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There will be a newer version added to the Ark remake though, which will have more furniture and items etc.
I will however leave the dev kit installed for an extended period of time should any game breaking bugs need fixing
Both can be found in the Fishers Desk, in the "Food" folder.
I appreciate the bug grabs, I'll take a look through the mod tonight for anything else that might be having issues.
In regards to the barrier items, they're going to be remade & re-meshed so they're a little more effective, they will also have some added building pieces, but this portion of an update will take some time.
The alchemist books are 100% just RP features that are meant to help players play a certain role.
Couple bugs I noticed: the war taxidermy base (large, didn't try the others) doesn't appear to work. It let me craft and place one but there was nothing there.
Also, I love the barrier building items! Super cool looking, and work great to mix and match with vanilla textures. However the barrier gate (the double door) doesn't work. It looks amazing, and I love the custom door animation, but... you can't walk through it when it's open.
I was wondering about the alchemist book too. The one that equips in your offhand slot. Does it do anything, or is it just cosmetic? It does look really cool.
A standalone version of the taming drug will be available sometime next week.
It only causes issues and confusion if you don't keep an active reply rate up I think.
As for now there shouldn't be any need to reach out, not to say that won't change in the future so I'll keep it in mind.
The mod will take a while to get to release stage, let alone complete as I'm heading to Uni in September, so it'll be mainly worked on in my downtime. Once released though, it'll be open to suggestions from the get go, so there will be a large depending factor in regards to comments or discord.
I'd also like to return your sentiment and thank you for being as communicative as you have been; not a lot of people are willing to do that, and those sorts of things can be valuable to both parties, and also just simply shows you care. I respect that, a lot.
(that said, if I can provide you any feedback on that mod you're working on feel free to reach out. As a person with a 2k long game.ini, i've been around the block on the edits a bit, lol).
For those that don't have proper server side experience, that are running it on their own hosting group is that sheer amount of engrams would cause an FPS nightmare when you open your engram list.
You can see it with the original castle mod, unless someone goes in and cleans that, it's not a nice experience. Doesn't de-value the mod, just makes it annoying.
But, I am currently working on a mod that does exactly what we're talking about, there will just be a suggestion to block the current engram list as it will have it's very own specific items.
I do appreciate the feedback, the mod is personally a little long in the tooth for me to make those kind of changes. In the future, who knows, but now it won't be something that'll happen, mainly due to working on other mods and time restrictions with Uni upcoming
The ability to choose to do one or the other makes it accessible to people who roleplay both as someone already accomplished in their role, and someone who's (for example) sticking more closely to the lore of ark; starting fresh.
That said, the content is great, so I certainly am not discrediting the value of the mod. You've done an excellent job. I just personally feel that a roleplay mod should be about the freedom to cater the contents to the type of experience that a server wants to present to the player.
This is the reason that everything is open, that and of course, more often than not, people go into their roles with experience and it's frustrating having to "learn" something through an engram that you would technically already know due to character story.
You won't find many RP mods that will do what you seek, where you will find some (non RP) mods that will, but most likely when game balancing is their focus.
Our server has all of the engrams in the game reworked to be balanced better, so not having the ability to remove specific items (like, for example, the cloth armor) breaks the game - which is a shame.
Even having grouped engrams (like armor, alchemy, crafting tables, etc) would be sufficient.
Upto the players to figure the potions out, some of them are useful, some of them are solely for RP. It'll take some time, but it's worth.
They were originally made in another mod of mine that had been brought over before I deleted it, so they're from like early 2018. It's been a hot minute