ARK: Survival Evolved

ARK: Survival Evolved

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Rare Sightings Mod Guide
By Ertosi
Extra support information for the Rare Sightings mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=1300713111
   
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What are Cosmetic Buffs?
All core-game Rare Sightings now have a very small chance to spawn with extra abilities accompanied with an altered appearance. Despite their differences, they are still the same species as their vanilla counterparts. This is possible via "Cosmetic Buffs". Please keep the following in mind with cosmetic buffs:
  • Modded dinos will never have cosmetic buffs. Cosmetic buffs are reserved for vanilla dinos only.
  • Cosmetic buffs will be permanently lost if the mod is removed, or the affected dino is uploaded into an obelisk, transmitter, or cryopod. Once the buff is lost the buff is gone forever and the dino will revert to being fully vanilla once again. Additionally, tek cloners do not copy buffs from the original dino to the new. None of this is a bug, its merely how all buffs on dinos work.
  • Odds for any given RS to have a cosmetic buff will not be disclosed. Leave a little magic in this world. All that will be disclosed is the odds vary per species and vary by theme, not every species can have every buff, and it is possible for a single RS to have multiple cosmetic buffs although it is exceptionally rare for this to happen. RSs with a cosmetic buff will rarely also have a color scheme, but it is certainly possible to have both.
  • When a RS spawns with a cosmetic buff, it will be evident by its name. For brevity's sake, if an RS has multiple cosmetic buffs, some may not contribute to its wild name. In other words, it is possible for a really-rare sighting to have more cosmetic buffs then evident by its name; they will all be visibly apparent but only one or two would reflect in its name (the rarest or most obvious ones).
  • RSs will normally not spawn with cosmetic buffs (ie extra abilities) that would be redundant for their species (ex gills on an aquatic); those that do were included because I felt the difference in appearance was cool enough to justify inclusion, despite the redundant ability.
  • Once tamed, a RS with a cosmetic buff's name will immediately change back to its normal vanilla name. Which cosmetic buffs they have will still be evident by their appearance as well as by their extra buff icons which can be seen when riding them.
  • Some cosmetic buffs have multiple visual variations, meaning two dinos with the same one might still appear very different, making each even rarer and more unique.
  • Dinos with cosmetic buffs can still breed with their normal counterparts, but the cosmetic buff cannot be passed on to offspring. In other words, the only way to get a dino with a cosmetic buff is to catch it from the wild.
  • When admin-coloring dinos with a cosmetic buff, any extra parts will not be immediately colored, but will later "catch up" to the rest of the dino's coloration. It was set up like this on purpose in order to reduce server processing load and will not be altered.
    • On Dedicated, the new coloring will flicker until dino has entered and come out of stasis (ie render distance).
    • On Local (SP), the new coloring won't take effect until after exiting and re-entering the game.
  • Taxidermy Tools cannot capture the special appearance of cosmetic buffs, but they do capture color mutations.

Please note: To repeat, modded dinos will never have cosmetic buffs. Cosmetic Buffs are reserved for vanilla (unmodded) dinos only. This will never be changed. Any modded RSs will still have all of the other rewards for being a Rare Sighting.
List of possible Cosmetic Buffs
  • Really Rare: Rare sightings that have special traits are which are really rare, even compared to normal rares.
    • Crested: Regenerates extra stamina.
    • Dappled: +20% Weight. Coloration slowly shifts.
    • Feathered: Insulation for rider, Reduced Fall Damage.
    • Gilled: Dino can breathe underwater while being ridden.
    • Hairy: Greater Insulation for rider.
    • Horned: +20% Melee Damage boost.
      • Antlered: Alternate "horned" appearance.
      • Unihorn: Alternate "horned" appearance.
    • Iridescent: +20% Health. Coloration varies depending on viewing angle.
    • Lantern: Have a glowing bulb on their head. Their light can be toggled on/off by pressing "Q" while riding them, or from their menu wheel. Their light does not provide an aberration-style Charge; they are cosmetic only. Such an ability will not be added in the future.
    • Naked: +20% faster land speed.
    • Plated: +20% damage resistance due to their sturdier builds.
    • Quilled: Inflicts a small amount of bleeding damage to any dino which touches it (same-team is immune to effect).
    • Scaled: +20% Damage Reduction.
    • Alpha: A very powerful, and completely untamable member of its species.
    • Beta: Tamable sub-alphas; have the coloration of alphas and slight stat boost; don't have the extra size or OP stats. Betas also have a more subdued version of the alpha glow; specifically, they have the red floating embers but not the red fog effect. 10% boost to Damage, Damage Reduction and Speed.
  • Mythic Rares: Rare sightings infused with elemental traits. So rare that many might never even see them.
    • Druidic Dinos: Dinos turned into plant elementals.
      • Provides a boost to nearby growing crops.
        • The distance of the boost is approx. 8 foundations.
        • Specifically, the boost is to the greenhouse multiplier which is increased to x6 over the vanilla x4. Note that it doesn't scale linearly; for example, in a full greenhouse they will increase the crop boost from 300% to 500%.
        • Note this is designed to work with vanilla and vanilla-like crop plots (S+ included). It might not effect non-standard crop plots from other mods; it could even reduce the effectiveness of some already-boosted crop plot mods (if they also work by adjusting the greenhouse multiplier).
        • Note that the boost works in all game modes, but the crop plots' displayed % will only be visibly altered in Local Play.
    • Galvanic Dinos
      • 'Q' to initiate Electric Burst. Temporarily stuns all nearby dinos and players. Very short range; 30 sec cooldown.
        • Does not affect same-team dinos and players.
        • Range is equal to twice the host dino's capsule size; minimum of 2 foundations.
        • Keybinding cannot be changed and will not be altered.
    • Glacial Dinos
      • 'Q' to initiate Ice Burst. Temporarily chills all nearby dinos and players. Very short range; 30 sec cooldown.
        • Functions as Web but also drastically drops their temperature.
        • Does not affect same-team dinos and players.
        • Range is equal to twice the host dino's capsule size; minimum of 2 foundations.
        • Keybinding cannot be changed and will not be altered.
    • Phoenixkin Dinos: Dinos with the blood of a phoenix.
      • Fiery Rebirth: Upon dying, adult phoenixkin will be reborn as babies.
        • 24-hr cooldown timer.
        • Only affects tamed adult phoenixkin.
        • The reborn babies will have lost all experience and are unclaimed.
      • Gives their rider an insulation buff.
      • Poop pearls.
      • Having only a distant heritage of the phoenix, they have no abilities of a full phoenix. They do not shoot fire; they do not cook items.
    • Shadow Dinos: Dinos touched by the plane of shadows.
      • 20% increase to speed.
      • Do not breathe but still require normal food.
      • Partially insubstantial: Humans and other dinos can walk through them, however they are still blocked when trying to walk through humans and normal dinos. (Note: they still deal and receive damage normally from any sources.)
        • They will not respond to targeted whistles, due to their partially insubstantial nature. They will still respond to group whistles.
      • Reduced falling speed and take no falling damage.
      • Move nearly silently with no footsteps. (Effect varies by species.)
      • Do not require a saddle to ride.
      • Poop gas balls.
    • Starlight Dinos: Dinos covered in bioluminescent cells.
      • +20% Speed and Stamina. Flashing brightly attracts attention so they need to be swift to survive.
      • Immediately after being tamed, Starlight rares provide their owners with the ability to find better items from loot drops. This ability lasts as long as they have their newly-tamed rare sparkle.
      • Starlight rares can randomly regain their rare sparkle; this can happen once to twice every 24 hours. While they have their rare sparkle, they will once again provide their owners with the ability to find better loot from drops.
    • Stone Dinos: Elemental dinos carved from stone.
      • Are 5x heavier then their normal counterparts, which affects what can carry them.
      • 50% damage reduction; -50% movement speed.
      • Cannot fly or swim.
      • Do not breathe but still require normal food.
      • Poop stone.
    • Obsidian Dinos: A variant of the Stone Dinos with all of the same traits.
      • Poop obsidian.
  • Rare Diseases:
    • Rabid: Can pass Mega Rabies through its bites. Can be permanently cured with a Lesser Antidote.
    • Fevered: Can pass Swamp Fever through close proximity. Can be permanently cured with a Lesser Antidote. Note that while any RS has a chance to spawn with a rare fever, from them it will still only spread to its normal carriers (ie humans and dodos).
    • Note: Diseases often spur mutation. Because of this, rares with diseases have a much higher chance of having other rare traits!

Cosmetic Buff Icons
Cosmetic Buffs which give extra abilities or stat adjustments all come with a custom icon which can be seen when riding them. Besides the dino's visual changes, these icons can be used to determine which cosmetic buffs a dino has:

https://steamcommunity.com/sharedfiles/filedetails/?id=1597026060
*Note that icons for newer rare themes will not be immediately added to this legend. Only once several new ones have been added will I create a new version of this template.

Note: All RS unicorns will have a special cosmetic buff that allows them to spawn with colors and be admin colorable. It comes with no other abilities, no stat adjustments, no buff icon but follows all of the other rules of cosmetic buffs.
Rare Sightings Alphas
  • RS alphas are easily identifiable due to their increased speed, red glowing aura, and core-game-style alpha coloration. In addition, RS alphas also have the usual RS sparkling effect.
  • Nearly any species has a chance to turn into an Alpha. To avoid player confusion, core-game species that already have alpha variants will not be selected.
  • RS alphas are very similar to core-game alphas, but are not identical.
    • To approximate the stats of core-game alphas, all RS alphas move 3x as fast on land, 2x times in water, deal 3x damage, and can damage stone. Similarly, they cannot be knocked out, cannot suffocate, and are immune to traps.
    • While core-game alphas have approx. 16x health, RS alphas instead have a comparable amount of damage reduction. This choice was made on purpose to provide better mod stability (due to increases in HP often not replicating properly).
    • RS alphas have a wide range of personalities which varies per species.
    • For any other questions regarding RS alphas, play and find out. They are what they are.
  • Alpha RSs have their own loot drop.
    • Its default-setting items are basically the same as the normal RS loot drop, but with chance for a larger amount of rare resources to be given, and a large chance for higher quality items and bps to drop.
    • Like the normal RS loot drop, its contents can be fully edited using standard ARK ini options.
    • It can be admin-summoned using the admin command cheat summon SupplyCrate_RareSighting_Alpha_C
  • Two server ini commands have been added to control RS alpha spawns.
    • NoRareAlphas: Use this command if you wish to make sure RSs never, ever spawn as alphas. [bool (default false)]
    • RareAlphaChance: Adjusts the percentage of RSs that will spawn as Alpha RSs. A setting of 1 equals 100%. [float (default 0.05, aka 1/20; min > 0; max = 1; set to -1 for true zero)]
  • RS Alphas cannot be picked up. Note, the server option AllowSightingPickup only affects normal RSs, not alpha RSs. This will not be changed.
  • RS Alphas cannot be tamed. Force Taming them will cause them to instantly leave the ARK. Note, the server option NontamableSightings only affects normal RSs, not alpha RSs. This will not be changed.
  • RS Alphas have a much higher chance of spawning with "really-rare" traits.
  • If you never want smaller dinos to be selected as RS alphas, set the OnlyMountableSightings option equal to True.

Note that while the ability to tame RS Alphas will never be added, not even as a server option, RSs do have the chance to spawn as a Beta, which is a tamable sub-alpha. They have the coloration of Alphas without the OP stats or extra size.
Server Options - Standard Settings
Please insert the following code into your GameUserSettings.ini and custimize it to suit your server's needs:

[RareSightings]
SightingFrequencyMin=7200
SightingFrequencyMax=14400
SightingRemainTimeMin=10800
SightingRemainTimeMax=21600
TriesBeforeSkipping=10
CoordRoundingFactor=5
SightingMinLevel=150
SightingMaxLevel=180
MaxSimultaneousSightings=10
MessageDisplayTime=15
ReportFrequency=180

If you haven't set any values in your server's ini, then you're already using these default settings. You only need to add any if you want them changed.

Standard Settings: Each Option and What it Does
SightingFrequencyMin: The minimum time between Rare Sighting events. [float (default 7200 sec; aka 2 hrs; min <4sec)]

SightingFrequencyMax: The maximum time between Rare Sighting events. [float (default 14400 sec; aka 4 hrs; min <4sec; cannot be lower than SightingFrequencyMin; if same as SightingFrequencyMin will make sightings at exact regular intervals)]

SightingRemainTimeMin: The minimum time a wild Rare Sighting will stay on a server before disappearing. Setting it to -1 will disable wild rare sightings from leaving after a set amount of time has passed. [float (10800 sec default, aka 3 hrs; min 60 sec)]*

SightingRemainTimeMax: The maximum time a wild Rare Sighting will stay on a server before disappearing. [float (21600 sec default, aka 6 hrs; min 60 sec; cannot be lower than SightingRemainMin)]*
  • SightingRemainTimeMin and Max do not affect tamed RSs; only affects wild RSs.
  • Only one RS will leave a server at a time; upon doing so, it will reset the timer for all other RS. This means they will not necessarily leave in the same order they arrived in.

TriesBeforeSkipping: How many times code will randomly search for a proper dino to elevate to RS event status. Reduce setting to reduce server strain, at the cost of more sightings events getting skipped. Increase setting to reduce the chances of an individual event getting skipped, at the cost of more server computations. Do not recommend setting above 25. [int (default 10; min 1; max 50)]

CoordRoundingFactor: How accurate do you want the broadcast coordinates to be? Will round broadcast coordinates to this number. Decrease to make events easier, increase to make them harder. [int (default 5; min 1; max 25)]

SightingMinLevel: The minimum level you want your Rare Sightings to spawn in at. It is intended for this to be set at your normal maximum wild dino level. [int (default equal to server's Difficulty Value x 30 x 1.0, ex 150 for DV 5; min 1)]

SightingMaxLevel: The maximum level you want your Rare Sightings to spawn in at. Each one will spawn randomly between the min and max level settings defined here. Use this to determine how powerful you want your Rare Sightings to be. [int (defalt equal to server's Difficulty Value x 30 x 1.2, ex 180 for DV 5; aka 20% boost over vanilla max wild dino level; min 1; cannot be lower than [i]SightingMinLevel[/i])]
  • Keep in mind that just like in vanilla, RS wyverns and rock drakes will have a chance to spawn in up to 26.6% higher level than your maximum wild RS level, as their levels are calculated as DV * 38 rather than the usual DV * 30.

MaxSimultaneousSighting: How many Rare Sighting events do you want to go on at once? Setting it to -1 will remove the cap for the max amount of wild rare sightings possible at the same time (not recommended, as eventually numbers could grow enough to cause server lag). [int (default 10; min 1)]

MessageDisplayTime: How many seconds a Rare Sighting notification will remain on the screen. [float (default 15 sec; min <1)]

ReportFrequency: How often do you want the regular update to be broadcast to participating players? This setting is intended to be high because its not generating new events, just keeping players updated to which events are still active. [float (default 180 sec; aka 3 min; cannot be lower than MessageDisplayTime)]

Suggested Testing Settings
Please, please, don't leave it like this as it'll ruin the fun by making them far too frequent. What makes this mod so much fun is that its an occasional event that can pop up at any time. These settings are just suggested if you want to quickly test it out, and see what its all about without hours of lull in between sightings.

Remember to grab a radio and stick it in your hotbar!

[RareSightings]
SightingFrequencyMin=90
SightingFrequencyMax=180
SightingRemainTimeMin=120
SightingRemainTimeMax=240
TriesBeforeSkipping=15
MaxSimultaneousSightings=20
ReportFrequency=120
NoRadiosRequired=True
Server Options - Totally Optional Options
These all belong in your gameusersettings.ini file in the "[RareSightings]" block. Note that all bool settings are set to False as default (ie don't want them, don't add them). For example, to add and enable all optional server options:

[RareSightings]
NoRadiosRequired=True
FragileEars=True
FragileEyes=True
NontamableSightings=True
AllowSightingPickup=True
OnlyMountableSightings=True
AllowVariantSwapping=True
VariantSwapChance=0.5
NoReallyRares=True
NoRareAlphas=True
RareAlphaChance=0.05
NoRareAquatics=True
NoRareFlyers=True
NoRareDiseases=True
NoMythicRares=True
NoNinjaLoot=True
NoRareNames=True

Of course, chances are slim that you'd want all of these options turned on, so only include those you actually wish to have. Details for each option is given below.

  • NoRadiosRequired: Allow all players to automatically get basic Rare Sightings messages without needing a radio (new sightings, tames, deaths, and sightings leaving the server). [bool (default false)]
  • FragileEars: Turns off all the mod's sound effects, including the radio static noise made with the sighting messages. [bool (default false)]
  • FragileEyes: Turns off all of the mod's particle effects, including the slayer buff fx, rare sighting buff fx, and all upcoming special event buff fx. [bool (default false)]
  • NontamableSightings: Makes all Rare Sightings untamable. Good for servers that want Rare Sightings to be high-level, non-tamable boss events. Note that this setting does not affect Alpha RSs which will always be nontamable. [bool (default false)]
  • AllowSightingPickup: Allows players to pick up Rare Sightings. Note that this setting will not affect Alpha RSs which can never be picked up. [bool (default false)]
  • OnlyMountableSightings: Limits Rare Sightings to only mountable dinos. Don't want to waste your valuable Rare Sightings on little "trash" dinos? This is the setting for you! [bool (default false)]
  • AllowVariantSwapping: Allows for vanilla and aberrant dino variants of the same species to occasionally (50% chance by default) swap variants when they turn into Rare Sightings. Note it only affects core-game species that have both a normal and aberrant variant, not new aberrants added by mods. It will never cause a species to turn into a totally different species. [bool (default false)]
  • VariantSwapChance: Controls the chance of variants swapping between each other. AllowVariantSwapping must be set to True for this setting to function. [Float option; 0.5 by default (aka 50% chance of swap); must be between 0 and 1 (aka .001% and 100% chance of swap); Setting it to -1.0 sets it to true 0% chance.]
  • NoReallyRares: Completely stops any RSs from spawning with rare cosmetic buffs. Don't want RSs to have cool new abilities and bonuses? This is the setting option for you. [bool (default false)]
  • NoRareAlphas: Use this command if you wish to make sure RSs never, ever spawn as alphas. [bool (default false)]
  • RareAlphaChance: Adjusts the percentage of RSs that will spawn as Alpha RSs. A setting of 1 equals 100%. [float (default 0.05, aka 1/20; min > 0; max = 1; set to -1 for true zero)]
  • NoRareAquatics: Use this command if you wish to make sure RSs never spawn as aquatic species. [bool (default false)]
  • NoRareFlyers: Use this command if you wish to make sure RSs never spawn as flying species. [bool (default false)]
  • NoRareDiseases: Use this command if you wish to make sure RSs never spawn with rare diseases. Be warned that if you choose to use this setting, you will miss out on some future RS features. [bool (default false)]
  • NoMythicRares: Stops any and all Mythic Rares from spawning. Use this command if you don't want to have "anything weird". [bool (default false)]
  • NoNinjaLoot: Stops Slayer Rewards from being given when a player kills an unconscious dino. Use this option if you wish to discourage players from killing rares someone else is trying to tame. [bool (default false)]
  • NoRareNames: Removes the rare names from wild RSs. Effects wild RS names in all aspects of the mod, including broadcasts and when directly viewing wild Rares. [bool (default false)]
Server Options - Allowing Exotic Species
As with the other server options, these belong in your gameusersettings.ini file in the "[RareSightings]" block. For example, to add them all:

[RareSightings]
AllowCoreExoticRares=True
AllowSEExoticRares=True
AllowAbExoticRares=True
AllowExExoticRares=True
These settings allow for a very small number of Rare Sightings to spawn in as dinos normally found on other maps. You don't need to use them all; feel free to only use those that would help enhance your map's RS encounters. All three options are bools and are set to False by default.
  • These settings will bypass the OnlyMountableSightings setting, but only for exotic spawns.
  • The Core Exotic list only contains dinos found on neither the SE or Ab maps.
  • To maximize mod and map compatibility, none of these exotic lists contain flyers.
  • No other information will be disclosed as to what is or isn't on these lists.
  • The chances for a RS to be exotic will not be disclosed, nor will a server option be added to adjust it. Its not frequent; its just enough to add an occasional moment of excitement.
  • SE = Scorched Earth; Ab = Aberration; Ex = Extinction.
Server Options - Editing Slayer Loot Drops
The rewards given for slaying a Rare Sighting are contained within the class "SupplyCrate_RareSighting_C". The rewards for slaying an Alpha RS are contained within the class "SupplyCrate_RareSighting_Alpha_C". These rewards can be altered using the same core codes as any normal supply crate. Google Ark Server Configuration[ark.gamepedia.com] for more information on how to do this; specifically ConfigOverrideSupplyCrateItems.
  • You must add the configuration in your game.ini file under [/script/shootergame.shootergamemode]
  • Do not alter any one crate class more than once.

Two working examples are as follows:

Only Black Pearls and Element Ore (10-20 each per Rare Sighting)
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_RareSighting_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=2,MaxNumItems=2,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_BlackPearl_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0),(EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_ElementOre_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=20.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

Just Element (flat rate of 10 per Rare Sighting)
ConfigOverrideSupplyCrateItems=(SupplyCrateClassString="SupplyCrate_RareSighting_C",MinItemSets=1,MaxItemSets=1,NumItemSetsPower=1.0,bSetsRandomWithoutReplacement=true,ItemSets=((MinNumItems=1,MaxNumItems=1,NumItemsPower=1.0,SetWeight=1.0,bItemsRandomWithoutReplacement=true,ItemEntries=((EntryWeight=1.0,ItemClassStrings=("PrimalItemResource_Element_C"),ItemsWeights=(1.0),MinQuantity=10.0,MaxQuantity=10.0,MinQuality=1.0,MaxQuality=1.0,bForceBlueprint=false,ChanceToBeBlueprintOverride=0.0)))))

Altering the Alpha RS loot works the same; just switch out its class name in the SupplyCrateClassString part of the code above. Again, google or hit the ARK forums for more information on how to edit supply crates with server ini files.

NOTE: Editing loot tables is an advanced option, which is certainly not for everyone. The two examples above are posted because I know they work, so please stick with those if you are inexperienced with editing the ini files. You can certainly use them as a starting point to add different loot, but please do not do so unless you are willing to put in the time, research, and trial-and-error testing required to do so. Please do not post asking me to do so for you, as I'm simply not interested - there's more than enough info out on the net to help walk you through it if you're willing to put in the time.

Additional uses for the Rare Sighting Supply Crate
Like all supply crates, the Rare Sighting supply crates used to give out the Slayer Rewards can be manually spawned in using admin commands:

cheat summon SupplyCrate_RareSighting_C
cheat summon SupplyCrate_RareSighting_Alpha_C

Please note that while this is not its primary function, I'm posting this here as some server admin might find it useful for server events. To assist with this, I designed it to look as cool as possible. While its core bp is based off of a cave crate, its appearance is based off of one of the explorer note containers but also has some of the effects of a supply drop, combining for a pretty cool looking item. There are a few things to be aware of:
  • Like the rest of the cave crates, when it is placed it will hover in the air at approx. player head level. Place accordingly. Ghost would be needed to place it flush with the ground. This is not a bug, nor can it be altered; its just how all stationary loot crates function when manually spawned in.
  • It will spawn in sideways with the front facing your right. Place accordingly.
  • It will contain the same loot table as any Rare Sighting, and like them, will take into account any server overrides being used on their class.
  • Spawning one in is a really quick and easy way to test if your server overrides for Slayer Rewards are working!
  • They will last until they are used, although they will most likely disappear after a server reboot (untested).
  • Note that the only time you will see a RS Supply Crate is when you manually spawn them in. When given Slayer Rewards from killing an active Rare Sighting, the process is automatic, with the reward items being transferred immediately to the slaying player's inventory.

http://steamcommunity.com/sharedfiles/filedetails/?id=1308537901
Console Commands
The following console commands are used in game, just like any other admin commands.
  • cheat ScriptCommand RS countsightings - Will count how many Rare Sightings are currently on your map.
  • cheat ScriptCommand RS destroywildsightings - Will remove all wild Rare Sightings on the map.
  • cheat ScriptCommand RS attemptraresightingnow - Will attempt to initiate a Rare Sighting; is by no means guaranteed to succeed. Will only give you a message that the attempt was made, not if it succeeded or failed. Rare Sighting code is designed to minimize server strain and will only randomly select a limited number of dinos on the map and check if they are acceptable candidates for a Rare Sighting; if none are, the attempt fails. The attempt will also fail if your map is already currently at the maximum number of wild Rare Sightings allowed on your map, as set in your Server Settings.
  • cheat ScriptCommand RS LeaveForeverNow - Will randomly select a current wild Rare Sighting to leave the server forever; will broadcast the leaving message to all participating players.
  • cheat ScriptCommand RS SightingMinMaxLevels - Will in-game message the user the server's Difficulty Value, their server's Min and Max wild RS levels, as well as the even higher adjusted levels wild RS wyverns and rock drakes can spawn in at.
Helpful Vanilla Spawn Codes
GPS
cheat GiveItemNum 72 1 1 0

Radio
cheat GiveItemNum 141 1 1 0
Mod Policy and Subscription Terms
Mod Policy
•By installing and using this mod, you agree to its Policy and Subscription Terms.
•Updates can be seen in the "Change Notes" tab.
•This mod is made to work with the core game and not around other mods. Read the documentation and use common sense when combining it with other mods.
•English is the only language used by this mod; no exceptions.
•No requests. Consider this mod as-is and exactly how I want it.
•Posts which fail to follow this policy or which fail to show common courtesy will be deleted without notice.

Subscription Terms
By installing this mod and using it, you agree to the following:

1. No part of this mod can be used for the purposes of donations or any form of monetization with out the consent of the creator. Doing so, would be a violation of the Creative Commons license attached to this mod. Installing this mod, means you have agreed to the license terms.

2. Steam users that harass, insult, argue with, lecture or otherwise pester the creator, other mod developers, or any other steam user on RS's Steam Page, are subject to being banned from comments, and from the mod itself. Banned players will not be allowed to use any features of this mod, nor any one they are in a tribe with. Banned players that are server admin, will have all features of the mod deactivated for their server.

These terms are subject to change.