ARK: Survival Evolved

ARK: Survival Evolved

Tavan's Powered Plumbing 1.06
55 Comments
Masterpower5 3 Feb, 2016 @ 4:45pm 
[Server] IP: 158.69.226.47:18715

9xTaming - 2.5xExp - 10xDifficulty - 3xHarvesting - Modded Dino/Char Levels

Konvict Gaming is offering a new server for people to play on the map Valhalla, have fun, make friends and endure the difficulty!

Our server offers lots of customization including breeding, crops, eggs, taming etc...

Plenty of mods to keep the game interesting and separate our servers from regular servers!

Mods listed below: visit https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=614046868 and click subscribe to all for your on stop shop, then join our server!

-Difficulty 8+
-Noob Starter Kit
-Valhalla
-Annunaki Genesis
-Ark Heaven Custom Stacks
-Dino Detector
-Better Beacons
-True Wardrums
-Aku Shima
-GateMod
-Metal with Glass Set
-Simple Fences/Guard Rails
-Big Raft
-Small Dragons
-Stairs Mod with Rounded Walls
-Paint Mixer
And More!!

If you have any questions about the server contact myself or one of the admins!
Hirxot 1 Feb, 2016 @ 3:03pm 
cement mixer 24 slot? go it to 100 :)
Six 29 Jan, 2016 @ 1:54pm 
Awesome, I look forward to trying this mod.
CaponeAl [FR] 8 Dec, 2015 @ 2:44am 
for quetzal, just make a kibble for plesiosaur, it's the same ;)
Reaperxvii 21 Nov, 2015 @ 7:18pm 
Yeah this mod is dead, sorry everyone, you're more then welcome to use my mod though
Edge 18 Nov, 2015 @ 4:08pm 
fantastic!
Reaperxvii 15 Nov, 2015 @ 2:11am 
Seeing as how its now been 2 weeks without an update I'd assume this mod is dead?
Ryamuni 12 Nov, 2015 @ 1:58pm 
I am making dye and notice that the recipes using sparkpowder won't craft. Just thought I would give you a heads up.
Aggy 10 Nov, 2015 @ 2:19pm 
@Tavan You still around?
GrLoh 5 Nov, 2015 @ 4:22pm 
I can't make kibble too.What's the problem?
My MOD's order 525507438,510854250,519998112,479320986,478525616,526337556,510590313,534838287,520879363,535821068,523857855,534952636,532805202,519536568,531396658,539464369,544598236,511168000,542621186,526513986,538827119
Expect to solve it:P
Reaperxvii 5 Nov, 2015 @ 11:31am 
So I ran into an odd bug today on my server, when I placed down a spawned in pump it said it was not owned by me and I couldt givetome or destroymytarget it
Aggy 5 Nov, 2015 @ 2:15am 
I'm not able to make Quetzal kibble. Is that added in yet?
Jmark 4 Nov, 2015 @ 11:07am 
@Tavan, Thanks for the mod man, I just wanted to report in and let you know the mods working fine on our server no crashes produces dyes and tinned food, I don't have confirmation yet but its possible though that your mod conflicts with ark auto in some way, when they update the game I'll see if this is the conflicting mod or not and let you know.
spootyshiznit 2 Nov, 2015 @ 3:48am 
504113929,503911420,507355109,519536568,520373758,520879363,531713045,535821068,538827119,535352396,523857855,534030292,531468673,522160582,524721704,535364544,527581000,525507438,538979038,539464369,503628428,537606917,527007017,527251743,544598236,544488362,532805202

I erased yours. Ne need to have you look up your own mod. :P
Lv1 Magikarp 1 Nov, 2015 @ 1:29pm 
Thanks a lot pal, look forward to adding it to the server, let us know when it's server ready :)
Tavan  [author] 1 Nov, 2015 @ 1:10pm 
Well dang,

@spooty, can you tell me what other mods you have? I'm trying to test the recipies and replicate your problem so I can fix it, but so far no luck.

@Lv1 Magikarp, I would hold off till my next update. I'll try and have something done by the end of the day.

-Tavan
spootyshiznit 1 Nov, 2015 @ 10:14am 
Okay, tried making more dye and it crashed again.
Lv1 Magikarp 1 Nov, 2015 @ 9:38am 
Hi Tavan, so is this safe to use on my server or should I wait a little while?
spootyshiznit 1 Nov, 2015 @ 8:33am 
Hmm I don't know about the dye making yet but it still will not make tinned food. It also will not make over half the kibble.

I hope you can get it all sorted. You make some "simple" yet great mods.
Tavan  [author] 1 Nov, 2015 @ 8:04am 
Alright... uploaded the mod with the asset file name changed.

Everyone try updating your files and let me know the results.

-Tavan
Tavan  [author] 1 Nov, 2015 @ 7:55am 
For those of you for whom the mod isn't crashing your worlds, try picking up and replacing the structures to see if that fixes your other bugs.

I realized that although I changed the descriptive names with the last update, I didn't change the actual asset name for the pump, so it's still "PrimalItemStructure_WaterPump" in the mod files. This could be why there's still conflict between Powered Plumbing and the other water pump.

I'm changing the file name and re-cooking. Wait for the upload before taking any further action.

-Tavan
Tavan  [author] 1 Nov, 2015 @ 7:55am 
So I tried starting up a dedicated server using a world where I had placed the Powered Plumbing structures before updating the pump name. It caused the game to crash and do a memory dumpp.

I turned off the mod and reloaded, which worked with the side effect of making all the Powered Plumbing structures disappear from the world. I then closed out the server and reenabled the mod. Everything loaded fine and I was able to learn and place the Powered Plumbing structures again. I haven't tried making large batches of dye yet, but what I think has happened is that the name change broke a reference in the pre-existing structures that caused a serious error.

-Tavan
Tavan  [author] 1 Nov, 2015 @ 7:34am 
Alright... clearly something went wrong. I'll spend the day trying to get it fixed. As far as I'm aware, the only things I changed were the names associated with the pump and its engram. For starters, I'll try simply changing them back to see if that fixes the problems.

Just to be sure, has everyone who uses this mod on a server double checked that the server has the newest version of the mod files?

Sorry for the inconvenience!

-Tavan
spootyshiznit 1 Nov, 2015 @ 2:00am 
The pressure cooker is no longer making tinned food. It will still make empty tins though.
The Omnidon 1 Nov, 2015 @ 1:03am 
thought this was a toliet or something ha. someone needs to make a mod that will suck items that are dropped near it down pipes.
spootyshiznit 31 Oct, 2015 @ 6:31am 
Also, today while making lots of dye in the pressure cooker, the game crashed. Tried it twice, and both times it crashed within a couple minutes of dye making.
spootyshiznit 31 Oct, 2015 @ 2:59am 
Yep, it doubled up on the other mods water pump now.
Reaperxvii 30 Oct, 2015 @ 11:09pm 
Oddly enough tavan its doing the opposite now, the Better cooking mods pump is overwriting yours :/
Gille 30 Oct, 2015 @ 8:06pm 
seems to have broken our setup. Server wouldnt launch. Removed this mod and now its functioning.
ウィグルズ 30 Oct, 2015 @ 8:05pm 
Your mod is causing a server dump file to be created upon server start (and not letting the server come up). Error: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Tavan  [author] 30 Oct, 2015 @ 4:58pm 
I've uploaded the new version with the pump name changed... let me know if it helps!
Aurianna 29 Oct, 2015 @ 6:07pm 
Can you PLEASE rename the water pump so it doesn't replace the cooking extras one??? I thought you said you were going to rename it a week ago - this is getting irritating not to mention expensive having to make a new pump every time so the sink works :/
pahwally 25 Oct, 2015 @ 2:34pm 
hey love the set was woundering if theres any way you could make the water pump have an intake that i can use on my huge barge boat home id like to have running water i have power on my ship but i can get any water tankes or pipes to place on any of the structures. i was thinking if its a powered water pump be sweet if i could run a pipe down through floor to water below boat and have the powered water pump suck it up
Reaperxvii 23 Oct, 2015 @ 3:01pm 
@Tavan - Okay cool! Thanks a bunch!
Tavan  [author] 22 Oct, 2015 @ 6:37pm 
Hmmm... I could probably prevent that by changing the name of the structure. I'll change it to something like Tavan's Water Pump.

-Tavan
Reaperxvii 22 Oct, 2015 @ 1:22pm 
I found a conflict between mods it seems, the kitchen mod and yours, the water pumps conflict, on my server your water pump replaces the Kitchen ones, breaking sprinklers :/ other then that I love the mod!
Cadash 21 Oct, 2015 @ 5:17pm 
Very sweet mod! Nice work.
Tavan  [author] 20 Oct, 2015 @ 8:21am 
When it comes to kibble... "the can gives the item" is going to have to be permanent. This is because the dino has to recognize the kibble, and that recognition seems to be coded into the core files in a way that I can't modify without potentially breaking all the dinos.

As for the food items, I meant to have the can "BE" the item but a few days ago when I fixed all the recipes, I felt differently and made the cans just give the item when used. I didn't remember when I last cooked the mod, and I felt like it was more important to get a better working mod out than to take the time to re-adjust and re-cook before uploading. Sometime in the next day or two I'll change the food items so that the can is the item, and doens't just give it to you.

-Tavan
Arganot 19 Oct, 2015 @ 8:42pm 
I agree with momomo, after using Aku Shima the idea of generic egg for kibble seems a bit easy. It became clear quite quickly that having a "chicken coop" of dodos made egg paste a complete none issue as I have 2000 dodo eggs and more egg paste then i know what to do with.

If people want that feature, Aku Shima already has it as balanced as you can make it with out making it require a dodo farm.

Is the "can gives the item" the way it is going to stay or just temporary? Your answer to momomo makes it seem like mimicking the item might have inherit drawbacks.
Tavan  [author] 19 Oct, 2015 @ 7:14pm 
UPDATE V1.04:

Using cans gives the food item, but not the bonus. Opposite of what I meant to do, but I didn't feel like going back and changing it agian before uploading the update.

Kibble is added, it takes the same resources as regular kibble but substitutes 2 tin cans for a water skin. Egg requirements are unchanged, but the kibble is canned and the cans must be used to get the kibble out before feeding to dinosaurs\future pets.

crafting costs for the structures is no longer what I was using for testing, and reflects the actual requirements of the structure.

-Tavan
Tavan  [author] 19 Oct, 2015 @ 4:20pm 
As for the kibble, I'll leave the recipes the way they are and just remove the water. Like the soups, I'll cut down the cooking time and double the portions. Also, I'm sticking with the can requirement and mechanic (open the can to get the actual kibble).

I've had an idea for another mod that should give people some options for dealing with the egg requirements, but I'll leave it out of this mod.

-Tavan
Tavan  [author] 19 Oct, 2015 @ 4:11pm 
The issue with the cans is related to the way mods work with the game. The crafting requirements for base items are inherently built into the item, and the only way to modify them is to modify the core game files. I could mimic the core game items, but they wouldn't stack together and may not be treated the same way by other in-game mechanics (especially ones added in the future).

The two ways around this are to either create an item that gives the original item when used (like a can or bag) or create an item that has a short spoiling timer that gives the original item when it spoils. I'm not a big fan of either, but for food-like things I typically feel like the can is a better way to go. Personnlay, I very much dislike mimicking core game items and won't be taking that approach in any of my mods... unless I can be certain the game will treat the core items and my items exactly the same way.
momomo 19 Oct, 2015 @ 9:02am 
I've been looking for a small mod that adds a cooking pot that doesn't require water, placing all those water skins is annoying as hell. But giving us a generic kibble made with any egg seems a bit overpowered. You could just use Dodo Egss for all kibble without the need to catch at least a female of the needed species.

Aku Shima doest that already but is balanced around a lot of other stuff you need to do that and the kibble is balanced since you need sometimes 20+ egg paste, while a dodo egg produces only 1 egg paste per egg.

I know its more work, but Id like to see the original recipes in there, just without water.

I somehow dont like the idea of having everything canned, its more inconvenient than convenient. The Scientist Mod already proviides unspoilable food buff items if anyone is interested in that, but not a single mod supplies us with a non-water cooking pot. Id rather have it simple, but I will probably use it anyways, even if you stay with canned stuff.
Tavan  [author] 19 Oct, 2015 @ 8:22am 
Hey Graig,

I like your suggestion, but I think those modifications would be a different mod.

I have a few things I'm working on, but I think I could turn around a "Modern Irrigation" mod pretty quickly so I'll get to work on it.

In the meantime, I can increase the connection range a bit if its something other people want as well. It is currently the same range for junction boxes, which I used to keep the mod more in line with the base game.

I like to make my mods in pieces, so that people can pick and choose what they add to their games. That way, if someone things one of my mods breaks something too much, they can simply not install it and only the mods they agree with.

-Tavan
Tavan  [author] 19 Oct, 2015 @ 8:17am 
As for opening the can to get the food vs. just eating the food from the can... I would be OK just using the can instead of the food. The reason I typically avoid that is to prevent updates from breaking my items. In this case however, I think the risk of that is rather low.

I'll change it so that the cans give you the buff, and don't add the food to your inventory.

I will still need to craft canned kibble that you open to get regular kibble... otherwise the dinos won't know to eat it (without modifying all the dino characters, which I won't do).

-Tavan
Tavan  [author] 19 Oct, 2015 @ 8:12am 
Wow... I just forgot to include all the kibble recipes. That was rather silly of me.

I should have time this evening to fix a LOT of the issues with this mod, hopefully including the kibble recipes.

I'm thinking about generalizing the kibble so that it doens't matter what kind of egg you use to make it... essentially, any egg you put in the pressure cooker would turn into some other iitem that all the kibble recipes would use. I think I would basically leave all the other ingredients the same other than that.

-Tavan
graig.warder 19 Oct, 2015 @ 7:44am 
Hello Tavan,

can You please be a little bit more specific regarding the description above:

[quote]Water Pump - Connects to water pipes and requires a nearby junction box. When it has both water and power, it supplies both to nearby Powered Plumbing structures.[/quote]

What is "nearby" in terms of foundation-lenght ? I tested some other mod and the maximum distance there was about 1/1.5 foundations - not nearly enough for my taste.

The pipe-system in this game is so ugly and cumbersome to use - I don't want to use it for the most part. So I am looking for a way to transport water from the source to the base and/or in the base to the rooms, where it is needed (I am talking about big bases here) without the ugly visuals. I would like to have something like the following system:
graig.warder 19 Oct, 2015 @ 7:44am 
Outside bases sort of:

source:
an intake, a pipe, a pump and a generator (or other power-source) to get the water flowing

replacement for pipes:
some sort of mini-hydrant, placeable at grund-level about 5-8 foundation-lenght apart, representing some sort of underground-pipe-system, connecting to each other and the source and forming the outside water-transporting-system

Inside bases sort of:

source:
a watertank, with another pump and a generator (or other power-source) connecting with the outside hydrant-system (getting the water from it as constant refill)

replacement for pipes:
some devices as described in your existing mod, placeable about 5-8 foundation-lenght apart and forming the inside water-transporting-system, can connect to each other and to pipes/taps

All items should be able to be picked up again and should indicate in a optical way (green/red - something like that), if they are successfully connected to the water-system.
Gille 18 Oct, 2015 @ 1:07am 
doesnt seem to work with kibble recopies...Any idea why?
Arganot 18 Oct, 2015 @ 1:01am 
I forgot to try, does the pressure cooker can kibble? That could be pretty badass.