ARK: Survival Evolved

ARK: Survival Evolved

Structures Plus (S+)
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Update: Oct 31, 2016 @ 7:37pm

- You now need to install internal pipes and wires(place them on foundations, walls and ceilings)
- An icon will show you the current status when you look at a structure (white water drop for installed pipes, blue water drop for irrigated pipes, white lightning bolt for unpowered internal wires, yellow lightning bolt for powered internal wires)
- New Items: Internal Pipes - Square, Internal Pipes - Wall, Internal Wires - Square, Internal Wires - Wall
- Existing triangle foundations and ceilings have been re-modeled by MythN7
- Triangle snap points have been re-done. They are now mathematically perfect and won't lead to alignment issues
- New Items: Greenhouse Triangle Ceiling, Adobe Triangle Foundation, Adobe Triangle Ceiling
- New Items: Glass Triangle Ceiling and Foundation (can cycle transparency and have 8 model variations)
- Added: Sloped Triangle Roofs(wood, stone, metal, glass, greenhouse and adobe)
- Currently the sloped triangle roofs only snap to the top of walls, more snap points will be coming
- Some of the triangle roofs work best with ramps on either side and others with roofs, in a future patch roofs and ramps will be cleaned up
- Added wood, stone, metal, glass and adobe large(4 walls high) and behemoth walls(12 walls high)
- These can attach just like normal walls so you can build walls or bases with them
- They have snap points for ceilings at the appropriate heights
- The glass version has the transparency cycling and model variations that a normal glass wall would have
- Added stone, metal and adobe large and behemoth sloped hatchframes.
- They can snap in two different orientations
- New Item: S+ Gardener (automatically pulls everything but fertilizer from nearby crop plots, can be pulled from with the pull UI, requires Beer to function)
- New Config: GardenerRangeInFoundations
- New Item: S+ Auto Turret (larger inventory, can use electricity or gas, is lockable(ie don't need to pin code it), when electric it will switch to gas if it loses power and then will switch back to electric when power is restored)
- New Item: S+ Turret Configurator (right click to copy settings from a turret, left click to apply those settings, G will transfer bullets from your inventory to the turret)
- You can now set a pin code on the S+ Multi Lamp
- You can no longer pick up Plant X with the Demo Gun
- Fixed issue with stone walls being too wide
- Roofs can be snapped to the top of walls

Update: Oct 26, 2016 @ 12:39pm

- Shelter and plumbing removed.

Update: Oct 25, 2016 @ 5:25pm

- DisableExtraShelter has been changed to EnableExtraShelter
If you wish to use the enhanced shelter system, you need to manually enable it. If you have issues with accessing inventories or funky 3rd person camera, then disable it.
- New Config: DisableInternalPlumbing (if you are having issues with the internal pipes and wires, then disable this)
- Adobe/Thatch/Greenhouse structures have proper insulation values when using enhanced shelter
- Foundations now have solid bottoms(except glass)
- S+ Multi Lamp will now remember its glow color and intensity settings
- S+ Multi Lamp will now work correctly on rafts
- S+ Glass door fits in its door frame now(pick up and place it back)

Update: Oct 24, 2016 @ 8:03pm

- Square foundations are now solid blocks(triangles will be updated shortly)
- Foundations have increased placement tolerance to sloping ground
- Foundations can now snap up and down slopes(they don't stack but when the slope is too great to place a level foundation, you can snap up or down it)
- You now only need a roof over your head to get the shelter buff
- Large open spaces, windows and open doors won't prevent you from being sheltered
- Config Option: DisableExtraShelter
- Removed the extra insulation from S+ structures
- New Item: S+ Insulation Negator (will remove the insulation penalty from all structures on the map, servers can hide this engram if they want to keep the challenge of SE)
- Foundations, walls and ceilings now have internal pipes and wires, allowing them to conduct water and power
- Foundations, walls and ceilings now have snap points for pipes, wires, outlets and taps
- Irrigation structures(water tanks, industrial cooker, beer barrel) can snap directly to foundations and ceilings
- New Item: Demo Gun (left click to pick up, press G to demolish)
- New Item: Repair Gun (note: currently ignores the repair timer so PVP servers may want to hide this engram)
- New Item: S+ Multi Lamp (can place on foundations, walls and ceilings, can change its color and intensity, automatically turns on at dusk and off at dawn, works underwater)
- New Item: S+ Tree Sap Tap (larger inventory and more reliable sap production)
- Added S+ Wind Turbine(can snap to foundations and ceilings)
- Config Option: MinWindForTurbine
- Config Option: TurbineMaxPowerDistance
- Fence foundation snaps can now be cycled with the G key
- S+ crafting stations can be named
- Containers and dinos listed in the resource pull list will now display their name first
- You can only pull resources from structures that match your tribe inventory access rank
- Pulling resources will now only transfer items if they have been successfully removed from the target inventory(fix for Aku Shima)
- Door auto logic has been significantly improved
- You now need the appropriate tribe activation level to be able to change the settings on a door(ie manual to auto)
- Gates, behemoth gates, giant trapdoors and behemoth trapdoors now open slightly quicker
- Doors will only auto open if you have the appropriate tribe activation rank
- Generators can snap to ceilings now
- Removed raised pipe snap points on foundations and ceilings
- S+ Water tanks and S+ Industrial cooker can no longer be placed without snapping
- Various issues with adobe structures corrected
- Ladder teleport code reworked: unlimited height, works on non-english servers and won't get confused when the bottom of ladder is in a structure, can climb from any angle instead of just in front
- Adobe engrams are no longer restricted to the Scorched Earth map(they still have vanilla pre-requisites, so if you want to enable them without SE you need to override those engrams)
- Behemoth hatchframes snap correctly to ceilings and are easier to place
- You can now disable the side collision on stairs
- Fixed issue when grinding meat and the recipe would use other meat instead
- New Grinder recipes: 1 blood pack -> 1 salt, 1L, 2M & 3S poop -> 1 sulfur, 1 angler gel + 5 fibers -> 1 silk
- Pressing G with the model selector gun pointed at a structure will set that model to the gun, subsequent shots will then apply that model. Pressing G again will clear the set model and allow the selection UI to show.
- Added additional snap to walls so they can fill holes near the ground in fences easier
- Fixed glass hatchframe collision
- Fixed issue with ceilings not snapping correctly to the top of small pillars
- Fixed issue with adobe sloped wall not snapping correctly
- Medium and large crop plots have increased inventory
- Dinosaur gate will no longer snap to a behemoth gateway(and vice versa)
- Fixed catwalk alignments
- Greenhouse walls no longer float above metal and glass foundations
- Mod file size reduced by 30 mb
- Mod will no longer block founder items

Update: Oct 4, 2016 @ 1:28pm

- Adobe structures added
- All non-adobe structures now give minimal insulation(ie you won't burn to death on Scorched Earth)
- You will no longer get stuck when prone on glass
- New Item: Remote Transparency Cycler (shoot glass structures to cycle transparency)
- New Item: Remote Model Selector (shoot glass structures to bring up the model select UI)
- New Item: Remote Resource Puller (shoot any container/crafting station to bring up Pull Resource UI, works with any mods/vanilla)
- New Structure: Wood/Stone/Metal/Adobe staircases (1 wall high, can flip direction in radial menu)
- New Structure: Stone/Metal/Adobe Large Hatchframes (2x2)
- New Structure: Stone/Metal/Adobe Behemoth Hatchframes (4x4, can fit quetz)
- Pillars can now snap to ramps
- Added Grinder: silent, gas/electric, turn on in inventory, can pin code

- Grinder recipes:
• 25 Raw Meat -> 1 Prime
• 25 Raw Fish -> 1 Raw Prime Fish
• 2 Stone -> 1 Sand
• 5 Thatch -> 10 Fiber
• 5 Raw Fish -> 1 Spoiled Meat
• 5 Raw Meat -> 1 Spoiled Meat
• 2 Tree Sap -> 1 Cactus Sap
• 2 Cactus Sap -> 1 Tree Sap

- New Config Option: GrinderResourceReturnPercent
- New Config Option: GrinderResourceReturnMax
- New Config Option: RemoveGrinderEngrams
- Hiding wires connected to generator no longer causes a crash if non-S+ wires were used
- New Config Option: EnableGeneratorDecay
- New Config Option: DisableGeneratorDuringStorm
- New Config Option: DisableElectronicsDuringStorm
- Small glass hatchframes now have same model variants as glass ceilings
- You can bring up the pull resources UI directly from the inventory of S+ crafting stations now(you dont have to use the radial menu)
- You can pull resources from nearby dinos now
- Added SE resources and missing ARK resources to pull resource menu
- Organic polymer no longer shows up when searching for polymer in pull resource menu
- Fixed issue which prevented resources from being pulled due to it thinking the container didnt have room
- Container names now display in resource pull container list
- Door, trapdoors and gates almost always open away from you now(except adobe for some reason)
- Small hatchframes can snap to triangles again
- Pillar ground checks have been tweaked

Update: Sep 18, 2016 @ 12:37am

- S+ structures can now replace and be replaced by vanilla and mod structures
- Crop plot engrams no longer duplicate and non s+ crop plots no longer turn into s+
(S+ crop plots in inventory will be vanilla crop plots, need to mind wipe to get rid of existing duplicated engrams)
- Sunlit requirement removed when placing crop plots
- Resource pulling now works on non-english servers
- New Config Option: DisableResourcePulling
- New Config Option: ResourcePullRangeInFoundations
- Added menu item to crafting stations that will show the pull range
- Pull resource list will now accurately reflect container contents
- New Config Option: DisableAbilityToHideStructures
- You can now hide/show all wires connected to a generator(radial menu)
- Hatchframes snapping fixed
- Ceilings and foundations can snap to the bottom of ramps

Update: Sep 15, 2016 @ 12:18am

- Fixed exploit with resource pulling

Update: Sep 12, 2016 @ 10:39pm

- Added Config Option: DisablePickup
- Added Config Option: DisablePickupWhenDamaged
- Now only tribe members can pick up items/cycle fuel/glass models & transparency but non-tribe members can do everything else(demolish, access inventory, enter pin codes etc)
- Square foundations snap to square ceilings, if there is ground (similar functionality for triangles will be coming in triangle overhaul)
- Crafting stations can now pull resources from nearby containers
- All crafting stations and crop plots can be pin coded
- Added S+ Chemistry Bench
- Added S+ Smithy
- Added S+ Mortar and Pestle
- Added S+ Refining forge
- Add S+ Air Conditioner (silent can be mounted in windows, increased range and insulation, thinner)
- Auto close only option for doors
- Unlocked doors now auto open/close for non-tribe members
- Fence foundations/supports now give foundation support(allows for ceilings on fences)
- Railings can snap to roofs
- Medium and large pillars now have snap points for ceiling along their length
- Pillars now have snap points for ladders
- Dinosaur and Behemoth gateways snap to in line with fence foundation/support(not on top)
- Dinosaur gateways can snap to foundations and ceilings
- Behemoth gateways can be placed further away from you
- Behemoth gateways will open when you are slightly further away from them
- Glass and metal ramps line up better
- Can hide water pipes
- Smithy and crafting station act as table (can place mortar and pestle on them)
- Thatch structures have correct HP
- Updated item descriptions with their upgrades
- Added menu item to S+ Crafting Station that displays mod documentation and latest patch notes

Update: Aug 11, 2016 @ 9:58am

- Reverted wall snap point changes
- Reverted elevator changes(will be stopped by terrain).
- S+ Generator won't snap in mid-air anymore.

Update: Aug 8, 2016 @ 9:25pm

- Fixed crafting issues with S+ crafting stations.
- All gas/electric toggled items will properly retain their settings after restart/stasis.
- S+ Fabricator inventory increased to 300 items.
- S+ Industrial Cooker, Grill & Forge inventory increased to 100 items.
- Industrial forge & cooker can be placed on saddles/rafts.
- All issues with electrical outlet not retaining its settings resolved.
- Fixed issue with power cables not staying hidden in single player.
- Sloped walls can be inverted again.
- All wall to ceiling, wall to foundation, wall to wall alignment issues fixed.
- Fixed issue with ramps not snapping correctly to triangle foundations.
- Removed distortion on glass items.
- AdditionalElevatorWeight renamed to ElevatorWeightMultiplier (now multiplys base weight).
- Fixed issue with ladders not snapping to hatchframes correctly.
- All glass and triangle items can be painted.
- Fixed issue with stone triangle textures.
- Fixed glass ceiling collision.
- You can now cycle through fence support snap points by pressing G when placing.
- Automatic doors will be much more reliable now.
- Removed wires from elevator track.
- Elevator movement won't be blocked by obstructions.
- You can now choose glass models from a list.
- Roofs can snap to ceilings.