ARK: Survival Evolved

ARK: Survival Evolved

357 ratings
File Size
0.444 MB
Jul 10, 2015 @ 12:36am
Jun 22, 2016 @ 8:27pm
33 Change Notes ( view )

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This generic mod increased the light radius that torch emplacements illuminate when active (depending on fuel type), allows pickup of torches and campfires, adds collision based smoke effects for torches and campfires when using oil, speeds up iron ingot production in the forge (if high heat), and overhauls the fuel system.

Thanks to Mau5Craft for making the first (very early version) mod showcase of TorchBoost here!

Fuel changes (in order of burn priority):
- Gasoline: 45s duration (1.3x default wood), 4x light radius, 3x insulation, 2x insulation range, smoke effect, smoke inhalation debuff, starts regardless of conditions.
- Oil: 120s duration (2x sparkpowder), 2x light radius, 0.5x insulation, smoke effect, smoke inhalation debuff, requires gasoline fire.
- Thatch: 7.5s duration (1x default thatch), 1x light radius, 0.5x insulation.
- Wood: 30s duration (1x default wood), 2x light radius, 1x insulation requires thatch fire.
- Charcoal: 60s duration (1x sparkpowder), 3x light radius, 4x insulation, 2x insulation range, requires wood fire.
- Angler Gel: 240s duration (1x default angler), default light radius, 0.5x insulation, starts regardless of conditions and underwater, burning sound muted in torches (SP only).

Other changes:
- Standing Torch: Burns angler gel, thatch, wood, charcoal, gasoline, and oil. Wood does not produce charcoal here. Standard 13.3x multiplier to fuel duration. 0.5x multiplier to thermal range and insulation. 4x light radius. Pickup allowed if full hp. Small oil smoke particle if oil or gasoline used. Three inventory slots.
- Wall Torch: Burns angler gel, thatch, wood, charcoal, gasoline, and oil. Same additional changes as the standing torch.
- Campfire: Burns angler gel, thatch, wood, charcoal, gasoline, and oil. Pickup allowed if full hp. Large oil smoke particle if oil or gasoline used.
- Cooking Pot: Burns thatch, wood, charcoal, and gasoline.
- Preserving Bin: Burns only sparkpowder. Small insulation amount and range again (same as standing torch).
- Forge: Burns thatch, wood, and charcoal. Reordered burn priority to thatch, wood, charcoal. 2x faster wood consumption to help produce charcoal.
- Iron Ingots: Craft 4x as fast if charcoal has been used in the forge. (Old ingots are no longer craftable - now uses ark's default metal ingots.)
- Meat/Prime Meat: Cooking meat in the campfire with oil spoils quickly.
- Hand Torch: Lower insulation range to match standing torch. Increased light range. Reduced physics drag when thrown.
- Light radius/insulation values: These values will gradually change to their target value over 25s.
- Oil Smoke: CPU based particle effect that collides with structures. Can have a performance impact but requires a sg.EffectsQuality of 2 or 3. Set sg.EffectsQuality to 0 or 1 in GameUserSettings to disable.

Single player/Admins only:
- Two additional torches are available. Both do not require fuel nor consume themselves upon placement. InfiniteTorch has oil smoke and regular light range. InfiniteBoostedTorch has only the boosted light range. They can be added with:
cheat giveitem "Blueprint'/Game/Mods/TorchBoost2/StandingTorches/PIS_InfiniteTorch.PIS_InfiniteTorch'" 1 1 false
cheat giveitem "Blueprint'/Game/Mods/TorchBoost2/StandingTorches/PIS_InfiniteBoostedTorch.PIS_InfiniteBoostedTorch'" 1 1 false

--- Installation ---

Current updated version: Ark 242.8
Mod ID: 478736056
Stackability: TorchBoost only uses remap arrays so it can be arranged as low priority as you like but it may be overridden or incompatible with mods that replace the same items or structures.
Save compatibility: The mod is compatible with your current saved world but existing structures will not be changed. Any crafted (or cheated) in fuel burning structures after the mod has been installed will be denoted with an asterisk in their name. Your engrams for fuel burning structures may need to be re-learned but points will be refunded.
Primitive integration: Update your primitive server's game.ini (or any server using "bOnlyAllowSpecifiedEngrams=true") with my addendum[].

To run single player or local host (updates are automatic):
1. Subscribe
2. (Recommended) Backup your save directory: \steamapps\common\ARK\ShooterGame\Saved\SavedArksLocal
3. Launch the game and select "Host \ Local"
4. Select a map
5. Add TorchBoost to the active mod list
6. Play!

To run on a dedicated server (updates are manual for server admins):
1. Subscribe
2. Launch the game and close or minimize after it loads the mod (progress on the bottom right)
3. (Recommended) Backup your save directory: \ShooterGame\Saved\SavedArk####
4. Copy the directory \steamapps\common\ARK\ShooterGame\Content\Mods\478736056 and the 478736056.mod to the similar location on your server in the same fashion as the client
5. (Optional) Customize your server's launch parameters to change the map (Skip step 6 if you include the GameModIds as well here - example loads Apako map, PogLoot, and TorchBoost) like:
ShooterGameServer.exe -MapModId=469987622?GameModIds=469987622,478736056?listen
6. Customize your server's (\ShooterGame\Saved\Config\WindowsServer) GameUserSettings.ini to have mod IDs comma separated (no spaces) in order of priority like:
[ServerSettings] ActiveMods=469987622,478736056 ;example only for PogLoot(priority),TorchBoost(secondary)

Clients that do not have the required mods or map but attempt to connect to the modded server will be automatically subscribed to the mods so they can connect. Running the mod on a newer ARK version should have no issues. If you still need help be sure to read the Server FAQ or read my post here otherwise comment below.

--- Future Development ---

- Admin version of wall torches.
- TorchBoost Lite version to only provide extra additions (rather than replace).
- Metal tier of standing & wall torches that accept oil, gasoline, and automatic igniters.
- Nighttime automatic lighting device to be installed in metal tier of torches.
- Smoke inhalation debuff.
- Dyeable smoke.
- Weather based RNG: Rain may extinguish flames, however well-established fires (i.e. ones that have been burning for a significant period of time, or have bonuses based on type of fuel) do not have that risk.
- Tinder system for starting well-established fires (i.e. using thatch to start wood).
- Separate slot for fuel in structures.
- Mod ini configuration for things like forced smoke on torches/campfires.
- On demand script to replace and update any out of date structures.

Feel free to comment below for additions you feel the mod could use and I will do my best to accomplish them! Also, please do not hesitate to report any bugs.
Popular Discussions View All (7)
Aug 19, 2015 @ 7:25pm
PINNED: Collision based smoke feedback
Feb 9, 2016 @ 11:50pm
Piped cooking pot usage?
Jun 15, 2016 @ 5:34pm
PINNED: Avertise Your Server Running This Mod
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SilentInferno Jun 22 @ 2:22pm 
This mod is beautifull, i love collision based smoke. if only it affected other things that involved a fire, like the forge or the industrial grill.
Aerion Istari Feb 23 @ 4:25pm 
Good mod. I second the motion for the ability to adjust the brightness and light radius in an ini file.
mituru Jan 5 @ 1:30am 
this mod prevent cook ramb to ramb chop.
woodsguide May 14, 2017 @ 8:59pm 
is there a way to adjust teh radius of the light given off from the sources?

ie ini settings we can tweek?

Vas Apr 23, 2017 @ 8:14pm 
@Joe78man; Technically, charcoal produced properly lasts longer than wood does and may burn brighter too. However, charcoal obtained in the game, is not that. Its just used up fuel that is good for drawing on walls and leaving black dust all over your hands and pissing off your friends by filling their pockets with it so you can slow them down. Or make bullets out of it.

Charcoal produced properly, burns away 100% of all the useless material inside like the moisture and sappy stuff without harming the pure stuff that would make it a great fuel source. Ever barbecued over those black charcoal things you get in bags? Now those are great for fuel.
longyoc Feb 19, 2017 @ 6:14am 
dead mod broken
joe78man Nov 18, 2016 @ 1:27pm 
I don't think charcoal is a propper fuel source for light. It burns no fire or very small flame if the amount is high enough for the heat to produce a flame. Either is not a valid fuel source at all or the light produced should be very dim, usefull to cook and heat source, but there is no way charcoal serves for ilumination purposes
Vas Nov 16, 2016 @ 5:06am 
Oh, I actually like this idea for infinite torches better because it lets you choose your fuel type:
But I'd rather not mix torch mods up.
Vas Nov 15, 2016 @ 10:53am 
Just a thought but, what about an infinite angler gel torch? With boosted range.
TomberWolf Oct 21, 2016 @ 9:27am