ARK: Survival Evolved

ARK: Survival Evolved

Tek Structures Mod
44 Comments
vanderpoolserver 15 Dec, 2019 @ 6:31pm 
i have this mod on my server but am unsure how to unlock the tek replicator.
Hirnsausen 18 Aug, 2019 @ 4:33pm 
Problems
- no spawn codes
- Tek Fabricator requires more items to craft than my character can carry
Hirnsausen 15 Aug, 2019 @ 7:49pm 
Can the vacuum compartments now also be used on rafts? That would be very important for the server I intend to establish. Thanks.
Kroket 6 Oct, 2017 @ 4:57pm 
Are you still working on this mod mate?
AstaresUrsanof 10 Aug, 2017 @ 8:07am 
does ti have a cloning machine or not?
moTom 2 Aug, 2017 @ 11:01am 
Got your mod a week now on our dedicated server and i love it, a few things/bugs to note:
The selfpowered vaccuum compartments also give us the swimming effect on platform saddles (not the moonpool) but it works fine when placed on the ground.
Also, i managed to accidentally insta-kill one of my plesios with the moonpool i placed it over the saddle so i can ride it while having air, it does work but the moment i swam straight up to the surface while sprinting it seems that some part of the plesi was for a short period of time in the vacuum compartment->instadeath.
I also noticed that you kill every koi, manta, etc you are swimming through with the compartments on your back.
Which raises the question what happens if you´ve got some other tames around your submarine with the vacuum compartments and they all get aggro cause of some random mega?
LOCUS 26 Jun, 2017 @ 6:08am 
ah ty, absolutely love that
Rusty One Two  [author] 25 Jun, 2017 @ 11:38am 
@toltuk smaller, about the height of a workbench
LOCUS 25 Jun, 2017 @ 8:23am 
is the tek fabricator smaller or same size?
GOMZA 25 May, 2017 @ 8:54am 
is this use tek-generator on saddle flatform? or raft?
Rusty One Two  [author] 21 May, 2017 @ 5:15pm 
@drako5151 This issue seems resolved with today's update, but if its still happening to you please let me know.
Rusty One Two  [author] 21 May, 2017 @ 4:01pm 
I'm troubleshooting this mod today, so there may be several updates.
Drako5151 14 May, 2017 @ 11:16pm 
I'm unable to craft your mods replicator in either my inventory or drops/obs.
ItsMistahWolfe 8 May, 2017 @ 3:37pm 
Would you be willing or interested in making a mod that makes the tek replicator, shield, generator and beacon smaller? I'd like to use the tek stuff on my server but that replicator is just way too damn big. I also have another mod idea if you'd like to discuss it just add me on steam.
Rusty One Two  [author] 2 May, 2017 @ 11:36am 
I'll be updating this in the next day or two in order to lower the required levels for the vacuum chambers, so that they will still be accessible in 257.
Rusty One Two  [author] 2 May, 2017 @ 3:16am 
@awesomeMcAwesome well, it is a mod that makes the tek structures available, as it is named and described. This is exactly what it is supposed to do and what it does. Thanks for stopping by.
Humpenstilzchen 2 May, 2017 @ 1:59am 
Oh well..almost downloaded it..it seemed like heaven..finally..until I read that there is no armor and weapons, which makes this mod 100 % useless. Too bad.
Rusty One Two  [author] 20 Apr, 2017 @ 9:15am 
@father The lines disabling the vanilla Tek engrams were removed, and the generator and replicator were changed to be immune to electrical storms.
Father 20 Apr, 2017 @ 6:04am 
what was changed in this update?
obtenpander 19 Apr, 2017 @ 6:50pm 
😎 glad to help!
Rusty One Two  [author] 19 Apr, 2017 @ 6:38pm 
@obtenpander that might have to do with it, nice catch, I'll look into that side
obtenpander 19 Apr, 2017 @ 6:38pm 
@rustyonetwo i noticed the burn time issues for the generator, i have not changed any time settings, could the increased consumption be based on how large the radius of the generators is?
van Grunz 19 Apr, 2017 @ 1:44pm 
I think it's OK that S+ ignores your mod (and vice versa) because otherwise I wouldn't be able to build Tek structures without having element. Thanks to your mod that vanilla Tek Structures aren't prerequisite like S+ does (changeable, though). Thank you! :)
Rusty One Two  [author] 19 Apr, 2017 @ 1:27pm 
@van Grunz my mod runs alongside S+ just fine, but the s+ tek structure engrams don't point to the tek structures from this mod. The server runs just fine, and all the s+ stuff works just fine, its just a matter of the two mods mostly ignoring each other, which is normal for mods.
van Grunz 19 Apr, 2017 @ 1:25pm 
Is it a problem running your mod along with S+, as you said S+ modifies vanilla engrams?
Rusty One Two  [author] 19 Apr, 2017 @ 1:14pm 
@father The burn time for artifacts does seem to be set correctly on both the replicator and the generator. To help me troubleshoot what you're seeing, can you tell me if you have any time alterations on your server, such as day length, night length, and any other mods, and how you're interacting with the structure replicator during the time that its running?
Rusty One Two  [author] 19 Apr, 2017 @ 1:12pm 
@father I've taken away the lines that remove the vanilla tek structure engrams, so that the mod is more compatible with other tek mods. This was done initially to prevent confusion. The S+ engrams modify vanilla tek structures, which the structures within this mod are not. With tonight's update I'm going to recommend that servers running this mod manually remove tekgrams giving the vanilla structures, including those granted by mods, and I'll try to provide example lines for it. If players attempt to construct a base out of mixed pieces from multiple mods, it is highly likely that they will end up confused.

I am working on a mod that improves upon the vacuum structures introduced here, but it is delayed due to dependencies on a separate structure that has proven problematic.

Thanks everyone for your continued support and feedback.
Rusty One Two  [author] 19 Apr, 2017 @ 1:12pm 
@obtenpander I haven't been able to reproduce the bug with the engrams disappearing yet, but I'll keep my eyes open for it. I've removed the vulnerability for the structure replicator and the generator to electrical storms in tonights update, thanks for pointing that out.

obtenpander 17 Apr, 2017 @ 8:45am 
Have you noticed any issues with being unable to craft vaccum modules after a server reboot?
I have to pick up and replace the tek replicator for me to be able to do it.
Rusty One Two  [author] 16 Apr, 2017 @ 6:30pm 
@obtenpander lol, yeah that's nonsense. I'll definitely push a patch to solve that and some of the issues @father is reporting. Probalby in the next couple days, thanks for the heads up.
obtenpander 16 Apr, 2017 @ 3:37pm 
@Rusty One Two

Can you make the Vaccum structures not be impacted by electrical storms? I have your od on the Volcano Map and an underwater base that turns off because of a storm is silly.

Obviously not your fault, just a suggestion.
Rusty One Two  [author] 16 Apr, 2017 @ 12:35pm 
I'll take a look at the artifact's burn time for sure, unfortunately, there is no way for me to know how other other mods access Tek items. I can take a look at my settings again, but, if you're using a+, for example, you can use the demo gun to remove my structures just fine. Modders usually don't have access to each other's source files and as such, compatibility issues do arise, even when stackable. Like I said, I'll look into it as best I can, but there is only so much I can do.

Thanks for using the mod and for your feedback.
Father 16 Apr, 2017 @ 7:07am 
or possible make a mod that add in only the the vacuum compartment changes
Father 16 Apr, 2017 @ 7:04am 
you should fix this
Father 16 Apr, 2017 @ 7:04am 
2 things i notice
1. the Any Artifact - 24 hours
don't last 24 hours not even 2 hours

2. this effects me from learning other tek engrams from any other mod specially S+
Chickenman 15 Apr, 2017 @ 4:13am 
PIK
Rusty One Two  [author] 12 Apr, 2017 @ 9:21am 
@van Grunz I've talked with IAmSp00n about the teleporters, and I'm looking into how they could be added. Teleporters have element costs build into them in a much deeper level than most of the other Tek structures. We're considering adding them to the mod but using ini file lines to deactivate them on the server.

I appreciate your interest and feedback, and I hope your community enjoys this mod if you choose to use it.

Before we started using the Classic Flyers mod, I used a high level Procoptodon instead of a Pteranodon for my transportation needs. ;)
van Grunz 11 Apr, 2017 @ 7:58am 
If you could add teleporters, that would be really great! This is the only thing IMHO what can compensate the annoying flyer nerf. For me as admin of my server with a few people, I'm considering to spend every player some teleporters. But they're so huge. :( If you're able to implement smaller ones, that would be really great! If not, that's also OK.
Rusty One Two  [author] 10 Apr, 2017 @ 10:24pm 
@obtenpander Currently no plans to add the tek weapons, saddles, and armor to the mod. The specifications from the streamer that requested the mod were for the building components only. I'm looking into the teleporter and the shield generator, but due to their low level integration with Element it is much harder to bring them in.

Thanks for your interest in the mod! I hope your community enjoys it as much as ours does!
obtenpander 10 Apr, 2017 @ 8:46pm 
Hey thanks for the mod, any possibility of adding the other tek items to this. I have a private server with at most 4 other players, and this is exactly what we needed to utilze the newer content.
Rusty One Two  [author] 9 Apr, 2017 @ 8:39am 
Hey thanks @van Grunz, if you have any questions do let me know.
van Grunz 9 Apr, 2017 @ 8:26am 
This mod is on my private dedicated server, and I want to thank the autor for this. :)
Rusty One Two  [author] 6 Apr, 2017 @ 2:50pm 
@Hickok45 It was made specifically for the whitelisted Ark of the Sp00nologists community server for the IamSp00n Twitch.tv streamer, but subscriptions at this time indicate that interest is wider spread than that.
Kommando 6 Apr, 2017 @ 2:22pm 
Are there any servers currently running this mod?