ARK: Survival Evolved

ARK: Survival Evolved

Super Structures
 This topic has been pinned, so it's probably important
Legendarsreign  [developer] Oct 28, 2023 @ 5:02pm
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Super Structures is now available for ASA!
Updated: 11/25/2023

Now Available! Mod Link: Super Structures Ascended[www.curseforge.com]

Ark: Survival Ascended has been out for a few days now and I've had several people asking me about whether I'll be bringing this mod to ASA.

I will be! Orionsun (the original creator of S+) has stated for the moment he doesn't have plans to do S+ again and so I feel that's even more reason to get this mod loaded over to ASA.

Updated Release Schedule - 11/5/2023
Alright, things are going well and I anticipate the first release being within the next 2 weeks, but I'll just say "November" to give myself wiggle room.

Here is the phased release schedule (VERY much me guessing on dates here, take very loosely). I anticipate having a majority of everything I had before, but you'll find out as things come out what things may get pulled or revised.

Release 1 - Pull System - November
Release 2 - Tools (some won't release initially like transparency cycler, model selector, etc) - November to December
Release 3 - QoL Structures - batch 1 - December to January
Release 4 - QoL Structures - batch 2 - January to February
Release 5 - Core Building Structures - February to March

Structures or Tools that don't exist in SS but do in S+ will be evaluated after this release schedule is completed for possible inclusion.

At each stage I will be evaluating and might break down any of these releases into smaller batches if its needed. Dates are subject to change and just a guess, could be later or sooner than suggested.

When can I expect this to be available?
Honestly, no idea. I am working on it but its A LOT of work. The new dev kit offers tools to import but they have changed a ton of underlying things so quite a bit is broken in the mod and will need re-done AND re-thought. I'll have to basically start over with many of the building structures. How long that takes me is tough to say. I'm very hesitant at this stage to throw out any dates right now.

Will everything from this mod be ported over?
Eventually, someday. But right off the bat, no. Part of that is because some structures will likely make no sense to exist. There is no Gacha so why would there be a Gacha Gavager or Crystal Cracker, etc. These structures can be re-introduced when Extinction Content is available. Doesn't seem like "Internal Pipes & Wires" will also be needed either as Power/Water in the game is now wireless by default.

What will be different?
Kind of tough to say. My main goal will be bringing everything over as-is and then fixing everything. But, I can say you can expect some updates to all UI in the mod, it needs to match the new UI in ASA.

I will be evaluating almost every structure in the mod and some things will certainly get tweaks before release. This is the best time for me to make changes as nothing is live and so I can make the most changes to internal workings now before release.

I WILL be updating the mod name internally in the files, including renaming "homestead" assets. There is no reason not to fix the names and prevent the whole "reverts to modded version" thing on restart.

Will you be making this cross-platform or PC only?
I haven't fully committed yet on this. On one hand, its a really cool idea to be available on console and give console players access, on the other.... CurseForge has more stringent approval process for updating/getting in to the space. It would make testing and development more complicated and the amount of support requests will increase as well. So that's a lot of overhead to add. This is something I'm weighing right now.

What about ASE? Are you done updating the mod there?
I never like to give out absolutes. I might change my mind, anything could happen! But for now, I am putting the mod into Maintence Mode for ASE. I will only be issuing bug fixes for ASE for now.

For the latest updates, getting real-time mod patch note notices, and to chat with me, join the discord[discord.gg]!

Thats all for now!
Last edited by Legendarsreign; Nov 25, 2023 @ 5:40pm
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Showing 1-15 of 36 comments
Second ******* Oct 29, 2023 @ 6:44am 
This is a great news. Thank you for your work.
Hulk Chevy Nov 1, 2023 @ 12:27am 
Dude you have no idea how happy i was to see this ... ive been watching mods get added .. and ive been waiting for either u or structures plus to be added... preferably u ... ur mod is the one me and my group of players have preferred over structures plus ever since that mod f'd up the "guns" transfer demo all that... those guns and the ability to pull resources are literally my last requirement for me to feel comfortable opening a server ... i will be watching avidly for this you are my main man ... no rush .. id rather u take ur time versus having to add it and restart 15 times lol .. again Thank you thank you thank you sooooo much
Ranadicus Nov 3, 2023 @ 8:16pm 
I can't wait
Xaltee Nov 4, 2023 @ 4:31am 
Definitely looking forward to this
乛BK丨TIGER乛 Nov 4, 2023 @ 6:49am 
I CANT WAIT FOR THIS PLEASE DO THIS AS SOON AS POSSIBLE
Scipio164 Nov 4, 2023 @ 12:20pm 
That's awesome to hear! We are trying to go with less mods on our server this time around but SS is the one mod that no one wants to relent on. Resource pulling and the transfer gun add so much to our quality of life! Thank you so much for your hard work!!!
Obey the Fist! Nov 5, 2023 @ 1:38am 
Do we need the building structure elements of the mod now that ASA features input from Orionsun that fixes most of the building problems that ASE had?

I think there's a strong demand for the automation buildings like the farmer, nanny and so on. Bypassing redundant parts of S+ (like we don't need an S+ version of the stone walls anymore, etc) would cut down a lot on the amount of work needed.
Liberator Nov 5, 2023 @ 9:19am 
Originally posted by Obey the Fist!:
Do we need the building structure elements of the mod now that ASA features input from Orionsun that fixes most of the building problems that ASE had?

I think there's a strong demand for the automation buildings like the farmer, nanny and so on. Bypassing redundant parts of S+ (like we don't need an S+ version of the stone walls anymore, etc) would cut down a lot on the amount of work needed.

Yes! This and the extra tools like pick up gun and dino kill gun. Also the Ressource pull system. The building doesn't really need any work now what people are most waiting for are the automation structures and the pull system aswell as the tools.
Joew Nov 5, 2023 @ 6:59pm 
Thanks bro!
Discord link is invalid, can u update the link, please?
ANd if it's not much to ask, can you make soon as possible just 2 essentials changes that are really missing, please?

1- Stackable foundations
2- Remove the need near foundations to build ceilings and others parts. (remove build limit for e.g. craft a big bridge or expand a lot the raft)

I think those 2 are a must be as soon as possible.

Btw thanks bro u are a hero!
Last edited by Joew; Nov 5, 2023 @ 7:00pm
Scam Randal Nov 5, 2023 @ 11:45pm 
Could the mod port be broken out into sections? I think the structures will take more time because they remade/reworked that system.

But the inventory pull functions should still be able to be fixed relatively easy. I was gunna take a stab and upon investigation discovered your discussion.
Obey the Fist! Nov 5, 2023 @ 11:54pm 
Originally posted by Randy Newton:
Could the mod port be broken out into sections? I think the structures will take more time because they remade/reworked that system.

But the inventory pull functions should still be able to be fixed relatively easy. I was gunna take a stab and upon investigation discovered your discussion.

I second this... even if it rolls out with just the transfer gun to start with, it'll become one of the top mods overnight.
Legendarsreign  [developer] Nov 6, 2023 @ 2:38am 
I updated the original post with more details on the phased release schedule as some in this post have brought up.

@joew, discord link works for me? Not sure.
Scam Randal Nov 6, 2023 @ 6:42pm 
Glad to hear!

The only thing I could think of is that the default survivor class might be different now and structures. So the functionality that depended on those when gettingallclasses (Didn't rip into that part of S+ when I modded) would need to be redone and the widget that applies the UI for the functionality would need to be referenced to the new survivor class. But most of the BP logic should be repeatable in UE5. The global actor would probably have the most rethinking to do.

If you want any help please reach out.
Last edited by Scam Randal; Nov 6, 2023 @ 8:05pm
dragonsphotoworks Nov 6, 2023 @ 11:58pm 
Power be lot different since wireless. But there is currently a lot of issues with that system. Limited to 3 generators. And they dont reach very far. As well as no way to expand their reach currently.
saraba Nov 8, 2023 @ 5:20pm 
Doesn't seem like "Internal Pipes & Wires" will also be needed either as Power/Water in the game is now wireless by default.

HEY .. ABOUT This part..
I KNOW its STUPID. and a complete waste of time.. BUT.. lol here is THE BUT part...
I have a few Builder friends who RALLY Enjoyed the but hurt of placeing ALL the pipes & spending DAYS.. if not a freaking WEEK to run pipes everywhre..

and dont ask me why he is ocd about that crap.. he is.. HE wold 100% love to have the pipe's back..
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