ARK: Survival Evolved

ARK: Survival Evolved

Any Colour Sets
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Update: 23 Aug, 2023 @ 10:29am

- Altered default set loading to be more efficient
- Renamed all sets to use a less awful naming convention. The old sets still exist, so as not to break existing config, but to remain consistent use the new format. All new sets added will be using the new format only.
- ACS copies of event sets now have unique classnames
- The mod now initialises faster after load
- Thanks to Exc Sanguine Wes, there is a huge amount more custom coloursets to choose from!
Too many sets to list all the colours here, so check out the document for details: https://docs.google.com/spreadsheets/d/1IqYJX-HtIY2p9x99lCUgdh1EnI6pddVNYnFT_66PykI/edit#gid=0

DinoColorSet_Black_ACS_C
DinoColorSet_White_ACS_C
DinoColorSet_BloodMarsh_ACS_C
DinoColorSet_Bluejay_ACS_C
DinoColorSet_Cherry_ACS_C
DinoColorSet_Corrupted_ACS_C
DinoColorSet_Cow_ACS_C
DinoColorSet_DartFrog_ACS_C
DinoColorSet_Gecko_ACS_C
DinoColorSet_Grassland_ACS_C
DinoColorSet_Highlands_ACS_C
DinoColorSet_Hydrothermal_ACS_C
DinoColorSet_Iridescent_ACS_C
DinoColorSet_Jungle_ACS_C
DinoColorSet_Koi_ACS_C
DinoColorSet_NeonDartFrog_ACS_C
DinoColorSet_Orca_ACS_C
DinoColorSet_Peacock_ACS_C
DinoColorSet_Pigeon_ACS_C
DinoColorSet_Redwoods_ACS_C
DinoColorSet_Robin_ACS_C
DinoColorSet_Rotted_ACS_C
DinoColorSet_Rust_ACS_C
DinoColorSet_Storm_ACS_C
DinoColorSet_Sulfuric_ACS_C
DinoColorSet_Void_ACS

Update: 16 Aug, 2023 @ 9:24am

Added the long awaited spawner specific coloursets!

Note that you can unfortunately only have one colourset to applied to any given spawn *entry* due to vanilla limitations, however you can have multiple spawn entries in one container for different creatures which all get different colours (for example, you can't make 'Rex 1' use both the Cosmic and Warlock sets, but you can have 2 entries, Rex 1 Warlock and Rex 1 Cosmic, to use both sets on rexes spawning in that location). These will also always be overridden by the Global/Biome Specific/Class Specific sets.


EnableSpawnerColourSets=False
When True, controls whether the spawner specific coloursets are used or not


SpawnersToCheckForEntries=
This config exists for performance reasons: The mod will only check containers listed in this config to apply the spawner coloursets to (it has no affect on global/class-specific/Gen1 Biome sets)


Example input:
SpawnersToCheckForEntries=/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesMountain.DinoSpawnEntriesMountain,/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSnow.DinoSpawnEntriesSnow,/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesSwamp.DinoSpawnEntriesSwamp,/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesBeach.DinoSpawnEntriesBeach,/Game/PrimalEarth/CoreBlueprints/Spawners/DinoSpawnEntriesRedwoods.DinoSpawnEntriesRedwoods


SpawnerColourSets=
Will make the mod apply a colourset to all creatures within a given spawner. This is overriden by the entry name specific config

Example Input
SpawnerColourSets=DinoSpawnEntriesBeach_C:DinoColorSet_ACSWarlock_C,DinoSpawnEntriesSnow_C:DinoColorSet_ACSBioLumAberrant_C
Format: SpawnContainerClassname:ColoursetClassname,SpawnContainerClassname:ColoursetClassname
Separate the container and the colourset to apply to it with :
Separate each set of container and colourset with ,



EntryNameColourSets=
Will apply this colourset to every entry matching this entry name. Works on basegame spawns, modded spawns, and INI spawns, where you can choose the name for the most flexibility. Note the actual contents of the name only matter as much as what you tell the mod to look for. For example, an entry called 'Shark Ocean' will NOT automatically receive the DinoColorSet_ACSDeepOcean_C colourset, unless you specify in the mod INI, Shark Ocean;DinoColorSet_ACSDeepOcean_C

You can find the entry names vanilla uses here:
https://ark.wiki.gg/wiki/Data_maps#Creature_Spawn_Maps
https://raw.githubusercontent.com/arkutils/Obelisk/master/data/wiki/spawn_groups.json

I am working on documenting the entry names in my mods (Extra Aberrant Variants, Cross-Genesis 1 and 2, Lost Island and Fjordur dinos eveywhere, etc), I may make the names more distinct for greater control if there is demand for it, but since there would be hundreds of entries to update, I will see if there is interest for that first.

For INI, AnEntryName is the option that the mod checks. For example, to make argents in a given area spawn with the Dunes colourset, AnEntryName="Argent 1-2 Desert", and then setting in the mod INI EntryNameColourSets=Argent 1-2 Desert;DinoColorSet_ACSDunes_C

Spawn Entry names for other mods may also be found on Obelisk in the mod's folder: https://github.com/arkutils/Obelisk/tree/master/data/wiki


Example input:
EntryNameColourSets=Ankylo (1-3);DinoColorSet_ACSFiery_C*Snow Rex;DinoColorSet_ACSGlacial_C*CG: Shadowmane 1-3;DinoColorSet_ACSCosmic_C
Format: SpawnEntryName;ColoursetClassname*SpawnEntryName;ColoursetClassname
Separate the container and the colourset to apply to it with ;
Separate each set of container and colourset with *
Note the unconventional splitters for this config- this is to reduce the potential overlap with spawn entry names. : and , are much more likely to be used in a name than ; and *, because entry names that *do* have the splitter characters in them will mess up the way the mod reads the config and cannot be used.

Update: 2 Sep, 2022 @ 1:45pm

Updated the mod with a copy of the PAX Party colourset, so that Singleplayer can use the colours (like the birthday event, the update was NOT released to clients so singleplayer doesn't have the files).. DinoColorSet_PAXParty_ACS_C, can also be used via Active Event config by setting the event to PAX (like servers can for the vanilla set). You must enable the mod's activevent configs for this.
Fixed the mod's Active Event config being permanently disabled

Update: 5 Jun, 2022 @ 11:02am

- Updated some of the mod's event coloursets to match vanilla changes
- Added a set matching the Ark 7th birthday set, so you can now run the colourset on singleplayer! Set it up as a custom global set. Set name is DinoColorSet_Ark7thBirthday_ACS_C
- Added NearWhite to Glacial

Update: 31 Jan, 2022 @ 1:07pm

-Added yellow to the mod's winter wonderland event set
-Fixed a possible bug that may have caused mod config event sets to apply less often than intended
-Removed StartupMethod INI. Mod coloursets will always need to be added to coloursetbppaths regardless of whether you are on a server or singleplayer as a result, however the benefit provided was inconsistent at best and config is now overall much clearer

Update: 3 Nov, 2021 @ 4:08am

Added all vanilla sets to default sets loaded so no vanilla set should need to have its BP path added to ColoursetBPPaths

Update: 28 Oct, 2021 @ 9:07pm

TL;DRs
Biome-Specific coloursets! This will allow you to set colours on a per-biome basis, currently just for Genesis 1 though in the future I hope for this to be compatible with modded maps as well (for it to work, there needs to be specific implementation on the map's end, which is why this currently only works on Gen1). More indepth info and the configs at the bottom.
Global sets now default on, using all of ACS' normal custom sets at a 20% chance. You'll want to disable Global sets in the INI if you don't want them with UseCustomGlobalSets=False, and any custom entries for them will replace the defaults.
You can now use decimal values for all chances- so they can be set super low if you like
2 new custom sets- Canyons and Toxic (DinoColorSet_ACSCanyons_C and DinoColorSet_ACSToxic_C)
5 new biome sets- Contain the same colours as Genesis 1's biome coloursets, but have every colour in every region. DinoColorSet_Volcano_ACS_AllRegions_C, DinoColorSet_Snow_ACS_AllRegions_C, DinoColorSet_Ocean_ACS_AllRegions_C, DinoColorSet_Lunar_ACS_AllRegions_C, DinoColorSet_Bog_ACS_AllRegions_C
New startup options and defaults- Should help people in Singleplayer experiencing a delay after load that occured due to a Wildcard change around Gen2's release

Due to changes in Ark functions, ModColourSetsToUse is no longer an acurrate name and for clarity, has been depreciated in favour of ColoursetBPPaths. Still works the same, array of colourset BP paths separated by commas.
Example format
ColoursetBPPaths=Blueprint'/Game/Mods/AnyColourSets/CustomColourSets/DinoColorSet_ACSBioLumAberrant.DinoColorSet_ACSBioLumAberrant',Blueprint'/Game/Mods/AnyColourSets/CustomColourSets/DinoColorSet_ACSCosmic.DinoColorSet_ACSCosmic',Blueprint'/Game/Mods/AnyColourSets/CustomColourSets/DinoColorSet_ACSDawn.DinoColorSet_ACSDawn'

New Startup Options-
StartupMethod=0
0 will use the default, which depends on whether you are in singleplayer (will use 2) or on a server (will use 1)- This can be overridden if you choose to. 1 will have a high impact immediately after load, but will not require adding BP paths to ColoursetBPPaths. 2 will massively decrease hang time on initial load, but will require most sets used to have it's BP path added to ColoursetBPPaths. All ACS sets will not require being added to this option- Anything else will (in the future, this may be changed to include vanilla sets as well).


Biome Sets

By default, when enabled with UseBiomeSets=True, the biome sets will apply to everything in the biome. You can configure them to either apply to everything but X classes, or apply to only X classes, with ExcludeClasses and ApplyToOnly respectively. Event, global and class-specific sets will override biome sets if applied
ExcludeClasses will take priority over ApplyToOnly- if both are enabled, only ExcludeClasses will be used.
Both work like the ExcludeClasses for the global config- Array of classnames to exclude or include (Eg LunarExcludeClasses=Raptor_Character_BP_C,Argent_Character_BP_C)
BiomeSetsGenesisOnly is so that if colours start appearing on other maps, you can lock it to only Gen1.
Biomesuseallsets + AllSetsBiomes are to use all sets (that is, either all sets, or ACS sets + ColoursetBPPaths depending on StartupMethod) for the specified biomes. AllSetsBiomes works the same as BiomesToUseSets- add the biome name- Bog,Lunar,Arctic,Ocean,Volcanic- for that biome to use all sets. (Eg AllSetsBiomes=Bog,Lunar,Arctic,Ocean,Volcanic will have all biomes use all sets) Obeys ExcludeClasses, ApplyToOnly and BiomesToUseSets. Uses the same per-biome chances as set in set chances. If set, this will be used instead of the manually set biome coloursets.
BiomesToUseSets is an array of biome names- Bog,Lunar,Arctic,Ocean,Volcanic. Add the biome name to have it colour dinos. (Eg BiomesToUseSets=Bog,Lunar,Arctic,Ocean,Volcanic will enable biome colours in all biomes)
BiomeSetChances are a float array- 5 values, one used for each biome. In order, Bog, Lunar, Arctic, Ocean, Volcanic. Ie 50,40,30,80, will give bog a 50% chance, lunar a 40% chance, etc. If you want to, say, not have anything for Arctic, but use everything else, you still need to include 5 numbers. Disable biomes with the BiomesToUseSets option.
[Biome]ColourSets is an array of colourset classnames for that biome to use (Eg LunarColourSets=DinoColorSet_ACSDawn_C,DinoColorSet_ACSSnowy_C)
UseBiomeSets=False
BiomeSetsGenesisOnly=False
UseBiomeExcludeClasses=False
UseBiomeApplyToOnly=False
BiomesUseAllSets=False

BiomeSetChances=
BiomesToUseSets=
AllSetsBiomes=

BogColourSets=
ArcticColourSets=
LunarColourSets=
VolcanicColourSets=
OceanColourSets=

BogExcludeClasses=
ArcticExcludeClasses=
LunarExcludeClasses=
VolcanicExcludeClasses=
OceanExcludeClasses=

BogApplyToOnly=
ArcticApplyToOnly=
LunarApplyToOnly=
VolcanicApplyToOnly=
OceanApplyToOnly=

Update: 7 Feb, 2021 @ 9:59pm

Added new coloursets, for fully random dino colours! DinoColorSet_ACSAllBaseGame_C,DinoColorSet_ACSAllColours_C,DinoColorSet_ACSAllGenesis1_C
AllBaseGame has colours 1-56 [Red to NearBlack], AllGenesis1 has 57-100 [DarkTurquoise to Cream], and AllColours has every colour 1-100 [Red to Cream]

Update: 6 Feb, 2021 @ 9:15pm

New INI:
UseGlobalExcludeClasses=False
GlobalExcludeClasses=

Setting UseGlobalExcludeClasses=True will allow you to prevent specific dinos from receiving global colour sets. GlobalExcludeClasses= specifies these dinos. Uses classname, with each entry seperated by a comma. Eg GlobalExcludeClasses=Baryonyx_Character_BP_C,Toad_Character_BP_C,Doed_Character_BP_C will prevent Baryonyx, Doeds and Beelzebufo from having the global colour set applied to them

UseSpecificGlobalChances=False
SpecificGlobalChancesDinos=
SpecificGlobalChances=

When UseSpecificGlobalChances=True, allows setting a separate chance for receiving the global colour set to the chance specified in CustomGlobalColourSetChance, for a specific dino class. Works similarly to class-specific colours, where a dino that is in the third position in SpecificGlobalChancesDinos= will use the third entry in SpecificGlobalChances= as it's specific global chance. Eg

SpecificGlobalChancesDinos=Achatina_Character_BP_C,Allo_Character_BP_C,Ankylo_Character_BP_C,
SpecificGlobalChances=60,20,80

Will give the Achatina a 60% chance of spawning with a global set, the Allo 20%, and the Anky 80%

Any dino not entered will simply use the value of CustomGlobalColourSetChance. If you want only dinos specified with SpecificGlobalChancesDinos= to use the Global sets, you can set CustomGlobalColourSetChance to 0.

Update: 13 Jan, 2021 @ 1:11am

Global sets can now have multiple of the same entry, which will result in a higher chance of that set being applied.
Fixed bug duplicating CCA resulting in colours being applied more frequently than they should.
Added debug for set application- prints numbers used when determining application to the screen. Should not be visible unless the INI EnableDebugStrings=True
Turkey and wreath (cooker error) now gone, vastly reducing mod size.