ARK: Survival Evolved

ARK: Survival Evolved

Call of the Wild
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AussiTheSham Nov 5 @ 5:00am 
@TimmyCarbine I mean i wouldn't mind lets say a dome prebuilt with the Mod. :P But just keep up the good work. It's a really good lvling tool i'll tell you that.
TimmyCarbine  [author] Nov 4 @ 5:25am 
Haha ok no worries mate. I still think it would be a good option to have for users. I have a few other small improvement/options coming up in the next update so I'll add it to the list anyway
AussiTheSham Nov 4 @ 5:09am 
@TimmyCarbine That would be really cool. but you dont have to i dont really wanna put the arean back together on the server were playing it on. just too much work. Thanks though! :)
TimmyCarbine  [author] Nov 4 @ 12:04am 
@AussiTheSham I could make that an INI setting if you want? Being able to spawn them inside an arena. The only thing is you would need to place the Unit on the same level you want the creatures to spawn in at because it won't be doing terrain checks.
AussiTheSham Nov 3 @ 1:44am 
For anyone wanting to make a arean for this DO NOT make a celing for it. it will spawn them on top of the roof. take it from someone who put 12+ hours of work into making the dome.
Jo0rAtt Nov 1 @ 10:34am 
im not sure if its just because of my base but i didnt have much difficulty at any of the ranks. it would be nice if there was 2 modes you could set it in. one being like an insane mod spawning multiple rex or a couple giga, or a way to over ride the difficulty set by the amount of players you have online. i play alone alot however my base is set up for a huge tribe and being able to up the difficulty would be nice. (my base is built in the castle at ragnarok)
Avata Oct 29 @ 6:01pm 
try make a mod the same this but with npcs .
For example the npcs of extinction core : )
i think is a nice idea and very fun in servers pve .or pvp
Alaister Oct 29 @ 12:14pm 
Rank 18 - And now crashes by every "trigger wave"
we have reset the wave and the crash dosnt stop , server restart and mod reinstall has no change.
R.I.P*DEATH Oct 26 @ 11:13am 
Rolly. Oct 24 @ 11:59pm 
What I noticed was- after we crashed like 5 times, I came back in and somehow it broke our classic flyers mod. I couldnt level speed on our birds. Restarting the server allowed us to run the wave without crashing. We're running more waves now. Dont know why it kicked us but it also broke classic flyers.
Rolly. Oct 24 @ 11:25pm 
We've tried increasing the range. Gonna try removing the rocks in the area around our base?
Rolly. Oct 24 @ 11:23pm 
Just testing it on our server. for some reason wave 13 is crashing us EVERYTIME. We start server back up, toggle the wave and we all crash. Everytime. Love the mod. anyone else have this issue. We have 9 mods so we're thinking maybe its because we have it as last mod in the loadorder
TimmyCarbine  [author] Oct 24 @ 6:30pm 
@Maelztrom that sounds like a fair trade. I'll make the necessary changes for the next update. Cheers
Maelztrom Oct 23 @ 4:37pm 
If you make them significanly slower they won't be such a nightmare, Im at 130% speed and can barley outrun them.
TimmyCarbine  [author] Oct 22 @ 7:12pm 
I agree, I have difficulty with the Dimorphodons in the early waves but I need a flying creature in Rank 1. In certain situations there might not be a suitable location for a land creature to spawn. Have a suggestion for a replacement? Or prehaps I could adjust the Dimorphs stats to ease the early waves?

I like the idea of a small buff awarded to participants. But I think you get enough XP from the kills themselves.
Cheers for the feedback
Maelztrom Oct 22 @ 6:59pm 
A neet idea may be to have the control unit provide a passive buff to nearby players / dinos as a reward for using it, like a crafting speed buff, a slower food drain buff, and some small experience trickle for example.
Maelztrom Oct 22 @ 6:54pm 
Holy moly, please remove dimorphodons, they're way too strong. Titanomyra (walking) and otters should go in instead
TimmyCarbine  [author] Oct 20 @ 7:12pm 
@Everyone At the moment there seems to be a bug with Post Processing. Meaning anything that adds effects to your screen (Underwater, KO, blinded by Dilos, etc) My "Ping Creature" ability is also a Post Process so it is not working correctly at the moment.

This seems to be an Ark bug and not specific to any mod. When Wildcard fixes the bug (soon hopefully) I will ensure my Post Process is functional again.

Thank you for your patience =)
TimmyCarbine  [author] Oct 20 @ 7:07pm 
@Nextor, I have a kill count per player on the Hologram Display. Or do you mean something else?
Yes, exactly, the flyers can spawn on the ground or in the air and they will fly straight for you (the player) if you are in a base they will try to attack the base to get to you
Nextor Oct 19 @ 7:37am 
How does this work with Fliers? Do they all fly to your base to attack also?
Nextor Oct 19 @ 7:35am 
kill count tracking would be awesome... by person...
TimmyCarbine  [author] Oct 16 @ 2:43pm 
No worries @dontBmad_Bro it's a fairly dynamic system so there's lots of things that could go wrong one time but be fine the next time. It makes debugging very difficult. If it happens again, try to keep record of as much as you can, what wave it was on, what creatures had spawned. Also, running the mod with ErrorLoggingLevel set to "debug" will record all my debugging notes if anything does go wrong and will help me find the bug. Cheers for keeping me posted
dontBmad__Bro Oct 16 @ 1:42pm 
@timmycarbine I run a non ded server with a few mods but non of them are core mods.after having problems i loaded it up in a SP and had no problems.. ive changed my mods and so far it seems to be doing ok.. it was fine at first but when i got to around wave 10 it would crash everytime. ill keep you posted if i have any other problems.. im guessing it didnt like a mod i had on my server (just strange how it worked for awhile and stopped)
Pure Dingo Oct 16 @ 1:07am 
Is there a way to keep track of a tribe's kill count and a tribe's death count in a joint server events where all tribes are competing in the one area/zone?

TimmyCarbine  [author] Oct 15 @ 3:18pm 
Yeah for sure. I want to add the option for people to either have boss waves randomly or have them after they ascend
Domino Oct 15 @ 2:40pm 
Omg, bosses in rare waves? That's so badass, I can't wait for that. :D Would you do the Attack Drones aswell? They do so little damage but when you blast them out of the sky it's fun to watch them crash into the ground and explode.
TimmyCarbine  [author] Oct 15 @ 2:39pm 
Ok, that sounds good, I'll add a few to a rare wave and see how they go. I will be adding the bosses in the future as well.
Domino Oct 15 @ 2:35pm 

I would say they are only strong in heavy numbers, or against unmounted combatants. Defense Units have two attacks which are both a sort of "slice" attack. And obviously they roll into battle which is super fun. They are decently tanky, takes a couple bites from a decent rex to kill them. I think honestly in the arena the one thing they got going for them is attacking when the rider gets dismounted from Overseer's stun laser attack. You def should add them as a rare wave though, that would be fun as hell.
TimmyCarbine  [author] Oct 15 @ 1:24pm 
@Domino Thanks mate, glad you're enjoying it. I like the idea of the Defence Units in a rare wave. How difficult are they to kill? Can you compare them to a dino?

@dontBmad_Bro are you playing in SP, Non-Dedi or Dedi?
dontBmad__Bro Oct 15 @ 6:40am 
so everytime i try to start the unit it crashes my game? anybody know why?
Domino Oct 15 @ 3:14am 
Really fun mod. You should make a rare wave that spawns Defense Units / Attack Drones from the Overseer/final boss arena.
TimmyCarbine  [author] Oct 12 @ 3:12pm 
Awesome! I hope you like it, I've been actually playing the game and it seems really good so far
CAPTMEATSACK Oct 12 @ 2:34pm 
Ok thanks. I kinda read that in the notes just wasn't sure what it meant. By the way awesome additions to the settings in the last update. Excited to check in out
TimmyCarbine  [author] Oct 12 @ 2:30pm 
Yeah that's correct @CAPTMEATSACK I removed the alpha glow because it causes a lot of framerate issues. I've added my own way to "find" the creatures; in the Control Unit you can select "Ping Creatures" which sends out a sonar pulse and marks where the creatures are.
CAPTMEATSACK Oct 12 @ 9:19am 
I noticed last night the particle effects weren't there on the creatures. I haven't been able to play much the last week and haven't played since the patch last night. Did that change? Or am I missing something?
TimmyCarbine  [author] Oct 7 @ 5:09pm 
Not impossible, however, quite difficult and time consuming. Something as simple as getting them to prioritise the control unit for example; requires me to rewrite the targeting AI. They would need to determine if they have a path to the unit (something vanilla dinos don't do currently), if not, they need to determine what's stopping them and whether it's destroyable, start attacking said blockage until they get through and recheck if they now have a path to the unit.

It's out of the scope of this project, however, I really hope someone has the patience to rewrite the dino AI because I would love to see smarter dinos in Ark.
Dragonclaws Oct 7 @ 3:33pm 
This mod seems promising. But i have a suggestion. I notice that after reading the description, the enemy waves are only aggressive towards the player and their structures. I would suggest adjusting this into a tower defense type mod. Make it so that the waves would prioritize their attention on the Control unit that summons the waves. If they destroy the unit, the mini-game ends. Therefore it would be our task to defeat the waves before they reach the unit to prolong the game. This would give us more to do with our base. We can build walls for the wave of creatures to travel through while we kill them.

If anyone takes this suggestion seriously, then i have another suggestion: Adding in defensive structures (guns, towers, etc), that automatically attacks the waves. But considering i dont know anything about modding for this game, i understand it may be very difficult, if not impossible, for auto-defense modding.
AnydaSRL Oct 3 @ 8:38pm 
Yo opino que deberían poner ponis y payasos...
TimmyCarbine  [author] Oct 3 @ 7:43pm 
I forgot who had asked for this sorry but I have a list of all the data on each creature for you guys. List all creatures in CotW, wave reank they belong to, the cost associated with them, etc
TimmyCarbine  [author] Oct 3 @ 7:40pm 
Thank you @Eyeball Frog. Loot version is being planned as I type this, but there is a lot of thought going into it
Eyeball Frog Oct 1 @ 4:42pm 
Really looking forward to the loot version. Genius mod, thanks a lot.
TimmyCarbine  [author] Sep 28 @ 6:16pm 
@Rikmaru55 I just tested turrets and their kills counted as legitimate kills. I'll test spikewalls when I get home. Also the kills are counted after the wave completes, it will not abort the wave unless the Unit is pickedup/destroyed or if the player death count limit is reached.
Rikimaru55 Sep 28 @ 11:25am 
@TimmyCarbine Because it makes it to easy when its ends prematurely when animals get killed by the turrets or spikes, or is it when not everyone is online i am not sure but i liked it better before this was added.
dalsar1601 Sep 23 @ 6:57am 
It specifically happens at wave completion, btw. Figured that was an important detail. I get the message for the end of the wave and about two seconds later, my game's froze and I have to ctrl-alt-del to see that error and close the game.
dalsar1601 Sep 23 @ 6:56am 
I seem to be having an issue where I cannot progress past the second or third wave. I'm in sp, and after completing the second wave, then trying again and getting as far as the third, I keep comming up against some kind of fatal exception - it's a very big error window, and I can't even see it until I ctrl+alt+del. Haven't screenshotted it yet, but if I try for a third time and it happens again I'll take a pic.
Staalby Sep 23 @ 1:35am 
YES! This is exactly the mod i have been looking for. I love to build big bases, most of them looking like a military complex/outpost. Alas, there were nothing to fight. Until now! Thank you :)
Ace Sep 22 @ 6:53pm 
Good idea and great work. I'll wait out for the loot based version though.
TimmyCarbine  [author] Sep 20 @ 6:38pm 
@Rikimaru55 No, not currently. Why do you want to disable it?

@DarbsHeracross I don't get to actually play the game these days, modding takes all my time
DarbsHeracross Sep 20 @ 5:22pm 
hey @timmcarbine or any body else wanna do a ark with me
Rikimaru55 Sep 20 @ 10:02am 
Is there a setting to disable the invalid kills thing in the new update?