ARK: Survival Evolved

ARK: Survival Evolved

Advanced Turrets & Controllers
105 Comments
SuperDooM's Armada 8 Sep, 2021 @ 12:25pm 
The controllers are useful, but are clunky unaesthetic items to have around in control rooms.
Would love to have a version of this using a more Tek looking control unit. Maybe like a re-adapted Tek Surveillance Console - but red.
thelich 18 Dec, 2020 @ 11:40am 
Doesn't work in latest game version. My be there is a mod conflict - not clear. It just crashes when I trying to place ADV crafting station.
PhorceOne 5 Aug, 2020 @ 10:58pm 
Any chance you could break out JUST the controls into a mod without the advanced turrets? That would make a MUCH smaller mod and keep people from having to use the engram hiding codes.
Asendant 14 Feb, 2020 @ 12:32pm 
I'm not sure if this has been reported to you but, I can no longer craft Tek wall turrets..
MacRambo  [author] 8 Feb, 2020 @ 10:13am 
The files have been corrupted but I'm making a new mod soon.
[EO] Borsus [GER] 7 Jul, 2019 @ 2:13pm 
Hello,
we have the problem on our server, the "ADVTURRET Crafting Station", cannot place and also can produce no Turrets. is there for it a solution?
MacRambo  [author] 22 Jul, 2018 @ 12:19pm 
For updates and news you can join my new Discord [discord.gg].
MickeyTJR 25 Apr, 2018 @ 11:00am 
Also love the mod keep working at it!
MickeyTJR 25 Apr, 2018 @ 10:54am 
Also will not accept controller range settings, always on high
MickeyTJR 25 Apr, 2018 @ 10:42am 
Turn of the range visibility doesn't let the range visibility go away, it removes half the lines.
szalkerous 20 Mar, 2018 @ 5:01pm 
That sucks it's still an issue. Was planning on coming back to Ark soon for another go. Weird thing was when I was testing, the vanilla turrets never disconnected. So either the kit needs to be updated with fresh code fixes (or I suppose it could have and this mod didn't get rebuilt yet), or they did something that forked mods into a separate code path and it should get fixed.

Matt: Are you planning on maintaining this mod? Please consider posting the project or handing it off to another modder to continue if you are going to be leaving the Ark community. Too many good mods are sentenced to the island of misfit toys because the owners went AWOL, and this one still has so much great potential.
MacRambo  [author] 8 Feb, 2018 @ 11:12am 
It seems to be a core game issue.
Steve 8 Feb, 2018 @ 6:47am 
Looks great! But I wanted turrets for a raft. Is there going to be a fix for floating turrets?
t0tmacher 12 Jan, 2018 @ 2:11am 
Turrets dosnt fire, connected to controler, ammo in it, Turret is active. We testet with different settings. Dosnt work.
MacRambo  [author] 11 Jan, 2018 @ 7:38pm 
Last time I played
Thomsen 11 Jan, 2018 @ 9:26am 
is this mod working?
RealityGaming 12 Nov, 2017 @ 11:04pm 
how are you calculating the dmg (Dino/Player) + Armor factor? lets say i have a dino that has 1billion hp? with 2000 armor saddle
szalkerous 2 Nov, 2017 @ 9:23am 
Looking forward to it, Matt. If you need anyone to bounce ideas off of, feel free to give me a shout!
MacRambo  [author] 1 Nov, 2017 @ 2:44pm 
I'm currently working on an update (inc Tek teir)
RealityGaming 31 Oct, 2017 @ 4:19am 
how active is the development here? i really am very interested in this mod!!! and it has potential to be one of the most loved mods!
✟ŦheUnForGiveN✟ 29 Oct, 2017 @ 7:19am 
Is it possible to have these turrets on dino only option? so players cant access that option?
MacRambo  [author] 13 Oct, 2017 @ 11:37am 
Turrets, tek turrets, and modded turrets are a child of the same base. Typical of most structures.
szalkerous 13 Oct, 2017 @ 9:19am 
I tend to agree, but I did note the vanilla turrets do not exhibit this behavior. Perhaps they got a code update that didn't get merged in to the mod? Not sure if the mod turrets are a sub-class of the vanilla entity that overrides some functionality, or a discrete definition with code based on the vanilla turret.

Either way since the server manages the mod turret entities properly, there's no need to pick up and replace the turrets anymore, which is the important part.
MacRambo  [author] 12 Oct, 2017 @ 12:01pm 
I think that would be core game.
szalkerous 12 Oct, 2017 @ 11:09am 
(continued)

This could simply be bugs in the bRawSockets code in the server that aren't reporting entity data to the clients correctly for turrets, and that causes the client to think the turrets are somewhere they are not. But if you log out and back in next to the raft, they'll draw onto the raft again until you go far enough away that the desyncronization bug occurs. I have no idea if that's something within your control or if it's a core game problem...it really depends on "who" is responsible for entity syncronization on multiplayer server/client setups.

Either way didn't want to forget to provide feedback on what I saw.
szalkerous 12 Oct, 2017 @ 11:09am 
Raft problem is "fixed" per say, although I've noticed it does still go out-of-sync on the client side. The turrets are still technically attached and working where they were placed (because the server knows they're still there), but the client doesn't render them there and thinks they're detached wherever the raft was parked when the client came into the area.

This seems to be most re-creatable if the client either goes away from the raft long enough that it's unloaded out of the client memory, or logs in far away from the chunk that contains the raft. A different client that logged in near the raft and stays close by will always see the turrets still attached even when the raft is moved. Once that client goes far enough away to unload it out of client-side memory, the detachment "appearance" problem will occur. It certainly seems to be a syncronization problem between the client and the server.

(continued)
LennoxP90 27 Sep, 2017 @ 1:12pm 
sounds good thanks Matt
MacRambo  [author] 27 Sep, 2017 @ 11:32am 
@lennoxp90 you shouldn't need to add coeliac as I made prevent passives option never shoot them, even if they are aggroed since they don't attack.
szalkerous 26 Sep, 2017 @ 8:20pm 
WOO HOO!

Now if only v271 didn't completely crash on me I'd give it a try.... thanks WC! ( https://imgur.com/a/Dxba2 ... not this mod's fault! Something stupid with the Tek underwater cubes)
MacRambo  [author] 26 Sep, 2017 @ 7:50pm 
The list should work now. And. I think I fixed the raft problem.
LennoxP90 23 Sep, 2017 @ 5:11pm 
thank you
MacRambo  [author] 23 Sep, 2017 @ 2:39pm 
OK I'll look into it when I can.
FYI you'll want "Normal List" and "Prevent from attacking list"
LennoxP90 23 Sep, 2017 @ 2:26pm 
the not shooting passives works but i have a pond that an otter is farming levels in and when the otter attacks the turrets kill all the fish what i would like to do is have the turrets not hit the coel at all. So i was looking at dino lists but either i don't know how to use it or it is not working. when i hit dino list and click pirrahna it doesnt add to a list. remove from list shows nothing either.
MacRambo  [author] 23 Sep, 2017 @ 2:06pm 
Ok that narrows it down a bit, was it in the "remove dinos from list" in the controller? The prevent targeting passives will not shoot coal or any herbivore not attacking your team.
LennoxP90 23 Sep, 2017 @ 1:56pm 
what im trying to do is have the turrets only target pirrahnas or anything but coel, and when i go to turret and hit display list it makes the sound like i clicked it, then nothing gets displayed.
MacRambo  [author] 23 Sep, 2017 @ 1:25pm 
When you click on a dino does it remove the name from that list and is it in the "remove dinos from list"? Also did you try "display list" in the turret?

It'll be a while before I can look into it as the dev kit is crashing.
LennoxP90 23 Sep, 2017 @ 12:52pm 
turret controller, when i try to set the dino list it is not doing it, nor does sending the list to turrets do anything. note i am playing on my own server.
MacRambo  [author] 23 Sep, 2017 @ 12:12pm 
Which controller?
LennoxP90 22 Sep, 2017 @ 8:47pm 
dino list is not working when i click on something it does nothing
szalkerous 6 Sep, 2017 @ 12:03am 
Tonight I tested a vanilla turret and a mod turret side-by-side on my boat. The vanilla turret stays "glued", but the mod turret "unglues" from the boat the moment I go out of range.

I'm doing some additional testing with vanilla and mod rafts, same setup--one vanilla turret and one mod turret on a bare raft. I will test these under various conditions to see if I can learn more.

I found an interesting bug--if you bring a turret (G=0) on a boat into range of a controller (G=0) on the ground, it will fill the turret with ammo but not take control of it....it will stay "unpowered".
MacRambo  [author] 5 Sep, 2017 @ 1:04pm 
They work fine on saddles, but in don't have much of a drawing issue on singleplayer (and smaller structures). You could test on a raft w/o structures (or any nearby) and see if it works.
szalkerous 5 Sep, 2017 @ 12:36pm 
Apparently vanilla turrets are supposed to work on boats....

https://steamhost.cn/steamcommunity_com/app/346110/discussions/0/351660338679473437/

So I'm guessing I will have to play around with the vanilla ones tonight when I play.
szalkerous 5 Sep, 2017 @ 11:58am 
It could very well be a core Ark issue, since I believe turrets are treated as entities and not structures (like the dinos are) and those are "drawn in" before structures.... which could explain why the turrets become "unglued" if the game thinks there's nothing to attach them to when coming out of stasis....
szalkerous 5 Sep, 2017 @ 11:55am 
No, I only use the "Auto Turret" mod turrets now, both regular and wall style, but I could slap down a vanilla one and see what happens.

I also asked over at the Advanced Rafts mod (749466101) since that's the type of boat it's placed on.

If that is a vanilla problem I really hope they fix it!
MacRambo  [author] 5 Sep, 2017 @ 11:46am 
Which turret was it? Does vanilla? I'm thinking its an ark thing.
szalkerous 5 Sep, 2017 @ 11:21am 
Did we ever figure out why the turrets disconnect from the boat platforms when you go out of view distance and come back? Is that just a base Ark problem?

I hate that I can't outfit my boat with these turrets because if I leave and come back, then try to move the boat all the turrets are floating in the air where they were before I moved it. Not a client side issue, either. The other players see them floating, and you can pick them up/destroy them.
MacRambo  [author] 22 Aug, 2017 @ 12:58pm 
@szalkerous[tm] Good to hear. If the mod uses childs of the dino in the main list it will be included in your list. I will looing into a method that is easy on the server. It can be done easy but requies searching nearby dinos several times a second, maybe a "populate list" button.

@Eroticpublichair I'll look into that, you can pick up vanilla and some modded turrets with the controller and convert them.
szalkerous 21 Aug, 2017 @ 10:51pm 
Also liking the new dino config options (per dino lists, etc.) but that selection wheel is really loaded with all the choices. How hard is it in the Ark SDK to create a UI screen to config that, and can you poll the system for a list of dinos (so you can capture modded/custom dinos)?

I ask because I use the King Jerboa mod (I like those little guys) and would love to be able to whitelist them.

Minor suggestions but food for inspiration if you get bored :)
szalkerous 21 Aug, 2017 @ 10:47pm 
Just wanted to pop in and say that so far we haven't had any client crashes on the latest version. I spawned in about 20 auto-turrets split between two controllers/groups and loaded them with 1k bullets each. They have been hooked to electricity and have been quite active.

Haven't tried to test the plant turrets/controller since that's a little more time consuming and not able to be spawned instantly for testing... but otherwise looking pretty good!
RtcPbcHr 15 Aug, 2017 @ 4:51pm 
Not sure if it was suggested already, but maybe a bullet for the turrets that acts similarly to the pheromone dart. Also is it at all possible to get some basic functionality between the controllers and other turrets? Such as vanilla or S+ turrets