soldiers will not be picked as random shinies (due to having taming disabled), so this is the only way to obtain a shiny version of the smaller ants.




Taming & Wild Mechanics
Wild Titanomyrma Queens will always spawn as an anthill, and replace vanilla Titanomyrma spawns (except in certain caves). They cannot spawn too close to another wild anthill.

In the wild, Soldiers and Workers will surround the anthill. Soldiers will stay close to the anthill and have a small aggro range, and are larger and stronger than workers. Workers will wander further from the anthill, but are neutral towards the player and will ignore anything other than corpses unless they or another colony member is attacked. Unless the anthill is attacked directly however they lose aggro quickly if you leave range.

Attacking the anthill directly adds a buff on the attacker that causes all members of said colony to become hyper-aggressive towards them. The buff is persistent, and leaving render range and coming back will still result in the ants immediately aggroing again. The buff only aggros members of that colony specifically - any other wild ant colonies will ignore you.

When attempting to destroy an anthill, indirect sources such as C4 or projectiles will still add a buff onto the attacker. Wild creatures cannot damage a wild anthill, so you cannot use wild creatures to destroy an anthill for you.

Destroying the anthill is the only way to tame the queen - however, on destruction a large number of workers and soldiers are spawned, and all colony members gain a buff that increases their speed, damage resistance, and output damage. The buff, combined with the large number of ants, is enough to overwhelm even larger tamed creatures so this is not a situation to be taken lightly. The queen will flee for 30 seconds after the anthill is broken but will become aggressive normally afterwards.

Once the rest of the colony has been dealt with, the queen can be passive tamed (though bug repellant or ghillie will likely be needed).
Titanomyrma (Directives)
A second section was needed due to the limit on the amount of text per section

Each Titanomyrma queen, while in anthill form, can be given one of 3 specific Directives. The settings to change directives are on the radial wheel, and additional directive-specific settings will become visible while that directive is active.


Harvest Directive
In the Harvest directive, small Titanomyrma Workers will be spawned and will attempt to harvest nearby resources.

Directive Settings:
- Enable/Disable Crop Harvesting
- Enable/Disable Wander Harvesting (corpses, resources, etc.)


Details
If there are crop plots that are ready to harvest, some workers will spawn at the anthill and attempt to walk to the crop plot. Once they have reached the crop plot they will take the items and attempt to return to the anthill, where they will return the items they are carrying to the anthill and proceed to either despawn or enter wander harvesting mode. Ants that are moving to or from a crop plot cannot be made permanent as they are busy.

A max of 3 ants will be on wander harvesting mode at a time. Wander harvesting ants will wander around and attempt to harvest nearby corpses, berry bushes, plants, etc. Once they have harvested resources they will wander back towards the anthill.



Repair Directive
In the Repair directive, the anthill will repair any nearby tribe-owned damaged structures if enough resources are present in inventory.

Directive Settings
- Enable/Disable Automatic Repair Resource Pulling


Details
If not enough resources are present in inventory, resources from nearby structures will be pulled if the setting is enabled. A visual indicator of a "swarm" will be present around the structure as a visual indicator that the ants are interacting with it.

Structure damage cooldown time is respected (but time can be custom overridden via ini config to have a different repair cooldown time for ants vs normal player interaction) though the structure will enter the "Repairing" state as soon as it is detected. If the structure is damaged while repairing, the time will be reset. Any enemy player/tame damaging the anthill will disable repairing structures for 5 minutes.

Changing the directive to something else or anthill destruction will cancel all structure repairs.



Defend Directive
In the Defend directive, 5 Titanomyrma Soldiers will spawn and hover around the anthill. Based on their settings, they will aggro and attack certain entities based on if they are hostile or potentially hostile.


Directive Settings:
- Defense Level 0 - Neutral/Default
- Defense Level 1 - Enemy Players Only
- Defense Level 2 - Enemy Players/Tames
- Defense Level 3 - Hostile Dinos Only (Includes both hostile wilds and aggressive/ally-targeting tames on PvP)
- Defense Level 4 - Enemy Players/Tames & Hostile Wild Dinos
- Defense Level 5 - Everything (Aggressive)
- Target All Potential Hostiles (Any potentially hostile creature rather than just creatures already targeting an ally)
- Set Targeting Range Low
- Set Targeting Range Medium
- Set Targeting Range High


Details
A potentially hostile creature means the creature would be likely to attack an ally on sight - examples include wild Raptors/Therizinos or enemy tames set to Aggressive. A creature is considered potentially hostile rather than outright hostile if it is not aggro'd onto an allied player/tame, meaning that you can set ants to attack the dilophosaur that's running towards your dodos without harassing every random creature in range.
Wild creatures that flee on sight or non-aggressive carnivores (eg. beetles) are not counted as potentially hostile.

A hostile creature is one that is targeting an allied player/tame (regardless if the creature is normally hostile or reacting to a player/tame attacking it) or one of the specific exception cases listed below.

Targeting Range is based on the distance from the anthill, NOT on the distance from the soldiers defending. Going far enough away from a tamed anthill will deaggro the soldiers. Soldiers also have multipliers on targeting range for some cases (such as ally-targeting enemies or enemy dinos with C4 attached).

Special Cases (Wild)
Type
Reaction
Tame in progress
Wild tameable creatures that have above 25% torpor, any current taming progress, or are unconscious are considered "in-progress" tames and will not be targeted unless defense level is set to 5 (aggressive)
Insect Swarm
Automatically considered hostile and attacked on sight (due to normal defenses such as turrets ignoring them entirely). Considered a high priority target and targeted from further away than normal.
Macrophage Swarm
Will be ignored unless already targeting something (as they are immune to damage if not aggro'd)
Summoner
Will be ignored if "closed up" (not aggro'd) or shield is up (not hitting them while they're invulnerable and not starting fights with them)
Ferox
Wild Ferox are ignored unless defense level is 5 (aggressive) due to both aggroing players on sight in small form despite no attacks (what makes them "run up to you") and conflicts with the aggressive large form being part of the normal taming process.
Tame controlled by wild Noglin
Creatures controlled by a wild Noglin are ignored, as they are set as "wild" temporarily until control buff ends. (Wild noglins themselves will be targeted however, just not the victim they're controlling)
"Hidden" creatures
Hidden creatures such as camo'd drakes/shadowmanes or buried reaper/basilisk will be ignored until they leave the hidden state


Special Cases (Tamed) (Most apply to PvP only)
Type
Reaction
Enemy Tame with C4 Attached
Automatically considered hostile regardless of tamed aggression level and will be attacked on sight. Considered a high priority target and targeted from further away than normal.
Tame controlled by enemy Noglin
Will not be targeted if the creature is normally allied, otherwise will react as normal
Unclaimed baby
Will not be targeted (unclaimed adults will still be targeted however)
Unridden tame on passive
Will not be targeted if defense level is lower than 5, unless the creature is a Noglin or Scout (due to being controllable without a rider)
Deathworm
Status: Added

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: Yes (Has saddle)
Tame Method: Passive (sort of)
Diet: Carnivore
Preferred taming food: Deathworm Horn

Features
- Rebuilt underground mechanics to be less of a buggy mess (similar to Basilisk/Reaper)
- Can be ridden while underground, does not lose stamina while buried.
- Wild Deathworms will aggro onto War Drums that are being actively played - they will target the most recently played War Drum over anything else. (They will not aggro onto the drums if they are already aboveground attacking something, however.)
- Has an ambush grab attack (activated by C while underground) that drags its unfortunate victim underground and deals a large amount of damage. This results in instant death for players in most cases, damage to dinos is determined by their drag weight. Wild deathworms cannot grab tamed dinos by default as it gets annoying, though they can grab unmounted players. Alpha Deathworms cannot grab anything by default.
- Has a costume forms for Iceworms (includes particle effect changes for accuracy) and the Corrupted variant (retains original colors of the worm the costume is applied to). Iceworm costume drops from wild Iceworms (both Valguero and Ragnarok versions) and Corrupted Deathworm costume drops from wild Alpha Deathworms.
- Can wear hats


War Drums
War Drums have one purpose, and that is annoying your neighbors.

Playing a War Drum will attract Deathworms from a range greater than their normal targeting range. They ignore any war drums that are not actively being played, and prioritize the most recently played war drum over other targets.


Deathworms will ignore war drums if they're already aboveground attacking something, and will lose interest in war drums that aren't being played after around 30 seconds. Attacking a Deathworm will make it lose interest in the war drums faster.

Deathworms do increased damage against war drums so in most cases they will be destroyed in one hit. The distraction is effective, but won't last long.


War Drums are not edited by this mod, vanilla drums will work along with any modded war drums that are a child class of the original. Drum targeting is done entirely through the Deathworm itself.



Taming

Deathworms are a "sort of" passive tame with some similarity to the Tusoteuthis - they can only be fed in certain situations. In the deathworm's case, it can only be fed while in a Deathworm Trap.

The Deathworm Trap is a super-sized bear trap that will immobilize a deathworm for around 30 seconds. The trap is only triggered when the worm unburies while inside of it, simply passing underneath will not trigger it.

Once trapped, the Deathworm will fall over, allowing you to get close enough to its head to feed it. The preferred food is Deathworm Horns, and they will eat 3 at a time.

Deathworms do not have their taming progress or effectiveness reverted when taking damage.



Grab
Both wild and tamed Deathworms can use their "ambush grab" attack by default. The Deathworm has both a minimum and maximum drag weight limit and is able to carry anything up to 700 drag weight (Paracer or less, including flyers like Wyverns) and cannot grab anything below 80 drag weight (excluding players).

The grab attack is activated with the C key and cannot be used if the deathworm isn't underground. Once the grab is activated, a cooldown buff of 5 minutes is added regardless of success and the attack cannot be used again until that time passes.

Certain creatures that live underground naturally will fight back against the Deathworm, damaging it in the process and taking reduced damage. These creatures are the Purlovia, Nameless, Basilisk, and Reaper. The amount of damage both taken and received is different for each species but the melee stats of both the Deathworm and its held target are taken into account. For some creatures you will end up taking more damage than them (or even failing to damage them entirely), so it's a good idea to avoid trying to grab them.



Tips
Scuba tank or anything similar will prevent the player from suffocating while riding a deathworm underground.

When taming Deathworms, they will eat at 90% of their max food like most passive tames - you can use a spyglass mod on them to avoid wasting traps.
Jug Bugs
Status: Added

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Violent
Diet: Herbivore
Preferred taming food: Plant Species Y Seed

Features
- Colorized with a new custom color set that differs between Jug Bug types
- Uses the scrapped vanilla explosive attack - explosion effects differ between Jug Bug types.
- Can be picked up and carried around
- Generates oil/water and can be harvested just like the vanilla versions
- Speed of resource generation and amount of max resources scale with stats
- Water Jug Bugs will refill canteens/waterskins/ect that are placed in their inventory (the amount filled being their current Water amount)
- Compatible with Additional Aberrant Dinos' Element Jug Bugs (tameable version will replace the AAD spawns if this mod is higher in the load order



Exploding
When threatened, a Jug Bug can release all of its stored resources in an explosive burst, with effects depending on what kind of resource the Jug Bug was storing.
Jug Bugs can only use their explosive attack while at maximum stored resources, and the attack reduces all stored resources to 0.

Wild Jug Bugs will only explode if they have full resources and their attacker is in range - if aggro'd from a distance or not at max resources they will flee as normal.

The Jug Bug's explosive attacks scale with melee damage.


Effects
Water - Nearby players get the "soggy" debuff, which sharply decreases hypothermic insulation and prevents them from being set on fire, as well as decreasing maximum stamina while active. Dinos are unaffected. (Additionally, hyperthermic insulation is increased and water is slowly restored)
Water Jug Bugs deal no actual damage when exploding.

Oil - Nearby players/dinos set on fire briefly, dealing a small amount of damage. Has no effect on Fire Wyverns or Phoenixes.

Element - Nearby players/dinos get radiation sickness. Negated by the Hazard Suit and has no effect on dinos that are naturally immune to radiation.

Acid (X-Jug Bug) - Nearby players/dinos get a debuff that slowly drains health and increased damage taken by 25%. Negated by the Hazard Suit.

Mutagel (R-Jug Bug) - Tek suit abilities are temporarily disabled. Explosion does not affect whether or not they spawn enemies in the wild when attacked, but does give said enemies a head start.


R-Jug Bug
This Jug Bug variant has several unique mechanics to it in the wild - see the "Extra Gen X/R Variants" section for more info.
Glowbug
Status: Added though likely to get future update

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Violent
Diet: Herbivore
Preferred taming food: Plant Z Seed

Features
- Proper colorization & new color set
- Can be harvested for charge just like the vanilla ones
- Can be picked up and carried on shoulder, will prevent wild Nameless from aggroing as long as they aren't already unburied and targeting you.
- Amount of max charge & speed of charge regen scales with stats (does not use charge radius)
- Can charge batteries in inventory
- Can be dyed to change colors


Dye Effects
When a vanilla dye is used in their inventory, Glowbugs will change color of region 5 to match the dye's coloration. This blends with their natural emissive colors and allows for unobtainable bright colors (namely the purples) to be visible on the Glowbugs. Using Soap will remove all coloration from the region.

Tips
Glowbugs are a great source of charge battery refills, especially in other maps.
Nameless
Status: Pending rework

Breedable: Yes* (Disabled by default, use ini to enable)
Rideable: No
Tame Method: Violent (special requirements)
Diet: Carnivore
Preferred taming food: Superior Kibble

Features
- Can summon temporary minions
- Changes to bury mechanics
- No actual Mate Boost modifiers on wild versions, tamed will have the same modifiers as normal.
- Surface Nameless can be tamed and will automatically convert themselves to the normal Nameless post-tame.

Taming
Nameless have two specific conditions for taming - only the current Alpha can be tamed, and charge light resets all of their torpor. The non-alphas can be knocked out but you cannot access their inventory. In order to tame a specific Nameless in a group, kill the current Alpha and the surrounding Nameless until the one you want turns into an Alpha.

Alpha mechanics
The highest leveled Nameless in a group will turn into an Alpha. This includes being by itself, and only Nameless in the same tribe will count. Alpha status is disabled when burying underground. If a higher leveled Nameless is present, the current alpha will return to normal.


Minion mechanics
When tamed, the current alpha Nameless can summon wild Nameless as temporarily allies while in combat.

- Summoned Nameless minions are a random lower level than the Nameless that summoned them. They also have lower base stats, cannot turn alpha, and are marked with a black smoke. They will despawn after a certain amount of time or if they have no target for 30 seconds.
- They will not target anything that is not being targeted by the summoner Nameless
- They will despawn if there are no allied non-minion Nameless, but if the summoner is killed and another Nameless turns alpha they will stick around.

Once 10 allied Nameless are present (including temporary summons), the alpha can summon a Subterranean Reaper King as a temporary ally. This only happens if the current Alpha has been in combat for at least 60 seconds.

- Summoned reapers have specific targeting priority; anything that the summoner Nameless is targeting has highest priority, followed by aggressive wild dinos that are targeting anything in the same tribe as the summoner. They will ignore unconscious/dead dinos or dinos with taming progress, but will target players/dinos that damage them if the server is not PvE (though they cannot be damaged by allies).
- They will bury and despawn early if their health gets below 25%, if they have no target for 60 seconds, or if the summoner is killed/KO'd/cryo'd

Minions from tamed Nameless are all wild spawns that are treated as allies via scripting. They cannot damage or be damaged by players/creatures from the same tribe as the summoner, but also cannot be tamed, ordered or cryopodded/uploaded.
Reaper Queen
Status: Added

Breedable: No
Rideable: Yes
Tame Method: Special (Same method as the vanilla Reaper Kings, just lower odds)
Diet: Carnivore

Features
- Colorized
- Rideable underground
- Ini configurable color set
- Can impregnate enemy players
- Mate boosted with both vanilla and modded Reaper Kings


Wild Fixes
Few changes were made to wild ones aside from some minor bugfixes.
- Fixed bug where wild queens would occasionally attack players immediately after dropping them (usually on non-dedicated) causing instant death
- Players are now immune to fall damage for 5 seconds after being impregnated (due to occasional random death)
- Will not bury and despawn if player is dropped before being impregnated


Mechanics
Wild Reaper Queens will act almost exactly the same as their vanilla counterparts, aside from being colorized by default (can be disabled through config). Tamed Reaper Queens are obtained in the same method as the vanilla Reaper Kings from them, just with lower odds (1/5 by default). Any Reaper Kings obtained from wild Reaper Queens in NU are completely vanilla and unaffected by anything other than inheriting the color set from the wild queens.


Like Basilisks, tamed Reaper Queens can move around underground with a rider. Burying is done with the spacebar rather than jumping, though jumping can be optionally be enabled through an ini config.

If jumping is enabled through ini, both burying and jumping remain on the jump input (spacebar) with R toggling between them. When toggled on, it is visible by a small icon near the hotbar.

The right-click attack is the torpor-inducing needles that are used by wild Reaper Queens rather than the acid web used by the Reaper Kings. The base damage is reduced compared to wild however as to not be unbalanced. Both wild and tamed Reaper Queens are immune to damage and torpor from this attack.

Pressing X will attempt to grab and impregnate enemy players. This attack does pull players off mounts if they are hit. Allies, dinos, players on PvE, or players that already have some variation of the pregnancy buff cannot be grabbed. The grab attempt has a cooldown regardless of success to prevent abuse, and if successful has a longer cooldown of 30 minutes.
Impregnated enemy players will be instantly killed when the buff timer ends. Baby reapers spawned from this will bury and despawn shortly after.
Pressing X again while carrying a player will drop them.

If the config is enabled, tamed Reaper Queens will spawn the vanilla kings instead of the temporary instant-despawn version. No EXP can be gained on this version of the buff, and wild stat levels are randomized (but remain equal to the queen's base level). This version has a much longer cooldown time by default though it can still be overridden via config. When this config is enabled, allies and players on PvE can be grabbed, and this version does not instantly kill the player when the buff timer ends.

Tamed Reaper Queens will have a mate boost effect while near allied Reaper Kings - this also applies to child classes, so modded reapers may also be affected. The mate boost effect is controlled by buffs and is identical to vanilla in terms of functionality.

Reaper Queens are NOT affected by the Yutyrannus Fear roar unlike Reaper Kings (though neither should be affected in the first place)

Color Set
In vanilla, tamed Reaper Kings obtained from the normal method have vastly different colors than ones summoned by commands - mostly a lot less variation than the cheat-summoned ones. What happened with this is that Reaper Kings inherit their color data from the Reaper Queens that spawned them - and the Reaper Queens are using a different color set than the one intended for the Reaper Kings, resulting in the vanilla Reaper Kings getting the wrong color options.

This mod fixes that (though the "fix" can be disabled), however there are two adjustments made - a single color (WyvernBlue1) was missing from the "intended" color set compared to the "default" one which was added, and the second is the weighting for region 5 was changed so that variations of brown are not the majority. However, it is possible to use the unedited color set by using the respective ini config. Color set config does not affect event colors.

Alpha Reaper Queens

Alpha Reaper Queens are an optional addition, with spawns disabled by default. They have much higher health and damage than both normal Reaper Queens and Alpha Surface Reaper Kings, making them sort of a mini-boss, with valuable rewards: when killed, they drop an item that can guarantee your next Reaper pregnancy will result in a Queen rather than a King! (This does not override ini settings)

Alpha Reaper Queens are not tameable regardless of settings, and exist purely as a counterpart to Alpha Reaper Kings. They will not attempt to grab players regardless of health.
Seeker
Status: Added

Breedable: Yes (Gestation)
Rideable: No
Tame Method: Semi-Passive (Special)
Diet: Carnivore
Preferred taming food: Charge Light (Plant Z Grenades or Charge Lantern)

Features
- Unique taming method using Plant Z grenades or Charge Lanterns
- Gliding ability while shoulder-mounted
- No actual Mate Boost modifiers on wild versions, tamed will have the same modifiers as normal.
- Surface Seekers can be tamed and will automatically convert themselves to the normal Seeker post-tame.


Taming
Seekers are tamed with Charge Light, either by throwing plant species Z fruits (which release charge light on impact) or using the Charge Lantern on them directly. Note that they will still be aggressive towards you while being tamed. Passive charge sources such as lightpets and placed charge lanterns do not count.

Gliding
When shoulder-mounted the Seeker acts like a mix between the Archaeopteryx and a Glider Suit.

R to toggle hovering
Spacebar to toggle gliding
G to toggle hovering off (will not automatically hover when falling)

You can hover, but not glide when using the Tek Chestpiece. The reason is that both are based off buffs using input from the run and jump keys, and the end result is a huge buggy mess.
Defense Unit
Status: Added

Breedable: No
Rideable: Remote Control
Tame Method: Crafting (Drops blueprint on death)
Diet: Element, Element Dust, Element Shards

Features
- Remote-controllable like a Scout or Noglin, or can act on its own as a regular tame
- Increased damage & resistance against corrupted dinos (4x damage like Enforcer, with an 80% resistance - ini configurable)
- Can project a shield around itself to temporarily become immune to damage, though unable to move or attack while in this state
- Increased stats compared to standard defense units to make up for lacking post-tame levels
- When disconnecting from a remotely controlled Defense Unit, you will get a tracker buff. Hold R and select "Reconnect" to remotely reconnect to a defense unit!


Shield
While shielding itself, a Defense Unit is immune to damage but stamina drains over time while the shield is active. Shielded defense units have a higher targeting priority from enemies, making them an ideal distraction to draw focus away from frailer tames while they tank hits.



Controls
Left click - Melee
Right click - Shield (hold down)
C - Roll/Unroll


Wild Behavior
Wild Defense Units will not target players or tames unless hit first, and have increased targeting range and priority for wild corrupted dinos. They will also aggro if you have aggro'd a Scout.


Lunar Defense Units (only wild on Genesis 1's lunar biome) act like their vanilla counterparts and only target players/tames.
The only difference is their wild AI, Lunar defense units will drop the blueprint for crafting standard defense units on death.


Emissive Light Color
Defense Units will change their light color based on aggression level (if tamed) or whether or not they are targeting a player/tame or wild dino (if wild)

Red: Aggressive/Targeting Player (Wild)
Yellow: Attacking Target/Targeting Other Wild (Wild)
Blue: Neutral
Green: Passive
White: Player-Controlled
Attack Drone
Status: Added

Breedable: No
Rideable: Remote Control
Tame Method: Crafting (Drops blueprint on death)
Diet: Element, Element Dust, Element Shards




Features
- Remote-controllable like a Scout or Noglin, or can act on its own as a regular tame
- Increased damage & resistance against corrupted dinos (4x damage like Enforcer, with an 80% resistance - ini configurable)
- Can wear hats!
- When disconnecting from a remotely controlled Attack Drone, you will get a tracker buff. Hold R and select "Reconnect" to remotely reconnect to a Attack Drone!


Controls
Left click - Basic Projectile
Right click - Charged Shot (hold down to charge, release at 100%)

Both attacks have a damage modifier against corrupted creatures.
The charged projectile will additional deal "raid torpor" (torpor to rock golems, titanosaurs, astrocetus, etc.)



Wild Behavior
Like Defense Units, Attack Drones will not target players or tames unless hit first, and have increased targeting range and priority for wild corrupted dinos. They will also aggro onto you if you have aggro'd a Scout.


Lunar Attack Drones (only wild on Genesis 1's lunar biome) act like their vanilla counterparts and only target players/tames, unless you have the ini config for disabling lunar drone aggro enabled (if so, they will be neutral)
The only difference is their wild AI, Lunar Attack Drones will drop the blueprint for crafting standard Attack Drones on death.


Emissive Light Color
Attack Drones will change their light color based on aggression level (if tamed) or whether or not they are targeting a player/tame or wild dino (if wild)

Red: Aggressive/Targeting Player (Wild)
Yellow: Attacking Target/Targeting Other Wild (Wild)
Blue: Neutral
Green: Passive
White: Player-Controlled
Extra Aberrants
Some creatures in this mod have "extra" Aberrant forms, for mod compatibility and/or further configuration. They do not spawn normally unless either a config is enabled or Additional Aberrant Dinos is present on the server.

If AAD is present on the server, this mod's version of relevant creatures will spawn in place of the AAD version. The only ones that do not spawn with AAD are the Oil/Water Aberrant Jug Bugs and the Titanomyrma Queen - a config to add them to spawners is listed below. Note that this requires No Untameables to be in a higher load order than AAD.

When the AddExtraAberrantSpawns config is enabled, all creatures from this mod that have a non-vanilla Aberrant form (such as Deathworms) will be added to spawners. Spawn locations between AAD and the config version differ (for example, the Element Jug Bugs spawn in the Radiation Zone instead of the fertile biome).

It is not recommended to have the config option enabled while AAD is present as it may cause more spawns than intended (likely double spawns)


Aberrant Ammonite
Spawn Locations: Aberration Biolum Water

Aberrant Eurypterid
Credits to Kraken for the emissive map for this one! (Small changes were made from the original)
Spawn Locations: Aberration Biolum Water, Valguero AB Water

Aberrant Jug Bugs


Oil/Water
Spawn Locations: Aberration Fertile Biome, Valguero Fertile Biome

Element
Spawn Locations: Aberration Radiation Zone, Valguero Radiation Zone

Aberrant Deathworm
Spawn locations: Aberration Surface


Aberrant Titanomyrma Queen
Spawn Locations: Aberration Fertile Biome

(Meganeura and Cnidaria are vanilla Aberrants and will spawn as normal)


Adding Oil/Water Jug Bugs only (For AAD users):
ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="AB_DinoSpawnEntries_TwitchFertileLand",NPCSpawnEntries=((AnEntryName="Jugbugs",EntryWeight=0.10,NPCsToSpawnStrings=("Jugbug_Water_Character_BP_Aberrant_Tameable_C","Jugbug_Oil_Character_BP_Aberrant_Tameable_C"),NPCsSpawnOffsets=((X=0.0,Y=0.0,Z=0.0),(X=0.0,Y=680.0,Z=0.0),(X=0.0,Y=-680.0,Z=0.0)),NPCsToSpawnPercentageChance=(1.0,0.750),GroupSpawnOffset=(X=0.0,Y=0.0,Z=35.0),ManualSpawnPointSpreadRadius=650.0,NPCSpawnLimits=((NPCClassString="Jugbug_Character_BaseBP_C",MaxPercentageOfDesiredNumToAllow=0.01)))
Extra Gen-X/R Variants

Most creatures in this mod have "extra" variants that don't exist in vanilla. Unlike Extra Aberrants, the X/R-variants are available by default as they mostly replace existing spawns rather than adding new creatures to the maps. They are identical to normal X/R-variants and have the same XP cap, wild damage resistance, ect.

Note that due to the map re-using Genesis spawners, some creatures may also spawn on Fjordur and other maps that use those spawners.


X-Ammonite


Replaces normal Ammonite spawns in the Ocean Biome on Genesis 1.


X-Cnidaria

Replaces normal Cnidaria spawns in the Ocean Biome on Genesis 1.
(Unlike normal Cnidaria which use region 3 for their light color, X-Cnidaria use region 5 for their light color.)



X-Leedsichthys

Credits to Eclipse for the textures! Replaces normal Leedsichthys spawns in the Ocean biome on Genesis 1.



R-Meganeura

Credits to Eclipse for the textures! Spawns in the Eden biome on Genesis 2



R-Eurypterid

Credits to Eclipse for the textures! Spawns in the Rockwell's Garden biome on Genesis 2



X-Titanomyrma

Credits to Garuga123 for the textures! Spawns in the Volcano biome on Genesis 1



R-Titanomyrma

Credits to Garuga123 for the textures! Spawns in the Eden biome on Genesis 2



X-Deathworm

Credits to Eclipse for the textures! Spawns in the Volcano biome on Genesis 1



X-Seeker

Credits to Eclipse for the textures! Spawns in the Lunar biome on Genesis 1



R-Seeker

Credits to Giga Raptor for the textures! Spawns in Rockwell's Garden on Genesis 2, and on some maps that re-use the same spawners like Fjordur.



R-Glowbug
Credits to Eclipse for the textures! Spawns in Rockwell's Garden on Genesis 2, and on Fjordur due to re-used spawners.



R-Nameless

Credits to Eclipse for the textures! Spawns in Rockwell's Proliferation on Genesis 2




X-Jug Bug

Credits to Scorching_Kami for the textures! Spawns in the Bog biome on Genesis 1, and on some maps like Fjordur that re-use the same spawners. These Jug Bugs produce Bio Toxin as their passive resource, and prefer both Plant X Seeds and Plant Y Seeds for taming.



R-Jug Bug

Credits to Giga Raptor for the textures!

Spawns in Rockwell's Proliferation on Genesis 2. These Jug Bugs produce Mutagel as their passive resource, prefer Plant R Seeds for taming (Plant Y can be used for much lower effectiveness), and have some unique wild-only mechanics.

Just like the effects of picking up Mutagen in the biome, the wild R-Jug Bugs will spawn Summoners to attack the player if harvested or attacked. These Summoners are custom variants, and are leveled to max level plus the bug's level.

Important details worth nothing:
  • Tamed R-Jug Bugs will not spawn summoners under any circumstance. The feature is meant to balance out having a passive mutagel farm.

  • Wild R-Jug Bugs cannot be picked up or teleported, and cannot spawn Summoners outside of the Rockwell's Proliferation biome (unless ini configured to allow such), to avoid exploits or abuse.

  • R-Jug Bugs will spawn 3 total Summoners, if those are killed they will not spawn more. If any of them despawn however they are not counted towards the killed limit, so when killing 1 of the 3 Summoners and having the other 2 despawn, if the bug is attacked again it will spawn 2 Summoners.

  • All Summoners will despawn if the Jug Bug has not been interacted with (attacked, harvested, inventory accessed, etc.) for 10 minutes.

  • Summoners spawned by these Jug Bugs will follow it around rather than following the normal Summoner paths in the biome (wandering is usually erratic as a result in comparison to normal Summoners)

  • Wild R-Jug Bugs cannot be damaged by Summoners OR any creature spawned by a Summoner - you do not need to worry about the random summoner dino spawns killing the bug in the middle of the chaos.

  • Wild R-Jug Bugs are not aggressive and will ignore the player - only harvesting their resources or attacking them will cause the Summoners to show up.

  • If the R-Jug Bug has Summoners already spawned and they are deaggro'd (closed up and wandering), damaging/harvesting the bug or accessing its inventory (if unconscious) will immediately notify them and cause them to aggro onto the player.

  • When spawning in Summoners to attack the player, this also will aggro nearby normal Summoners (just like picking up Mutagen). Aggroing the summoners after they have already spawned will not aggro other nearby summoners. If you see more than 3 Summoners aggro when you hit a bug, this is probably why.

  • If any Summoners remain after the bug has been tamed, they will despawn immediately

  • If there are any Summoners remaining if the bug has been killed but NOT tamed, they will aggro as normal but will despawn after losing aggro as there is no longer a bug present. Normal wild Summoners are not affected by this, only the ones spawned by the bug.

  • Summoners spawned by R-Jug Bugs will be teleported back to the bug's location if they are lured elsewhere - maximum distance they will go from the bug is dependent on whether or not they are aggro'd onto something.

  • R-Jug Bugs cannot be cloned (may add an ini to override this later), breeding ini config is disabled by default but can be enabled.

  • Unlike picking up Mutagen, Macrophages are not spawned or aggro'd (only Summoners).
Items, Costumes, and more
See "Spawn Codes" section for spawn commands

Structures
Deathworm Trap
Engram learnable at lv70, can be crafted in the Smithy


Saddles
Deathworm Saddle
Engram learnable at lv70, can be crafted in the Smithy
Higher quality deathworm saddle blueprints will occasionally drop from Alpha Deathworms.


Costumes

Iceworm Costume

Drops from Iceworms (both Ragnarok and Valguero versions). Deathworms with this costume on will not only have the coloring of the Iceworm, but the effects as well (buried mound, particle effects, ect.) Not compatible with vanilla/other modded Deathworms as the actual changes are done on the Deathworm itself with the costume just acting as a trigger.


Corrupted Deathworm Costume

Drops from Alpha Deathworms. Deathworms' original colors are retained under the costume as this is a full mesh swap. Not compatible with vanilla/other modded Deathworms due to the difference in skeleton.



Additional Ghost Costumes
Drops from the respective Ghost variant, which spawn during Fear Evolved.

Ghost Ammonite Costume

Ghost Eurypterid Costume

Ghost Leedsichthys Costume

Ghost Titanomyrma Costume

Ghost Deathworm Costume

Ghost Jug Bug Costume

Ghost Glowbug Costume

Ghost Nameless Costume

Ghost Reaper Queen Costume

Ghost Seeker Costume

Chibis
Most Chibis of NU creatures will drop from the respective creature while any event is active, or if a config is enabled

Note: Mod chibis of creatures from DLCs (including variants) require the respective DLC to equip. This is a request from WildCard and not something I will change or circumvent.


Chibi Deathworms

- Chibi-Deathworm
- Chibi-Iceworm (Only drops from Iceworms during the Winter Wonderland event)
- Chibi-Ghost Deathworm
Note that the Chibi Deathworms will bury and unbury depending on if the player is moving. While underground, they have a small sand mound visible.


Chibi Jug Bugs

- Chibi-Jug Bug (Water)
- Chibi-Jug Bug (Oil)
- Chibi-X-JugBug
- Chibi-Ghost Jug Bug
- Chibi-Jug Bug (Element)
- Chibi-R-Jug Bug


Chibi Nameless

- Chibi-Nameless
- Chibi-R-Nameless
- Chibi-Ghost Nameless
- Chibi-Bunny Nameless

Chibi Seekers

- Chibi-Seeker (Flying)
- Chibi-R-Seeker
- Chibi-Ghost Seeker

Chibi Glowbugs

- Chibi-Glowbug
- Chibi-Ghost Glowbug

Chibi Leedsichthys

- Chibi-Leedsichthys
- Chibi-Ghost Leedsichthys

Chibi Ammonites
- Chibi-X-Ammonite
- Chibi-Ghost Ammonite

Chibi Cnidarias
- Chibi-Cnidaria (Same as vanilla, but has colors.)
- Chibi-X-Cnidaria

Chibi Reapers
- Chibi-R-Reaper Queen
- Chibi-Ghost Reaper Queen

Chibi-Defense Units
- Chibi-Defense Unit

Ini Configs: General
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file

Config Name
Description
Default
AddExtraAberrantSpawns=
Adds "extra" Aberrant creatures (Jug Bugs, Deathworms, ect.) to Aberration spawns.
False
PreventExtraGenesisSpawns=
Prevents the "extra" X/R-creatures (X-Cnidaria, R-Jug Bug, etc.) from spawning.
False
EnableVanillaConversion=
Allows creatures to be converted into their vanilla version. Not yet available on Deathworms or Nameless as they will despawn.
False
PreventRemappingAmmonite=
PreventRemappingCnidaria=
PreventRemappingEurypterid=
PreventRemappingDragonfly=
PreventRemappingLeedsichthys=
PreventRemappingAnt=
PreventRemappingDeathworm=
PreventRemappingJugBugs=
PreventRemappingLightbug=
PreventRemappingChupacabra=
PreventRemappingXenomorphQueen=
PreventRemappingPteroteuthis=
PreventRemappingDefenseUnit=
PreventRemappingDrone=
Prevents a creature from being remapped, meaning that only the vanilla version will spawn. Any previously existing WILD versions of the creature will be either converted to its vanilla form, or destroyed if it does not have one.
False
ModConversionClassAmmonite=
ModConversionClassAmmoniteAberrant=
ModConversionClassAmmoniteOcean=
ModConversionClassCnidaria=
ModConversionClassCnidariaAberrant=
ModConversionClassCnidariaOcean=
ModConversionClassEurypterid=
ModConversionClassEurypteridAberrant=
ModConversionClassDragonfly=
ModConversionClassDragonflyAberrant=
ModConversionClassLeedsichthys=
ModConversionClassQueenAnt=
ModConversionClassAnt=
ModConversionClassDeathworm=
ModConversionClassDeathwormAberrant=
ModConversionClassJugBugOil=
ModConversionClassJugBugAberrantOil=
ModConversionClassJugBugWater=
ModConversionClassJugBugAberrantWater=
ModConversionClassJugBugElement=
ModConversionClassJugBugBog=
ModConversionClassJugBugRockwell=
ModConversionClassChupacabra=
ModConversionClassLightbug=
ModConversionClassXenomorphQueen=
ModConversionClassXenomorphQueenGen2=
ModConversionClassPteroteuthis=
ModConversionClassDefenseUnit=
ModConversionClassDrone=
Enter a class path to allow all creatures of that type to be converted into whatever creature specified. See Mod Conversion for more info.
Blank except for Cnidaria, Meganeura and Eurypterids which will default to the Better Dinos version if nothing else is entered and BD is on the server.
DisableTamingAmmonite=
DisableTamingCnidaria=
DisableTamingEurypterid=
DisableTamingDragonfly=
DisableTamingLeedsichthys=
DisableTamingQueenAnt=
DisableTamingDeathworm=
DisableTamingJugBugOil=
DisableTamingJugBugWater=
DisableTamingJugBugElement=
DisableTamingJugBugBog=
DisableTamingJugBugRockwell=
DisableTamingLightbug=
DisableTamingChupacabra=
DisableTamingXenomorphQueen=
DisableTamingPteroteuthis=
DisableTamingDefenseUnit=
DisableTamingDrone=
Prevents the creature from being tamed. Does not affect existing tamed creatures, and does not prevent DoTame command from working. ("Can be tamed" is still set to true but the method of taming, such as KO or passive, is disabled. This is to prevent bugs with existing tamed creatures in the world.)
False
DisableCloningAmmonite=
DisableCloningCnidaria=
DisableCloningEurypterid=
DisableCloningDragonfly=
DisableCloningLeedsichthys=
DisableCloningQueenAnt=
DisableCloningAnt=
DisableCloningDeathworm=
DisableCloningJugBugOil=
DisableCloningJugBugWater=
DisableCloningJugBugElement=
DisableCloningJugBugBog=
DisableCloningLightbug=
DisableCloningChupacabra=
DisableCloningXenomorphQueen=
DisableCloningPteroteuthis=
Prevents the creature from being cloned.
False
DisableBreedingAmmonite=
DisableBreedingLeedsichthys=
DisableBreedingPteroteuthis=
EnableBreedingDragonfly=
EnableBreedingChupacabra=
EnableBreedingEurypterid=
EnableBreedingCnidaria=
EnableBreedingDeathworm=
EnableBreedingJugBugOil=
EnableBreedingJugBugWater=
EnableBreedingJugBugElement=
EnableBreedingJugBugBog=
EnableBreedingJugBugRockwell=
EnableBreedingLightbug=
Makes the creature unbreedable, or allows it to be breedable if the config is to enable. Any existing eggs or babies will be unaffected.
False
DisableGenderAmmonite=
DisableGenderDragonfly=
DisableGenderEurypterid=
DisableGenderLeedsichthys=
DisableGenderChupacabra=
DisableGenderPteroteuthis=
DisableGenderJugBug=
DisableGenderLightbug=
EnableGenderCnidaria=
EnableGenderDeathworm=
Removes gender from specified creature, preventing it from getting Mate Boost, or adds gender to it if the config is to enable. Note that Mate Boost has no effect on WILD Nameless or Seekers regardless, they will still give and receive normal damage despite the icon showing up.
False
DisableColorizationCnidaria=
DisableColorizationJugBug=
DisableColorizationXenomorphQueen=
DisableColorizationWildXenomorphQueen=
DisableColorizationLightbug=
Prevents the creature from using colorization, meaning they will all have the "default" colors with no variation.
False
AllowAberrationDownloadingAmmonite=
AllowAberrationDownloadingEurypterid=
AllowAberrationDownloadingLeedsichthys=
AllowAberrationDownloadingQueenAnt=
AllowAberrationDownloadingAnt=
AllowAberrationDownloadingDeathworm=
AllowAberrationDownloadingJugBugs=
Allows the normal (non-aberrant) version of the creature to be downloaded onto Aberration without requiring allowed foreign dinos
False
DisableAutoConversion=
Prevents Alpha Deathworms and Alpha Leedsichthys from being converted to a mod version on spawn to fix a bug with world settings.
False
DisableTamedConversion=
Removes the option to convert vanilla creatures into the counterparts from this mod.
False
DisableExtraEventChibis=
EnableChibisNoEvent=
Disables mod Chibi dino drops during events
Allows mod chibis to drop regardless of evens
False
ColorSetOverrideAmmonite=
ColorSetOverrideAmmoniteAberrant=
ColorSetOverrideAmmoniteOcean=
ColorSetOverrideCnidaria=
ColorSetOverrideCnidariaAberrant=
ColorSetOverrideCnidariaOcean=
ColorSetOverrideDragonfly=
ColorSetOverrideDragonflyAberrant=
ColorSetOverrideEurypterid=
ColorSetOverrideEurypteridAberrant=
ColorSetOverrideLeedsichthys=
ColorSetOverrideQueenAnt=
ColorSetOverrideDeathworm=
ColorSetOverrideDeathwormAberrant=
ColorSetOverrideJugBugOil=
ColorSetOverrideJugBugWater=
ColorSetOverrideJugBugAberrantOil=
ColorSetOverrideJugBugAberrantWater=
ColorSetOverrideJugBugElement=
ColorSetOverrideJugBugBog=
ColorSetOverrideJugBugRockwell=
ColorSetOverrideChupacabra=
ColorSetOverrideLightbug=
ColorSetOverridePteroteuthis=
ColorSetOverrideXenomorphQueen=
ColorSetOverrideXenomorphQueenGen2=
ColorSetOverrideDefenseUnit=
ColorSetOverrideDrone=
Overrides color set (not event colors). See Color Set Overrides section for more info.
None
Ini Configs: Ammonite, Cnidaria, Eurypterid
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file

Ammonite

Config Name
Description
Default
DisableAmmoniteItemGeneration=
Prevents the Ammonite from generating Ammonite Bile in its inventory.
False
AmmoniteCamoRange=
The range of the Ammonite's camo AoE effect when active. Can be previewed through the radial wheel options.
5000.0
DisableAmmoniteCamo=
Prevents Ammonites from using their AoE camo effect..
False
AmmoniteSpeedMultiplier=
Multiplier on the Ammonite's base speed. Affects both wild and tamed Ammonites. Min is 0.1, Max is 20.0
1.0
EnableCarryingAmmonite=
Allows the Ammonite to be picked up by other creautres (eg. Tusoteuthis)
False
PreventAmmoniteAggro=
Ammonites no longer get startled and flee from players just from seeing them (which causes everything else nearby to go after the player)
False
AmmoniteItemsRequireWandering=
Wandering must be enabled to generate Ammonite Bile.
False
AmmoniteItemGenerationInterval=
Interval between generation of Ammonite Bile in inventory.
180.0


Cnidaria

Config Name
Description
Default
DisableCnidariaItemGeneration=
Prevents the Cnidaria from generating Bio Toxin in its inventory
False
DisableCnidariaRandomSizes=
Prevents Cnidaria from having random sizes.
False
CnidariaTargetingRange=
Natural targeting range of wild Cnidaria
2750.0 (Vanilla: 5500.0)
CnidariaAggroNeighborsRange=
Range at which other nearby wild Cnidaria are notified when one is aggro'd
3750.0 (Vanilla: 7500.0)
CnidariaSpeedMultiplier=
Multiplier on the Cnidaria's base speed. Affects both wild and tamed Cnidaria. Min 0.1, max 10.0
1.0
CnidariaPreventWandering=
Prevents the Cnidaria from wandering around.
False
CnidariaAttackInterval=
Duration between Cnidaria's ability to attack. The default value is the vanilla interval. Values greater than 4 will prevent stun-locking from a single Cnidaria, though large groups can be more problematic. (Max value: 30)
0.15
DisableCnidariaFeedingDeaggro=
Prevents the 30-second deaggro on wild Cnidaria after being fed.
False
PreventCnidariaAggro=
Cnidaria no longer aggro onto the players without being hit first
False
UseVanillaCnidariaStun=
Uses the vanilla Cnidaria stun buff rather than the altered one.
False
CnidariaItemsRequireWandering=
Wandering must be enabled to generate Bio Toxin
False
CnidariaItemGenerationInterval=
Interval between generation of Bio Toxin in inventory
60.0
AllowWildTrappingCnidaria=
Allows Cnidaria to be tamed with Fish Baskets. Note that they will NOT gain bonus taming effectiveness levels this way and will have the same bugs that the normal fish basket tames do.
False
AllowBigJellyShock=
Allows 3.0x sized Cnidaria to use an AoE stun attack that takes a few seconds to charge up. Has a long cooldown, disabled by default.
False


Eurypterid

Config Name
Description
Default
DisableEurypItemGeneration=
Prevents the Eurypterid from generating pearls in its inventory.
False
DisableEurypRandomSizes=
Prevents Eurypterids from having random sizes.
False
PreventExitingWaterEurypterid=
Stops Eurypterids from being able to leave water. Any existing Eurypterids above water will be unable to move - cryopods can be used to transfer them back into the water.
False
DieIfLeftWaterEurypterid=
Requires Prevent Exiting Water to be enabled otherwise this setting does nothing. This will make Eurypterids act like most other aquatic creatures and kill them if they get too far above water. You cannot release Eurypterids from cryopods outside of water if this is enabled. THIS SETTING WILL KILL ANY EXISTING EUYRPTERID THAT IS OUT OF WATER WHEN IT IS ENABLED.
False
EurypteridItemsRequireWandering=
Wandering must be enabled to generate pearls.
False
EurypteridPearlGenerationInterval=
Interval between generation of Silica Pearls in inventory
180.0
EurypteridBlackPearlGenerationInterval=
Interval between generation of Black Pearls in inventory
900.0
AllowWildTrappingEurypterid=
Allows Eurypterids to be tamed with Fish Baskets. Note that they will NOT gain bonus taming effectiveness levels this way and will have the same bugs that the normal fish basket tames do.
False
Ini Configs: Meganeura, Leeds, Titanomyrma
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file

Meganeura

Config Name
Description
Default
DisableDragonflyRadar=
Disables the Meganeura's radar ability while shoulder mounted. Can still be picked up.
False


Leedsichthys
Config Name
Description
Default
PreventLeedsichthysRaftTargeting=
Prevents Leedsichthys (both normal and alpha) from targeting rafts, motorboats, or any other "vehicle".
False
LeedsichthysWildRaftDamageMultiplier=
LeedsichthysTamedRaftDamageMultiplier=
LeedsichthysAlphaRaftDamageMultiplier=
Extra damage multiplier against rafts/motorboats. Calculated differently from the vanilla multiplier.
1.0
1.0
2.0
LeedsichthysDisableMotorboatAggro=
AlphaLeedsichthysDisableMotorboatAggro=
Leedsichthys no longer targets motorboats (will still go after rafts)
False
LeedsichthysTargetingRange=
AlphaLeedsichthysTargetingRange=
Natural targeting range of wild Leedsichthys
21000.0
LeedsichthysAggroNeighborsRange=
Range at which other nearby wild Leedsichthys are notified when one is aggro'd
10000.0
DisableLeedsichthysDinoTransport=
DisableLeedsichthysWildDinoTransport=
Leedsichthys can't trap dinos (releasing existing is fine)
Leedsichthys can only trap allied tames, no wild dinos.
False
LeedsichthysGrabWeightMaximum=
Maximum drag weight of creatures that a Leedsichthys can trap.
350.0
LeedsichthysTotalWeightMaximum=
Maximum total combined drag weight of all stored creatures. Leedsichthys cannot pick up anything that would set the total over this limit.
800.0
AllowTamedLeedsichthysHarvesting=
Allows tamed Leedsichthys to be harvested for fish meat.
False
DebugLeed=
Various debug options
False


Titanomyrma

Config Name
Description
Default
DisableAntDirectiveHarvest=
Disables the Harvest directive for Titanomyrma.
False
DisableAntDirectiveRepair=
Disables the Repair directive for Titanomyrma.
False
DisableAntDirectiveDefend=
Disables the Defend directive for Titanomyrma.
False
DisablePermanentTamedAnts=
Prevents players from having permanent worker/soldiers.
False
AntRageBuffResistanceMultiplier=
How much of a damage resistance wild Titanomyrma workers/soldiers get when the anthill is destroyed. Value is a multiplier, so lower values means higher resistance.
0.5
AntRageBuffDamageMultiplier=
How much of a damage multiplier wild Titanomyrma workers/soldiers get when the anthill is destroyed. Value is a multiplier, so higher values mean higher damage.
2.0
AntStructureRepairCooldownOverride=
Manual override to ignore the server default Structure Repair Cooldown time and use a custom time instead for the Repair directive. If blank, they will use the server's normal structure repair time. Vanilla server default is 180.0
(None)
MaxPermanentAntsPerColony=
Changes the maximum number of permanent ants that can be tied to one queen.
3
QueenAntSpawnRadiusLimit=
Changes the radius that existing wild ant queens will block new ant queen spawns. Higher numbers = more distance between ant spawns. Minimum 5000, maximum 100000.
25000.0
DisableQueenAntFlightRestrictions=
Allows Titanomyrma Queens to fly while on Aberration. If false, they can be ridden but cannot fly.
False
ForceEnableQueenAntFlightRestrictions=
Enables flight restrictions on all maps. Titanomyrma Queens will be unable to fly, but can still be ridden.
False
MaxNumNearbyAnthills=
How many tamed ant queens can be in anthill form within a certain radius
10
NearbyAnthillCheckRadius=
How far to check for other tamed anthills when determining if a queen can turn into an anthill. Goes with above config to check amount.
8000
DebugAnts=
Enables various debug options for Titanomyrma.
False
Ini Configs: Scorched Earth Creatures
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file

Deathworm

Config Name
Description
Default
EnableWildDeathwormDinoGrab=
DisableTamedDeathwormDinoGrab=
DisableWildDeathwormPlayerGrab=
DisableTamedDeathwormPlayerGrab=
EnableWildDeathwormRiddenDinoGrab=
DisableTamedDeathwormRiddenDinoGrab=
Allows wild Deathworms to grab tamed dinos
Prevents tamed Deathworms from being able to grab dinos
Prevents wild Deathworms from being able to grab players
Prevents tamed Deathworms from being able to grab players
Allows wild deathworms to grab tamed dinos that have riders
Prevents tamed deathworms from being able to grab tamed dinos that have riders
False
EnableAlphaDeathwormGrab=
Allows Alpha Deathworms to use their grab attack. Respects the other wild Deathworm settings.
False
DeathwormGrabWeightMinimum=
DeathwormGrabWeightMaximum=
Prevents Deathworms from picking up dinos below this drag weight
Prevents Deathworms from picking up dinos above this drag weight
80.0
700.0
DeathwormTargetingRange=
Natural targeting range of wild Deathworms.
19400.0
DeathwormAggroNeighborsRange=
Range at which nearby wild Deathworms are notified when one is aggro'd
3500.0
DeathwormTamedGrabWildOnly=
Tamed Deathworms can only grab wild dinos (not other players/tames). Automatically enabled on PvE, this is a recommended setting for "PvE" servers that use PvP settings.
False
DeathwormAllowWandering=
Allows wild Deathworms to wander randomly
False
DeathwormSpeedMultiplierWild=
DeathwormSpeedMultiplierTamed=
Speed multiplier for wild Deathworms. (Min 0.1, max 10.0)
Speed multiplier for tamed Deathworms. (Min 0.1, max 10.0)
1.0
1.0





Jug Bug

Config Name
Description
Default
DisableExplodingWildJugBugs=
DisableExplodingTamedJugBugs=
Prevents wild Jug Bugs from exploding
Prevents tamed Jug Bugs from exploding
False
PreventJugBugResourceScaling=
Prevents Jug Bug resource maximum/generation amounts from scaling with stats
False
DisableBugSummoning=
DisableBugSummoningBiomeRestrictions=
Disables the ability for wild R-Jug Bugs to spawn enemies when attacked
Allows R-Jug Bugs to spawn enemies when attacked regardless of location (normally can only spawn enemies while in their natural spawn location)
False
Ini Configs: Aberration Creatures
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file

Nameless

Config Name
Description
Default
ForceAllowChupacabraBaseSpawning=
Allows wild Nameless to spawn on structures*
False
DisableChupaMinionSummoning=
Prevents tamed Nameless from summoning other Nameless allies when AI Special Attack is enabled. Does not have any effect on wild Nameless, does not stop Reaper summons
False
DisableChupaSuperminionSummoning=
Prevents tamed Nameless from summoning Subterranean Reaper King once a certain amount of allied Nameless are present and AI Special Attack is enabled. Does not affect wild Nameless.
False
DisableChupaSuperminionAggro=
Prevents Reapers summoned by tamed Nameless from being set to aggressive by default. This option is automatic on PvE servers.
False
DisableDefaultChupaAISummoning=
Prevents AI Special Attack from being set to enabled by default
False
EnableChupaVenomHarvesting=
Allows tamed Nameless to be harvested for Nameless Venom
False
ChupacabraDeathItemDropChance=
Odds of Nameless dropping venom when killed. Values 0 to 1.
0.15

*(Context: Vanilla Nameless will spawn other Nameless in a random location nearby, including through solid walls and into bases. The result is Nameless randomly appearing in enclosed spaces if an alpha is aggro'd nearby, and causes a mess especially when they get stuck in structures, so the NU Nameless will automatically despawn if a wild one is freshly spawned directly on top ot a structure. Since I like options, this can be disabled.)

Glowbug

Config Name
Description
Default
DisableColoringLightbug=
Prevents glowbugs from being dyed various colors. They will not react to soap/dyes/ect. used in their inventory.
False
DisableLightbugBatteryCharging=
Prevents glowbugs charging batteries in their inventory.
False



Seeker

Config Name
Description
Default
DisableGlidingPteroteuthis=
Allows the Seeker to be picked up by players but prevents gliding or hovering
False
DisableCarryingPteroteuthis=
Prevents the Seeker from being picked up entirely.
False
DisableStaminaGlidingPteroteuthis=
Removes the stamina drain & requirement for diving
False
PteroteuthisChargeHealingMax=
Maximum amount of health per second Seekers can regain while under charge. (Normally 5% of max health, ini is a cap)
250.0
PteroteuthisAllowAllHats=
Allows Seekers to equip ANY hats without restrictions
False
PteroteuthisPreventHats=
Prevents Seekers from wearing hats at all
False



Reaper Queen

Config Name
Description
Default
XenomorphFemaleOdds=
Odds of getting a Reaper Queen from wild queens (vs the vanilla reaper kings). Values from 0.0 (0%) to 1.0 (100%), values above 1 will revert the odds to default (0.2).
0.2 (20%)
DisableXenomorphMateBoost=
Prevents Reaper Queens from being mate boosted with Reaper Kings
False
DisableXenomorphQueenImpregnation=
Prevents tamed Reaper Queens from being able to impregnate players. Overrides other related configs.
False
XenomorphQueenImpregnateBuffNonTemporary=
Reaper Kings spawned from tamed Reaper Queens will not despawn. This also changes the cooldown buff time default.
False
XenomorphQueenCooldownBuffTimeOverride=
Overrides the cooldown buff time. Default time differs if the above config is enabled (1800.0 if false, 604800.0 if true, 43200.0 if true & on singleplayer)
-
EnableJumpingXenomorphQueen=
Allows Reaper Queens to use the same jump mechanics as the Reaper Kings. When enabled, both jumping and burying are on the spacebar input with the R key toggling between them. When toggled on, a small icon will show near the hotbar.
False
XenomorphQueenDamageResistanceMultiplier=
Damage resistance multiplier for tamed Reaper Queens when not affected by Charge Light. Vanilla default is 0.2 for the tamed version and 0.05 for all wild versions. Min 0.0, max 1.0
0.2
XenomorphQueenBaseHealthMultiplier=
Base health multiplier for tamed Reaper Queens. Min 1.0, max 10.0. Values under 1 will default to 1 to avoid issues with negative health.
1.14
XenoBuffUseLevelScaling=
Scales max experience on the Reaper pregnancy buff by the server's max difficulty level (eg. max +75 levels for 5, 90 for 6). Reaper Kings are affected by the level offset but will still spawn as vanilla creatures.
False
XenoBuffNonTemporaryIncludeFemale=
Allows players to get more reaper queens from tamed queens
False
XenomorphFemaleOddsFromTamed=
Odds if above config is active
0.1
XenoBuffNonTemporaryPreventReroll=
Prevents the stat reroll on the non-temporary pregnancy buff
False
Ini Configs: Defense Unit & Attack Drone
Ini configs go under the header [NoUntameables] in the GameUserSettings.ini file


Attack Drone

Config Name
Description
Default
DroneCorruptedDamageMultiplier=
How much extra damage Defense Units deal against Corrupted dinos. Default is the same as Enforcer (4x damage).
4.0
DroneCorruptedIncomingDamageMultiplier=
How much less damage Defense Units take from Corrupted dinos. Default is 20% damage taken (80% damage reduction)
0.2
DisableExtraDroneSpawns=
Removes the additional Attack Drone spawns from Extinction and Genesis 2, leaving only the Genesis 1 Lunar biome spawns.
False
DisableLunarDroneAggro=
Makes the Genesis 1 attack drones neutral rather than aggressive
False


Defense Unit

Config Name
Description
Default
DefenseUnitCorruptedDamageMultiplier=
How much extra damage Defense Units deal against Corrupted dinos. Default is the same as Enforcer (4x damage).
4.0
DefenseUnitCorruptedIncomingDamageMultiplier=
How much less damage Defense Units take from Corrupted dinos. Default is 20% damage taken (80% damage reduction)
0.2
Ini Configs: Color Set Override Options
Note that the color set override is ignored for creatures that received event colors. They will not conflict with color events, just the "natural" colorset is replaced.

Option
Desc
(Nothing Entered)
Same as normal
Default
Forces the creature to use its normal color set only (excluding event colors), preventing the Genesis biome colorsets from taking effect.
Bog
Bog Biome Colorset
Arctic
Arctic Biome Colorset
Ocean
Ocean Biome Colorset
Volcanic
Volcano Biome Colorset
Lunar
Lunar Biome Colorset
Vanilla
Option available on the Cnidaria, Eurypterid, Glowbug, and Reaper Queen. Uses whatever the vanilla colorset is rather than the mod's edited one.
Natural
Bland version for those who hate bright colors. Available on the Jug Bugs.
Unmodified
Optional colorset for the Reaper Queen that is the actual vanilla intended colorset rather than the mod's version (missing color ID 52 and no color weighting adjustments)
None
Optional colorset for the Reaper Queen that forces no color data unless an event is active - reapers obtained from them will have randomized colors from their natural colorset unless they spawned with event colors (colors will not be randomized if queen spawns with event colors). This means that unlike vanilla R-Reapers, they can have event colors without disabling the randomization (though the option is available for both variants).
Ini Configs: Vanilla Extras
e
Color Sets
A list of all custom color sets that I have worked on for this mod can be found here[docs.google.com], along with colorsets I designed for other mods
Spawn Codes (Dinos)
Sorted alphabetically.

How to use

Using cheat summon, gmsummon, or summontamed requires the class name which normally something like dino_Character_BP_C.

Using cheat SpawnDino, SpawnActor, SpawnActorSpread, and such require the full blueprint path which is what is listed below the class name.


Ammonite
Normal
Ammonite_Character_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ammonite/Ammonite_Character_Tameable.Ammonite_Character_Tameable'"

Aberrant
Ammonite_Character_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ammonite/Ammonite_Character_Aberrant_Tameable.Ammonite_Character_Aberrant_Tameable'"

X-Ammonite
Ocean_Ammonite_Character_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ammonite/Ocean_Ammonite_Character_Tameable.Ocean_Ammonite_Character_Tameable'"

Ghost Event, Untameable
Ghost_Ammonite_Character_C
"Blueprint'/Game/Mods/NoUntameables/Ammonite/Ghost_Ammonite_Character.Ghost_Ammonite_Character'"



Cnidaria
Normal
Cnidaria_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Cnidaria/Cnidaria_Character_BP_Tameable.Cnidaria_Character_BP_Tameable'"

Aberrant
Cnidaria_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Cnidaria/Cnidaria_Character_BP_Aberrant_Tameable.Cnidaria_Character_BP_Aberrant_Tameable'"

X-Cnidaria
Ocean_Cnidaria_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Cnidaria/Ocean_Cnidaria_Character_BP_Tameable.Ocean_Cnidaria_Character_BP_Tameable'"

Ghost Event, Untameable
Ghost_Cnidaria_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Cnidaria/Ghost_Cnidaria_Character_BP.Ghost_Cnidaria_Character_BP'"


Deathworm
Normal
Deathworm_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Deathworm_Character_BP_Tameable.Deathworm_Character_BP_Tameable'"

Aberrant
Deathworm_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Deathworm_Character_BP_Aberrant_Tameable.Deathworm_Character_BP_Aberrant_Tameable'"

X-Deathworm
Volcano_Deathworm_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Volcano_Deathworm_Character_BP_Tameable.Volcano_Deathworm_Character_BP_Tameable'"

Alpha Untameable
MegaDeathworm_Character_BP_T_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/MegaDeathworm_Character_BP_T.MegaDeathworm_Character_BP_T'"

Ghost Event, Untameable
Ghost_Deathworm_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Ghost_Deathworm_Character_BP.Ghost_Deathworm_Character_BP'"

Iceworm Untameable
Iceworm_Character_BP_T_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Iceworm_Character_BP_T.Iceworm_Character_BP_T'"
* Doesn't spawn naturally - only exists as an alternative to the buggy abomination that is the vanilla Iceworms, as people often want to put them into ini spawns or something.

Iceworm Untameable
Deathworm_Character_BP_Corrupt_T_C
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Deathworm_Character_BP_Corrupt_T.Deathworm_Character_BP_Corrupt_T'"


Eurypterid
Normal
Euryp_Character_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Eurypterid/Euryp_Character_Tameable.Euryp_Character_Tameable'"

Aberrant
Euryp_Character_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Eurypterid/Euryp_Character_Aberrant_Tameable.Euryp_Character_Aberrant_Tameable'"

R-Eurypterid
Euryp_Character_Rockwell_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Eurypterid/Euryp_Character_Rockwell_Tameable.Euryp_Character_Rockwell_Tameable'"

Ghost Event, Untameable
Euryp_Character_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Eurypterid/Ghost_Euryp_Character.Ghost_Euryp_Character'"


Glowbug
Normal
Lightbug_Character_BaseBP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Lightbug/Lightbug_Character_BaseBP_Tameable.Lightbug_Character_BaseBP_Tameable'"

R-Glowbug
Lightbug_Character_BP_Rockwell_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Lightbug/Lightbug_Character_BP_Rockwell_Tameable.Lightbug_Character_BP_Rockwell_Tameable'"

Ghost Event, Untameable
Ghost_Lightbug_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Lightbug/Ghost_Lightbug_Character_BP.Ghost_Lightbug_Character_BP'"


Jug Bugs
Water
Jugbug_Water_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Water_Character_BP_Tameable.Jugbug_Water_Character_BP_Tameable'"

Aberrant Water
Jugbug_Water_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Water_Character_BP_Aberrant_Tameable.Jugbug_Water_Character_BP_Aberrant_Tameable'"

Oil
Jugbug_Oil_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Oil_Character_BP_Tameable.Jugbug_Oil_Character_BP_Tameable'"

Aberrant Oil
Jugbug_Oil_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Oil_Character_BP_Aberrant_Tameable.Jugbug_Oil_Character_BP_Aberrant_Tameable'"

Element
Jugbug_Element_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Element_Character_BP_Tameable.Jugbug_Element_Character_BP_Tameable'"

X-Jug Bug
Bog_Jugbug_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Bog_Jugbug_Character_BP_Tameable.Bog_Jugbug_Character_BP_Tameable'"

R-Jug Bug
Jugbug_Character_BP_Rockwell_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Jugbug_Character_BP_Rockwell_Tameable.Jugbug_Character_BP_Rockwell_Tameable'"

Ghost Event, Untameable
Ghost_Jugbug_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/JugBug/Ghost_Jugbug_Character_BP.Ghost_Jugbug_Character_BP'"



Leedsichthys
Normal
Leedsichthys_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Leedsichthys/Leedsichthys_Character_BP_Tameable.Leedsichthys_Character_BP_Tameable'"

X-Leedsichthys
Ocean_Leedsichthys_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Leedsichthys/Ocean_Leedsichthys_Character_BP_Tameable.Ocean_Leedsichthys_Character_BP_Tameable'"

Alpha Untameable
Alpha_Leedsichthys_Character_BP_T_C
"Blueprint'/Game/Mods/NoUntameables/Leedsichthys/Alpha_Leedsichthys_Character_BP_T.Alpha_Leedsichthys_Character_BP_T'"

Alpha Leedsichthys Ghost Event, Untameable
Ghost_Leedsichthys_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Leedsichthys/Ghost_Leedsichthys_Character_BP.Ghost_Leedsichthys_Character_BP'"
Spawn Codes (Dinos) 2
Meganerua
Normal
Dragonfly_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Dragonfly/Dragonfly_Character_BP_Tameable.Dragonfly_Character_BP_Tameable'"

Aberrant
Dragonfly_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Dragonfly/Dragonfly_Character_BP_Aberrant_Tameable.Dragonfly_Character_BP_Aberrant_Tameable'"

R-Meganerua
Dragonfly_Character_BP_Eden_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Dragonfly/Dragonfly_Character_BP_Eden_Tameable.Dragonfly_Character_BP_Eden_Tameable'"

Ghost Event, Untameable
Ghost_Dragonfly_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Dragonfly/Ghost_Dragonfly_Character_BP.Ghost_Dragonfly_Character_BP'"


Nameless

Normal
ChupaCabra_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Chupacabra/ChupaCabra_Character_BP_Tameable.ChupaCabra_Character_BP_Tameable'"

Surface
ChupaCabra_Character_BP_Tameable_Surface_C
"Blueprint'/Game/Mods/NoUntameables/Chupacabra/ChupaCabra_Character_BP_Tameable_Surface.ChupaCabra_Character_BP_Tameable_Surface'"
* If spawned as tamed, will immediately convert itself to the normal tameable version (ChupaCabra_Character_BP_Tameable_C)

R-Nameless
ChupaCabra_Character_BP_Rockwell_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Chupacabra/ChupaCabra_Character_BP_Rockwell_Tameable.ChupaCabra_Character_BP_Rockwell_Tameable'"

Ghost Event, Untameable
Ghost_ChupaCabra_Character_BP_C
"Blueprint'/Game/Mods/NoUntameables/Chupacabra/Ghost_ChupaCabra_Character_BP.Ghost_ChupaCabra_Character_BP'"


Reaper Queen
Use the variant labelled Wild for custom wild spawns
Tamed
Xenomorph_Character_BP_Female_Tamed_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/Xenomorph_Character_BP_Female_Tamed.Xenomorph_Character_BP_Female_Tamed'"

Gen-R Tamed
Xenomorph_Character_BP_Female_Tamed_Gen2_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/Xenomorph_Character_BP_Female_Tamed_Gen2.Xenomorph_Character_BP_Female_Tamed_Gen2'"

Wild Untameable
Xenomorph_Character_BP_Female_Wild_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/Xenomorph_Character_BP_Female_Wild.Xenomorph_Character_BP_Female_Wild'"

Gen-R Wild Untameable
Xenomorph_Character_BP_Female_Wild_Gen2_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/Xenomorph_Character_BP_Female_Wild_Gen2.Xenomorph_Character_BP_Female_Wild_Gen2'"

Ghost Event, Untameable
Ghost_Xenomorph_Character_BP_Female_Wild_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/Ghost_Xenomorph_Character_BP_Female_Wild.Ghost_Xenomorph_Character_BP_Female_Wild'"

Alpha Untameable
MegaXenomorph_Character_BP_Female_Wild_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/MegaXenomorph_Character_BP_Female_Wild.MegaXenomorph_Character_BP_Female_Wild'"

Gen-R Alpha Untameable
MegaXenomorph_Character_BP_Female_Wild_Gen2_C
"Blueprint'/Game/Mods/NoUntameables/NamelessQueen/MegaXenomorph_Character_BP_Female_Wild_Gen2.MegaXenomorph_Character_BP_Female_Wild_Gen2'"


Seeker

Normal
Pteroteuthis_Char_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Pteroteuthis/Pteroteuthis_Char_BP_Tameable.Pteroteuthis_Char_BP_Tameable'"

Surface
Pteroteuthis_Char_BP_Tameable_Surface_C
"Blueprint'/Game/Mods/NoUntameables/Pteroteuthis/Pteroteuthis_Char_BP_Tameable_Surface.Pteroteuthis_Char_BP_Tameable_Surface'"
* If spawned as tamed, will immediately convert itself to the normal tameable version (Pteroteuthis_Char_BP_Tameable_C)

R-Seeker
Pteroteuthis_Char_BP_Rockwell_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Pteroteuthis/Pteroteuthis_Char_BP_Rockwell_Tameable.Pteroteuthis_Char_BP_Rockwell_Tameable'"

X-Seeker
Lunar_Pteroteuthis_Char_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Pteroteuthis/Lunar_Pteroteuthis_Char_BP_Tameable.Lunar_Pteroteuthis_Char_BP_Tameable'"

Seeker Ghost Event, Untameable
Ghost_Pteroteuthis_Char_BP_C
"Blueprint'/Game/Mods/NoUntameables/Pteroteuthis/Ghost_Pteroteuthis_Char_BP.Ghost_Pteroteuthis_Char_BP'"


Titanomyrma

Queen
QueenAnt_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ant/QueenAnt_Character_BP_Tameable.QueenAnt_Character_BP_Tameable'"

Aberrant Queen
QueenAnt_Character_BP_Aberrant_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ant/QueenAnt_Character_BP_Aberrant_Tameable.QueenAnt_Character_BP_Aberrant_Tameable'"

X-Queen
Volcano_QueenAnt_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ant/Volcano_QueenAnt_Character_BP_Tameable.Volcano_QueenAnt_Character_BP_Tameable'"

R-Queen
QueenAnt_Character_BP_Eden_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Ant/QueenAnt_Character_BP_Eden_Tameable.QueenAnt_Character_BP_Eden_Tameable'"

Queen Ghost Event, Untameable
Ghost_QueenAnt_Character_BP_Event_C
"Blueprint'/Game/Mods/NoUntameables/Ant/Ghost_QueenAnt_Character_BP_Event.Ghost_QueenAnt_Character_BP_Event'"

Workers (Tamed Permanent)
Ant_Character_BP_Tamed_C
Ant_Character_BP_Aberrant_Tamed_C
Volcano_Ant_Character_BP_Tamed_C
Ant_Character_BP_Eden_Tamed_C

Workers (Temporary)
Ant_Character_BP_Minion_C
Ant_Character_BP_Aberrant_Minion_C
Volcano_Ant_Character_BP_Minion_C
Ant_Character_BP_Eden_Minion_C
Ghost_Ant_Character_BP_C

Soldiers (Tamed Permanent)
FlyingAnt_Character_BP_Tamed_C
FlyingAnt_Character_BP_Aberrant_Tamed_C
Volcano_FlyingAnt_Character_BP_Tamed_C
FlyingAnt_Character_BP_Eden_Tamed_C

Soldiers (Temporary)
FlyingAnt_Character_BP_Minion_C
FlyingAnt_Character_BP_Aberrant_Minion_C
Volcano_FlyingAnt_Character_BP_Minion_C
FlyingAnt_Character_BP_Eden_Minion_C
Ghost_FlyingAnt_Character_BP_C



Defense Unit
Normal
Defender_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Tank/Defender_Character_BP_Tameable.Defender_Character_BP_Tameable'"

Lunar (Wild Only)
Defender_Lunar_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Tank/Defender_Lunar_Character_BP_Tameable.Defender_Lunar_Character_BP_Tameable'"



Attack Drone
Normal
Drone_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Drone/Drone_Character_BP_Tameable.Drone_Character_BP_Tameable'"

Lunar (Wild Only)
Drone_Lunar_Character_BP_Tameable_C
"Blueprint'/Game/Mods/NoUntameables/Drone/Drone_Lunar_Character_BP_Tameable.Drone_Lunar_Character_BP_Tameable'"
Spawn Codes (Items)
Structures
Deathworm Trap
PrimalItemStructure_DeathwormTrap
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Trap/PrimalItemStructure_DeathwormTrap.PrimalItemStructure_DeathwormTrap'"


Saddles

Deathworm Saddle
PrimalItemArmor_DeathwormSaddle
"Blueprint'/Game/Mods/NoUntameables/Deathworm/Saddle/PrimalItemArmor_DeathwormSaddle.PrimalItemArmor_DeathwormSaddle'"

Costumes

Iceworm Costume
PrimalItemCostume_Iceworm_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_Iceworm.PrimalItemCostume_Iceworm'"

Corrupted Deathworm Costume
PrimalItemCostume_Corrupted_Deathworm_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_Corrupted_Deathworm.PrimalItemCostume_Corrupted_Deathworm'"

Ghost Ammonite Costume
PrimalItemCostume_GhostAmmonite_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostAmmonite.PrimalItemCostume_GhostAmmonite'"

Ghost Deathworm Costume
PrimalItemCostume_GhostDeathworm_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostDeathworm.PrimalItemCostume_GhostDeathworm'"

Ghost Jug Bug Costume
PrimalItemCostume_GhostJugBug_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostJugBug.PrimalItemCostume_GhostJugBug'"

Ghost Leedsichthys Costume
PrimalItemCostume_GhostLeedsichthys_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostLeedsichthys.PrimalItemCostume_GhostLeedsichthys'"

Ghost Nameless Costume
PrimalItemCostume_GhostChupacabra_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostChupacabra.PrimalItemCostume_GhostChupacabra'"

Ghost Reaper Queen Costume
PrimalItemCostume_GhostReaperQueen_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostReaperQueen.PrimalItemCostume_GhostReaperQueen'"

Ghost Titanomyrma Queen Costume
PrimalItemCostume_GhostAnt_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostAnt.PrimalItemCostume_GhostAnt'"

Ghost Eurypterid Costume
PrimalItemCostume_GhostEurypterid_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostEurypterid.PrimalItemCostume_GhostEurypterid'"

Ghost Glowbug Costume
PrimalItemCostume_GhostLightbug_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostLightbug.PrimalItemCostume_GhostLightbug'"

Ghost Seeker Costume
PrimalItemCostume_GhostSeeker_C
"Blueprint'/Game/Mods/NoUntameables/Costumes/PrimalItemCostume_GhostSeeker.PrimalItemCostume_GhostSeeker'"
Spawn Codes (Items) 2
Chibis

Chibi X-Ammonite
PrimalItemSkin_ChibiDino_Ammonite_Ocean_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Ammonite_Ocean.PrimalItemSkin_ChibiDino_Ammonite_Ocean'"

Chibi-Ghost Ammonite
PrimalItemSkin_ChibiDino_Ammonite_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Ammonite_Ghost.PrimalItemSkin_ChibiDino_Ammonite_Ghost'"

Chibi-Cnidaria (Remapped vanilla)
PrimalItemSkin_ChibiDino_Cnidaria_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Cnidaria.PrimalItemSkin_ChibiDino_Cnidaria'"

Chibi X-Cnidaria
PrimalItemSkin_ChibiDino_Cnidaria_Ocean_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Cnidaria_Ocean.PrimalItemSkin_ChibiDino_Cnidaria_Ocean'"

Chibi-Leedsichthys
PrimalItemSkin_ChibiDino_Leedsichthys_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Leedsichthys.PrimalItemSkin_ChibiDino_Leedsichthys"

Chibi-Ghost Leedsichthys
PrimalItemSkin_ChibiDino_Leedsichthys_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Leedsichthys_Ghost.PrimalItemSkin_ChibiDino_Leedsichthys_Ghost'"

Chibi-Deathworm
PrimalItemSkin_ChibiDino_Deathworm_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Deathworm.PrimalItemSkin_ChibiDino_Deathworm'"
* Equip requires SE

Chibi-Iceworm
PrimalItemSkin_ChibiDino_Iceworm_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Iceworm.PrimalItemSkin_ChibiDino_Iceworm'"
* Equip requires SE

Chibi-Ghost Deathworm
PrimalItemSkin_ChibiDino_Deathworm_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Deathworm_Ghost.PrimalItemSkin_ChibiDino_Deathworm_Ghost'"
* Equip requires SE

Chibi-Corrupted Deathworm
PrimalItemSkin_ChibiDino_Deathworm_Corrupt_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Deathworm_Corrupt.PrimalItemSkin_ChibiDino_Deathworm_Corrupt'"
* Equip requires SE

Chibi-Jug Bug (Water)
PrimalItemSkin_ChibiDino_JugBug_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug.PrimalItemSkin_ChibiDino_JugBug'"
* Equip requires SE

Chibi-Jug Bug (Oil)
PrimalItemSkin_ChibiDino_JugBug_Oil_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug_Oil.PrimalItemSkin_ChibiDino_JugBug_Oil'"
* Equip requires SE

Chibi-Jug Bug (Element)
PrimalItemSkin_ChibiDino_JugBug_Element_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug_Element.PrimalItemSkin_ChibiDino_JugBug_Element'"
* Equip requires SE

Chibi X-Jug Bug
PrimalItemSkin_ChibiDino_JugBug_Bog_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug_Bog.PrimalItemSkin_ChibiDino_JugBug_Bog"
* Equip requires SE

Chibi-R-Jug Bug
PrimalItemSkin_ChibiDino_JugBug_Rockwell_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug_Rockwell.PrimalItemSkin_ChibiDino_JugBug_Rockwell'"
* Equip requires SE

Chibi-Ghost Jug Bug
PrimalItemSkin_ChibiDino_JugBug_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_JugBug_Ghost.PrimalItemSkin_ChibiDino_JugBug_Ghost'"
* Equip requires SE

Chibi-Nameless
PrimalItemSkin_ChibiDino_Chupacabra_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Chupacabra.PrimalItemSkin_ChibiDino_Chupacabra'"
* Equip requires AB

Chibi-Ghost Nameless
PrimalItemSkin_ChibiDino_Chupacabra_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Chupacabra_Ghost.PrimalItemSkin_ChibiDino_Chupacabra_Ghost'"
* Equip requires AB

Chibi-Seeker (Flying)
PrimalItemSkin_ChibiDino_Pteroteuthis_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Pteroteuthis.PrimalItemSkin_ChibiDino_Pteroteuthis'"
* Equip requires AB

Chibi-R-Seeker
PrimalItemSkin_ChibiDino_Pteroteuthis_Rockwell_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Pteroteuthis_Rockwell.PrimalItemSkin_ChibiDino_Pteroteuthis_Rockwell'"
* Equip requires AB

Chibi-Ghost Seeker
PrimalItemSkin_ChibiDino_Pteroteuthis_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Pteroteuthis_Ghost.PrimalItemSkin_ChibiDino_Pteroteuthis_Ghost'"
* Equip requires AB

Chibi-Glowbug
PrimalItemSkin_ChibiDino_Lightbug_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Lightbug.PrimalItemSkin_ChibiDino_Lightbug'"
* Equip requires AB

Chibi-Ghost Glowbug
PrimalItemSkin_ChibiDino_Lightbug_Ghost_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Lightbug_Ghost.PrimalItemSkin_ChibiDino_Lightbug_Ghost'"
* Equip requires AB

Chibi-R-Glowbug
PrimalItemSkin_ChibiDino_Lightbug_Rockwell_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_Lightbug_Rockwell.PrimalItemSkin_ChibiDino_Lightbug_Rockwell'"
* Equip requires AB

Chibi-R-Reaper Queen
PrimalItemSkin_ChibiDino_ReaperQueen_Rockwell_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_ReaperQueen_Rockwell.PrimalItemSkin_ChibiDino_ReaperQueen_Rockwell'"
* Equip requires AB

Chibi-Ghost Reaper Queen
PrimalItemSkin_ChibiDino_ReaperQueen_Ghos_C
"Blueprint'/Game/Mods/NoUntameables/Chibi/PrimalItemSkin_ChibiDino_ReaperQueen_Ghost.PrimalItemSkin_ChibiDino_ReaperQueen_Ghost'"
* Equip requires AB
Mod Compatibility: Remaps, Default Buffs, Child Classes, and how things work
A "Remapped" creature is when the vanilla creature is replaced by a modded creature. Any time a vanilla creature is spawned, if it is set to be "remapped" by a mod the modded version will spawn instead.

What happens when two mods attempt to remap the same creature? The result is that one version doesn't spawn - you can't just fuse two Dodos from different mods into one creature so as a result the mod highest in the load order takes priority and the second mod's version of the Dodo doesn't spawn at all. However, it can still be summoned through admin commands and such, it's only natural spawns that are affected.

The reason why buffs are more compatible is that any amount of buffs can apply onto a creature - if mod A adds a buff that makes Dodos larger than normal and mod B adds a buff that makes Dodos explode when killed, as long as the two buffs don't interfere with eachother the end result is a large, explosive Dodo. Buffs make things much easier in terms of mod removal as well, since when the mod is removed only the buffs disappear rather than the entire creature (though there are methods to remap creatures and keep them persistent on mod removal, it's ultimately still better to use buffs).

Unfortunately, not everything can be edited through a buff. Large changes, particularly those that involve a creature's own internal mechanics, can be impossible to make without using a modded version of the creature. Just imagine trying to apply everything i've done on the Deathworms but without being able to reference anything the worm is actually doing in vanilla - even if you could get part of it to work, it would end up being a complete mess.

As a result, No Untameables resorts to remaps - however only the few creatures that are advertised in this mod are actually remapped. This means that with mods that use remaps of dinos, but don't specifically edit the dinos edited by this mod, will have little to no compatibility issues. There are also several other things done to increase compatibility with other mods.


Child Classes

When mods attempt to make a reference to another dino (such as checking if it's X species) often they'll include Child Classes of the original creature. A creature that is a Child Class is in short a version of the creature that "inherits" properties from the original - when the original has changes made, the changes apply onto all of the "children". There are many child classes in vanilla, such as Aberrant Raptors being a child class of the normal Raptor. Child Classes will be counted the same as vanilla for a lot of external references - for example, if you have a modded Dodo that does increased damage against Raptors, Aberrant Raptors would also count as a "Raptor" and take increased damage.

All creatures in No Untameables are a Child Class of the vanilla version, so they are easily referenced - they also have the same variables, so if another mod wanted to check if a Deathworm was "underground" the Deathworms from this mod would properly return as "underground" or "not underground".

There are other methods such as Tags (which is more reliable for checking mods since many don't use child classes of the original), but child classes are the easiest to check and in many cases are automatically counted. Most creatures in this mod have the same tag as their vanilla counterpart.


Default Buffs

Buffs are by far the best method for editing creatures, but in most cases remapped creatures won't be affected by the buffs from other mods even if they are intended to be identical to vanilla. This is because Default Buffs don't actually apply to any "child class" or copy of a creature, which all remaps are. Only the vanilla version can actually get the buff. However, I use a workaround for this by adding Default Buffs from other mods onto the creatures directly. Creatures in NU will search the game's data for default buffs that should apply to the vanilla version(s) and apply them onto themselves.

An example would be if someone used a buff to make Cnidaria burst into flame the moment they spawned. The NU Cnidaria would spawn, check if there are any default buffs for the vanilla Cnidaria, apply any found buffs, and as a result burst into flames just like the vanilla one would.

Certain buffs that break functionality are blocked though this has to be added manually from my side.



Other
Since not everything is perfect, there are a few other things i've done for specific mods to make sure everything works smoothly. This includes adding non-child classes of aggressive water dinos to the Ammonite's camo buff list and swapping some things around if certain mods are detected.

Compatibility issues that are reported can often be dealt with depending on if the other mod's author is willing to discuss it (since I usually have no idea what's going on from their side, and some issues just can't be fixed from my end).
Mod Compatibility: Vanilla Conversion & Mod Conversion Class
Vanilla Conversion

Allows most creatures to be converted into their vanilla counterpart. Stats and EXP will be kept, imprinting is kept if it exists. Please note that most creatures will be heavily bugged (many do not have inventories) as the vanilla version was never meant to be tamed.

The option to convert is found under the "Options" category on the radial wheel.


Mod Conversion Class

Allows creatures to be converted into another mod's version of it. The default option for the Cnidaria, Eurypterid, and Meganeura is the Better Dinos version (if the mod is currently running), you do not need to use this if attempting to convert them to the BD version. Conversion transfers all stats, items, EXP, and imprinting if any exists.

Requires a full class path in the format of /Game/Mods/ModName/ect, look at the Spawn Codes page of the mod.

Example:

ModConversionClassDragonfly=/Game/Mods/BetterDinosTest/Fish/BDDragonfly_Character_BP.BDDragonfly_Character_BP

The option to convert is found under the "Options" category on the radial wheel. The option to convert does not appear if nothing is entered into the config (unless Better Dinos is on the server, in which the few of the mentioned creatures are affected), if the class path is entered incorrectly, or if the class path is from a mod not currently running on the server.

Note that there are no restrictions on this, so blame your sever owner if they change it to something ridiculous like the Overseer and break something as a result.
Mod Compatibility: Mod Interactions
Most creatures from this mod can also be converted into another mod's creature by using the Mod Conversion Class ini config. This retains base stats, colors, EXP, imprinting, and more, and works in the same way as vanilla conversion. There are no restrictions to what can be entered on this ini config so blame your server admin if they set it to something ridiculous like the Overseer and break the game.

There are also some other interactions with specific mods listed below:

Extra QoL Items
Converters
All creatures with variants are added to the mod's conversion lists.

Better Dinos
Meganeura, Cnidaria, Eurypterid, and Ammonite
These 4 creatures will cause a remap conflict with Better Dinos, however both mod versions can exist on the server at the same time safely. Which mod's version spawns is dependent on what mod has higher load order. Additionally, both mods have a config option to prevent remapping of a specific creature - in this case, the next mod in line would take priority for spawns.

For the Cnidaria, Eurypterid, and Meganeura, can be converted from the NU version into the BD version and back through the Options menu if both mods are present on the server. This is simply just defaulting the Mod Conversion Class to the BD versions, so if something else is manually entered there this will not apply.

The BD Ammonite is not tameable, so the NU Ammonite does not have the option to convert to it by default, though it can be added by putting it into the mod conversion class ini config.

Ammonite Camo
All BD equivalents (including the Liopleurodon) of vanilla water creatures are included in the Ammonite's camo buff array and will be affected by the targeting prevention.

Deathworms
Deathworms will use a modified drop inventory consisting of both the possible drops from this mod and the BD edited loot table. Loot is not swapped if the prevent better deathworms option is enabled for that mod or if they currently have the Event inventory (random chance of chibi-deathworm dropping)

Misc
NU Cnidaria are harvestable by the BD Carbonemys
Baby Reaper Queens share the same milk preference as baby Reaper Kings
See AAD section for anything relating to AAD-BD-NU compatibility.



Additional Aberrant Dinos
Creatures in AAD with an Aberrant counterpart have a NU version that will spawn in place of the normal AAD one if this mod is in higher load order - note that this also requires NU being in higher priority than Better Dinos if that is also added (excluding the Jug Bugs).

NU Aberrants can be converted to "vanilla" if AAD is present and the option is enabled (the vanilla class being the AAD aberrant creature), and the modded class default is the Better Dinos version if one exists.

Only the Element Jug Bugs are in AAD, the Aberrant Oil/Water versions in this mod are still considered "extra" regardless and require manual addition to spawn containers.


Dino Storage
Cnidaria, Eurypterids, Ammonites, Jug Bugs, and Nameless can passively generate resources as long as their ini configs are not disabled. (Thanks Lethal!)



Shiny!
Buff Transfers
Wild Reaper Queens will transfer any "special" buffs (eg. Holographic) onto any reapers obtained from them. This does NOT apply to tamed queens, only wild, and buff transfer is guaranteed. Enraged is excluded from transferring.

Both wild and tamed Titanomyrma Queens have a 10% chance of passing on any "special" shiny buff (eg. Holographic) onto any Workers/Soldiers they spawn. Enraged is included as it prevents taming (avoiding any oddities with the enraged buff on tames).




Structures Plus
Mutator Exclusions
Reaper Queens are immune to the S+ Mutator's allow breeding/gender addition/ect buffs like the vanilla Reaper Kings. I have no intention of changing this.
(I'm not sure what's up with the Nanny and Reapers so that isn't something I can control - possibly related to how they manually set the imprint player.)


ARK: Additions
Ammonite Camo
All relevant amphibious or aquatic creatures are added to the Ammonite's prevent targeting buff. This applies to both the individual mod and collection versions.


Animals of Atlas
Ammonite Camo
All relevant amphibious or aquatic creatures are added to the Ammonite's prevent targeting buff.


Immersive Taming
Reaper Queens tamed through Immersive Taming are the "wild" variant and behave differently (same as vanilla forcetamed ones), however an option to convert them to the "tamed" variant in this mod is included.

Nameless are only aboveground while targeting something, so you may need to adjust some of IT's configs to allow them to be immersively tamed properly.

Seekers are currently incompatible with IT due to their taming logic (taming % will slowly decrease).


No Untameables Beta
Most creatures will not be deleted when switching between mod versions as long as at least one version of NU exists on the server. Anything exclusive to the beta however will be removed - this includes creatures, items, and any new features.

There is no reason to run both versions at the same time, unless for some reason you're just seeing how many mods you can add to a server before it crashes on startup.



Other
Most things that are dependent on some part of a vanilla creature or item (such as Deathworms aggroing onto War Drums, or Reaper Queens being mateboosted with Reaper Kings) also count all child classes of the original.