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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.
- 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!
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.
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.
- 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.
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.
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.
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