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
Have you used revival on other dinos and did that work? Which ones?
How old is the revival data? How long ago did it die?
And did you remove any mods between the time of it dying and when you attempted revival? (if modded dino was in mod you dont have now, thats not gonna work)
Or did dino mod update between time of dino death and revival attempt?
OR simple thing but revivals are tribe-owned. Is it possible a tribe mate revived your dino after you opened the UI but before you clicked revive button? (i.e they took it out from under you)
It's on my own unofficial server.
Alliance tribe member.
Had right stone in the griffin which it consumed.
No other mods installed or uninstalled after the Revive Dino Mod.
The member had logged off and then at a later stage logged back in.
Tried to use the revive option which said " Dino Not Found"
No updates or modifications done in the time period the user had logged off and on again.
No other tribe member attempted to revive the dino.
Oh, and this is the first attempt at trying to revive a dino. We haven't used the mod until then.
Could you gmsummon a vanilla dino, put revival on it, then do kill on it? Then see if revival works.
Going to test on Modded dino
Back of mind been wondering if I need to implement some kind of limit for items saved. They all have to package into the revival pod and everything has its limits.. the item has to replicate across network server to client when you view inventory that has item in it. Too much data could have been why it failed.
Error msg is basic and not very intuitive, could use some love.
Dino Not Found is just what UI tells you if it asks server to find the dino revival (by dino ID) in its revival data store (that file) and package into revival pod item and add to player inventory. If anything along that chain of events fails server sends client 'false' and client just assumes Dino Not Found.
DebugMode=True
I dont recall how much logging I put in for RMD it might be kind of spammy on server log. But might provide some insight if that's enabled when they try Revive on the Griffin again.
Those are two other mods I have installed long ago before the revival one. So once I revived the dino, you have to remake those items and re-apply them to the revived dino as they no longer have dino tracking or the dino pickup option from the dino pickup cube.
I don't mind re-making those items, I mean your dino is basically immortal now that you can revive it ;), just thought you'd want to know that it doesn't keep those added dino features once dead.
is there any way to fix it?
If so that is correct- it is not meant to be placed in any fridges as there is no need for it to be. Dino Revival Pods do not expire, they can exist in a normal storage bin indefinitely. As long as the mod stays installed, they will persist.
If you are referring to the custom cryopod you craft at the revival station, called 'Dino Pod' then let me know. I use these all the time and have put them in cryofridges and all manner of 'powered structures' without issue. Anything that draws power should be able to contain these and will recharge them.