ARK: Survival Evolved

ARK: Survival Evolved

Castles, Keeps, and Forts (Legacy) For new version go to Castles Keeps and Forts Remastered. This version still works
 This topic has been pinned, so it's probably important
ExileAcid  [developer] Oct 4, 2016 @ 11:29am
26/08/2017 Patch Notes
26th of August 2017 (Patch)

Sword equip sound effect range corrected
Mangonel and Trebuchet Ammo Storage Boxes now correctly replicate
Weight reduction on Mangonel Boulders
Durability increase for Swords
Pick up added to ammo storage containers
Portcullis chain slip hole material corrected
Gates will no longer auto activate for unridden tribe dinos
Cooking pot Kibble list updated to latest dev kit available kibbles
Trebuchet crafting cost increased
Blacksmithing table crafting level increased
Placement footprint for Keep Foundry Corrected

**This is not a content update, this patch is for bug fixes, however, the following two items were added early to bolster the patch contents (this allows some auto updaters to detect an update more easily)

Added Keep Large Ceiling Hatchway
-EngramEntry_CKF_LargeHatchway
-PrimalItemStructure_CKF_LargeHatchway

Added Keep Large Ceiling Hatch

-EngramEntry_CKF_FloorHatch
-PrimalItemStructure_CKF_FloorHatch



18th of August 2017 (Warfare update)

Content Added;

-Admin and single player spawn in only content-
Admin Vault (contains infinite supplies of all mod items)
Only obtainable via spawn code

cheat giveitem "Blueprint'/Game/Mods/Castle/MiscItems/PrimalItemStructure_CKF_AdminVault.PrimalItemStructure_CKF_AdminVault'" 1 1 false

-Siege Equipment-
>Mangonel
>Mangonel_Boulder
>AmmoStorage_Mangonel
>Trebuchet
>Trebuchet_Boulder
>Trebuchet_BucketShot
>Trebuchet_FireShot
>AmmoStorage_Trebuchet
>Petard

-Ranged Equipment-
>Arbalest
>Royal Arbalest
>LongBow

-Arrow Heads-
>Arrowhead Barbed
>Arrowhead Bodkin
>Arrowhead Flame

-Ranged Projectiles-
>Arrow Barbed (increased damage to soft targets, causes open wound effect on targets)
>Arrow Barbed Tranq
>Arrow Bodkin (increased damage to armour durabilty and armoured targets)
>Arrow Flame
>Arrow Flint
>Arrow Tranq
>Bolt Grapple
>Bolt Snare (Royal Arbalest Only)

-Melee Equipment-

-Axes-
>Berserker Axe (Throwable)
>Knight Axe (Throwable) (20% chance to lacerate target, increased damage to soft targets)
>Noble Axe (increased damage to armour durabilty and armoured targets)

-Swords-
>Saxon Sword
>Falchion Sword (20% chance to lacerate target, increased damage to soft targets)
>Norman Sword (increased damage to armour durabilty and armoured targets)
>Dagger (Throwable) (Stackable [3]) (20% chance to lacerate target)

-Clubs-
>Maul (Throwable)
>Flanged Mace
>Morning Star

-Active Weapon Buff Effects-
Open Wound Buff
Lacerated Buff

-Dormant Weapon Buff Effects-
(Currently disabled by default pending feedback)
Poison Buff
Infected Wound Buff

-Shields-
>Berserker Shield
>Kite Shield
>Tower Shield

-Misc Equipment-
>Knight Helmet
>Shackles

-Structures-

-Keep tier-
>Keep Drawbridge
>Keep Half Arch Diagonal
>Keep Middle Arch Diagonal
>Door Lever (Floor)
>Door Lever (Wall)

-Palisade Tier (villager sub tier)-
>Palisade Fence
>Palisade Gate Posts
>Palisade Gates
Palisade is a new sub-tier of Villager and therefore has its own INI damage adjuster
Default setting; Palisade=stone

-Scaffold Tier-
>Scaffold Half Arch Diagonal
>Scaffold Middle Arch Diagonal

-Crafting-
>Blacksmith Table
>Keep Foundry

-Execution-
>Pyre

-Misc Structures-
>Archery Target
>Ornamental Wall Shield


Content Adjustments and fixes (short list, more to be added once gathered)

Foundations now build up and down a gradient
Frosty and Ice material has been removed as a selection from all keep structures
Red Granite material has been added as a selection to all keep structures
Portcullis material change fixed
Portcullis material choices altered.
Material change on some settler parts corrected
Settler Pillars now correctly disable world space material when built on rafts and saddles
Fireplace placement area set to correct size
Diagonal settler tier walls no longer clip through parts of settler floors
Fireplace decay time adjusted
Players can now open doors and gates while mounted
Auto Open/Close now detects mounted players
Auto Open/Close added to all keep tier large gates and portcullis
Water Wheel and Windmill axle material corrected
Removed incorrect pipe snap locations on fireplace cooking pot
File clean up and size optimisation (approximately 250mb file size reduction of pre update files)
Crafting tables can now be placed on the ground.
Pin locking corrected on all doors and gates
Erroneous collision artifact 8 meters up and to the left of Rounded Machicolation removed.
All Mod Icons have been remade and replaced to a higher standard
More patch notes to be added once notes have been gathered.


More Patch Notes to be added.


Admin Vault for code for all items
cheat giveitem "Blueprint'/Game/Mods/Castle/MiscItems/PrimalItemStructure_CKF_AdminVault.PrimalItemStructure_CKF_AdminVault'" 1 1 false

Weapon custom adjustment INI settings will be posted shortly
Full spawn code list will update within 24 hours after release
Engram and crafting cost lists will update shortly
Temporary Lists, until main discussions are updated
Engram List;
https://pastebin.com/tXZsVjRx
Primal Item List;
https://pastebin.com/Z599xY3N


15th of May 2017 Patch

Minor patch
Villager Tier structures now correctly ignore Scorched Earth insulation modifiers (Applied Adobe cooling effect)

14th of May 2017 Patch

This is not a full content update. This is a patch for bug fixes and the addition of the extra settler and villager parts.

Content Added;

Settler Building Tier
>Settler Handrail (old version static mesh is now used for Settler Fence)
>Settler Handrail Diagonal (old version static mesh is now used for Settler Fence)
>Settler Gate Posts
>Settler Short Gate
>Settler Gateframe
>Settler Gate
>Settler Gable Inverted
>Scaffold Gable Inverted

Villager Tier
>Villager Handrail
>Villager Handrail Diagonal
>Villager Gateframe
>Villager Gate
>Villager Gable Inverted

Content Adjustments and Bug Fixes

-Removed early build “trailer” version of Villager Foundation which was only accessible via admin spawning, trailer version had no material function or damage setups.
-Villager Foundation now has correct collision map
-Villager Ceiling now correctly disables world space material when used on rafts and saddles
-Corrected damage properties on several Villager tier structures
-Corrected collision map on Settler and Scaffold Gable Ends
-Villager Hatch engram has been renamed to remove duplicated naming
EngramEntry_CKF_VillagerHatch
-Portcullis Frame and Gate moved to “Gates” folder in Masonry Table
-Settler Stairs renamed to Settler Ramp
-Snap points corrected on Keep XL Wall (applies to walls placed from this patch onwards)
-Keep Large Leaded Glass Window now has correct menu and material settings
-Keep Portcullis Frame no longer bounces player pawns walking over upper wall.

3rd of May 2017 Update

There will be another update within the next week to add the final parts of this update which were found to need some adjustments in testing.

Two new structure tiers

Settler
- Settler Foundation
- Settler Foundation Triangular Left
- Settler Foundation Triangular Right
- Settler Ceiling
- Settler Ceiling Triangular Left
- Settler Ceiling Triangular Right
- Settler Handrail
- Settler Handrail Diagonal
- Settler Wall
- Settler Wall Diagonal
- Settler Ramp
- Settler Windowframe
- Settler Windowframe Diagonal
- Settler Window hatch
- Settler Pillar
- Settler Gable Top
- Settler Gable End
- Settler Doorframe
- Settler Doorframe Diagonal
- Settler Door
- Settler Hatchframe
- Settler Trapdoor
- Settler Roof
- Settler Roof Diagonal
- Settler Roof Corner Right
- Settler Roof Corner Left
- Settler Roof Corner Diagonal
Scaffold (Settler Sub Tier)
- Scaffold Foundation
- Scaffold Foundation Triangular Left
- Scaffold Foundation Triangular Right
- Scaffold Ceiling
- Scaffold Ceiling Triangular Left
- Scaffold Ceiling Triangular Right
- Scaffold Gable Topper
- Scaffold Gable End
- Scaffold Wall
- Scaffold Wall Diagonal
- Scaffold Wide Arch Frame
- Scaffold Wide Arch Frame Diagonal
- Scaffold Half Arch
- Scaffold Middle Arch

Villager
- Villager Foundation
- Villager Foundation Triangular Left
- Villager Foundation Triangular Right
- Villager Ceiling
- Villager Ceiling Triangular Left
- Villager Ceiling Triangular Right
- Villager Wall
- Villager Wall Diagonal
- Villager Stairs
- Villager Windowframe
- Villager Windowframe Diagonal
- Villager Window hatch
- Villager Glass Window
- Villager Glass Window Diagonal
- Villager Pillar
- Villager Gable Top
- Villager Gable End
- Villager Doorframe
- Villager Doorframe Diagonal
- Villager Door
- Villager Hatchframe
- Villager Trapdoor
- Villager Roof
- Villager Roof Diagonal
- Villager Roof Corner Right
- Villager Roof Corner Left
- Villager Roof Corner Diagonal

Castle Tier
- Keep Wall XL

New ini-settings

Adjust Damage characteristics

Server admins or singleplayers can now set the damage characteristics of the new structure tiers by using the INI settings listed below;

Use one of the following settings per tier, the default option does not need to be used.

GameUserSettings.ini
[CastleModifiers]

SettlerTier=Wood (default)
SettlerTier=Stone
SettlerTier=Metal

VillagerTier=Wood
VillagerTier=Stone (default)
VillagerTier=Metal

For castle Tier
If you want to change the default damage characteristics of Castle Tier from metal to stone the original INI setting still applies;

GameUserSettings.INI
[CastleModifiers]
IsPrimitive=True


Only one option is needed for each tier. If you're happy with the default, wood for Settler and stone for Villager, you don't need to have any of these. For example, if you want to change the two new tiers to be the same damage type as metal, you add:

SettlerTier=Metal
VillagerTier=Metal

Set ceilings to act as foundation support

CeilingIsFoundation=true

CeilingIsFoundation will make ceilings count as foundations, meaning it will not require pillars and will completely disregard build limits away from foundations. With this set to true, you can span for example a bridge over a long distance without worrying about having foundation support every 2-3 ceilings. Keep in mind that this is a value set on placement. If you set this to true, build and then change it back to false, all your "floating ceilings" will still be floating and are still counted as foundations. They will not fall down or get demolished on server restarts.

The List of bug fixes for this update will be updated within the next 24 hours once all notes have been gathered

The Engram List and cheat spawn list will be updated withing the next 24 hours.


30th of March 2017 update

Post release minor patch;
Wood Material fixed on Bay Windows
Portcullis gates can be flipped again during placement.
Banner designs can now be correctly changed.
Pick up restored to Hatching Bed
Small cube static mesh artifact removed from Small Portcullis

Content Added;

Storage and Decor
>Small Storage Chest
>Large Storage Coffer
>Hanging Banner Short
>Hanging Banner Long

Utilities;
>Keep Windmill Frame
>Keep Waterwheel Frame
>Windmill
>Waterwheel
>Driveshaft Straight
>Driveshaft Vertical
>Driveshaft Six Way Junction
>Millstone (*Industrial grade chem bench, powered by above)
*More rotational powered utilities are coming in future updates

Castle Parts;
>Keep Half Arch
>Keep Middle Arch (*combine with above to make modular arches)
>Keep Small Portcullis Frame
>Keep Small Portcullis Gate
>Keep Rounded Lancet Window
>Keep Stirling Window
>Keep Stirling Window Diagonal
>Keep Corner Stairs Left
>Keep Corner Stairs Right

Content Adjusted;

Changes based on User Feedback
>Foundations now snap from Ceilings if there is ground support
>Automatic opening and closing doors (Toggleable)

Wood Static mesh cosmetic options now added too;
>Keep Ornate Arch
>Keep Ornate Walled Arch
>Keep Arrowloop
>Keep Arrowloop Diagonal
>Keep Arrowloop Round

Bug fixes
>Power Keg removed from the mod (Obsolete);
>Decay timer fix
>Pin Locking fix for slide opening gates (Portcullis, Behemoth)
>Rounded Ceiling Inverse Right erratic snapping issue fixed
>Fireplace Grill inventory blocking fix, Pick up is now also restored to this object
>Fireplace Cooker inventory blocking fix, Pick up is now also restored to this object
>Standardisation of all radial menu layouts
>Missing Kibbles added to Cooking Pot
>Mutton added to Grill
>Crenul and Looped Battlements raised in height by one row of extra bricks (stops accidental falling)

To globally disable autodoors use this INI setting;

GameUserSettings.INI
[CastleModifiers]
DisableAutoDoors=True

More Patch Notes to be added.





28th of Febuary 2017 update


Shortly after this update was released a patch was issued to correctly enable a snap point on round walls which was disabled during testing. Special thanks to Mod User Andzinus for the speedy bug report :) This patch was also used to correct the directional glass and to remove the small gap at the bottom of doors when snapped onto diagonal doorways.

Summary of update;
This update was mainly focused on improvements based on user feedback as opposed to content. The number of new parts added is smaller on this update than normal as the larger number of changes took longer to implement and test. The next update will contain the rest of the user feedback improvements as well a lot more new parts.

In order for the update to occur without causing harm to any users current builds, some of the changes below only effect parts placed from this update onwards. Pillars placed from this update onwards may snap strangely to pillars placed before this update is an example.

Content Added;
>Keep Ornate Arch
>Keep Ornate Walled Arch
>Keep Door (Wide Arch Frame)

Content Adjusted;
-Extended Support radius for Keep structures. (It is now possible to build three ceilings away from foundation or pillar support)
-Keep Pillars now snap flush upwards and downwards.
-Keep Pillars now snap to the sides of foundations.
-Keep Pillars now snap to all ceiling variants excluding Inverse Round.
-Keep Round and Diagonal Wall types now flip correctly when using E during placement.
-Keep Round and Diagonal Wall types long longer destroy nearby straight walls. ( they still can not intersect in the centre of a floor as this will consume the same snap point)
-Sandstone Material appearance updated
-Keep Sloped Roofs now give correct home effect when used in a structure. (rain and sandstorm blocking)
-Keep Stairs now give correct home effect when used in a structure (rain and sandstorm blocking. This will become more relevant after the next update.)
-New icons in use on keep foundations to help notify users of the ability to press E during placement to flip orientation.
-Castle Behemoth Gates now play open/close sounds correctly on a multiplayer server.
-Keep Bay Window now correctly displays wood appearence option.
-Material Changer Gun shortcut keys (ALT+ 1-8) are now corrected
-Large reduction in crafting cost to Keep Portcullis Frame and Gates
The following changes require the in-game objects referenced below to be picked up and replaced in order for the changes to take effect;
-Keep Gate Frame and Gate now give correct home effect when used in a structure as part of an external wall. (rain and sandstorm blocking)
-Keep Portcullis Frame and Gates now give correct home effect when used in a structure as part of an external wall. (rain and sandstorm blocking)
-Keep Portcullis Frame and Gates no longer require power keg to operate.
-Keep Portcullis Gates no longer jam when clipping into nearby terrain.
-Keep Fireplace now has placement collision (this was required to stop the overlap interference blocking inventory access)
-Keep Rotisserie now displays meat in game when it is added to the inventory as opposed to when the fireplace is restarted.
-Keep Fireplace/Rotisserie/Cooking pot have adjusted collision interaction boxes to stop the overlap interference blocking inventory access.

More patch notes to be added.


29th of January 2017 update

Summary of update;
Material change gun is now craftable and can be found as a default learned engram inside the crafting table. The engram will be at the bottom of the inventory if your table was placed before the update. Press R to cycle the guns firing mode, alternatively you can directly switch to a firing mode using ALT+1-8.

The Machicolation Battlement Set of five new parts has been incuded in this update. Machicolations are rather iconic castle features, they where the apex castle defence of pre gun powder warfare. Machicolation was costly to build in medieval times due to the need for higher skilled masons, to reflect this they cost slightly more per battlement in game.

Content Added;
Material Quick Select Tool
Keep Battlement Machicolation
Keep Battlement Machicolation Diagonal
Keep Battlement Machicolation Rounded
Keep Battlement Machicolation 90° Joint
Keep Battlement Machicolation 45° Joint

Content Adjustments;
Singleplayer material changes now save
New Hellfire Material on all parts
Greystone floor uses updated albedo and bump map
Ceilings now have new materials added;
>Mossy (floor version)
>Hellfire (floor Version)
>Dark Matter
<Foundation Cobble removed from ceilings.
Foundation tops now changes materials to match materials available on ceilings
<Foundation Cobble removed from foundation tops
Wood static meshes added too;
>Wide Arch Way
>Prison Wall
>Prison Doorway
Castle Behemoth Gate Frame can now be used to open and close attached gate.
Castle Behemoth Gate collision now correct after restarts (if left open collision stays open)
Keep Staircase wood static mesh rescaled
Keep Roofs reclassified and should now provide insulation effect
Corrected UV maps on some static meshes
Pin Locking fixed on;
>Secret Door
>Prison Door
More patch notes to be added.



4th of January 2017 patch

This is not the not the next planned content update it is a patch but some content from the next update has been included early;

Content Adjustments
Fix for keep gateframe collision issue after ark update v253.8
Diagonal Ceiling Left material changer fix.
Wood Option 5 on wood walls corrected
Fireplace Noclip on placement corrected
more bugs fix notes to come.

Content Added;
Keep Single Lancet Window (straight, diagonal and tall variants)
Keep Double Lancet Window (straight, diagonal and tall variants)
Keep Triple Lancet Window (straight, diagonal and tall variants)

Placeholders;
Tall Lancet Windows (all variants) are currently using placeholder wood mesh options.


The rest of the new content will be in the next main update and will be released in bulk.

I had to roll back the mod files in the dev kit to a past back up to get this patch out without having things that are still being worked on sneaking in early unfinished. So I'm unsure which bug fixes are in this build until I locate my notes from the time of the backup.

The item spawn lists and crafting cost override lists will be updated with the new parts shortly.



2nd of December 2016 patch

Singleplayer material changing Fix temporarily rolled back.

Singleplayer material changer has been temporarily removed from the mod due to it causing unforeseen consequences to MP sessions. The SP fix will be restored after tweaks a much greater testing period.

Sorry for any inconvenience this has caused, Ark operates singleplayer sessions by executing as a server which means restricting functions to execute to execute in an SP session only can be difficult.

The Singleplayer fix was reliant on anUnreal Engine function that only allows a piece of logic to execute when running on a Singleplayer session only. However Ark seems to have ignored this restriction on certain occasions during MP sessions leading to unexpected outcomes. In order to correct this the Singleplayer material change function has had to be temporarily removed from the mod so that these edge cases can be investigated further. Sorry for the inconvenience, when it is re-added, your singleplayer builds will remember the material options originally on them.

The mod still runs in Singleplayer, however, the material changing function will not save.

Two Vanilla materials have also been cloned from the vanilla files and moved into the mod directory due to vanilla file directories changing.

Four new wood design static mesh options added to walls which was going to be part of the next big update but it managed to sneak its way into this patch.

Greystone material has had wet effect disabled when used on the Center due maps waterline being incorrectly set.


25th of November 2016 patch

This update is just a patch no new content added.
In today's game update Wildcard changed the file directory path for the Cracked lava material in the vanilla game files, causing hellfire to show as the default Unreal Engine grid material. Material has now been changed to use to use the new directory.

Seeing as I had to patch that I also performed a few minor bug fixes.

-Replication of wood material on Rounded Doorway Wood Material
-Replication of material selection on Keep Fireplace
-Changed in-game names of Keep Rotisserie and Keep Cooking Pot
-Swapped paintable tile material choice back to green tile until paintable tile is fixed
-re-added dark tile material choice to roofs
-Added sandstone material choice to roofs

23rd of November 2016 update

In the time between this update and the last update I have worked on the logic used in the mod to allow for the single player material changer fix which is now added in today's update and the Mass Material Changer, which is scripted, but not yet in the mod as I need a bit more time making it more end user friendly and to expand it to all parts.

Content Adjusted;

-Static Meshes cosmetically upgraded on;
>Keep Roof
>Keep Roof Diagonal
>Keep Roof Round
>Keep Roof Corner Left
>Keep Roof Corner Right
>Keep Roof Diagonal Corner
-Various Bug Fixes


Content Added;

-SINGLEPLAYER FIX
-Keep Fireplace
-Keep Rotisserie (Industrial grade grill, Snaps into and powered by Keep Fireplace)
-Keep Cooking Pot (Industrial grade cooker, Snaps into and powered by Keep Fireplace)
-Keep Fireplace Chimney
-Keep Chimney Extension
-Keep Handrail
-Keep Handrail Diagonal
-Keep Handrail Round
-Keep Handrail Stairs

29th of October 2016 update

Wood material options expanded to more parts and wood material is now paintable.
Server owners can now if they choose to, change the default damage properties from metal to stone. In order to change the damage properties to stone you need to add the following lines into your GameUserSettings.INI.

[CastleModifiers]
IsPrimitive=True

THIS LINE ONLY NEEDS TO BE ADDED IF YOU WANT THE DAMAGE TYPE TO CHANGE TO STONE. If you do not add the line the damage properties will be metal as default

Content Added
-Paintable Layer for all wood material options
-Keep Roof Topper
-Keep Gable End Topper
-Keep Gable End Inverted
-Keep Wall Bay Window
-Keep Ceiling Rounded Right Inverse
-Keep Ceiling Rounded Left Inverse
-Stable Bedding
-Option for server owners to set stone damage properties via INI

Content Adjusted;

-Wall snap points added to Keep Gate Frame
-Spiral Staircase ceiling snap point correctly aligned
-Masonry Table is now pin lockable
-Sandstone material option added to Ceilings

-Wood Static Mesh changed on;
>Keep Wall
>Keep Wood Doorframe
>Keep Wood Window Frame
>Keep Gable End

-Wood Static Mesh material option added to;
>Keep Diagonal Wall
>Keep Rounded Wall
>Keep Rounded Stone Doorframe
>Keep Stone Doorframe
>Keep Stone Doorframe Diagonal
>Keep Stone Window Frame
>Keep Ceiling
>Keep Ceiling Rounded Right
>Keep Ceiling Rounded Left
>Keep Ceiling Triangular Right
>Keep Ceiling Triangular Left
>Keep Foundation
>Keep Foundation Rounded Right
>Keep Foundation Rounded Left
>Keep Foundation Triangular Right
>Keep Foundation Triangular Left
>Keep Arch Window
>Keep Stairs
-Bug fixes

Spawn code list and other lists will update shortly


13th of October 2016 update


The frequency of updates will now slow as most major bugs have been patched and updates will now move to be more content driven, So expect more parts and features, the singleplayer fix and Primitive Server Damage modifier is coming next!


Content adjusted
Bug Fixes

Content Added;
-Large Lead Glass Window (Cathredral)
-Keep Wide Archway

11th of October 2016 update

Purpose of update, To address some bug reports around collision issues we were required to overhaul collision on all building objects, while we would normally prefer to release additional content along with these performance updates on this occasion the work load was more than usual. To make up for no new things to play with on this update, I will be adding a fair few more parts than normal on the next update :)

Content adjusted;
-Performance optimisations
-Full Collision overhaul and optimisation on all parts
-Full UV Map optimisation and upscaling on all parts
-Multiple Bug Fixes

***Two things for users to note about this update***

While most of the changes in this update are under the hood and out of sight, there are two changes users should be aware of;

1. Keep Gate Frames have been altered, any new keep gate frames placed will be the "generation 2" keep gate frame, you will notice the change as it will no longer be double walled and now sits more flush with walls. This was done so when the "Large Leaded Glass Window" comes in the next update, which will snap into the frame itself, it will be easier to create seamless cathedral style windows in your exterior walls. You don't need to relearn the engram and picking up an old gate frame gives you the updated version to replace.

2. The "door snagging" bug on double doors is one of the fixes that has been carried out in the update, however the fix required altering the doors in such a way that would have compromised users bases, so to avoid this any new doors placed from this update onwards are now generation 2 doors with the fix (they look absolutely identical) but any doors placed before this update will have snagging. You don't need to relearn the engram and picking up an old door gives you the updated version to replace.

5th of octobter 2016 update

Content adjusted;
-Hyperthermal Insulation method is now corrected and reapplied for Scorched Earth.
-Collision corrected on floors and foundations when used on rafts and platform saddles.

4th of October 2016 Hotfix

Update purpose;
Projectiles such as arrows would incorrectly collide with the bounding box used for thermal regulation. This error was introduced in the 01/10/2016 update and reported by user "CAPTMEATSACK". We found the cause of the issue and fix was necessary as this error affected gameplay when in PVP combat with certain projectiles in a castle structure.

Content added;
None, Hotfix only

Content adjusted
Hotfix for projectile collision with thermal area bounding box.
(Bug reported by user "CAPTMEATSACK")


1st of october, 2016

Optimisations have lead to a ~30% drop in file size.

Content added
-Behemoth Gate Frame
-Behemoth Gate
-Stairs (standard "straight" piece only, full set in next update)
-Prison Doorframe
-Prison Wall
-Prison Door

Content Changed
-Masonry table pick up added
-Thermal insulation for heat, cold, extreme heat and extreme cold when inside a structure.
-Gate Door material changer fixed
-Snap points on portcullis and gate frames fixed
-Sandstone material updated
-Pin locking and unlocking fixed on doors, windows, hatches, and keep gates.
-Optimisations
-Various bug fixes
Last edited by ExileAcid; Aug 26, 2017 @ 5:41pm
< >
Showing 1-15 of 42 comments
[JF]caracol Oct 4, 2016 @ 11:47am 
Just restarted my server and the castle is gone, even the engrams won't show up although everything should be working.
ExileAcid  [developer] Oct 4, 2016 @ 11:52am 
We get this request sometimes after updates, its called a mismatch, Steam seems to have a semi common problem when comparing and updating files. This Change was also relatively tiny just a couple of lines of code to compare to the previous version when checking what to update. You need delete this mods folder on your server and redownload. If your renting a shared server sometimes they store a cached version of the old mod which you may also want to clear.

I didn't make this video so Im sorry about the quality. Remember you dont need to delete the all mod files just mod folder 764755314 and redownload it from steam.

https://www.youtube.com/watch?v=M9_39-8O2p8

Revert back to the savegame before the update.
Hope this helps :)
Last edited by ExileAcid; Oct 4, 2016 @ 12:13pm
[JF]caracol Oct 4, 2016 @ 11:54am 
Ok thanks for the fast reply. Gonna try this.
D34TH4DD3R Oct 4, 2016 @ 12:19pm 
In one of the updates soon can you make it so you can craft or change every piece at once, would be a very nice option as it takes too long changing each one. Thanks
ExileAcid  [developer] Oct 4, 2016 @ 12:24pm 
@D34TH4DD3R

A couple of users have asked for that and I agree it's a great idea, so I'm planning on making a sort of spaypainter thing that lets you walk around quickly swapping all the materials.

But please bare in mind this only in the idea stage at the moment, It is now on the list of things we have planned but there's still some things we need to do before it.

So expect it in little bit further into the future.

:)
Last edited by ExileAcid; Oct 4, 2016 @ 12:30pm
D34TH4DD3R Oct 4, 2016 @ 12:28pm 
Originally posted by eNc | ExileAcid:
@D34TH4DD3R

A couple of users have asked for that and I agree it's a great idea, so I'm planning on making a sort of spaypainter thing that lets you walk around quickly swapping all the materials.

But please bare in mind this only in the idea stage at the moment, once some of the things we have on the planned list already have been done I will make one.

So expect it in little bit further into the future.

:)
Thank you for considering the idea :)
Cranky Oct 4, 2016 @ 1:28pm 
Try Ark Auto Mod Updater from ondsen. It automatically deletes the required mod folder when updating a mod. Never had a corrupted mod using that tool.
Falcyn Oct 5, 2016 @ 11:35am 
@CrankBerlin Any chance you could link that? I've done multiple searches online with different search fields and haven't been able to find any updater by ondsen, just a chat he has had on a message board. Would be greatly appreciated.
eNc | Henrik Oct 5, 2016 @ 4:27pm 
@Falcyn, maybe it's this one? I've never used it, but it looks to be the one CrankBerlin is talking about. :-)

http://steamcommunity.com/app/346110/discussions/0/351659808481928293/
Last edited by eNc | Henrik; Oct 5, 2016 @ 4:27pm
Falcyn Oct 5, 2016 @ 7:27pm 
@eNc | Henrik Thanks!
CAPTMEATSACK Oct 6, 2016 @ 9:44am 
They mentioned my name. I'm famous now lol. All bow before captmeatsack:steamhappy:
ExileAcid  [developer] Oct 10, 2016 @ 8:54pm 
Bump
Nyt Oct 10, 2016 @ 10:07pm 
Thanks for fixing the double doors!
Bansheedragon Oct 11, 2016 @ 9:50am 
Has this update been released?
I ask because I'm not seeing any changes in regards to collisions, my dinos still fall through ramps.
ExileAcid  [developer] Oct 11, 2016 @ 11:20am 
@Bansheedragon

I cant seem to replicate your issue

https://s21.postimg.org/xgvkmfgfr/20161011191718_1.jpg?6

Can you go into more detail so that I can try and identify the issue your having.

Thanks for the feedback :)
Last edited by ExileAcid; Oct 11, 2016 @ 11:32am
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