ARK: Survival Evolved

ARK: Survival Evolved

Immersive Taming
Post Suggestions Here
There doesn't appear to be a designated place to post suggestions and I hope that this will be pinned to make that easier for the modder.
Last edited by Fullmetal_Angyl; Jan 6, 2018 @ 10:43am
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Showing 121-135 of 137 comments
Fullmetal_Angyl Apr 28, 2018 @ 7:43pm 
Originally posted by requiemfang:
Don't feel like reading through the whole thread so forgive me if this has been suggested before. How about when during the taming process sometimes the creature you're trying to tame will give you a gift. Most of the time I cannot find said gift seeing as it is hidden among the grass/ground clutter. Can maybe the items gifted by creatures be given a glow aura like the baits?
That would help and make a lot of sense if it can be implimented easily enough.
Fullmetal_Angyl Apr 28, 2018 @ 8:09pm 
Idea. I have no idea how difficult this would be to impliment.

Often Immersive Taming isn't added to a server because it makes things "too easy". A server might have its settings turned up for vanilla taming and if you use the Immersive Taming mod even super overpowered modded dinos tame rediculously fast.

To give admins the ability to balance this out, what about an in-game command? The taming difficulty of the mod could then be adjusted within the game so admins can custom balance the mod. Maybe all baits are made more or less effective based on a number entered in the command. So 5 would be 5 times more effective while .5 would be half as effective.

For example, the server might have taming at X6. There are lots of overpowered modded dinos on the server and the admin likes Immersive Taming, but feels that would make things too easy. If the admin is able to adjust the taming effectiveness of the mod to balance it out for his server he wouldn't have a problem with adding it.
ibigfire Apr 29, 2018 @ 3:48pm 
Originally posted by Fullmetal_Angyl:
Idea. I have no idea how difficult this would be to impliment.

Often Immersive Taming isn't added to a server because it makes things "too easy". A server might have its settings turned up for vanilla taming and if you use the Immersive Taming mod even super overpowered modded dinos tame rediculously fast.

To give admins the ability to balance this out, what about an in-game command? The taming difficulty of the mod could then be adjusted within the game so admins can custom balance the mod. Maybe all baits are made more or less effective based on a number entered in the command. So 5 would be 5 times more effective while .5 would be half as effective.

For example, the server might have taming at X6. There are lots of overpowered modded dinos on the server and the admin likes Immersive Taming, but feels that would make things too easy. If the admin is able to adjust the taming effectiveness of the mod to balance it out for his server he wouldn't have a problem with adding it.


You can change the taming speed of the mod and feeding times and such via .ini settings already.

Edit: But it looks like we're getting ingame settings instead like ya were looking for. https://twitter.com/Burgesssssss/status/988558912680005632 Which is very neat and convenient looking! The creator is really going above and beyond with this mod.
Last edited by ibigfire; Apr 29, 2018 @ 3:52pm
Fullmetal_Angyl Apr 30, 2018 @ 8:27am 
Awesome! I know nothing about ini settings, had no clue! Thank you for bringing this up!
Yerkisk_TTV May 8, 2018 @ 7:32am 
The last update somewhat broke the way we were using this mod with our custom stack of mods on our server. Here are a few suggestions that would be helpful for everyone, as it would increase the customization of the mod :

- Allow custom-pref dino settings to be set on a specific dino at a time rather than all dinos altogether. That would allow some dino customization while keeping the old ability to apply herb baits to herbivores and meat baits to carnivores for anything not using the custom-prefs. This is needed for any mods that does not add dinos to the spawners (ie Rare Sightings);

- Apply the old herb baits to herbivores and meat baits to carnivores for all dinos not set for custom-pref dino settings. That used to work great for any dinos added by any mods. Anyone can still use custom-pref on a specific dino to change their specific settings;

- Bring back the list of untamable dinos, like it used to be in the ini. That way we can decide which dinos can and which cannot be tamed, on a case by case basis without setting custom-pref for all dinos. This may or may not be needed by some mods, but it was the only way to confirm that a custom dino was untamable, whether or not it was added to a spawner or not.

I think the suggestions above would help everyone, and not only our server, as they add more customization options without removing anything. They would make Immersive Taming even more stackable with other mods.

Thanks!
osha compliant minigun (Banned) May 8, 2018 @ 2:13pm 
Reaper pheromone bait? It could be used for reapers...
Gantros May 20, 2018 @ 12:51am 
Could you add an option to include alternate recipes for baits that require Narcotic, for example change carnivore meat baits to add a few units of Narcotic in order to make? The thinking is that the narcotic makes the carnivore more docile and receptive to being hand fed. From a technical standpoint nothing else changes in the mods behavior.
Fullmetal_Angyl May 20, 2018 @ 11:50am 
Originally posted by Gantros:
Could you add an option to include alternate recipes for baits that require Narcotic, for example change carnivore meat baits to add a few units of Narcotic in order to make? The thinking is that the narcotic makes the carnivore more docile and receptive to being hand fed. From a technical standpoint nothing else changes in the mods behavior.
That sounds pretty cool. Use it so you can sneak close to agressive dinos to pet them and possibly even hand feed them to make them neutral faster. The smoke could turn from red to orange while the narcotic is active and it turns back to red when the effect wears off if it is still agressive. Imagine being on the edge of your seat while sneaking up in a ghillie suit to pet an allo without getting killed?
Burgesssssss  [developer] May 20, 2018 @ 1:23pm 
Originally posted by Gantros:
Could you add an option to include alternate recipes for baits that require Narcotic, for example change carnivore meat baits to add a few units of Narcotic in order to make? The thinking is that the narcotic makes the carnivore more docile and receptive to being hand fed. From a technical standpoint nothing else changes in the mods behavior.

If it's simply the crafting requirements, you can already alter them via ini.

Not every creature that eats meat is hostile, so could be a bit trickier to implement additional functionality. Do-able though, and I'm constantly brain storming of ways to make taming carnivores more difficult.
Guinaro May 21, 2018 @ 4:35am 
I got an issue with not being able to use my custom crafting requirements for baits. I'm also using the Appetizer Mod and I altered the bait recipes to use Appetizers instead of stimulants, but I am unable to place them in the crafting stations, thus unable to craft them.
Would it be possible to provide an ini setting (in game or GUS) to disable the restrictions on what can be placed in the crafting stations. Personally I do not see the use for the restrictions as storing anything into the bait station provides no real benefits regarding preservation times. So a storage box is just as easy to craft.
Guinaro May 21, 2018 @ 9:05am 
Suggestions:
- Implement all apex drops for Trophy bait taming: e.g. Argentavis Talons to tame Argies, ...
- Implement the alpha apex drops to remove the combat training part, thus instead of first needing to fight a T-Rex till 50% health, you can immediately start with regular bait feeding, petting, ... . The logic being that being able to kill an alpha makes you more badass than any regular animal.
Since the spawing of alpha's is limited it would not be an unbalanced system, aswell as you still needing to kill said alpha.
- If possible allow us to add our own baits and arrows via a GUI. Some mods add stuff like e.g. Better Dino's Rotten Gloop to kibble tame Scorpions. It would be nice if I could add a Rotten Gloop Bait, and Rotten Gloop Bait arrow, which I then can also assign as a kibble bait to the Kibble Bait Station.
This could also make it easier to implement the first and second suggestion. Admins could implement those themselves.
Burgesssssss  [developer] May 21, 2018 @ 12:51pm 
@ Guinaro: The item class restriction is to prevent basically free inventory space from the crafting stations. A lot of modded crafting stations have a large amount of slots, essentially removing the need for actual storage boxes, something which I am not a fan of.

If may remove the restriction, but I'll likely end up limiting the amount of actual slots available.

As for the other suggestions, some creatures with trophy drops really aren't that deserving of such. I wouldn't put the Argy or Titanboa on par with the Rex or Yuty.

I don't have any plans to make taming carnivores any easier, even if you would be required to kill an Alpha to remove the combat tame requirement.

Custom baits would also not be possible, as each bait is its own actor class. It's not as simple as associating a crafting item and making it work. There's meshes, materials, physics, affinity calculations along with many other things which would also have to be able to communicate with the customization settings.
Fullmetal_Angyl May 21, 2018 @ 8:54pm 
Originally posted by Burgesssssss:
@ Guinaro: Custom baits would also not be possible, as each bait is its own actor class. It's not as simple as associating a crafting item and making it work. There's meshes, materials, physics, affinity calculations along with many other things which would also have to be able to communicate with the customization settings.

What about adding a generic bait? The generic bait would act in a specific way, lets use the berry bag for example, but the player could add any ingredients they like. Access to the engram would have to be enabled for the server by an admin of course.

Another feature might be the ability to adjust the color with those numbers for the red, blue, and green so the generic model could have some variation, so again using the berry bag, the bag might look the same but the berries on top might change their color. Or possibly the bag and the berries would be 2 zones that could have their colors changed, but I have no idea what it takes to do the color changing part.
Last edited by Fullmetal_Angyl; May 21, 2018 @ 8:57pm
Guinaro May 21, 2018 @ 11:32pm 
Originally posted by Burgesssssss:
If may remove the restriction, but I'll likely end up limiting the amount of actual slots available.

As for the other suggestions, some creatures with trophy drops really aren't that deserving of such. I wouldn't put the Argy or Titanboa on par with the Rex or Yuty.

I wouldn't mind the restrictions to about 20 slots or so. It is just that I currently cannot alter my crafting requirements to include some mod items. So slot restriction is fine. You could always set a low limit and let admins tweak the values they want with an ini setting like S+ does.

The other apex drops would be for allowing to engage the species that drop them. I'm not suggestion that an Argie is on par with a T-Rex. But it would be nice to be able to require a couple of Argie Talons before you can Trophy tame an Argie as it yields a perfect tame. For those you don't feel them deserving of treatment, you could disable them by default and admins that want can enable them. I do not know if your admin system allows for the removal/adding those baits dynamically to your Trophy Station. If no creature uses a certain bait, you could disable it from appearing, making it an elegant solution.

It would certainly allow admins to extend the current implemented system with more combat tames. The more choice the better. Like a Bronto, you could make it also a combat tame even if it is a herbivore.

If possible you could even tie the combat health drop percentage to individual baits/per dino?
So I could use a bronto vertebrate trophy bait on a T-Rex, but since that would be prey it would require a drop of 75% of total health, if I use a T-Rex Arm Trophy Bait: I need to drop health to 50%, using an Alpha T-Rex Trophy Bait only to 25%.

Guinaro
FryoKnight May 23, 2018 @ 1:44am 
@Burgesssssss Could you make it so that Bait Arrows are refrigeratable? Kinda annoy to me to loose out on Bait Arrows due to not being able to stick them in a fridge.
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