Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If i had designed a dev kit, i had implemented a registration system for creatures. Each mod had to register a new creature class. But this does not exist, and the only way is to scan the world for new spawned creature classes. And if the creature dies, its actor gets destroyed and there is no way to check for this class.
Any thoughts on this? Sorry for my lack of clarification, I posted rather early / late this morning and was likely not coherent.
EDIT:
It would appear after some time your mod did in fact pick up these added creatures and allow us to search them. Is there some time frame for the mod to detect new creatures added to the spawn? I know your next statement might involve something to the effect of "destroywilddinos" however we do that at each server start... Might that be causing your mod to take longer to bring up a more accurate listing of all the dinos on the map?
because of this, and those creatures which are also spawned by other ways, i have implemented a refresh button in the last update.
You can always search for any creature using the "Any Creature" selection and a search phrase like "alpha".
You see, Ark modding is not so easy, because we, the modder, had to check for obviously simple things and we need to handle this by building workarounds.