ARK: Survival Evolved

ARK: Survival Evolved

Structures Plus (S+)
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Update: Aug 6 @ 8:22pm

- Fixed issue that caused a crash when trying to paint the Mannequin
- Every helmet & most skins should work with the Mannequin now (note: helmets set prior to this update will be gone)
- You can now pause the current Mannequin animation
- You can now completely hide the Mannequin character mesh(ie everything but the armor)
- The Nanny, Farmer, Gardener & Sheep Herder can no longer equip armor directly (simply put the armor in the inventory long enough for the model to be copied)
- The Nanny, Farmer, Gardener & Sheep Herder can now equip skinned items
- The Sheep Herder now has a real body
- Fixed issue with the Auto Crafter not correctly updating when re-claiming a crafting station
- The Auto Crafter will now drop its crafting station when destroyed
- Fixed issue with Auto Crafter not resuming normal crafting speed after going idle
- Fixed issue with Auto Crafter not producing the correct quantity of items for certain recipes
- You will no longer receive any resources back when demolishing an Auto Crafter (note: any unplacable Auto Crafters will no longer exist in your inventory)
- Dedicated storage will now display colorization for icons that support it (ie eggs)
- The S+ Shield Generator & S+ Mutator can no longer be picked up by the demo gun at any time

Update: Aug 5 @ 6:30pm

- New Structure: S+ Auto Crafter
* Place other crafting station inside of it, then select a recipe for it to auto craft
* Contains an item in its inventory that will allow you to pull selected and get resources based on whatever recipe is selected
- New Structure: S+ Mannequin (can adjust appearance via custom character creation UI, set different poses and equip with all slots of armor... no weapons yet and some hats don't show)
- Fixed issue with the rotation of icons on the S+ Dedicated Storage
- The Hitching Post rope now spawns with a more appropriate length
- You can now disable auto crafting on the S+ Cooking Pot & S+ Industrial Cooking Pot (note: there is a delay between re-enabling auto crafting and when it begins)
- Absorbent Substrate added to pull list
- Fixed issue with dino scan incorrectly counting tamed dinos when checking for spawned dinos
- Child versions of a selected dino type in the dino scan will no longer show (ie you won't see alpha raptors when searching for raptors)
- Disabling the coordinates in the dino scan no longer disables the map view
- Water dinos can now be added to the vivarium
- Adjusted bonuses & penalties of females, males & oviraptors in the vivarium
- Fixed issue with incorrectly calculating the tame limit when removing dinos from the vivarium (note: dinos can not be removed once you hit your tame cap and any dinos over your tame cap will be lost if the vivarium is destroyed)
- The vivarium is now craftable in the S+ Crafting Station
- Added a UI for dino selection in the vivarium & cloning chamber
- Glass straight stairs can now have their transparency changed
- S+ Tek Sleeping Pod can be placed on rafts & saddles
- S+ Stone Gateway, S+ Stone Behemoth Gateway & S+ Wood Gateway had their crafting cost increased to match vanilla costs
- The Animal Tender will be more calm (note: while its interesting to read all the theories on what the animations mean, they do not mean anything)
- Fixed issue with pull code not correctly recognizing stackable items when using a stack mod
- S+ Fridge & A+ AC can no longer be placed close to enemy structures
- Fixed bug with S+ generator that allowed it to increase the foundation support range of the ceiling it was snapped to
- New Config Option: VivariumDinoLimit (sets how many dinos can be placed in the vivarium. Note: only the first ten will be displayed on the structure HUD)
- New Config Option: RemovePowerRequirementFromVivarium (will allow the vivarium to be activated without power)
- New Config Options: AutoCrafterSlotCount & AutoCrafterCraftingSpeed

Update: Jul 25 @ 4:29am

- Adjusted crafting cost of the triangle Tek foundation
- S+ Staircases now have the same crafting cost as vanilla to enable conversion between the two

Dino Scan has been completely revamped with a new UI and new functionality:
- The list of dino types is now separated into two lists with currently spawned on top of the ones without any spawns
- You can now filter the dino list & clicking on a dino will show its approximate position on a map
- New Config: DisableDinoScanDetails (hides the latitude & longitude)
- New Config: DisableDinoScanMap (won't show the map when a dino is clicked)

The scan process is as follows:
1.) The world loads and a list of all spawnable dinos is compiled once
2.) When the Dino Scan UI is opened, the server will check that list to see which ones are spawned and cache that data for 1 minute
3.) When a dino type is selected, a list of those dinos is requested from the server and is cached for 30 seconds
4.) The server then determines the location of those matching dinos and sends it to the client

What this means:
- The breakdown of dinos that have spawns vs those without can be a maximum of 1 minute out of date
- The list of a specific dino type can be a maximum of 30 seconds out of date
- The location is always accurate in real time
(note: the Dino Scan UI will not update the spawn status of dinos while open but you can still click on any dino to get current data on them)

Update: Jul 23 @ 4:46am

- Fixed issue that prevented pull selected from recognizing certain resources when a stack mod was installed
- Fixed issue with certain structures getting poop from the item collector that shouldn't have
- Cleaned up dino scan class listing
- Dinos must now be alive, full health and fully grown before they can go in the vivarium
- New Config: DisableVivariumPlacementOnSaddles (will prevent the vivarium from placing on saddles & rafts)
- Using the hitch all nearby dinos option will no longer hitch shoulder pets & dead dinos
- Fixed issue that prevented certain flyers from initiating the cloning process

Update: Jul 22 @ 3:35pm

Re-upload since last upload appeared to fail in the dev kit but showed up on steam anyway.

Update: Jul 22 @ 3:01pm

- New Structure: S+ Vivarium
* Can store up to 10 dinos, females will produce 1 unfertilized egg every 30 min
* Males of the same species & Oviraptors will increase production while additional females of the same species will slow production
* Dinos can be stored while unpowered but will not produce eggs unless powered by a Tek Gen
* If destroyed, any dinos inside will be spawned in the world
(note: dinos placed in the vivarium will lose all items on them)
- Fixed an issue with dynamic gates & gateways not using the correct structure settings
- The hitching post can now hitch & unhitch all nearby dinos
- The mutator & charge station can be activated via remote keypads
- Flipped staircases will no longer lose their collision after a server restarts
- Fixed issue that prevented the animal tender from collecting oil from basilo's
- The cloning chamber can now clone flying dinos that cannot land (ie onyc)
- Forcefield walls no longer push actors away & the demo gun can be used on them
(note: open forcefield walls no longer prevent unauthorized access so you can escort people through them)
- Fixed an issue that caused pull selected to pull stacks of normally non-stackable items when a stack mod is installed
- Fixed issue that caused pull selected to not correctly calculate the weight of resources when a stack mod in installed
- Pull selected will now list what items are missing and their quantities
- Fixed issue with pull selected not using resources already within the target inventory correctly
- The Dino Scan now lists all spawnable creatures even if none of them are currently spawned
- S+ Shield is no longer immune to C4 (among other attacks)
- You no longer need to deplete the shield health before the shield generator takes damage when the shield is not activated
- Updated greenhouse health to match new live values
- Updated the following Tek structures crafting recipes to match live: Staircase, Roof(Square & Triangle), Fence(Foundation & Support), Sloped Wall(Left & Right) & Railing
- The converter will no longer convert valid conversion pairs if their recipes differ (to prevent exploits for when recipes change on live)
- The converter can now convert multiple stacks of items properly
- You can now place things on the sides of vacuum compartments (tek lights, wall torches, etc)
- Thatch roof uses the correct icon now
- Removed thin wire from S+ tek light
- Fixed issue with Transfer Tool UI
- Added functionality for third party mod devs to allow the Farmer & Item Collector to use their custom dung beetles & compost bins (see: discussions for more info)

Update: Feb 13 @ 3:28pm

- Electrical cables can be interacted with again
- Fixed issue with transparency not setting correctly on glass ramps
- Converter can now convert modded Plant X seeds to S+ Plant X seeds (as long as they are children of the vanilla Plant X seed)
- Resources crafted in the Grinder while using a stack mod will now stack with existing resources
- Inventory Assistant will no longer drop itself when set to drop weapons
- Fixed issue that caused the Inventory Assistant UI to become unusable when adding too many items to drop
- Added ability to drop seeds to the Inventory Assistant
(note: the right side of existing presets will be reset due to this)
- Fixed issue with sliders in the Light & Torch Settings UI not correctly setting their position

Update: Jan 28 @ 8:16pm

- New Structures: S+ Dynamic Pillars (adjustable angle, length & thickness)
(note: these pillars only snap down from ceilings & ramps, can't be placed freely on the ground & have no snap points for anything... ie they can not be connected together)
(note: these pillars will only provide support when they intersect with the ground, static world object or a structure that provides foundation support except other dynamic pillars)
- New Config Option: AllowDynamicPillarNonFoundationSupport (will allow dynamic pillars to provide support if they intersect with a structure that does not provide foundation support)
- New Config Option: AllowInterDynamicPillarSupport (will allow dynamic pillars to provide support if they intersect with another dynamic pillar that provides support)
- New Item: S+ Pillarator (remote settings changer for dynamic pillars, works like other utility guns & settings are saved between uses)
- New Item: S+ Inventory Assistant (will remove matching items from your inventory automatically)
- Element Catalyzer & Charge Injector now have tek structure settings
- Cloning Chamber will no longer list dinos with invalid cloning costs (ie rock drakes)
- Fixed issue with some doors not being able to place in their frames due to being obstructed
- The Converter now only has a single button (Convert All), which will convert all vanilla items to S+ & all S+ items to vanilla at the same time
- You can now walk over the snap assist bubble on S+ Dynamic Gateways
- Fixed issue that prevented the Glass Dynamic gate from having the correct material while under construction
- Made entering decimals easier
- The engrams in the Grinder are always visible now, when disabled via config they will not craft.
(note: the config entry 'Salt' has been changed to 'RawSalt')
- Demo Gun now uses tribe activation rank (previously it used demolish rank but that is no longer functional)

Update: Jan 21 @ 7:58pm

- S+ Fence Foundations & Fence Supports will no longer give foundation support when placed on other structures
- Automation structures (ie Farmer, Item Collector, etc) will now refresh their own inventory prior to performing their duties (this will clear any spoiled items from their inventory)
- Removed the Hat & Offhand slots from structures that could equip armor
- The S+ Converter will now warn the player when an item can't be converted(either when its not a valid structure for conversion or the player lacks the engram)
- Fixed issue with Craft All Instant not correctly crafting crystal in the Grinder
- Dedicated Storage Intake can no longer be processed by the Grinder
- Dedicated Storage will no longer pull fuel from structures when using the consolidate option (ie it will take wood from a storage box but not a forge)
- Depositing to either Dedicated Storage or Intake will no longer take items from your hotbar
- You can now set the Dedicated Storage Intake to take items from any dino that touches it (enable this via radial menu)
- Fixed issue that caused range of Dedicated Storage Intake to visually scale with upgrade level
- Fixed issue that prevented a Dynamic Gate from being demolished when set to automatic
- Fixed issue that prevented the Tek Dynamic Gate from opening & closing (visually)
- Fixed issue with Gardener blacklist not saving correctly

Update: Jan 16 @ 11:59pm

- Fixed issue that caused servers to crash when a player attempted to change turret settings
- Fixed issue with Dino Scan that caused it to populate the list with phantom results
- Fixed issue that caused a client crash when the S+ Spray Painter was fired around other players