ARK: Survival Evolved

ARK: Survival Evolved

1,119 ratings
Homing Pigeon
Content Types: Mod, Structures, Creatures
File Size
8.658 MB
Mar 29, 2016 @ 2:40am
May 10 @ 6:07am
28 Change Notes ( view )

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Homing Pigeon

In 1 collection by PommieGamer
PommieGamer - ARK: Survival Evolved | Server Mod Collection
11 items
Flyers equipped with the Homing Pigeon Leg Ring will automatically attempt to return to the specified, or the closest Homing Pigeon Flag owned by the tribe, in the event that the rider dies.

Simply place Homing Pigeon Flag(s) to act as rally points for flyers, and equip your flyers with the Homing Pigeon Leg Ring via the costume slot.

  • Auto-return to Flag - Flyer automatically returns to a Homing Pigeon Flag when its rider is killed. See ARK v259.0+ breaking change thread.
  • Send to Flag - Manually send a flyer to a specific flag.
  • Recall to Flag - Manually recall a flyer to a specific flag.
  • Set a default return flag per flyer - either a specific flag, or the closest tribe owned flag to the flyer.
  • Tribe Log support - Homing Pigeon notifications are recorded in the tribe log.
  • Rename Homing Pigeon Flags - handy to know which is which and where your flyer is flying to.
  • Custom Flight Path algorithm - Sends the flyer to a dynamic altitude to mitigate collisions.
  • Custom collision avoidance system - enabling flyers to navigate around obstacles while on route to destination.

Mod & DLC Support

Homing Pigeon has officially integrated with the following third-party mods and DLC, and has been verified as compatible and working:

Support the mod

Like this mod and want to help support it? Why not buy me a cup of coffee or a beer? Donations are never solicited or expected, but are always very much appreciated!


About the mod

Troubleshooting & Bugs

If you are having issues with the mod, read the Troubleshooting guide for help. Please report any bugs under the 'Bugs' thread. Please consult the 'Known bugs' before posting.

Admin Cheat Codes

See 'Admin Cheat Codes' thread

GameUserSettings.ini Configuration
See 'Homing Pigeon GameUserSettings.ini Configuration' thread

Suggestions / Feedback

I would love to hear your suggestions and feedback on this mod. Please feel free to share your comments and ideas with me over on the 'Suggestions / Feedback' thread, and I'll try to incorporate the best ones into the mod.

If you love 'ARK: Survival Evolved' and want more, why not check out my YouTube Channel?
Popular Discussions View All (31)
Jul 18 @ 12:46pm
PINNED: v259.0+ ARK Patch + Auto-Return Not Functioning
1 hour ago
Jul 20 @ 1:55pm
PINNED: Servers running Homing Pigeon
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Traxis 1 hour ago 
@PommieGamer No hurry, take your time and try to enjoy your trip (even if it's for work ). The update can wait.
PommieGamer  [author] 1 hour ago 
@Traxis thanks for the link. Sadly I am in NYC for two weeks for work, so I won't be able to work on a fix until after I arrive back in Sydney. Will keep you guys posted on my progress when I return.
Traxis 9 hours ago 
ARK Dev Kit v264.0 has been posted and uploaded to Google Drive here [].
PommieGamer  [author] Jul 21 @ 12:48am 
@(FBRDU) Sir Bearington This is likely related to the v259.0+ bug, assuming you're running a dedicated server.

From what I can gather Wildcard have introduced a new hibernation system (which either supersedes or is an update to the pre v259.0 stasis system), basically when flyers become network irrelevant they stop doing anything. The current code in the mod handles the stasis system, but not the hibernation system - which is why I need the update for the dev kit to fix.

The 50/50 bug may or may not be a thing, I've not been able to reproduce it yet which is frustrating.

Sorry for the poor experience, unfortunately there have been so many changes that have happened which may have caused these issues, that I am unable to address as of yet because I Wildcard haven't released the latest Dev Kit to us modders yet.

When the update is out I will be devoting all of my free time to finding and fixing these issues.
(FBRDU) Sir Bearington Jul 20 @ 9:07pm 
@PommieGamer i did go to the FAQ/Bug thread after posting, to which i got my mate to go check 50,50 for the Quetz we have to no luck there, i also linked him the bug page as well. as for the map we are running The Island.

Thanks for the heads up about checking the position to where they are requested to return to, i'll go check that out shortly.

As for the Transponders we are still rather new to the game and still testing out certian items learning about them all, that is one we havent gotten around to yet.

Thanks for your help :)
PommieGamer  [author] Jul 20 @ 5:30pm 
@(FBRDU) Sir Bearington It is normal for the flyers to fly straight up (see FAQ's thread , but to never return no that would indicate a problem. As already mentioned the v259.0 game patch broke some of the functionality in the mod (see this thread for info ), while this has been confirmed for Auto-return but it may also affect other features until such time that I can release a fix (currently blocked as I am awaiting the Dev Kit update).

Depending on the map you are running it is possible that they are stuck on the ceiling bounds. Search directly up from the position from which they were when they were requested to return.

Which map are you running?

And as always, I recommend equipping flyers with GPS transponder so that you can locate them in the event of something going wrong.
(FBRDU) Sir Bearington Jul 20 @ 3:02am 
@PommieGamer just wanting to know with this mod is it normal for the requested flyer to fly stright up into the air and just never return to the requested beacon? this has happened to me a few times now and iv almost lost a quetz and still missing one that is in an unknown location, but also cant currently locate some of my other flyers despite them bring in the air when i set them or requested them to go home. no obsticals in the way of their flight path.
PommieGamer  [author] Jul 18 @ 5:55pm 
@mrshadow thanks for the info, will definitely take a look at the 50,50 barrier and account for that when I make changes. Hopefully I can come up with a dynamic way of detecting the ceiling barrier so that I don't have to do this on a per map basis - as it appears map authors aren't consistent with where they position the ceiling bounds relative to the Max Kill Z height. Hopefully they are consistent with either the class they use for the Ceiling Bounds or the material instance they use, that would be one way I can detect the actor of the ceiling and calculate its height from there.
mrshadow Jul 17 @ 10:12pm 
thanks for the response! it looks like as of what I've seen there is only the one area that's high enough to be an issue.. so the mod is pretty functional on Ragnarok.. the only real issue I can see occurring is that the development zone barrier runs right next to 50,50 and I had a quetz end up on the other side of the barrier.. I do have the barrier disabled on my server so it wasn't an issue but I'm not sure if it will be on enabled servers..

I'm sure you know this already but I'm posting partially for other subsribers who have run into the same types of issues
PommieGamer  [author] Jul 17 @ 9:49pm 
@mrshadow you almost triggered me there ;-). I haven't done any testing as of yet on Ragnarok given the current breaking changes.

Plan of action is to find and fix this bug when the ARK Dev Kit is out. Once that is resolved I will release v2.8.0 of the mod, after which I will conduct testing on Ragnarok and adjust the flight path accordingly, releasing these changes under v2.8.1.

Longer term plan is to make the flight path a little smarter to be dynamic on a per map basis by detecting the position of the Ceiling Bounds rather than relying on a hardcoded percentage of Max Kill Z height.