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I have been thinking about removing all double engrams etc that happens with the whole vanilla vs S+/SS mod situation, but have read so many warnings about messing TOO much with the ini's since this will create incredible lag when browsing engrams, to the point of unplayable.
Some say the only way to avoid this is to use the OnlyAllowSpecifiedEngrams=true and rather list all allowed engrams to make sure playability.
Would love your and any's feedback on their experience on this :)
How do you setup OnlyAllowSpecifiedEngrams=true?
Yes, I do use it on a dedicated server but should probably note that it is a very low traffic (2-3 people) private server. There is some UI lag when opening the Engrams menu so it is often wise to only level-up from safe locations but Inventory/crafting/tribe menus are fine and game is playable. main lag issues are when opening engrams menu manually or when it auto-opens it after level-up. i imagine that it probably also depends on how many and how big of mods are running on the server... I have something like 70+ mods on mine including SS, Krakens Better Dinos, and Rare Sightings (just those 3 are ~ 750 mb) and I have additional overrides beyond the SS/S+ ones I shared in this post. My experience has been that the ui lag from config-only engram overrides + unlocks has been slightly less than with config-based overrides and using various Engram Unlocker mods.
The key for us is that since we just give all the engrams for each level instead of buying with engram points like in vanilla, you don't need to plan your character and that can help get rid of some of the reason to actually go into the engram menu. But that menu is not optimized at all (meaning it is slow as heck even without mods) so if you browse engrams menu a lot then yes it will be painfully slow to navigate.
Anyway, the config I mentioned about should be fine in the situation of a few friends playing on a private dedicated server as long as everyone understands about the lag on engram menu.But obviously, larger server populations running a large mod list, may need to test this and see if the lag is acceptable or not.
All I can say is that it works well enough for my purposes but your mileage may vary.
EDIT: Realized that I missed the part about bOnlyAllowSpecifiedEngrams when I replied previously. In mine, I have
The only issue I have ran into (if anybody knows the fix) is that even with
Is that verified to eiminate lag even when you still manually define many overrides? Whenever I've heard folks mentioning bOnlyAllowSpecifiedEngrams it has always been in a situation where either they did not add many overrides or else they did not have mods adding many engrams. What I mean to ask is if bOnlyAllowSpecifiedEngrams=True eliminates the lag by virtue of simply being enabled or if it only works n those scenarios where it has actually hidden many many engrams (more so than just the duplicates discussed here).
There is also a setting[ark.gamepedia.com] added with homestead called AllowIntegratedSPlusStructures which when set to false will partially disable the overlap but AFAIK it only applies to the the new "vanilla" structures (e.g. tri ceilings/foundations/roofs/etc) that were added with homestead and not to the original vanilla structures (normal foundations/ceilings/walls/etc and crafting stations).
If not sure, then I may try to verify this later when I get some time... I have a very hefty set of definitions which would make for a good test. But I would like to first scan what I do not have defined so that I can make an apples to apples comparison of bOnlyAllowSpecifiedEngrams=true + manually define everything vs. bOnlyAllowSpecifiedEngrams=false and define only the stuff you want hidden/remapped.
Also for anyone interested in the answer of my issue above, if you hide/don't specify the vanilla Tekgrams, the SS/S+ engrams won't have a reference for their specific boss kill requirements, making them free of that requirement. The fix is simply to unhide/specify each vanilla Tekgram. Kind of counter productive in the grand scheme of things but also a tiny % of the original issue.
EDIT: The way I see it, when you manually hide each engram, the engram list is loading every engram and then checking before hiding each engram you chose to hide, on each open. I feel like (I could be wrong) that with SpecifyEngram=True, the engram list is only loading every engram specified, which is a percentage of every engram otherwise why are you doing this... and also does not need to check for any hidden engrams to apply, each open. It seems logical to me that this process would be easier on the server.
I'm testing it on theisland so no clue how it works on other maps. i currently still have my game.ini unlock entries defined (e.g. i didn't remove them despite the mod doing the same thing) but might revisit that after i do more testing / etc. Thus far, it seems to be respecting the hidden/remapped entries though.
Could be. Could be something else. Impossible to say for sure without access to WC's source code.
From a programming perspective, if I were tasked with implementing something like this, then my first thought would be to use either some kind of caching framework (in the java world anything from redis to jcache) or failing that to have some pre-loaded map of engrams in memory. Since ARK is obviously a closed source, it's anyone's guess how WC implemented. But I think it likely the WC devs had similar thoughts. Could just be as simple as the engram icon filesizes are big enough that when you load too many at once, it lags the rendering on the engrams page (this is currently my best guess)... same thing can happen on websites that have a lot of images and games are much more performance intensive than websites usually are.
Anyway, I think I agree that main reason the lag is reduced is because when you use an Engram whitelist (e.g. SpecifyEngram=True) it is likely due to there being less engrams to render/process.
Sure; keep in mind, I'm a bit slow to test things (work + huge backlog of testing to-do's lol). I cheat and generate things from the command line so making an engram list is easy. But the main slowdowns for me are filling in the levels and matching vanilla to S+/SS variants... one of the items on my backlog is to look into the possibility of writing a tool to do this. Also, I just checked and as far as engram names, the only difference between S+ and SS currently is that SS adds 1 engram: "EngramEntry_CryoFridge_SS_C"