ARK: Survival Evolved

ARK: Survival Evolved

Ocen: 566
ArkSettlements
 
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Ulubione
Ulubione
Usuń z ulubionych
Content Types: Mod, Structures, Visuals/Sounds
Rozmiar pliku
Zamieszczono
Zaktualizowano
43.641 MB
30 stycznia o 13:32
31 sierpnia o 4:23
Listy zmian: 31 ( zobacz )

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ArkSettlements

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W 1 kolekcji stworzonej przez Kiwiboys
Kiwis Ark Mod List
Przedmioty: 53
Opis
Current Version: BETA 3.5.16
Mod id=1640117392

|||||To close UI press (“Shift + E”)|||||
Note: Manual Build is now On by Default
About
Ark Settlements brings in a new level of gameplay to Ark by giving you the ability to build entire villages, manage and keep expanding them to grow them in to towering tech cities. Insure there are enough workers to work the industries including Food, Forestry and mining, whilst keeping the city hydrated with pumping stations and water wells. In time the mod will also have its own economy complete with shops and a global economy affecting the supply and demand factors of the city.

In short Ark, Settlements is a city building and management mod. It adds another level of game play on top of the Ark whilst not breaking the immersion or lore of the base game. Inspired by SimCity and City skylines this mod adds Plots to the game the three main types are Residential, Industrial and Supply buildings. Future updates will feature Commercial plots with a full supply and demand chain along with NPC civilians. If played on a server than the ability to sends trade caravans will be made possible along with one of the final features being City raiding.
Join the Discord server

https://discord.gg/v9JwVc8

Note:
NPC’s are only in phase 1 and will be further developed in future updates
Current Tasks
1. Currency Item
2. Shop and commerce plots

Current Bugs on the list to fix for next version
1.None
2.None

Quick Start

Starting a town
To start a settlement, you will need a city hall. This is the main object of any settlement and defines the level of the town. Once a plot is placed the town hall will be built and cycle time will be determined 20 minutes ahead of the c you can now place other plots down.
Next you will need some residents to work the many other plots that will be placed down, currently, there are two residents per residential plot. And each building requires at least 2 unemployed residents. Other plots can be placed down but will not reach level 1 until there are enough unemployed residents. On the other hand, if you have too many unemployed residents no more houses will be built.

Next, you will want to set up somewhere to store goods place down a warehouse plot to increase the minim cap of stored goods. Level 1 warehouses store 50 of each type. Following that, you will need water and supplies for the city place down one of each of these plots

Finally, we can start placing down industry plots there are currently 3 types of industry
, Food: Food industry’s supply the city with food either that is from hunting, ranching or framing.

Forestry: The forestry industry supplies the city with building materials such as wood thatch, fibre, and other grown items.

Mining/mineral: Mineral industries supply the city with stone, flint, obsidian and even Oil and higher levels.



Check Roadmap here: http://arksettlements.aperion-industries.com/Roadmap.html
Keep up to date with the Developer blog here: http://arksettlements.aperion-industries.com/blog.html
Learn with Mod Wiki Here: Still in development
Popularne dyskusje Zobacz wszystkie (7)
19
21 sierpnia o 3:42
PRZYPIĘTE: Bugs
Kiwiboys
5
1 czerwca o 4:23
mods that dont work together
Suur Renegade
5
12 lipca o 6:38
What use is this?
stephen.stribblehill
< >
Komentarzy: 401
Kiwiboys  [autor] 15 września o 5:39 
@Pixie if you can join the discord channel I need to update the Quickstart in the description as there have been quite a few changes since that was last written. The AI is purposely dumb as I have removed most of the standard AI and removed most of the interaction system as this is being replaced by a custom AI and interaction system. As for the tax box, you may need to add compliance plots (its easier than adding happiness plots) as you need 100% compliance to get the full income reward of 50% for only half and so on. The UI is also a little wacky at times but this will be receiving an upgrade as it was never supposed to be a final UI anyway. If you have any more questions, concerns or suggestions please feel free to stop by the discord myself and other players will help you where we can! thanks again for giving the mod a go
Pixie 15 września o 1:53 
I was excited by the idea of this mod initially. Time showed me the mobs seek out the nearest water and piruette. They also don't defend themselves and the females cannot be controlled. This makes keeping them alive very difficult.

Not even sure keeping them alive makes a difference. With no tutorials and nothing I can find on youtube to tell me whats going on its pretty hard to work it out.

The town hall has some info seems to mean this "turn" but the maths is wack ie 15 potential wood, In use -2, Remainder -20... I have no idea how to make anything produce any "tax" I can use.

Built 1 of each plot and a house to go with each and the tax box is empty meaning zero return for a lot of work in vanilla survival world.

Im sure this will be a great mod soon but I cant work it out in its current state.
Kiwiboys  [autor] 1 września o 17:35 
@SirGodSire I'll look at getting a proper page up and running. Since I've moved I still have gotten around to setting up my network server and all the network routing necessary to run the site. The best place for information though would be the discord. It has a while section on patchs and updates

@MahiiraTheHuntress It shouldn't matter it's a pretty clean mod so it shouldn't affect any other mods so mod order should be fine you will find the engrams in level 15 there's a plot builder but since you have a stacking mod you probably won't need it and can just build from inv.
SirGodSire 1 września o 10:45 
the links for your developer blog and roadmap do not appear to be working for me, is there a reliable place i can view patch notes?
Mahiira The Huntress 1 września o 8:48 
Hello! Really interested in this mod but is it best to place at the end of the mod list or top? I currently have a stacking mod, S+, Ancient Dragons and Wyverns, NoSleep Megalosaurus saddle, a furniture mod, Dino Tracker, Upgrade Station mod, Gravestone Recovery mod, Saddle mod, and one other mod I can’t seem to recall atm.
Kiwiboys  [autor] 26 sierpnia o 23:59 
@Kenichi Myra It shouldn't technically they are two different Dino types so I don't see any obvious issues that could occur.
Kenichi Nura 26 sierpnia o 19:59 
Would this have any complications if ran with the human npc's mod?
TankinatorFR 23 sierpnia o 5:52 
@Kiwiboys I am not sure that it's just a problem with stock piles not being counted as 2 workshops and 3 water plots were "not enought" to get any other building to work. Or maybe I am missing something. Maybe an UI overhaul will inded be clearer about what's the problem.
I do understand that what we see is mostly a WiP, and I I can only wish you good luck for this project and tell you that what you've done is already amazing. That's the kind of mod that can really make the game "feel better"...
Kiwiboys  [autor] 23 sierpnia o 2:57 
@TankinatorFR Ah ok maybe the UI message box isn’t large enough to fit then entire message either. In any case most buildings share the same requirement for both water and supply plots. I’m looking at overhauling the entire UI at some point as it was mostly a place holder to give some feed back to the player it was never supposed to be a final design. As for the stock piling I should definitely include that in to the base logic as , as of now the logic only takes in to account the incoming amount. Thanks for the feedback it really does help and feel free to join the discord if you haven’t already.
TankinatorFR 22 sierpnia o 1:15 
@Kiwiboys Thank you for your answer. I will have a look at it again. But, I am sceptikal. I was indeed able to get a message telling me that there wasn't enought water (nothing about supply). I was surprised. I believed that one water plot and 100 water stock would be enought to start a small village. Last time I tried, the city had a 200 stockpile of water and supply, 3 working water plots, 2 working supply plots, and the food, stone and wood plots were still not working.
But I will have a look again as soon as I can and will keep you informed. Thanks