ARK: Survival Evolved

ARK: Survival Evolved

Pet Res
Jon Bon Oct 27, 2016 @ 12:54pm
Suggestion: Formatting for Description
--- GENERAL INFORMATION ---
Keep your favorite pets alive with this mod. The soul and inventory of your pet are bound to a tombstone at the point of death. By crafting a life force crystal you can then use the tombstone to revive your pet back to life.

---- ADMINS TAKE NOTE: BY DEFAULT REVIVING PETS WILL BE FREE UNLESS YOU UPDATE YOUR CONFIGURATION ----

Installing this mod without setting any configuration will have the following behavior:
  • Crystals are not required to revive pets
  • Tombstones will decay after 5 hours
  • The dino will keep all inventory items


--- CONFIGURATION ---

The following properties can be included in the "GameUserSettings.ini" file to adjust the behavior of the tombstone.
Setting must go under a section heading of "[PetRes]".

Available properties:
  • Lifespan: A float value that specifies how many seconds before the tombstone decomposes and the pet is no longer able to be revived. Defaults to 5 hours if not specified. With value of -1 the tombstone will never decompose.
  • LoseInventory: If set to true the pet will be revived without its inventory.
  • KeepEquipped: If set to true equipped items such as a saddle will be kept.
  • ControllerRefresh: Number of seconds between sweeps of the server for new tamed pets. Defaults to 1 second. Increasing my help with performance on server but will expose dino's for up to that number of seconds after first being tamed.
  • RequiresCrystal: By default this is false and will allow players to resurect a dino without crafting a Lifesource Crystal. If set to true a Lifeforce crystal is required and will require 15 Crystal, 10 Stimulants, 5 Rare Flowers and 2 Rare Mushrooms to craft. To change the requirements see the advanced configuration below.
Example:
[PetRes]
Lifespan=3600
LoseInventory=true
KeepEquipment=true
ControllerRefresh=60
RequiresCrystal=true

The previous example will have the following behavior:
  • Tombstone decomposes after 1 hour
  • The dino will be revived with no inventory but will keep its equiped items such as saddles
  • The controller will refresh for new tamed dinos once per minute
  • The cost for crafting a life force crystal is 15 Crystal, 10 Stimulants, 5 Rare Flowers and 2 Rare Mushrooms.


--- ADVANCED ENGRAM CONFIGURATION ---

This configuration is more complex and will fail if not specified perfectly correctly but it does give complete flexibility to specify any resources in the game as a requirement for crafting a life force crystal and will also behave normally when crafting.

* Note: To use this override you must set the RequiresCrystal property in "GameUserSettings.ini" to true.

ConfigOverrideItemCraftingCosts entries must be specified in the "Game.ini" file in your server or games configuration folder under the section [/script/shootergame.shootergamemode]. If the section doesn't exist you must create it.

The format for the configuration entry is as follows:

ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_LifeForceCrystal_C",BaseCraftingResourceRequirements=(RESOURCE_LIST))
The RESOURCE_LIST is a list of resource entries where each entry is enclosed in parentheses and separated by a comma.

For example the following will allow you to craft Lifeforce Crystals with 100 crystals, 10 Rare Mushrooms, 15 Rare Flowers, 20 Stimulants and 1 of any Artifact:

[/script/shootergame.shootergamemode]
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_LifeForceCrystal_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Crystal_C",BaseResourceRequirement=300.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_RareMushroom_C",BaseResourceRequirement=10.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemResource_RareFlower_C",BaseResourceRequirement=15.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_Stimulant_C",BaseResourceRequirement=20.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemArtifactGeneric_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false)))

Be very carefull to get the correct number of parentheses or this will fail. Syntax errors will usually show up in the console log for your server.

*** VERY IMPORTANT: If you change the resources using the above method you MUST uninstall the mod and start your server or the single player game as appropriate. You can then reactivate the mod and the changes should work. If you do not do this Ark will cache some of the old values and you will end up with the resource description not matching the actual resource requirements.


--- ADDITIONAL INFORMATION ---

The resource names for the classes can be found by looking at the spawn commands for items on the web page "http://ark.gamepedia.com/Item_IDs" and taking the last part of the string from the last PrimalItem text up to the apostrophe and adding "_C" to the end. For example Fiber has the entry
"Blueprint'/Game/PrimalEarth/CoreBlueprints/Resources/PrimalItemResource_Fibers.PrimalItemResource_Fibers'" which gives a class name of PrimalItemResource_Fibers_C .

It should be possible to use any item as a requirement for crafting including PrimalItems from other mods as long as you are able to determine the PrimalItem's class name.

Further documentation on server configuration can be found at the following web page:
http://ark.gamepedia.com/Server_Configuration


This mod is clean and stackable.

The mod id is: 741338580

Current Mods:
-------------
Personal Beacons
Pet Manager
StatBars
Pet Res (this mod)
Last edited by Jon Bon; Oct 27, 2016 @ 1:11pm
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Showing 1-3 of 3 comments
Jon Bon Oct 27, 2016 @ 1:00pm 
Hey Milow. I copy and pasted your description here, but added steam formatting, underline, bolds, headers, hyperlinks etc. Thought it might help point out some of the information in the desciption, draw the eyes in the right directions type thing. No worries if you don't want to use it, it's here if you do.
Duncanas  [developer] Oct 31, 2016 @ 8:33pm 
Thanks for this Jon. I didn't have time to investigate formatting when I first posted the mods and this prompted me to take a look. I had to reconstruct it since copy and paste from here loses the formatting codes, but was a handy guide for me not to have to think to much about it. I will be using this on my other mods as well.
Jon Bon Oct 31, 2016 @ 8:45pm 
No problem mate. I did the same thing. I also believe the formatting help button doesn't show when you make a mod description, so it's hard to remember as well if you haven't been steam posting recently.

I forgot to mention you could quote my post in order to get the formatting displayed. My bad.
Glad you liked it, I could tell you knew how important headers and information segregation was. I myself only ever thought to look for it initially because I saw really pretty posts and really ugly posts lol.
Anyhow, glad to help. Feel free to redelete this thread since it doesn't have relevance anymore.
Cheers!
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Showing 1-3 of 3 comments
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