ARK: Survival Evolved

ARK: Survival Evolved

[QoL, Open Source] Better Horde Mode
44 Comments
Spectral.rl Jun 25 @ 6:52am 
To anyone having my problem with crashing by ,,hordefix" leave the game -> put it off - > uninstall it - > Load in new - > Leave the game - > Install mod new and put in loader
Daniel12788 Dec 24, 2024 @ 11:15pm 
We need this in ASA. Too bad they never fixed the osd for ascended.
kinngrimm Dec 11, 2024 @ 4:59am 
true QoL improvement! thx
lgneira Jul 21, 2024 @ 2:43pm 
perfect work, thans
BerserkChucky Oct 24, 2023 @ 10:19am 
Is this the mod that allows you to disable certain OSDs? IE Blue and Yellow
Fera_spielt Jul 25, 2023 @ 1:17pm 
@Fedora, yes I see... Forgot to activate on the server xD
Ferodra  [author] Jul 24, 2023 @ 11:40pm 
@Fera_spielt Nope, Mod still is working :o
Fera_spielt Jul 24, 2023 @ 6:33am 
Mod is incompatible now, right?

Doesnt feel, that the mod works anymore :/
Vocal Tune Apr 1, 2022 @ 10:34pm 
Still works well! It's so helpful!
493085961 Dec 4, 2021 @ 7:14am 
so glad that it still works, nice job!
HIGSBO Sep 10, 2021 @ 8:30pm 
THANK YOU finally the community has to come out and fix what wildcard wont and they still want more money..
comical Jul 16, 2021 @ 10:22am 
hey,

the mod really make a big difference for us, but a few of my players have reported that sometime it wont show a beacon above buried reapers or say stegos that are a good distance away from the OSD. not sure if there is anything else that you can do but thought I'd mention it to you
fluffinator09 May 11, 2021 @ 2:42pm 
So I will be leaving AutoDestroy on until I figure out if I understand correctly... for reasons... but is it permanently present until completed? Or will eventually be destroyed by the game? I'd like the option to just increase the time, simply because I am a solo player 99.99% of the time (I set up a dedicated server, then I remembered I have no friends rip) so I can sometimes have something happen where I die, wander, etc. Is this the option, or something that could be added?
Jules Mar 5, 2021 @ 6:49pm 
Thank you for modding this! I just lost a red OSD because I had to go rescue a rex that ran off with two corrupted wyverns. I get back and it's despawned $#$%#$%^.
So this is great!
I have a request, can we get an option to extend the time before the first wave, or between waves too? Solo players like me that are using rexes need a few minutes to run around and position everything for the channels the horde will be coming through. I need to feed the velos too during the event, they stop attacking if they run out of food.
Ghenghis Mar 5, 2021 @ 10:36am 
Doing OSD's at 68,4 x 56.0, there is never a beacon or marker on the spawns.. and the old 2 remaining lasts a long time.. I've done three here now. Otherwise seems to work great!
Shadespayr Nov 17, 2020 @ 9:41am 
Really great mod. It has helped a lot. I do still have some situations where the dinos seem too far away to receive a beacon and I end up searching for the last couple of them stuck on a rock. So, it's still happening but has cut down the frequency a lot.
comical Nov 16, 2020 @ 11:26pm 
thank you
Ferodra  [author] Nov 16, 2020 @ 11:24pm 
@comical
The timer indicates the time that has passed since the corrupted dino actually spawned. Sometimes, this is delayed by a bit, as there are countermeasurements for false negatives in place, because the dinos sometimes are not immediately registered as being part of the event.
comical Nov 16, 2020 @ 11:20pm 
Hi

I love the idea behind the mod. does the beacons show up XX seconds after that specific dino has spawned or i it just since the start of the event

or do it only show for example wave 4 dinos XX seconds after the start of wave 4?

thakns
太TM无聊了 Jul 20, 2020 @ 5:32am 
If there is a game mechanism that corruption to attack the player's base, it's like defending an airdrop. Similar to tower defense, hope
Rocket_Rob Jul 14, 2020 @ 1:54am 
Um, just to be clear I am referring to the GUID contained in the modmeta.info file and inserted into the "'mod number'.mod" file by the game client and not the 'mod number' itself.
Rocket_Rob Jul 14, 2020 @ 1:43am 
Thank you for the reply. Everything appears to be working fin here.
Ferodra  [author] Jul 13, 2020 @ 11:24pm 
Afaik, the Mod GUID only is created one time, when the first upload happened. If i were to reset it, there would be an entirely new entry in the workshop.

The Mod is 90% only running on the server. Only thing the client does is to show the beacon (A Particle System Component of an hidden Buff) when the server says so.
The new Destruction Range logic also only runs serverside.

Mod Devs CAN reset this ID, yeah. But as i stated above, this wouldn't really make sense.
I couldn't really find any issues regarding updates etc. anyway.

So, no, it wasn't intentional. But as i'm aware of, there shouldn't be any issues.
For me, everything updated fine (automatically).
zerassar Jul 13, 2020 @ 5:22pm 
Well it would largely depend on where the mod is doing the work. If it's a server side action then it won't matter what version the client is running.

Changing the GUID is used by mod devs to FORCE them to be in sync. If you're not in sync you'll get the mod mismatch error.

Ferodra can confirm whether it was intentional or not though.
Rocket_Rob Jul 13, 2020 @ 5:00pm 
I wouldn't know, that why I asked. First time I have seen a mod update with same UUID. The game client checks it to make sure the mods are in sync, server to client. I suspect if a server has old version and client has new (the most common mod mismatch case) the player may get unpredictable results (you wont get a mod mismatch to warn you something is amiss). I'm not a developer so I don't know.
zerassar Jul 13, 2020 @ 3:36pm 
Why should they be changed? As I understand it that's only required if you need both your clients and servers to be in sync. Otherwise it doesn't matter right?
Rocket_Rob Jul 13, 2020 @ 8:29am 
I don't have time to check if its OK (2 am here)
Rocket_Rob Jul 13, 2020 @ 8:27am 
Looks like there is an issue with a mod used on Extinction map. I'm getting updates to version listed on web site but new and old downloads have the same Unique Identifier. They should be different.(edited)
[01:20]
WARNING: Mod 2112042937 needs updating.([QoL] Better Horde Mode). Updated version published 2020-07-13 22:44:00 Australia/Sydney time.
New GUID 6319003A41F0B509197C31BDA79B1818
Old GUID 6319003A41F0B509197C31BDA79B1818
WARNING: Mod 2112042937 needs updating.([QoL] Better Horde Mode). Updated version published 2020-07-14 0:02:00 Australia/Sydney time.
New GUID 6319003A41F0B509197C31BDA79B1818
Old GUID 6319003A41F0B509197C31BDA79B1818
Ferodra  [author] Jul 13, 2020 @ 3:12am 
Big Update incoming!
I managed to practically disable the auto destruction of events when you're too far away from them. There will be a configurable destruction range, that defaults to triple the range of what it was originally.
Ferodra  [author] Jul 13, 2020 @ 3:10am 
@Shadowtrance
That's weird... Clearly is a bug, but not sure about that, tbh.

@b4nanabread
It theoretically should work with every mod that spawn those Events.
Banana Bread Jul 4, 2020 @ 3:31pm 
Does this work on all maps in combination with simple spawners?
Shadowtrance Jul 1, 2020 @ 1:06pm 
Hi, we are using it on a server cluster and some dinos are marked during the wave but not the remaining 5. I was wondering if its an optional ini file setting we messed up or a bug with the mod.
123 Jun 30, 2020 @ 8:29pm 
Would it be possible to make it so that naturally spawning corrupted dinos are not able to break structures and make only osd/ele vein spawned corrupteds damage structures? (would help against people luring corrupted gigas to bases to meshbite)
Ferodra  [author] Jun 6, 2020 @ 11:14am 
Update: Figured out a way to do this. See update log/New INI Options
Ferodra  [author] Jun 5, 2020 @ 9:58pm 
@Deep 6
There's one problem with that. Usually, the system checks if the Dino was attacking an element of the event in the last X seconds and then judges based on that. Without that, you possibly could abuse this very easily. Will have to look into it, but it for sure would be a great addition :D
Caedo Jun 5, 2020 @ 5:20pm 
Is there any chance you can include a config option to kill them after a given time as well? I ask because if you're doing drops and veins solo, there's a great risk of the drop/vein despawning while you go hunt down the marked horde dino. Maybe use the buff applying the marker to instead apply damage?
M.R. Smith Jun 5, 2020 @ 4:08pm 
Thank you for this mod. You have done humanity a great service...
Ferodra  [author] Jun 4, 2020 @ 8:47am 
@e1429799
That's an issue that plagued my other OSD and EVs mods, until i've come up with an fix for that. (Still have to implement said solution to them).
But i don't see any solution for changing Extinctions system, unfortunately.
e1429799 Jun 4, 2020 @ 7:44am 
It's really awesome, someone tries to fix the bugs wc just ignores. But a way bigger issue imo is, that a lot of enemies get stuck outside of your render range. If you go and hunt them now, you leave the render range of the OSD/vein and it will despawn. Sometimes the waves will just continue, but sometimes they won't. That renders it often impossible to even finish the easiest OSD/veins solo.

Could you imagine to even fix that issue?
Like a server setting that the next wave will be triggered if only x creatures are remaining and y seconds have been passed? Like:
TriggerMaxRemainingEnemies=10
StartNextWaveDelay=120
Ferodra  [author] May 31, 2020 @ 3:03am 
@jacekagamine
I haven't tested it, but it should work
jacekagamine May 30, 2020 @ 11:08pm 
is this compatible with OSD and elemental vein expansion mods for other maps?
Ferodra  [author] May 30, 2020 @ 7:38am 
@доставка хрень
It just puts an Marker Effect on them.
TIVEK May 30, 2020 @ 12:23am 
does this mod kills them or only marks them?
🦊 Hermit May 28, 2020 @ 10:48pm 
Hmm, this may have potential. Marking down the mod ID for future reference :)