ARK: Survival Evolved

ARK: Survival Evolved

Pokeballs - Dino Storage (Discontinued)
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Update: Jul 29, 2017 @ 5:58pm

I missed something in the previous version that made single player not work properly.

Update: Jul 29, 2017 @ 5:45pm

- Fixes a bug where dinos wouldn't be hidden properly on all clients.

Update: Jul 28, 2017 @ 7:06pm

This update is an important one, probably THE most important one in the short history of this mod. Let's start with what's been fixed:

- Previously, dinos were getting destroyed and respawned upon capture and release, but that caused more and more issues, that I tried to compensate for. All was well until I realized that baby dinos posed a HUGE problem. I could not successfully "recreate" a baby from the source. This led me to rework the way I was capturing dinos. So, now dinos are hidden in the world upon capture. You can't see them, interact with them, or collide with them in any way. This leads to a highest rate of stability because dinos can no longer be actually lost. No matter what, even in the event something goes wrong, and your dino seems lost, it can be fixed. In a later update, I'll be including an admin item that will unhide all dinos in range, just in case something went wrong. This won't be necessary though.
- Fixed a bug where capturing or releasing a dino while riding another dino result in loss of that dino.

Okay, so onto the features now:
- Three new Pokeball types added: Greatball, Ultraball, and Masterball
- All crafting requirements and engrams adjusted to be more fair. Good luck getting that Masterball. You're going to have to work for it, if you want it! :D
- Adjusted capture logic to allow for a fail chance. There are more details on this in the updated mod description. Each ball has its own base capture rate, which including a random modifier, dino health and dino status all play a part in the final calculation. The number of wobbles are also based on that calculation.

Future updates:
- Critical capture chance.
- PC Structure
- Config support for base capture rates and other features of the Pokeballs

As an addendum to everything, this update officially brings this mod into Beta status. Enjoy!

Update: Jul 23, 2017 @ 7:45pm

This update is mostly stability related:

- Rewrote the entire hit detection and capture method logic. Hit detection is based on the client now and leads to accurate hits for all dinos, Compys included! This should fix issues with swimming/submerged dinos as well.
- Changed dino item transfer logic. All items are transfered and saddles/costumes should be equipped now with no item loss.
- Added random shake amount and feedback messages. Messages may or may not be working. ClientServerNotification likes to be problematic for me... Catch rate is still currently at a locked 100%. Expect a fail chance (logic already in place) in the full version when new Pokeballs types are added. Coming soon!
- Adds "Captured by {PlayerName}" text to Pokeball Captured description.
- Adds poof sound effect to acompany poof effect.

Update: Jul 16, 2017 @ 12:01pm

- Adds capture animation and the start of fail chance support. The rate is still 100% for now while I work out the formula for determining capture rate. The ball will fall to the ground after a capture and wobble three times before giving you that satisfying feedback of a successful capture. This animation sequence leads into the eventual fail chance.
- Adds new effect for when the Pokeball needs to jsut disappear from the world. If you miss a dino and it's bouncing around the world, it used to just use the same capture effect, but now it poofs away. Small, but it makes a bit of a difference.

Future Plans:
- For those who might want it, there will be configurable options that allow you to set the base capture rate of each Pokeball type. That way, if you want all the balls to have the same rate, you can do that. If you want them all to be Master Balls, go for it. P.S. There will be an appropriate Master Ball, however.
- PC Structure for storing your Pokemon. Something I also really want to do is make a custom menu of option of some sort that will allow users to send their Pokeballs (Captured) to the PC and possible retrieve them remotely in the future.

Update: Jul 15, 2017 @ 11:50am

- Custom item descriptions should be working now.

Update: Jul 13, 2017 @ 2:27pm

- Tamed dino name entry modal should be working on servers now

Update: Jul 12, 2017 @ 6:08pm

- Switches dino taming method for a hopefully-more-stable tame
- Experience multipliers should now scale with user game settings
- Pokeballs should be working with Pokemon Evolved now

Update: Jul 10, 2017 @ 7:04pm

- Dino Saddles and Costumes (and really anything else they could possibly equip perhaps for the future) are no longer destroyed upon capture.
- Changed the way aggression mode is set for targeting a dino to attack. Now, when the ball hits an enemy dino, the released dino will not be set to aggressive anymore, but instead just attempt to attack the enemy. Aggressive was well... too aggressive for my taste. :P
- Dino stats now scale properly after taming a new dino. I can't confrm if this fixes the max-experience bug yet or not. If it does, great, otherwise, back to the drawing board on that one.

Update: Jul 9, 2017 @ 11:35am

- Improves targeting logic. In my testing of this, more often then not, it worked on Compys. You now don't need to be 100% accurate with your shot. You could hit the ground near the foot of your dino and still capture it.
- Attempts to fix an issue where sounds and effects didn't always play.