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ARK Dev Kit Update Notes! (Current: 222.6)

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    #31
    Originally posted by ShawnHalogen View Post
    The small island also has holes but I linked a file and instructions on how to fix that in this thread: https://forums.unrealengine.com/show...-or-something)
    Your a star... thanks mate. I had seen the tutorial and at the time there was no link to the no holes plane... its great he added it

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      #32
      /29/2015: Added Stackable Mod support!

      * Stackable Mod support! This allows multiple mods to be used together and combine their changes -- works with existing mods too! and you can use Mods on custom maps now. To Use Stackable Mods from the in-game menu, simply goto the "Host Game" menu and then select a map, and a list of mods to stack. The top mod will take priority (i.e. is most likely to fully work), and any secondary mods will attempt to add items and other overrides, they may or may not work depending on what those mods actually do (most mods that add items will work as secondary mods... whereas you'll likely want to use any major rebalancing mod as your "base" mod . We'll continue to add more functionality for what Stacked Mods can do, so stay tuned!

      To specify stacked mods for dedicated server commandline, you first need to manually install the Mods by copying over the Mod files, then specify Steam Published File ID's in your Server's GameUserSettings.ini like so (and just load the map via commandline):
      ActiveMods=487516323,485734065

      Or use a Commandline to launch it like this:
      ShooterGameServer.exe /Game/Mods/485317707/halo?listen?GameModIds=222SomeMod222,333Shield333
      (the left-most ID is the top mod)

      (where "halo", for example, is the map included with Mod:
      http://steamcommunity.com/sharedfile.../?id=485317707

      This syntax will be updated soon to be entirely Steam FileID driven, and we'll also integrate automatic downloading/updating of mods into the dedicated server based on the ID's.

      What defines whether a mod lists in the "Mods" section of the Host Game Menu? Simply whether you cook a custom PrimalGameData.
      (Note that Mods will also list in the Maps Section wherein choosing them will simply load TheIsland afterwards, we'll fix that later.)

      What data can stack from extra stacked Mods? Specifically, these values are currently stacked (with the first mod listed functioning as normal with complete PrimalGameData, and then the next mods in order taking precedence over the later listed ones):

      Remap_NPC += InMergeCanidate->Remap_NPC;
      Remap_SupplyCrates += InMergeCanidate->Remap_SupplyCrates;
      Remap_ResourceComponents += InMergeCanidate->Remap_ResourceComponents;
      Remap_NPCSpawnEntries += InMergeCanidate->Remap_NPCSpawnEntries;
      Remap_Engrams += InMergeCanidate->Remap_Engrams;
      Remap_Items += InMergeCanidate->Remap_Items;
      AdditionalEngramBlueprintClasses += InMergeCanidate->AdditionalEngramBlueprintClasses;
      AdditionalStructuresToPlace += InMergeCanidate->AdditionalStructuresToPlace;
      AdditionalStructureEngrams += InMergeCanidate->AdditionalStructureEngrams;

      Soon we'll actually try to dynamically "diff" the PrimalGameDatas to combine any changed values and not just those arrays, but for now this should work effectively for adding more items, structures, and class remaps via multiple mods.

      Also notes from v190:

      * Remap_Engrams will now also remap the Engram Requirements!
      * The new Remap_Items array will actually remap a PrimalItem class to a different PrimalItem when it's created.
      * The new AdditionalStructureEngrams array is a much simpler way to add more Engrams to a Structure. Simply add elements to that array, specify the Structure class, and then the array of additional items to add to it (the item classes, not the actual engram classes). Those will then appear as Craftable Engrams within the Structure (presuming the Player has learned the Engram)! This way, you don't have to modify any of the base structure classes directly if you just want to add more craftable items at, say, the Smithy Structure, and you retain forward-compatibility with other mods and future additions to the base game.

      Also one neato thing: the clients don't need to have ANY of the mods installed when they connect to the server. They'll actually dynamically automatically download them all, one-by-one, install them, and then finishing connecting!
      Last edited by StudioWildcard; 07-29-2015, 08:14 AM.

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        #33
        Love the item remap, going to make life so much easier

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          #34
          Originally posted by Drathek View Post
          There are drastic changes coming in the next dev kit to allow stacking mods so until the development of the devkit itself eases up it will likely fall behind the main game.
          i think ark dev kit always had been 1 version behind the main game
          Last edited by Dirty_Nightmare; 07-29-2015, 11:28 AM.
          STEAM: [MAD]Dirty_Nightmare
          MOD: Dirty Weapons

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            #35
            Originally posted by Dirty_Nightmare View Post
            i think ark dev kit always had been 1 version behind the main game
            It has not been in the past a couple times and currently is not.
            Creator of the ARK mods TorchBoost, PogLoot, and DinoWipe.

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              #36
              It was usually a day or two behind for testing purposes, but then 189 never came out for the dev kit, 188 came out at the same time with Linux issues, and 190 did too =p

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                #37
                that is amazing and awesome. if only the AR where in here. That's... been my problem with my mod, really, is animation.

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                  #38
                  Just how will stackable mods work in the future?

                  I do understand this is very big task and that mod stacking will be worked on but i have a few suggestions.

                  It would be great to have some kind of mod conflict solution to activate or deactivate conflicting engrams and classes in something like a conflict crushing program preferably built into the main game.

                  This could also be used to pick and choose when lets say you only want a new armor or weapon from a bigger overhaul mod for example.

                  We would want to avoid having another minecraft situation where mod conflicts require months of work getting tested by trial and error.

                  Any modders report in with your own suggestions on the best solutions for the devs here.

                  As it stands now adding items on top of a overhaul re balancing mod does not work as many smaller mods us custom smithy, rifle etc and then they can not add the new item and if if they us the default items when the big mod uses custom crafting there is still no way of using the smithy etc due to the fact of there being to smithy's using the same name and IDs.

                  The only way i see a smaller mod being able to add items on top of a bigger mod is to use new items all together but then the players end up with 2 different smithy's, mortars and fabricators and make the new items craftable in the inventory is not a good solution for high end items.

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                    #39
                    Originally posted by Elias79 View Post
                    The only way i see a smaller mod being able to add items on top of a bigger mod is to use new items all together but then the players end up with 2 different smithy's
                    hum i didn't really look much in how workstation work but 190 try to make it so that you can add new item in vanilla workstation, so if people use that, all the mod that add content will add it to the same smithy/fabricator/etc...

                    if they persist in this direction, i'm sure adding content will be without much issue even with multi mod. the actual problems seem to be more on the items side, for adding ammunition for a weapons you need to create a new one and replace the vanilla but with time i'm sure dev will make thing like for the workstation

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                      #40
                      Hmm, not seeing how we can add items that would make them stackable.

                      And what happens to the ItemNum in the list?
                      If you've got items in there that are stackable, with a new mod, which gets the itemnum?
                      Then that throws out the items players already have...

                      Can we have an 'AdditionalItemList' like the 'MasterItemList' where we can set our own item numbers???
                      While you're at it, why not an 'AdditionalDyeList' as well?

                      Oh wow... DevKit isn't up to 191 yet ;(

                      Actually perhaps make a separate mod class altogether that links to the primary data bp.
                      With ONLY a few things in it
                      Like the additional item lists along with the remap lists.
                      As well as mod name and mod description.

                      Because I honestly can't see a way of not having to update my mod/devkit every single patch to incorporate the new changes to the PrimalData BP.
                      And by update, I mean remake.
                      Last edited by Sovaka; 07-31-2015, 07:48 PM.

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                        #41
                        @Sovaka :

                        well it is surely not easy to do, but why not do something like minecraft have?
                        getting rid of the primal game data for mod, most mod don't need more than 10% of it, if you just want to add or modify vanilla item, you just need the remap array and additional list what does the vanilla list have to do here x).
                        of course if need you could duplicated the primal game data bp and modify it and link it to the new bp with all the change from the mod. doing something like that, for each patch you will just need to redo your primal game data bp if you use one, if not you have all the vanilla item even without recooking your mod.

                        also removing the id from the dev kit, just use the loading of the mod to give id for the items added by the mod in a config file somewhere, so if multi-mod you give id for all the items of the first one then the 2nd etc... and so each addition have it's own id without conflict of id. and if you need the id you can look it up in the config file (can even make a starting point like mod id start a 5000, so that it let some place for future vanilla item)


                        well just my point on this thing i'm no dev so maybe it is not possible to do it but it clearly seem to be a better way than what we actually have (minecraft switch to the auto id assignment late and it make multi mod so much easier for client side and even modder side since no more config to allow id modification to do xD)


                        but clearly multi mod was better to be delaying to advance more on the dev kit functionality at start, trying to do more thing faster is not the best way to do them all in a good way


                        Edit : oops didnt reread enough before posting, i was talking about auto id for items add by the mods not the id of the mod himself did the correction now
                        Last edited by wazalop; 07-31-2015, 09:25 PM. Reason: rephrase of auto-id section

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                          #42
                          Auto ID switch thing isn't needed when you publish to steam... That unique ID is fine to work with.

                          But a mod subclass of the primary core data bp should be hella easy to put in.

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                            #43
                            Yes an entirely new system would be needed where as mods do not need to edit the original file to add weapons or ammo and where mods needs some kind of list they can add on too so the mods gets merged before the game starts which goes back to my idea about a conflict crusher or mod manager where we could merge items data etc before starting the game, best would be if it was possible to add engrams and items without modifying all prerequisites.

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                              #44
                              Originally posted by Sovaka View Post
                              Oh wow... DevKit isn't up to 191 yet ;(

                              Actually perhaps make a separate mod class altogether that links to the primary data bp.
                              With ONLY a few things in it
                              Like the additional item lists along with the remap lists.
                              As well as mod name and mod description.

                              Because I honestly can't see a way of not having to update my mod/devkit every single patch to incorporate the new changes to the PrimalData BP.
                              And by update, I mean remake.
                              Both of my mods (like everyone else) were built in the 190.0 dev kit, but likely because I only used remap arrays (with the exception of one optional thing for PogLoot) my mods support, as far as I can tell, all the changes given in 191.0.
                              Creator of the ARK mods TorchBoost, PogLoot, and DinoWipe.

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                                #45
                                So you've added no custom items? Just remapped whats there?

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