ARK: Survival Evolved

ARK: Survival Evolved

Extinction Core
Creature Overspawn Fix [Any Map]
So I've been dabbling with the issues of creatures overspawning because of a little bug that Studio Wildcard fails to work with (pathless spawns).

All maps have this problem and do this to any creature that is replaced with modded versions.

The reason this happens is because the game's vanilla spawner is being used to spawn in modded creatures (core mod or not) So the spawner will spawn in the modded creature and not register it because it is looking for a vanilla spawn. The creature it's being forced to spawn is there, but not the creaure it thinks it is spawning. Result: Overspawn.

With EC I seem to have the problem with Griffins, Tusos, and Wyverns. Their problem is that their spawner uses a pathless spawn.

I'm going to give you a little help fixing this problem.

Everything here will be done in your game.ini file. So here's a step-by-step on how to fix these. You do not need to download any extra mods. It is all done in the game.ini

First you'll want to disable the vanilla spawns (this causes the overspawn.) We'll use Griffins for the example since that was one I had problems with. You'll want to use the following code.

NPCReplacements=(FromClassName="Griffin_Character_BP_C",ToClassName="")

This alone solves the problem with the Griffins. Some creatures, like the Tusoteuthis require a little bit extra. For cases like this where just disabling the vanilla ones isn't enough and it gets rid of them altogether you'll want to disable the modded version, but keep the vanilla and add a custom spawner. With me, disabling the vanilla tuso and alpha tuso left me with just a few scattered EC Alpha Tusos at the spawn points.

So for a fix like this we will need to add the npc spawn replacement to disable our vanilla alpha, and our EC base dino.

NPCReplacements=(FromClassName="Tusoteuthis_Character_BP_Core_C",ToClassName="")
NPCReplacements=(FromClassName="Mega_Tusoteuthis_Character_BP_C",ToClassName="")

And add a custom spawner for the Vanilla game Tuso (try as you might you will not get EC basic tusos to spawn (same case with any other creature that needs this done to it. I tried.)

Add the following code:

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesDarkWater_C",NPCSpawnEntries=((AnEntryName="Tusoteuthis_Character_BP_C",EntryWeight=1.0,NPCsToSpawnStrings=("Tusoteuthis_Character_BP_C")),NPCSpawnLimits=((NPCClassString="Tusoteuthis_Character_BP_C",MaxPercentageOfDesiredNumToAllow=1.0)

Make sure you know the region of the spawner. In this case Tusos are Darkwater_C.

For our Wyverns, you should only have to worry about this problem on SE and Ragnarok since they have native wyvern spawners. I've not yet tested Using the NPC replacement code using their codes:

Wyvern_Character_BP_Fire_C
Wyvern_Character_BP_Poison_C
Wyvern_Character_BP_Lightning_C

If this wipes them completely you could try using their EC codes in a custom spawner using the spawn region:

SE_DinoSpawnEntriesWyvern_C

On SE this should fix the overspawn in the trench. On Raganrok It should do the same in the trench their and the coastal spawns. However this would prevent them from spawning anywhere else on the map (godd or bad thing... your choice).

I'm not sure which creatures others have overspawn problems with, but these methods should fix any over-spawn problem you may have. This does not require the aid of other mods to fix it and is done completely in your configurations.

For any questions about creatures and spawn regions you can view the spawn maps here:

https://ark.gamepedia.com/Spawn_Map_(The_Island)
https://ark.gamepedia.com/Spawn_Map_(The_Center)
https://ark.gamepedia.com/Spawn_Map_(Scorched_Earth)
https://ark.gamepedia.com/Spawn_Map_(Ragnarok)
https://ark.gamepedia.com/Spawn_Map_(Aberration)

You can select any creature on these maps and it will give the spawn regions for whichever you pick.

I've been doing a lot of .ini configs as of late and have had to trial and error my way through a lot of this, but these are the results I have and should help for anyone who feels they may not have room for any more mods that could offer a solution.

Feel free to ask any questions. I am not always on, but I'm sure other community members who see this would be glad to help as well.
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Showing 1-8 of 8 comments
Blacksheep-25 Mar 19, 2018 @ 2:33pm 
Found an issue when using your code for adding a custom spawner for vanilla tuso. Here's the fixed corrected one!

ConfigAddNPCSpawnEntriesContainer=(NPCSpawnEntriesContainerClassString="DinoSpawnEntriesDarkWater_C",NPCSpawnEntries=((AnEntryName="Tusoteuthis_Character_BP_C",EntryWeight=1.0,NPCsToSpawnStrings=("Tusoteuthis_Character_BP_C"))),NPCSpawnLimits=((NPCClassString="Tusoteuthis_Character_BP_C",MaxPercentageOfDesiredNumToAllow=1.0)))
Party Fowl ❄ Mar 19, 2018 @ 5:27pm 
Thank you for that. I wrote this at like 6 am on no sleep lol. Was dabbling with codes all night. Much appreciated! :D
Armitage Shanks Mar 20, 2018 @ 2:13am 
Nice work on this.
Zaphod4th Mar 20, 2018 @ 6:30am 
If Studio Wildcard is to blame, any mod that adds creatures should reproduce this bug, right? But is not true. I have no issues with Primal Fear.
Crazy Horse Mar 20, 2018 @ 7:40am 
@Zaphod4th Primal Fear, unlike Extinction Core, is not a core mod and does not replace vanilla dinos so yes, it is true. Back on topic. This is useful info. I removed the EC variants also. Then, I had to disable skeletal, zombie, and alpha wyverns on Ragnarok and spawn them in with a different mod. I couldn't figure out why the alpha wyverns kept spawning in and it was because I had an underscore _ between Mega and Wyvern. Should be MegaWyvern. I'll add the full code list I pulled from the core files when I get home for anyone interested. Some alphas have a break between Mega and then the name like Mega_Tusoteuthis vs MegaWyvern.
Last edited by Crazy Horse; Mar 20, 2018 @ 11:10am
Party Fowl ❄ Mar 20, 2018 @ 3:46pm 
@Zaphod4th Yes. Any mod that replaces creatures will do this, but it only works on cratures with a pathless code. Earlier creatures like Rex, Raptor, etc are unaffected because they have a full spawn path implamented into the game. Later Creatures after a certain update (wyverns, griffins, squids, horses, etc) are pathless which causes this overspawn bug. So you really only have to work on creatures from later updates if the prove to be a problem.

With mods that add creatures... I've had like 500 griffins, (literally) tens of thousadns of squids, and a few thousand wyverns on the map at once. These seem to be the big three. Some other creatures are affected by this too but I never really notice since they are scattered across the map. They aren't bunched up in one single area as a main spawn point like these 3. Wyverns have two spawn points. Griffins have 2 spawn points, and Squids have like 6, but 1 main spawn point (these are the RAG spawns). So when you have a creature with small collective spawn points, you really notice the overspawns with them.
Party Fowl ❄ Mar 20, 2018 @ 3:53pm 
Also, like I mentioned. The reason it does this to pathless spawns is because... even though the creature being spawned is modded. The spawner itself is vanilla. It reads saying "ok creature tag "wyvern" is being spawned". It spawns the creature in the tag, but reads for the creature path. It doesn't find a creature with that path matching the tag so.... it makes another. Rinse and repeat. And you end up with a horde of them collected in one spot. It's pretty much wildcard's fault for being lazy and looking for a quicker way to deal with their spawn actors since they focus on their servers and vanilla game. Where it's basically up to mod devs or server hosts to find a work-around to this. So far only one mod dev has found a way around this. It's a quick band-aid solution, but it works.
Last edited by Party Fowl ❄; Mar 20, 2018 @ 3:56pm
Cabbage- Jun 21, 2019 @ 1:34pm 
whats the code for the wyverns?
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