ARK: Survival Evolved

ARK: Survival Evolved

Rare Sightings
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Update: Jul 5, 2018 @ 9:26am

v1.05.01

Added more cosmetic buff support for Aberrant variants.

Update: Jul 1, 2018 @ 10:30am

v1.05.0

  • Released the first batch of "Mythic" Rares. Mythic Rares are rare-themed dinos with traits more magical than normal RSs. They are even more rare than other themed RSs. (Note, if a trait is not specifically listed here, consider it exactly the same as their vanilla counterpart.)
    • 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.
    • 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.
  • Added new server option NoMythicRares which will stop any of the Mythic Rares from spawning on your server. Use this option if you don't want to have "anything weird." [bool (default false)]
  • Added new server option NoNinjaLoot which will stop 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)]
  • Gilled flying dinos can now swim under water (only while mounted).
  • Updated RS themes to work better with the TLC Phase 2 dino changes.
  • Smoothed RS selection process by grouping mutually exclusive themes. (Change will be invisible to players but will seemingly result in themed rares being selected a little more often by increasing their compatible combinations.)
  • Special case added for Naked Argents: as they have no feathers, they can no longer fly. Instead, they have a greatly increased movement speed and can run.
  • Bug Fixes:
    • Corrected a case where an RS can use a broken variable as its new dino name.

Update: Apr 29, 2018 @ 3:00pm

v1.05.0

  • Added four new Rare dino themes:
    • Added new Crested dino theme.
    • Added new Beta dino theme: 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.
    • Added new diseased dino themes: Rabid and Fevered. Can spread their diseases to nearby dinos and players. Rare diseases can be cured, as normal, with a Lesser Antidote.
      • Scared of the idea of rare diseases? Feel free to use the new server option mentioned below, NoRareDiseases, but be warned, you'll also be choosing to miss out on some of new features coming to RS in a future update. No further details will be given at this time.
    • Please see the Cosmetic Buffs thread for more details on all four of these new dino themes.
  • Added three new server options:
    • 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)]
    • Please see the Server Options thread for more details on how to use these settings.

Update: Mar 20, 2018 @ 8:47am

v1.04.0

Added the possibility for RSs to spawn as 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. See the Server Options discussion for more details on how to do this.
    • It can be admin-summoned using the admin command cheat summon SupplyCrate_RareSighting_Alpha_C
  • Two new 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.

Additional Changes
  • Slayer Buff particle effects have been changed.
    • The particle effects for slaying a normal RS now match the normal RS sparkling particle effects.
    • Slaying an alpha RS also gives the player the red alpha buff in addition to the sparkling effects.
    • The particles for both have been raised higher relative to the player, now giving them more of the appearance of a cloud over the player's head.

Update: Mar 17, 2018 @ 5:00am

v1.03.1

  • Added "quilled" rare theme.
  • Added an additional check to exclude juvenile and adolescent dinos from getting selected for RS events.

    Update: Mar 15, 2018 @ 10:47am

    v1.3

    Really-rare sightings are here. All 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:

    • Cosmetic buffs will be permanently lost if the mod is removed, or the affected dino is uploaded into an obelisk or transmitter. Once the buff is lost, the dino will revert to being fully vanilla once again.
    • 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 per 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.
    • 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 "catch up" to the rest of the dino's coloration after it has gone into and back out of stasis (except Local Play, which takes a server reboot before taking effect). It was set up like this on purpose in order to reduce server processing load and will not be altered.

    Don't want really-rare sightings?
    Added new server option NoReallyRares to completely stop any RSs from spawning with rare cosmetic buffs. Bool option; disabled by default; set equal to 1 to enable.

    Current possible Rare Cosmetic Buffs:
    SPOILERS BELOW
    • Horned: 20% Melee Damage boost.
      • Antlered: Alternate "horned" appearance.
      • Unihorn: Alternate "horned" appearance.
    • Scaled: 20% Damage Reduction.
    • Naked: 20% faster land speed.
    • Feathered: Insulation for rider, Reduced Fall Damage.
    • Hairy: Greater Insulation for rider.
    • Gilled: Dino can breathe underwater.
    SPOILERS ABOVE

    Update: Mar 8, 2018 @ 4:49pm

    v1.21

    New Features
    • Added three new server options which allow for a very small number of Rare Sightings to be dinos normally found on other maps: AllowCoreExoticRares, AllowSEExoticRares, and AllowAbExoticRares. All three options are disabled 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.
    • Added a new console command cheat ScriptCommand RS SightingMinMaxLevels which 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.

    Mod Changes
    • Wild RSs now only spawn with levels which are multiples of a server's Difficulty Value, like normal dinos.
    • Wild RS Wyverns and Rock Drakes will have a chance to spawn a bit higher level than other RSs, exactly mirroring how their normal counterparts can spawn higher than normal dinos. In other words, exactly how vanilla ones can spawn up to 26.6% higher than your max dino level, RS wyverns and rock drakes can spawn 26.6% higher than your SightingMaxLevel and other RSs. (DV * 38 vs DV * 30)
      • When checking for wyverns and drakes, the check is made by Dino Tag (Wyvern and RockDrake) in order to provide maximum mod compatibility.
    • The console command cheat ScriptCommand RS attemptraresightingnow will now display an in-game message letting the user know if their server has already reached their max simultaneous RS limit.


    Bug Fixes
    • Corrected a calculation for the default SightingMaxLevel value.
    • Corrected the Dun color scheme, as it wasn't getting selected before.

    Note: All RS pinned discussion OPs have been updated to reflect these changes.

    Update: Mar 5, 2018 @ 3:26pm

    v1.2

    Note!: Due to the importance of clearing out all of the older wild Rare Sightings when this update is installed, this update will force the DestroyWildSightings console command the first time it loads. Rare Sightings will then be able to accumulate as normal between server loads.

    Note!: Due to the number of mod users force-spawning in some of the behind-the-scenes dino files needed for this mod to operate, all "_Rare"-class creatures (wild, tamed, doesn't matter) which are not part of current Rare Sightings events will be auto-deleted. Any time they are force-spawned in by admin or by adding their classes to map spawners via server ini, they will immediately despawn. Those codes aren't given for a reason and mods should only be used as directed. (Local Play users are strongly urged to disable hibernation by adding "-PreventHibernation" to their startup line, if they have not already done so, as hibernation will automatically trigger this. Any problems encountered by players who have not done so will be fully considered user-side issues.)

    Mod Changes
    • Removed all of the old external message logs and reports from the main event loops. All that remains now are logs for actual errors and when any RS console commands are being used.
    • Moved all of the code checks for dino selection up a level. This means dinos from more mods could be selected for Rare Sightings events. Its does not mean modded dinos will have special colorings; that remains unchanged.
    • Altered the default settings for SightingMinLevel and SightingMaxLevel. Their default settings will now automatically scale to each server's settings, other mods that might affect it not included. SightingMinLevel will be the server's Difficulty Value x 30 x 1.0 (aka normal max level for that server) and SightingMaxLevel will be Difficulty Value x 30 x 1.2 (aka 20% higher than max level). For example, if a server is at the default Difficulty Value of 5, their Rare Sightings will spawn at levels between 150 and 180.
    • Completely reworked how the Rare Sightings event process works under the hood. Will have minimal impact on actual gameplay but will greatly increase the stability of the coding as well as make future upgrades much easier.
      Things to be aware of with this change:
      • Wild Rare Sightings will all now be able to be tamed normally for their species (ie no more having to tranq tame all RSs).
      • Wild Rare Sightings will no longer have active inventories (ie carnivore RSs will no longer gather meat while wild).
      • Freshly tamed Rare Sightings will still have a mating cool down timer. (This will never go away/be changed.)
      • Most of the species previously blocked from RS events are now included for event selection. (No, I still will not give this list out.)

    Bug Fixes
    • Fixed a bug where color scheme names from the previous RS was being passed to non-colored (modded) RSs that followed.

    New Server Options
    • Added new server option EnableVerboseLogs to force all of the old server logs to display again. Bool option; disabled by default; set equals to 1 to enable.
    • Added new server option AllowVariantSwapping which, if enabled, will allow vanilla and aberrant dino variants of the same species to occasionally (50% chance by default) swap variants when they turn into Rare Sightings. Bool option; disabled by default; set equal to 1 to enable.
    • Added a new server option VariantSwapChance which can control the chance of variants swapping between each other. AllowVariantSwapping must be enabled 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.

    Note: All mod documentation has been updated to reflect this mod update.

    Update: Mar 1, 2018 @ 7:37am

    v1.14

    • Altered the settings of MaxSimultaneousSightings. Setting it to -1 now means no cap on simultaneous sightings.
    • Altered the settings of SightingRemainTimeMin. Setting it to -1 now means wild rare sightings will not leave the server after a set amount of time.
    • Cleaned up coding, making it easier to work with for future upgrades.

    Note: The Server Options OP has been changed to include these new settings choices.

    Update: Feb 25, 2018 @ 5:33pm

    v1.13

    Rare Sightings will now leave an ARK, after a while, if not tamed or slain. The default length of stay for a Rare Sighting is 3-6 hours, configurable by server settings.

    [RareSightings]
    SightingRemainTimeMin=10800
    SightingRemainTimeMax=21600

    SightingRemainTimeMin: The minimum time a wild Rare Sighting will stay on a server before disappearing. [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 2 hrs; min 60 sec; cannot be lower than SightingRemainTimeMin)]

    Note:
    • These settings do not affect tamed RSs (neither already tamed nor future tames); only affects wild RSs.
    • When a RS leaves your server, it will be broadcast to all players holding a radio, just like when new RSs are spotted, tamed, or slain. Is affected by the server setting NoRadiosRequired.
    • 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.