ARK: Survival Evolved

ARK: Survival Evolved

Configurable Charge Nodes
88 Comments
Plastic Puppet Mar 10, 2023 @ 11:31am 
the cost configuration is working properly. The only problem is that there is no similar configuration for other mods (unfortunately). It would also be nice to adjust the charging speed and/or the amount of charge in the station
Plastic Puppet Mar 10, 2023 @ 10:40am 
Eagoth,The settings should be in Game user settings.ini.
redder Feb 9, 2021 @ 11:52am 
funktioniert auch auf der mod map Tunguska
Eagoth Feb 4, 2021 @ 9:58am 
I am in Aberration btw
Eagoth Feb 4, 2021 @ 9:57am 
Hello, the mod seems to be working but I can't seem to get the tweaking working. I put the default values in the INI options and try to change it to "false" and multiplier to 10 but in game it's still in its default
prostobizon Nov 18, 2020 @ 8:32pm 
Works on Crystal Isles map :-) Thank You!
Tander Oct 14, 2020 @ 8:23pm 
Works well in Aberration (but yes, max amount of element is 60, and looks like you won't get tekgrams from newer DLCs)
2047 Jul 25, 2020 @ 12:30am 
Excellent!:steamhappy:
TheMystic6 Mar 27, 2020 @ 7:52pm 
Any way to make this give an exact number instead of a multiplier? I want it to give 10 at a time, but when I set the multiplier to 3.3333 or 3.4 it just makes 9.
-=SpAwN=- Jul 21, 2019 @ 12:18am 
its working on valguero map
Chris Apr 19, 2019 @ 9:23am 
Hey i have a problem, no matter how much i increase the amount of element the bundles give it always only gives 60.
AtomicBugg Dec 3, 2018 @ 3:58am 
The admin rifle from creative mode deletes nodes, something I found out accidentally and too late. Any way to change this or maybe summon them?
Reapshavoc Oct 26, 2018 @ 4:54pm 
Yeah, thats what i was kinda gathering. Trying to modify a mod with another mod generally doesnt work, but i had to ask anyway! Lol. Thanks for the reply, great mod otherwise!
Zen Rowe  [author] Oct 25, 2018 @ 7:37pm 
@Reapshavoc this might not work with charge nodes that are added to maps by secondary mods.
Reapshavoc Oct 25, 2018 @ 5:00am 
I've been trying to get this to work on SP before uploading to my server. Currently running ragnarok with cross abberation to get access to abberation stuff. This is also how my server is setup. I've copied [ConfigurableChargeStation]
bEnableTekgramPurchases=true
CraftedElementMultiplier=10
to my gameuser.ini but still have not been able to get it to work. With the cross abberation mod when you use the charge node to craft element it gives you 3 element total. Curious if maybe that would be overriding what im trying to do?
S4MMY Oct 14, 2018 @ 6:06am 
I think it would be really cool if there was a mod that allowed the use of artifacts to transfer out of an ark, ie use the artifact like an obelisk and leave
Raught Oct 8, 2018 @ 11:14am 
Oh I didn't realize that lol. Well good on you! haha
Zen Rowe  [author] Oct 8, 2018 @ 10:02am 
@Raught
I'm glad you enjoy it. I can't submit it for the contest though, that would be a little unfair since I run the contest :P
Raught Oct 8, 2018 @ 8:49am 
You sir are amazing, you should submit this for the Mod Contest. This fixes all the issues with Aberration not giving all the Tek stuff!
EnragedN3wb Sep 8, 2018 @ 2:07pm 
Damn, I kinda figured. Thanks anyway!
Zen Rowe  [author] Sep 8, 2018 @ 2:02pm 
unfortunately, that would require I have the S+ source files
EnragedN3wb Sep 8, 2018 @ 1:38pm 
Any chance you could make it work for the S+ Element Catalyzer?
CronnerDK Aug 16, 2018 @ 6:55am 
Great mod :D an option to disable "Tek Unlockers also provide a lump sum of element" would be nice in my opinion :)
DaKingswood Aug 8, 2018 @ 4:01am 
Excellent! Thank you sir and appreciate you work very much :)
Zen Rowe  [author] Aug 7, 2018 @ 7:54am 
no, I believe it should work on Crystal Isles charge nodes as well
DaKingswood Aug 7, 2018 @ 3:58am 
Hey Zen, after reading a few of your comments, I come to realise this will only work on aberration. Hosting a Crystal Isles map which have the nodes but I take it you need to unlock them by adding them to your list.
Zen Rowe  [author] Feb 22, 2018 @ 8:20am 
oooh no there is no way currently to shut off just the tek engram unlock from the unlockers. Right now the unlockers are an all or nothing package
JorK Feb 22, 2018 @ 4:01am 
Ok but trophy was disable with =false, I just need to craft the trophy reward with elements and no give all engrams tek at the same time (gamma or beta or alpha).
Zen Rowe  [author] Feb 21, 2018 @ 4:28pm 
@JorK__ Ini options above, set bEnableTekgramPurchases to false
JorK Feb 21, 2018 @ 2:22pm 
Is it possible to remove the engrams because I have a server (the island / crossark) to force players to play on it. This mod is just amazing.
Throbby™ Jan 30, 2018 @ 10:22am 
Hi, is it possible to have these Tek Unlockers available for something like ragnarok?
Zen Rowe  [author] Jan 28, 2018 @ 10:18pm 
This mod doesn't remap the vanilla charge nodes. It just alters the recipies in its inventory
Thorium Jan 28, 2018 @ 2:46pm 
Do they properly recharge and reactivate while in stasis, unlike the vanilla charge nodes?
Llama samba Jan 25, 2018 @ 5:04am 
@retri you welcome :P
Zen Rowe  [author] Jan 21, 2018 @ 6:04am 
That's a fair argument for putting in a seperate multiplier and reducing the base.
Grumble Jan 21, 2018 @ 3:24am 
@zen rowe also even at 1 multiplier, the trophy conversions are excessive 220 per trophy for alpha? that's 2200 element for a 10 man tribe.
Grumble Jan 21, 2018 @ 3:11am 
Is there any way for you to separate the multipliers so that admins can separately designate the multiplier for bundles and for the trophies? Our server wants the node buff, but feels the trophies turn into too much element. But we really want to be able to turn the trophies into element just not as much.

Other than that, great mod for fixing the element production on aberration. Cheers for making it.
daemonblackheart Jan 19, 2018 @ 9:37pm 
alpha
Retribution Jan 19, 2018 @ 12:34pm 
@Grey
You know, I've been staring at these codes (and others for S+ Tek Progression) for SO long now... it's been driving me absolutely insane. Thank you so much, I've run 4 heavily modded servers for 2-4 months each for some friends and I and I cannot believe I didn't see that! Thanks!
Zen Rowe  [author] Jan 19, 2018 @ 8:40am 
@Daemonblackheart I will look over it again tonight, I could have sworn I got those into the list
which unlocker did you use?
daemonblackheart Jan 18, 2018 @ 10:51pm 
doesnt give the tek forcefeild nor the tek grenade
Llama samba Jan 17, 2018 @ 3:41am 
@retribution forgot to add the _C in the resources :P

="PrimalItemResource_BlackPearl_C"
Daloki Jan 16, 2018 @ 6:48am 
I love this mod thanks! and @Ret - delete the mod from mod folder, then unsub-resub but dont change your game.ini overides. :)
Retribution Jan 15, 2018 @ 7:41pm 
Trying to override the costs of the element inside the charge nodes with the following line.

ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_ElementBundle_CCN_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_BlackPearl",BaseResourceRequirement=20.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_MetalIngot",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Polymer",BaseResourceRequirement=50.0,bCraftingRequireExactResourceType=false)))

However, each time I find a charge node and highlight the bundle inside, it has no crafting requirements lifted and is uncraftable. As far as I can see the node is charged and ready for use but won't show any requirements. I'm also unable to move these items into the nodes inventory to craft with. Maybe because it's nearly 4am but I can't see what I'm doing wrong.
Zen Rowe  [author] Jan 15, 2018 @ 4:58pm 
@Anguel Placing items in folders doesn't change the number of slots used by the items, it just organizes them. there's no way for me to get around it unfortunately, save for making a whole new charge node structure which is honestly outside the intended scope of this mod
anguelwyvern Jan 15, 2018 @ 4:44pm 
@zen rowe, hmm i see, maybe making a "folder" (like when you wanna craft the tek replicator in an airdrop, or even in the smithy or any other stuff), this way would it save you some slot ?
but well if you cant i will still keep your mod, i still think its an awesome mod ;)
Mikel71 Jan 15, 2018 @ 4:41pm 
Thanks for the info, didnt even realize it did gave me a bundle. Awesome mod btw, I have this map on a standalone server, away from the cluster till now no way to get TEK with the new toons
Zen Rowe  [author] Jan 15, 2018 @ 4:37pm 
@Mikel71 the element it gives you that your crafted, if you hover over it it should say it is an "Element Bundle" rather then just element. Double-click or "Use" it to unpack it to get the element

@Anguel It's possible but the problem is that I would have to make seperate crafting blueprints for each and I can't increase the number of inventory slots on the charge node. If I split the tek unlockers any further you won't have enough slots in the inventory to craft the element bundles
anguelwyvern Jan 15, 2018 @ 4:32pm 
yes yes i understood about that ;) what i meant is, is there a way to unlock the island boss individually, instead of all of them at once?


mikel71, it give you a bundles, that you have to unpack to get the actual element
Mikel71 Jan 15, 2018 @ 3:51pm 
Only 1 element is craftable in a charge node now, since i loaded it into the server. I have changed the multiplier but doesnt seem change the craftable part, Even transfered it my inventory as Falandir suggests in the comments below but still only one. This is waht was added to its INI file

[ConfigurableChargeStation]
bEnableTekgramPurchases=true
CraftedElementMultiplier=5

Any ideas how i screwed it up?