ARK: Survival Evolved

ARK: Survival Evolved

Arkitect Structures (Core)
Showing 11-20 of 26 entries
< 1  2  3 >
Update: Dec 12, 2022 @ 12:47pm

Glass, Scaffold, and Clean Metal Update

New Tool
- The first and probably last tool I will add to this mod.
- Structure Gun. Must be learned, then it's crafted on your person or in the Core Crafting Bench
- Based on the Structure Gun from my Useful Tools mod, but modified to have a Glass Settings mode, along with some other tweaks.

New Parts and Variants
- Glass parts added for Core and Atlas
- Core has Wood and Metal glass tiers
- Atlas has Wood glass tier
- Glass structures include: Ceilings, Walls, Half Walls, Gables, Gable Peaks, Roofs, and Window Panes
- Canvas Glass walls and ceilings. Draw on them or apply PNT files like any canvas

New Variants
- Scaffold variants for Ceilings, Walls, Roofs in the Core Wood/Metal tiers and Atlas Thatch/Wood tiers
- New wood border variant for the Atlas Wood Gable Peak

Clean Metal
- Eddychomps was kind enough to share his modified textures and materials from his Clean Metal mod. No more rusty metal parts!

NOTES:
- Canvas Glass will impact performance the same way that normal canvas parts do (like the vanilla canvases or any mod canvases). If you have performance issues with too many canvas parts around, these Canvas Glass parts will have the same issue. If players on your server can't show restraint and follow a self-imposed limit, you can hide the engram entries for them.
- Glass tiers and Canvas Glass tiers have their own engram entries, so you can hide them via ini or adjust level requirements and point cost as you desire
- All the new glass parts provide Greenhouse effect, and this is not adjustable via ini because it isn't possible to do. I figure most people want them to act like greenhouse (including myself).
- Window Panes do not provide Greenhouse, and are also not tied to the Glass engram entries. In other words they get unlocked when you unlock the standard AS Wood, Stone, or Metal tiers.

Bug Fixes:
- Fixed TekGenEngramRequirementOverride ini so it will actually work now
- Improved the two EngramRequirementOverride ini options to reject incorrect entries gracefully.
- Fixed small annoying gaps in the metal ceiling
- Using Soap on AS:Atlas walls (or spraying them with the Useful Tools Pressure Washer) will no longer reset their model
- Fixed various snap bugs

New INI options:
MinimumGlassTransparency=0 (range is 0.0 to 1.0)
StructureGunAllowAdminToDemolishAnyTribe=false
StructureGunDisablePickupWhenDamaged=false
StructureGunCosmeticModesOnly=false
StructureGunPreventPickupOfTheseStructures= (see discussions section for how to use)
CoreWoodGlassStructureSetting=
CoreMetalGlassStructureSetting=
AtlasWoodGlassStructureSetting=


Thanks
Thanks to Eddy for his fantastic work on the glass materials, and again for sharing his Clean Metal assets.

Update: Oct 30, 2022 @ 9:14pm

Irrigation and Power update

New Irrigation/Electric parts:
- Pipes and Wires. Vertical/Diagonal are sized to fit AS/CKF wall height
- Half size pipes and wires.
- All pipes and wires can be hidden like the S+ pipes/wires.
- AS Pipes, Wires, and Fence Supports can now be hidden/unhidden from Ark's "Personal Use Menu" (hold R to access this menu)
- Water Junction. Use to irrigate your base without running pipes everywhere. Can be placed on any floor, or the ground. Range is ini configurable.
- Electric Junction. Same as Water Junction, but for power. Range is ini configurable.
- Generator. Non-tek electric generator. Configurable like S+ generator. Paintable, animated, adjustable volume.
- Tek Generator. Configurable like S+ generator. Adjustable volume.

Note regarding the new "Junction" parts:
- Junctions are meant as an alternative to S+ internal pipes and wires. I could have simply copied the internal parts and made them work with AS, but I wanted to come up with something of my own, and something that could work with any mod. Internal parts, due to how they work, can never realistically be made to work with any/all mods. Hence, Junctions.
- The junctions can place on any foundation from any mod (though the snapping stuff is unfortunately limited to AS for the usual technical reasons).
- Something to be mindful of is the Electric Junction is NOT an Outlet, though it looks very similar. It will not power things directly.
- Water Junctions will form links between each other over a limited range, as if they have pipes connecting them. If one of them is connected to a pipe system that has water, then all the Water Junctions in range of that irrigated Junction will have water too, and so will any pipes connected to them.
- Electric Junctions work the same exact way, except with power instead of water.
- For a picture demonstrating their function and use, go back to the home page of this mod and look in the picture carousel.

New Feature:
Structure Nudging
- Currently only works on Foundations by default, and only on a freshly-placed one that isn't attached to anything, and nothing is attached to it or placed on it. Place the foundation, open the Use menu, and you'll see options to raise or lower the foundation within a limited range. You can also reset it to its original placed position.

Bug Fixes:
- Adjusted all ceiling parts to fix a variety of existing snapping bugs and prevent further issues in the future. While I have done my best to prevent any issues with these changes, it is possible that existing placed ceilings may shift slightly from their current positions. Picking them up and placing them again will solve the issue if it occurs.
- Up/Down snap cycling on Square Roofs should work now when snapping to square ceilings and square hatchframes.
- Structure Damage ini settings should work now
- AdditionalSupportDistance ini should work now
- Added missing "Rotated" variant to Core Wood Hatchframe
- AS Foundations can no longer overlap each other when mixing regular and tall foundations. They can still replace each other if they are a different tier.

New Ini options:
Intake Pipe
- AllowIntakeToPlaceWithoutWater (true/false)(Default false)

All Junctions
- DestroyJunctionsIfNotInRangeOfBase (true/false)(Default True)(Only works if junctions are set to require a nearby base. When true, the junctions will check themselves on server start (or singleplayer start) and if they are no longer in range of a friendly foundation, they'll destroy themselves)

Electric Junctions
- ElectricJunctionRangeInFoundations (5-80)(Default 25)
- ElectricJunctionRequiresNearbyBase (true/false)(Default true)
- ElectricJunctionMaxRangeFromBaseInFoundations (1-80)(Default 5)

Water Junctions
- WaterJunctionAlwaysHasWater (true/false)(Default false)
- WaterJunctionRangeInFoundations (5-80)(Default 25)
- WaterJunctionRequiresNearbyBase (true/false)(Default true)
- WaterJunctionMaxRangeFromBaseInFoundations (1-80)(Default 5)

Both Generators
- DisableElectronicsDuringStorm (true/false)(Default false)

Electric Generator
- GeneratorSlotCount (1-1000)(Default 8)
- MaximumGeneratorVolume (Disabled, Low, Medium, High, Maximum)(Default Medium)

Tek Generator
- TekGeneratorSlotCount (1-1000)(Default 250)
- TekGeneratorFuelUseIntervalInSeconds (60-999999999)(Default 86400)
- MaximumTekGeneratorVolume (Disabled, Low, Medium, High, Maximum)(Default Medium)
- DisableAbilityToPlaceTekGeneratorOnSaddles (true/false)(Default false)
- TekGenEngramRequirementOverride=(any EngramEntry)(Default is "EngramEntry_TekGenerator" which is the vanilla tek generator. You can also put "None" to remove any pre-requisites.)

Structure Nudging
- AllowStructureNudging (0=off, 1=limited, 2=unlimited)(Default 1)
- AllowStructureNudgingOnSaddles (0=off, 1=limited, 2=unlimited)(Default 1)


Thanks:
Thanks to Eddychomps for sharing his paintable Generator model which animates when turned on, and also a model that I modified and repurposed to be the AS Electric Junction.
Thanks to Mythic_Kit for helping to test this update.

Update: Sep 5, 2022 @ 1:18am

"The Roof Cap Update"

New Features:
- Cycle through structure variants on any AS part that has them, before placing. T or Gamepad Right Shoulder button cycles forward, Shift-T or Gamepad Left Shoulder button cycles backward.
- New UI displays list of variants while you are placing a structure. It also shows "Snap Sets" if present (such as the angle snap sets on fence supports).
- The selected Structure Variant or Snap Set will persist until your character dies or you log out. This means, for example, if you want to place 10 fence supports in a straight line, you only have to cycle to the "Straight" option once. Same when placing structures with a specific variant.

32 New Parts (including 70 new roof models and 10 wall models):
- Square Roof Caps (10 total, 1 for each tier, between Core and Atlas). 6 models per cap for a total of 60 new roof cap shapes.
- Triangle Roof Caps (10 total)
- Gable Peaks (10 total)
- Corner/Valley Atlas Wood Stairs

Reworked models:
- Adobe triangle roof parts are now tiled like the square ones
- Core Wood triangle roof parts now have horizontal logs instead of vertical
- All other Core wood parts were reworked to look nicer and reduce their poly count a bit
- All Core thatch parts have had their poly count reduced by about half, with no noticeable loss in visual quality. Core Thatch parts had the highest triangle counts out of the 7 Core tiers. I will be trying to do the same to other tiers like Core Wood in future updates.
- Fixed weird shadows on Core Thatch parts (mainly near areas where ropes are lashed to the frame)

Consolidated parts:
- Ramp structure parts have been consolidated into their corresponding Stair part, as a variant. Existing Ramps will not vanish but you can no longer build or craft ramps. Build stairs instead, and switch them to the ramp variant. All stair parts now have ramp variants, even if the ramp is essentially just a roof model (this is a quality of life addition).
- Gables with separate left/right versions have been consolidated into 1 part with 2 variants. Between flipping them with E and cycling between the 2 variants, you still have access to everything you did before. It's just streamlined into fewer parts. Again, existing gables will not vanish.

Ini Changes:
- Removed ladder Quickclimb. It's apparently pretty bugged on most maps (I only tested it on The Island). If I can figure out what's wrong with it AND come up with a reliable fix, I will add it back in later. Don't hold your breath.

- As I have been warning everyone for the past month, I removed two pickup ini options, since there are official versions of each. This was to simplify/standardize the mod, and to fix an issue where server owners could not set AS structures to only be pickable for a limited amount of time. The official pickup timer will now work on AS parts.
DisablePickup=
DisablePickupDelayTimer=
- Going forward you can use the official version of each, which go under the [ServerSettings] header in your GUS.ini
AlwaysAllowStructurePickup=
StructurePickupHoldDuration=

Bug Fixes:
- Fixed door/gate/hatches so other structures placed near them can still be interacted with, and smaller dinos parked near them can still be mounted.
- Flipped the direction of the Tek Doorway and Tek Double Doorway models, so they face the proper way.
- Fixed decay timers for all structures. They should now decay at the same rate as vanilla (Core/Atlas Wood will decay like Vanilla Wood, metal like metal, etc).
- Adobe parts will now protect properly against heatwaves on Scorched Earth. An unavoidable side effect of fixing this is their damage resistance can no longer be modified via ini (previously they followed whatever Stone was set to).
- Doors should now remember their auto-close delay timer when the server reboots
- Doors should also remember their Disable Sound state when the server reboots
- Disable Sound option should no longer be visible to non-tribe members
- Fixed various issues with Thatch parts and random other parts not getting correct structure settings
- Fixed all Greenhouse parts to make sure they give greenhouse effect.

Snap Additions:
- A few new snaps added between various parts
- Pillars can now cycle between center and corner snaps. This only works between AS parts (no way to help that, sorry).
- Square Roof parts can now cycle between Upward and Downward snapping when they are snapping to AS foundations and ceilings (again, snap cycling only works within AS due to technical reasons).
- Square Roof parts can snap downward from the top of walls (this does not use the Snap Cycle system, they will move freely between up/down positions depending on how you aim them while placing)

Snap Fixes:
- Square ceiling parts can once again snap to all three sides of triangle ceilings
- Fixed snap issues between pillars and foundations/ceilings/ceiling hatchways
- It should be easier to snap ceilings centrally on top of pillars
- Fixed Atlas Wood Gate so it can snap to both the Atlas Wood Gateframe and the Atlas Palisade Gateframe
- Fixed an issue that allowed things like Eco Sink to snap to AS foundations/ceilings.
- Many other miscellaneous snap fixes

Optimizations:
- As mentioned above, the Core Thatch and Wood tiers were optimized a bit to reduce polygon count.
- EddyChomps optimized some of the Atlas textures to reduce the total mod size by 220MB, with no noticeable loss in visual quality.

Known Issues:
- The 3d preview of Square Roof parts and Square Roof Caps will not be visible in the paint brush painting menu. They are paintable, you just can't see the preview.
- AdditionalSupportDistance ini is broken, and apparently, was always broken (could swear I tested it but who knows). I did finally figure out why it is broken. Unfortunately it will require a significant rework of how AS structures check the ini options before it's fixed. I will do that in the next update. This one has taken long enough to finish and I didn't want to hold it up even more.

Thanks:
I want to give a huge thank you to Eryn, StrangeChilde, Mythic_Kit, and DragonTears for the week they spent testing this update. Hopefully between their efforts and mine, this will be the most bug-free update for the mod yet.

I also want to thank EddyChomps for optimizing Atlas textures to reduce the mod size by a whopping 220MB.

Update: Jul 13, 2022 @ 11:11am

Fixed issue where Arkitect Structure square ceilings could not snap to AS tri ceilings.

This only required an update to the AS:Core mod. It will be fixed in AS:Atlas automatically.

I apologize for the frequent updates recently, but these were bugs I couldn't just sit on.

The next update will be at least 2 weeks from now, assuming no more horrible bugs are discovered.

Update: Jul 11, 2022 @ 9:55pm

Fixed several issues with Atlas Roof Hatches, which required also updating the Core mod

Update: Jul 10, 2022 @ 11:46pm

I'm pleased to announce that Arkitect Structures Core and Atlas are now Sponsored Mods, along with Snap Fixer Plus, as part of the Arkitect Builder Collection!

New Core Parts:
- Tek Single Door/Doorway
- Tek Ceiling Hatch/Hatchway
- Tek Window/Windowframe
- Tek Corner/Valley roofs
- Corner/Valley/Half stairs for every tier except Thatch and Greenhouse
- Corner/Valley ramps for every tier that has a dedicated ramp model
- Double Doorframes for every tier except Thatch
- Double Doors for every tier except Thatch

New Atlas Parts:
- Corner/Valley stairs and ramps for Wood and Stone tiers
- Double Doorframes for every tier
- Double Doors for every tier
- The Atlas Small Wood Gate has a new model. It can also snap like most other small Arkitect gates now. It is essentially a new part.
- Wood Palisade Gate. This is a new gate that uses the old Small Wood Gate model, and has the same limited snaps as the old Small Wood Gate. It is best used for exterior fences.

New Pillar Variants:
- Core pillars have thinner variants
- Atlas pillars have thicker variants, which are now the default appearance

Changes:
- Adjusted the default crafting costs of the crafting tables to be more attainable by low level players.
- Adjusted the default level requirements for each of the Tier engrams that unlock the structures. They are no longer all level 1 by default.
- The Tek engram entry is back to its proper file name. For Engram overriding you'll want to use EngramEntry_AS_Core_Tek_Tier. This should be the last time it changes.
- Resized the Core window frames and windows. The Core and Atlas windows and window frames can now be mixed and matched.

Fixes:
- Adjusted height of Atlas foundations to proper value. They will line up with ceilings properly now.
- Fixed Region 6 of Core wood gables so it is paintable.
- Adjusted ladders so they don't poke up through closed ceiling hatches. Tek ladders will still do this a bit until I have time to alter the mesh.
- All Thatch, Metal, and Greenhouse doors and hatches will sound like they are supposed to now when opening and closing.
- Various snap fixes
- Lots of mesh tweaks and improvements

Optimizations:
- Eddy optimized some textures in the Atlas mod, reducing the mod size by about 47MB. It's possible more optimization can be done in the future to further reduce the mod size.

Update: Jun 21, 2022 @ 10:54pm

Bug Fixes
- Tested and fixed all ini options
- Fixed wrong icons, added new icons
- Fixed the name of the Atlas Wood Staircase U-Turn Right item
- Fixed crafting cost of Core crafting table
- Restored Core crafting table back to 1500 health
- Fixed snap bugs between tri ceilings and tri roofs
- Fixed three of the gable Atlas parts, which were backward. Already-placed ones that appear backwards will need to be picked up and re-placed
- Fixed an issue with small gates to improve their usability. Already-placed small gates will not be in their correct position. Pick them up and place them again to fix
- Windowframes and Windows from the Core mod will only snap to each other for now. Same for Atlas Windowframes and Windows. The ability to mix and match windows and frames between the two mods will be addressed in a future update.
- Gates will only snap to some gateframes now, since not all gates are consistent size and shape
- Adjusted the pivot point on single doors
- Adjusted Atlas Stone foundations and ceilings to prevent texture flicker if these parts overlap each other
- Adjusted Inverted Wood Gables in the Core mod so the logs line up better with other wood wall parts in the Core mod
- Atlas Stone Stairs should no longer have greenish tint
- Atlas Stone Windowframe model has been tweaked and improved
- Quickclimb on ladders will no longer teleport you 100s of meters into the air when attempting to climb up, nor under the ground when attempting to climb down.

Ini option name changes
To avoid confusion and make the names consistent, the following ini options have been renamed:

Old names:
ArkThatchStructureSetting=
ArkWoodStructureSetting=
ArkStoneStructureSetting=
ArkMetalStructureSetting=
ArkTekStructureSetting=
ArkGreenhouseGlassStructureSetting=

New names:
CoreThatchStructureSetting=
CoreWoodStructureSetting=
CoreStoneStructureSetting=
CoreMetalStructureSetting=
CoreTekStructureSetting=
CoreGreenhouseGlassStructureSetting=

Final Notes
- Now that the mods should both be in a fairly polished state, the next updates will probably come once a week at most, on Mondays if I'm able.
- The StackedFoundationHasFullHP ini does not update the health of already-placed foundations. I've been able to make it work in the devkit, but not in live. I'll fiddle with it again some other time.

Update: Jun 17, 2022 @ 12:11am

Bug fixes and new ini option:

Fixed active paint regions on all parts

Added icons for the Tier engrams (engram screen)

Adjusted crafting cost of all parts that had a crafting cost of 1 thatch. I did forget to change the costs of the Core and Atlas crafting benches, so they will have their cost adjusted in the next update. Remember you can always set crafting costs yourself using the official ini options.

Potentially fixed multiple ini options, or at least the default door config ini

Reset the Tek Engram and added a prerequisite engram that must be learned in order to unlock it. You must now know the vanilla Tek Replicator. You can override this to whatever EngramEntry you want using this new ini option:

TekTierEngramRequirementOverride=

Example uses:
TekTierEngramRequirementOverride=EngramEntry_ThatchDoor_C
(This would lock the Tek Tier engram behind the Thatch Door engram)

TekTierEngramRequirementOverride=None
(This would make it so nothing else is required to learn the Tek Tier engram, besides level requirement and point cost).

I don't remember what else. Probably other bug fixes I've forgotten already.

Notes:
The Core Crafting table is back to being 100 Health. I'm not sure if I'd fixed it on live yet, but if so, it's back to 100. Accidentally. It'll be back to the proper 1500 health in the next update.

I still have not had time to actually test ini options. I spend 100% of my free time right now working on more critical aspects of these mods. Just be aware that they might not all work, so test them yourself if they are important to you. Otherwise I will get to them eventually.

Update: Jun 13, 2022 @ 11:18pm

Added all the doorways that I forgot to include in last update (Tek doorway still not done).

All items in the Core mod now have proper icons.

I'm taking the Early Access label off the mods since the worst bugs have been stamped out, and both mods have all the parts and icons that were intended for first release (except for a few missing tek parts in the Core mod).

There are still some minor bugs, and some cosmetic issues, and I still need to go over every structure and adjust their health to proper values.

Update: Jun 13, 2022 @ 12:19am

Fixed the FPS drop when placing some of the structures.

Added/fixed/updated a bunch of Core building parts. A few Tek parts are still not included, they aren't done yet.

New/fixed parts:
- Doorways/Doors
- Windowframes/Windows
- Ceiling Hatchframes/Ceiling Hatches
- Gateways/Gates (regular and Behemoth size)
- Square Stairs
- New Thatch parts

Added Crafting bench ini options for craft speed and slot count.
CoreBenchSlotCount=300
CoreBenchCraftingSpeed=1
AtlasBenchSlotCount=300
AtlasBenchCraftingSpeed=1

Added new model for Core Crafting Bench, courtesy of Eddychomps.

Updated health of Core Crafting Bench from 100 to 1500

Numerous structure model issues resolved. Thatch foundations/ceilings not so poofy on top any more.

Countless other bug fixes, too many to remember.

I did not have time to do Core structure item icons this weekend. You have to make the models to make the icons, and making the models in this update took 3 solid days. There just isn't enough time in the day!

There will probably be another update to both mods this week including but not limited to:
- Icons for the Core mod structures
- Ini testing/bug fixing
- Polish pass of Atlas structures and their collision
- A pass over all structures to set their Health to appropriate values that match vanilla structures
- Whatever random bug fixes crop up in the mean time


Known issues:
- Lack of icons/wrong icons
- DefaultDoorConfig ini (that manages auto-open settings) isn't working properly, and doors are not remembering their auto-open settings correctly.


Final note:
Even with this update, I do not consider the mods out of Early Access just yet. Once I know all the ini options work, and I have proper icons for the Core structure items, then I will take the "Early Access" title off the mod page. If you can live without icons and the possibility of faulty ini options, I think the mod is stable/functional/complete enough to use.