ARK: Survival Evolved

ARK: Survival Evolved

161 ratings
[QoL, Open Source] Better Horde Mode
   
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Content Types: Mod, Creatures, Rebalancing
File Size
Posted
Updated
0.063 MB
May 28, 2020 @ 3:58pm
Jul 13, 2020 @ 7:02am
5 Change Notes ( view )

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[QoL, Open Source] Better Horde Mode

Description
Compatible with every Mod that spawns OSDs and Element Veins

OPEN SOURCE THREAD

This Mod finally makes OSDs and Element Veins bearable!

Don't you always get frustrated and annoyed when the counter again is at "5 Hostiles left" and you cannot seem to find them?
Well, it's your lucky day then!
After a specific amount of time (Default 60 Seconds), the "hostiles" get marked for death with a bright beacon, revealing their hiding position!
Optionally, this mod also features an option to kill off those lost Dinos after a specified amount of time. If you want to, you even can set those timings to super low values to essentially AFK everything (If you are into such things).
Also, the auto destruction range of the event basically is triple of the original value. You basically never have to worry about getting too far away from the event anymore!

Optional INI Settings (GameUserSettings.ini)
[BetterHordeMode] ; -- AUTO DESTROY -- ; Prevent the default behaviour of events dying/exploding when they go into stasis. ; This override is performed every 30 seconds for all active (started) events on the map. This means at least 30 seconds have to pass after an event was started for this to take effect! PreventEventStasisAutoDestruction=true ; Only running when above condition is true ; This basically acts as a new stasis range to prevent events from never despawning ; Everything below the Minimum Value will use the default value, as 25000.0 is the default stasis range ; This condition is checked every 30 seconds ; Minimum Value: 25000.0 EventAutoDestructionRange = 75000.0 ; -- DINO BEACON -- ; Wether or not to show a beacon to indicate the missing Dinos position DisableBeacon=false ; The time after spawn that has to pass to actually show the beacon (DisableBeacon has to be false) ; Only accepts values above 0 BeaconDelay=60.0 ; -- AUTO KILL -- ; Wether or not to use the stuff below. This logic (and the options below) only is applied when the beacon was already shown, or when it is disabled. DoKillWhenNotAttacking=false ; Dino didn't attack anything for X seconds. When this condition turns true, the Dino automatically is killed. When the beacon is enabled, this timer starts after it was shown! Otherwise it starts as soon as the Dino spawned. ; Only accepts values above 0 DoKillWhenNotAttackingFor=180.0 ; Check every X seconds for above condition ; Only accepts values above 0 DoKillCheckInterval=20.0

Mod ID
2112042937
Popular Discussions View All (2)
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Aug 3 @ 6:33pm
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Jul 16 @ 11:49am
PINNED: Open Source Info
Ferodra
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35 Comments
493085961 Dec 4 @ 7:14am 
so glad that it still works, nice job!
HIGSBO Sep 10 @ 8:30pm 
THANK YOU finally the community has to come out and fix what wildcard wont and they still want more money..
comical Jul 16 @ 10:22am 
hey,

the mod really make a big difference for us, but a few of my players have reported that sometime it wont show a beacon above buried reapers or say stegos that are a good distance away from the OSD. not sure if there is anything else that you can do but thought I'd mention it to you
fluffinator09 May 11 @ 2:42pm 
So I will be leaving AutoDestroy on until I figure out if I understand correctly... for reasons... but is it permanently present until completed? Or will eventually be destroyed by the game? I'd like the option to just increase the time, simply because I am a solo player 99.99% of the time (I set up a dedicated server, then I remembered I have no friends rip) so I can sometimes have something happen where I die, wander, etc. Is this the option, or something that could be added?
Jules Mar 5 @ 6:49pm 
Thank you for modding this! I just lost a red OSD because I had to go rescue a rex that ran off with two corrupted wyverns. I get back and it's despawned $#$%#$%^.
So this is great!
I have a request, can we get an option to extend the time before the first wave, or between waves too? Solo players like me that are using rexes need a few minutes to run around and position everything for the channels the horde will be coming through. I need to feed the velos too during the event, they stop attacking if they run out of food.
Ghenghis Mar 5 @ 10:36am 
Doing OSD's at 68,4 x 56.0, there is never a beacon or marker on the spawns.. and the old 2 remaining lasts a long time.. I've done three here now. Otherwise seems to work great!
Vanglar Nov 17, 2020 @ 9:41am 
Really great mod. It has helped a lot. I do still have some situations where the dinos seem too far away to receive a beacon and I end up searching for the last couple of them stuck on a rock. So, it's still happening but has cut down the frequency a lot.
comical Nov 16, 2020 @ 11:26pm 
thank you
Ferodra  [author] Nov 16, 2020 @ 11:24pm 
@comical
The timer indicates the time that has passed since the corrupted dino actually spawned. Sometimes, this is delayed by a bit, as there are countermeasurements for false negatives in place, because the dinos sometimes are not immediately registered as being part of the event.
comical Nov 16, 2020 @ 11:20pm 
Hi

I love the idea behind the mod. does the beacons show up XX seconds after that specific dino has spawned or i it just since the start of the event

or do it only show for example wave 4 dinos XX seconds after the start of wave 4?

thakns