ARK: Survival Evolved

ARK: Survival Evolved

More Tranq Items
Ether  [developer] Nov 26, 2020 @ 1:05pm
Adjusting Narcotic Crafting Costs
After playing a while with this mod... I now agree that the crafting costs should probably scale a bit more appropriately. Once you've got a solid herbivore, getting the berries needed for a MkV narcotic is very easy. Level aside, it's still quite economical, and quick, to use primarily MkIV and MkV narcotics and ammunition, which doesn't exactly balance out their power.

I am currently experimenting with narcotic crafting costs in one of my servers. Eventually, the costs in the mod may be updated to match what feels most appropriate, but I won't be doing that until I am confident with the change.

Currently, the idea is that each tier of items has a sleeping agent and a relaxing agent. The potency of the higher-tier narcotics comes from the more potent sleeping agents knocking the dino out... and the more potent relaxing agents helping keep them that way.

I would like to hear your feedback on the proposed changes!

Iteration 1 - 11/26/2019
; Narcotic MkII - Narcotic x1, Narcoberry x10 (sleep), Sparkpowder x4 (relax) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_NarcoticLime_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_Berry_Narcoberry_C",BaseResourceRequirement=10.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Sparkpowder_C",BaseResourceRequirement=4.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Narcotic_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false))) ; Narcotic MkIII - Narcotic MkII x1, Leech Blood or Horns x1 (sleep), Sap x2 (relax) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_NarcoticTeal_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResourceGeneric_Curing_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_Sap_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_NarcoticLime_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false))) ; Narcotic MkIV - Narcotic MkIII x1, Bio Toxin x2 (sleep), Honey x1 (relax) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_NarcoticCyan_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_JellyVenom_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Honey_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_NarcoticTeal_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false))) ; Narcotic MkV - Narcotic MkIV x1, Ammonite Bile x2 (sleep), Angler Gel x2 (relax) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemConsumable_NarcoticBlue_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_AmmoniteBlood_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_AnglerGel_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_NarcoticCyan_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false)))
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Showing 1-15 of 21 comments
Mor-Dan Kin Nov 26, 2020 @ 10:45pm 
for a solo player who isn't very hardcore and doesn't want to spend so much of my time spoiling meat and farming berries, an increase in resource cost will have me giveitem'ing the stuff. arrows 1-5 should balance in a sense of how effective they are for the job, which means for any dino worth taming you're going to use MKV once you've hit that level. and at that level, yes, resource gathering overall is going to be much easier. the balance, in my opinion, should come to when they become available, not how easily you can get the current resource list. maybe they start too soon.

per our previous conversation, and as i noticed in another, perhaps the answer isn't increasing resources but adding more difficult pieces to the recipe. things that you can get when you're level 80+ that you can only get at 50-60 if you're a skilled player.

perhaps, also, they might be a little too overpowered if you're experiencing too much ease in difficult tames or caves. i am only just now getting ready to use MK3, but it took 5 or 6 MK2 to drop a level 9 steg and that felt like a lot to me (i also am not a good aim so not everything hit the head).
SlayersKable Nov 26, 2020 @ 11:09pm 
and thats fine if your a solo player do what ever makes you happy as a server owner a better balance to the crafting cost helps alot and if you want it to be easier solo, pick up "no untamables" if the ammonite bile and leech blood is too hard and you won't need to spawn any in but from a server owners stand point I understand where the mod delevoper is coming from 2 people in my server had over 1k m5 narocitcs within a day or two and all of them didn't have 90% of the resources to make them right from the get go and if you actually look at the crafting costs of these he removed the berry so the costs in my option are actually better and more balanced for later game then they where before. (Keep up the good work ether, I'll be pushing these changes to my server tonight to give them a better test run through the week.)

Edit: And so we are clear the servers harvest rate is only on 2x so no it has nothing to do with my harvest rates being to high.
Last edited by SlayersKable; Nov 26, 2020 @ 11:11pm
Ether  [developer] Nov 26, 2020 @ 11:12pm 
That's part of what I'm adjusting. The goal was to make them more challenging to make, without making them more time-consuming to make. Instead of requiring an increasing amount of berries, each narcotic will require a sleeping agent and a relaxing agent.

The proposed change is as follows:
Narcotic MkII - Narcotic x1, Narcoberry x10 (sleep), Sparkpowder x4 (relax)
Narcotic MkIII - Narcotic MkII x1, Leech Blood or Horns x1 (sleep), Sap x2 (relax)
Narcotic MkIV - Narcotic MkIII x1, Bio Toxin x2 (sleep), Honey x1 (relax)
Narcotic MkV - Narcotic MkIV x1, Ammonite Bile x2 (sleep), Angler Gel x2 (relax)

Instead of having to farm berries constantly, a small amount of rarer resources is needed. Narcotic MkIII is unlocked at level 46, which is fairly easy to reach at this point. Leeches aren't a tough kill, and you can get them early if you're careful, or you can wait until you've got a bigger dino.

The next gap is bio toxin--cnidaria are a bit of a pain, but also obtainable by level 66, if you're careful. Honey is also difficult to obtain, but once you're situated, beehives produce a bit of it.

Finally, ammonite bile and angler gel require you to go to the bottom of the ocean, if you really want those strong tranqs.

Effectively, the proposed recipe changes would be tiers of challenge, requiring few resources for each item. The difficulty isn't so much in gathering the items as it is being capable of gathering the items.

I don't know that I'd say they're "overpowered" so much as having a tranq that's almost 3x as effective require only like 20 narcoberries and 50 amarberries is a bit off. You get a lot more than you put in. With the adjusted recipes, the effort is paid in reaching the point where you can collect the resources. At least to me, it would feel like I accomplished something, and I can now upgrade my tranqs a little bit.

In regards to the stego, MkII arrows are only ~1.8x as effective as regular tranq arrows, but they're also quite cheap. I think 5-6 arrows kinda makes sense, at least to me.
SlayersKable Nov 29, 2020 @ 5:26am 
So after running this new version of the narcotics I've seen one problem (ResourceItemTypeString="PrimalItemResourceGeneric_Curing_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=true) this needs to be true not false otherwise if pulls anommnite bile as a substitue

Edited:Don't use this post setting this value too true lead to neither working as ether predicted in the comment below.
Last edited by SlayersKable; Nov 30, 2020 @ 11:05pm
Ether  [developer] Nov 29, 2020 @ 5:42am 
Hmm... if it's false, though, I don't think leech blood would apply, either (since Leech Blood isn't "Leech Blood / Horns"...)

I could set it to specifically leech blood, but that would cause issues on Scorched Earth, where there is no leech blood. On the other hand, needing 1x deathworm horn is already pretty bad...

I might adjust it to leech blood specifically, then limit it to that resource, which should stop ammonite bile from applying. That may cause problems on Scorched Earth, but I can't think of a good way around that.
Last edited by Ether; Nov 29, 2020 @ 5:43am
SlayersKable Dec 1, 2020 @ 3:29am 
(ResourceItemTypeString="PrimalItemResource_LeechBlood_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=true) is a current fix.
Hollowstyx Dec 6, 2020 @ 11:51pm 
I think the proposed changes are perfect myself and pretty balanced, I'd love having to work for the top tier stuff! I can see how leech blood would be a problem on scorched earth though. Actually...there's no bile, leech blood, gel, OR biotoxin on scorched is there?? That poor map...

Maybe you could utilize alternate recipes with stuff like organic polymer, titanboa venom, and megalania toxin? Or since the trophy venoms only give you a little at once, maybe there could be recipes that turn them into an equivalent? Like one titanboa venom is ten biotoxin or something as an example! Megalania venom and deathworm horns turned into stuff for MKV.
Ether  [developer] Dec 7, 2020 @ 12:06pm 
Scorched Earth is an odd case, but you have a good suggestion!

I'm going to have to think this one through a bit more, but you've given me a good direction to ponder in. I hadn't considered kill trophies to be applicable resources, but given how many things Scorched Earth lacks, it might be a good substitute.

What I would be torn on, though, is whether those items should craft into, say, bio toxin and leech blood, or if those items AND bio toxin and leech blood would craft into a new item, that would then be used to make the narcotics.

I see an issue with both approaches. For the former, you could use this mod to "exploit" certain resources to gain access to bio toxin or leech blood without needing to get it from its source, for use in other items that aren't related to this mod. For the latter, it's a bit unintuitive and adds another layer of crafting and crafting time.
Hollowstyx Dec 7, 2020 @ 10:25pm 
This is all quite a puzzle, yeah! I think the first option is in the right direction, because the second is just leading us back to 'scorched doesn't have the ingredients' again.

I think the options are...lemme see. This is gonna be a bit rambly, sorry in advance I'm just brainstorming.

1. Honestly just...leave the formulas as they are? They seem really balanced to me! And to be fair, you already can't get above tranq darts on scorched by design, so this mod would still be useful there and it sort of fits. It's only really bad IF you're playing ONLY on scorched and can't transfer to get the items, which seems unlikely and if you are you probably want the challenge anyways.

2. Make an ingredient you can craft with EITHER item. Like say for MKIV you need say 'potent venom' and you can craft it 1:1 for leech blood or 1:5 for titanoboa venom, as an example!
This is a bit complicated, though, and leaves you missing angler gel still...


3. Utilize leech blood OR titanoboa venom, maybe? Hard to get, still, but not nearly as hard as horns XD.

Edit: IDK why I made this all so complicated, I shouldn't reply to threads when I'm 1/2 asleep lmfao. I also don't know why I got fixated on scorched earth.

I really think the first option is the best tbh, but as a side note the sheer AESTHETIC of using titanoboa venom for like MKV is /so good/. Could be a grind, but then again for MKV that's sort of the intent I think. And it could always be like 2 MKIV and 1 venom makes 2 MKV lol.
Last edited by Hollowstyx; Dec 8, 2020 @ 1:46am
Ether  [developer] Dec 10, 2020 @ 2:06pm 
For now, I've pushed the proposed changes to the live version. I think there's still some debate to be done on how this mod should handle recipes on Scorched Earth! For now, though, the new recipes work much better on the rest of the maps, replacing grind with challenge.

I will continue to look into how this mod should be handled on Scorched Earth.

@Hollowstyx Sorry, I must have forgotten to reply! Thank you for the suggestions! I think the third suggestion might be the best way to approach this, though I don't want to add too many extra crafting steps if they can be avoided. That said, titanoboa venom is pretty clever as a tranquilizer! I'll give it that!
Hollowstyx Dec 11, 2020 @ 12:31am 
@Ether no worries! I'm glad if my feedback helped at all lol, this is great mod and I already enjoy it a lot. I saw some that added more tranqs, but they were just multipliers of the last ones so there was no effort needed for the next level. This feels way more organic! Can't wait to build a pile of MKV darts and go after a giga LOL.
lordzardeck Jan 27, 2021 @ 4:37pm 
I wanna start out saying, that with one exception, I have found the current style pretty well balanced. Been playing for a month, roughly 20h/week. I still haven't hit Mk5, and only recently got Mk4 because of finally getting a Basilosaurus. Made that much easier to get BioToxin. The one issue i have is the leech blood. I'm on crystal isles, and even with a lvl 300+ rex in the swamp, I can only collect a few hundred before the leeches run out. Unless I'm missing how to get leech blood better, this is really low compared to the 1k+ bio toxin i can get in a run in the ocean. This is putting me in a weird state where i'm stuck at Mk2, even though i have plenty for Mk4. Also, taking a chainsaw to beehives on crystal isles gives me hundreds of honey, so again, not a problem there. I'm level 105, got some tek stuff, pretty late game. Yet I can't consistently get Mk3 due to leech blood. I feel like I HAVE to be missing a method to harvesting leechblood given the ease of getting the items for higher tier more.
lordzardeck Jan 27, 2021 @ 4:44pm 
Just a suggestion while perusing alternative options, what about bug repellent instead of leech blood?
Ether  [developer] Feb 10, 2021 @ 6:40pm 
@lordzardeck Sorry for the delay! That's a clever idea. That would solve the issue on Scorched for sure. If you want to give bug repellent a try, I can send you some game.ini code to change things up! I'll definitely think it through, I may make that change in the future--thanks for the suggestion!
lordzardeck Feb 12, 2021 @ 5:48pm 
Yeah I already set it up on my server, felt a LOT better as leeches were insanely hard to get compared to the biotoxin. Can't just pump it out like crazy though, because it needs so much wool and crops, even with chem bench.
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