ARK Dev Kit Update Notes! (Current: 222.6)

@anonymous_user_36b3c41c :

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) :wink:

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 :stuck_out_tongue: (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 :wink:

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 :wink: did the correction now :stuck_out_tongue:

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.

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.

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.

So you’ve added no custom items? Just remapped whats there?

Have a problem with this

AdditionalStructureEngrams += InMergeCanidate->AdditionalStructureEngrams;

i made 2 mods both use it and work alown fine… but if i use them together it only uses the AdditionalStructureEngrams from the first in the list

Remapping items does not work for bullets… I’ve remapped SimpleRifle, Adv Bullet, Adv Rifle Bullet and now the weapons won’t take the newly mapped ammo.

It still pops up as ERR404 for me, and im signed in with URE4 creds

Extra items/structures/whatever go into extra resources if nothing else points to them (ie no engrams). If you are replacing something, you just remap the item. If its a new item/structures/whatever that has a recipie, you just add it to the additional engrams list. You do not touch masteritemlist. There is no need. The only exception to this is rare scenarios where you must do so to prevent a crash (ie compound bow in a loot crate since it seems they did not give us a gamedatabp original with the compound bow in it by default). There may be edge cases where the remap array doesn’t update every candidate it should, but I’ve yet to experience any problems personally (but my mods are simple). The easiest fix for bullets is to just ensure that the bullet you created is a child of the original (if at all possible) for your new ammo. This will ensure it can be used in whatever weapons its parent can be.

,
Thanks for the info but this isn’t whats required.
The ‘Extra Resources’ doesn’t allow the spawning of the item.

The only way I can see of doing this… is to put it on the ‘Master Item List’.

Not a single thing in either of my mods uses master item list. You can believe me or not, but you do not need to use master item list. In the case of torchboost, I have 2 cheat only items that only appear in two locations: additional structures to place, and extra resources.

It’s not that I am arguing your point.

It’s that I have tried what you suggested and it isn’t working.
I’ve placed my new items in the ‘Extra Resources’ and I cannot spawn them.
I don’t have engrams pointing to them because I don’t want every player to have access to them.

Alright guys, this one really has me stumped. I created a mod using the remap arrays to replace base engrams and base items with my modded versions. On single player mode the mod works just fine, but when I load the mod into my dedicated server everything appears to work except I can’t learn any of the engrams for any of the engrams or items I modded. They are grayed out and I can select them, but clicking the learn engram button does nothing. I tried several different types on syntax on my commandline for loading the mod, including (?ModId=) (GamemodID=) (modIDs=) (ModID=) (ActiveMods=) I even didn’t specify a mod at all since it’s only one mod with a map that references TheIsland and it didn’t work. Once again it works just fine in singleplayer so why would it mess up in a dedicated server?

Not sure, but I have in the GameUserSettings.ini for my server the amended line of;
ActiveMods=<modnumber>

And that loads my mod fine.
As for the engram learning… Sounds like you haven’t got a link in there correctly with a New or Remapped Engram.

I’d be right with you there, except that my mod works just fine in single player. There are some other funky bugs on the dedicated server too, like I can’t whistle anymore. I guess what I want to know is what changes between single player and dedicated server? I’ve run the dedicated server in multiple ways with the same results. I must be missing something that the game uses naturally when you launch into single player. So does anybody know? Why would a mod launched in single player not function properly when launched in a dedicated server?

is your mod the only mod used on the dedicadet server ?

Ive run into some similar issues. I’ve used the new functionality in 190 to add engrams to pre-existing structures… While it “works” the old instance of the item, smithy for example, has to be created new on the server for it to pick up the new engram recipe. I may be doing something wrong though

Yeah, I had the same idea and it worked perfectly in singleplayer with the mod, but as soon as I attempted it on the dedicated server (with clean restart even) the engram remaps didn’t work. My workaround was to move the engram management to the serverside by modding the .ini.(Override engram thing) When I did this the engrams worked and the item remap array made the items crafted through the engrams into the items I wanted so everything there is now hunky dory. I just can’t whistle. In all of my modifications I never purposely modded anything to do with whistling except MAYBE the playertestpawn if whistling has something to do with that. What confounds me is that the mod works great in singleplayer, but not on a dedicated server and it doesn’t make any sense to me. If I knew the difference between launching a mod in singleplayer versus launching it on a dedicated server I’d have something, but all I have now are guesses.

Yup, my mod’s the only one.

So is the update to devkit coming today or is it supposed to be out? I’d want to update my mod to v.193, but the devkit is still version v.190.

the update is live, try looking in your steam download if it’s not in wait :wink: