ARK: Survival Evolved

ARK: Survival Evolved

The Hunted
 This topic has been pinned, so it's probably important
Olympia  [developer] 28 Jun, 2020 @ 5:43pm
Server Configuration Options
Below are game settings you may consider if you want to tweak aspects of The Hunted. It is broken up in three different sections: 1) Custom Mod Specific Options, 2) Standard GameUserSetting options, and 3) Standard Game.ini options.

Custom Mod Specific Configuration Options

Below is a list of default server settings that can be used to tweak aspects of The Hunted. You do not need to add these to your GameUserSettings.ini file unless you want to change them.

For these custom mod specific options, you must put [TheHunted] header at the bottom of your GameUserSettings.ini file and any custom server settings below that.

For single player changes, you can locate your GameUserSettings.ini and Game.ini files at this location:
"Steam\SteamApps\common\ARK\ShooterGame\Saved\Config\WindowsNoEditor\"

[TheHunted]
EnableBabyLevelLimit=1

  • Allows you to change the Level 1 limit for eggs and curious babies.
  • By default, all babies and wild fertilized eggs will begin the game at Level 1. This is to increase the importance of raising and protecting your mount, rather than just going out and getting another one at a higher level.
  • Setting this to 0 will instead randomize the starting level of wild eggs and babies based on your server difficulty settings.
  • Setting it to any other number between 2 and 150 will set the level of all wild babies to that number. For example, setting to 20 will make it so that all wild babies and eggs spawn in at level 20. Some servers like to experiment with this, as it adds some randomization to the process of wild dino stats (which are what get inherited by any children). If you set this higher than 1, I'd recommend not going over 20, otherwise you may throw the intended feel of the mod off.

BabyLevelMultiplier=1
  • You must also set EnableBabyLevelLimit=0 for this option to work as intended.
  • By default, this is set to be 1. If you also set EnableBabyLevelLimit=0, wild eggs and babies will spawn in at levels set by your server's difficulty level for all dinos. This ini adds an extra layer of control over the level of your server's wild eggs and babies specifically.
  • For example, if your difficulty value is set to 5.0, the maximum level your wild dinos will spawn in at will be 150. If your BabyLevelMultiplier is then set to 0.5, your babies and nests will spawn in at ranges from Level 1 to 75 (150 x 0.5 = 75), with lower levels more likely than higher levels. If your BabyLevelMultiplier is instead set to 0.1, your babies and nests will spawn in at ranges between Level 1 to 15 (150 x 0.1 = 15).

WildEggFemaleOdds=0.5
  • By default, this is set to be 0.5 (50%), which means all fertilized eggs found in the wild will have a 50% chance of either being male or female.
  • You may adjust this from 0.0 (0% chance of female) to 1.0 (100% of female).
  • This does not affect wild babies, just wild fertilized eggs. It also has no effect on eggs from tamed dinos.

SpawnFieldDisruptorTimer=60
  • Allows you to set the timer in seconds of the initial Field Disruptor that makes you invisible to wild dinosaurs when you first spawn in or when you respawn.
  • Setting it to 1 essentially disables the buff.
  • Setting it to 0 will make the buff last forever (not recommended for obvious reasons).

RealisticFoodWeight=False
  • By default, all food and consumables will have vanilla weight.
  • Setting this to True will provide a more reasonable weight for consumables in your inventory. It makes all consumables 5x as heavy. For most of The Hunted's mod life, meat and other consumables were anywhere from 5x to 10x as heavy. For those who like a punishing game, like me, then this setting will get you back closer to the original mod's vision. The INI option was created for compatibility in mind, so this will also affect any other mod's food or consumable items.

EnableVanillaStaminaRegen=False
  • By default, all players will regain stamina significantly slower. This requires careful and strategic planning, encourages teamwork and the use of mounts, and greatly increases the utility of stimberries and stimulant. It is highly recommended you do not change this setting to get the mod's full effect as designed. However, it was made an option by popular request from the community.
  • By setting this to True, players will regain stamina at vanilla rates. You may need to respawn via bed fast-traveling in order for the change to take effect.

EnableVanillaStartingStats=False
  • By default, all players will now start with 50% reduced starting stats in health, stamina, oxygen, food, water, weight, and melee damage, 10% in crafting speed, and 100% in speed.
  • This will affect both new and established characters, although existing characters may need to respawn via bed fast-traveling in order for the buff to take effect, particularly in single-player or non-dedicated servers. A server restart should be enough to trigger the buff otherwise.
  • It is highly recommended that you do not adjust this setting to get the mod's full effect as designed. However, it was made an option by popular request from the community.
  • By setting this to True, players will start the game with unmodified, vanilla starting stats (100 in everything). This also allows you to use the vanilla PlayerBaseStatMultipliers server settings.
  • However, the amount you level up will be double. As an added step, you will also need to add the following multipliers to your GAME.INI in order to level up at the vanilla rates (e.g. +10 health per level, +10% crafting speed). These are vanilla settings, so they must go under [/script/shootergame.shootergamemode], NOT under [TheHunted].

    PerLevelStatsMultiplier_Player[0]=0.5
    PerLevelStatsMultiplier_Player[1]=0.5
    PerLevelStatsMultiplier_Player[3]=0.5
    PerLevelStatsMultiplier_Player[4]=0.5
    PerLevelStatsMultiplier_Player[5]=0.5
    PerLevelStatsMultiplier_Player[7]=0.5
    PerLevelStatsMultiplier_Player[8]=0.5
    PerLevelStatsMultiplier_Player[11]=0.1

HarvestCorpseTimeFactor=50
  • By default, the time is takes to skin a corpse is calculated using the following formula:
    • (Dino's Max Health / Harvest Time Factor) / Survivor Crafting Skill Modifier = Time in Seconds to Skin
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/50)/1.1 = 11.4 seconds
  • By altering the Corpse Time Factor, you can raise the amount of time it takes to harvest a corpse by decreasing the factor, or you can lower the amount of time it takes to harvest a corpse by increasing the factor.

HarvestCorpseMaxTime=900
  • By default, the maximum amount of time it will take to harvest a resource from a corpse, such as hide, keratin, or a tribute item, is 900 seconds. The overwhelming majority of corpses do not take this long, but in some extreme cases, such as with alphas who have an insanely high health amount, could take a survivor who does not invest in their crafting skill a very long time with the original formula. This puts a 900 second safety cap in place, so that no matter how low your crafting skill or how high the animal's health was, it'll never take more than 900 seconds to harvest.
  • By setting this lower, you can limit the amount of time that is required to hold the action wheel while harvesting. For example, setting this to 5 would limit any harvesting action you take via the wheel to no more than 5 seconds, regardless of your crafting skill or the creature's maximum health.
  • If you are playing on a more casual server, I'd recommend drastically lowering this number to no more than 30, as it could frustrate players. If, however, you are playing on a hardcore server that is intended to feel more gritty and realistic that heavily emphasizes smart character builds and teamwork, I'd recommend keeping the default setting.
  • Regardless of your setting, Crafting Skill will still influence the amount of resources you get from an animal, with the exception of tribute items (which are always guaranteed to give one or two depending on the type of tribute).
  • This has no influence on meat harvesting, since that still uses the vanilla system of chop-and-hack.

HarvestCommonSkinFactor=15
  • The amount of common skin (Hide, Quill Hide, Scaled Hide, or Chitin) you can harvest from a corpse is calculated by the following formula:
    • (Dino's Max Health / Harvest Common Skin Factor) × Survivor Crafting Skill Modifier = Amount of Common Hide Type Harvested
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/15)×1.1 = 46.2 scaled hide.
  • By altering the Harvest Common Skin Factor, you can raise the amount of common hide you harvest from a corpse by decreasing the factor, or you can lower the amount of common hide you harvest from a corpse by increasing the factor.

HarvestRareSkinFactor=50
  • The amount of rare skin (Feathers, Fur Pelt, Wool Fiber, Armored Scales, and Shagreen) you can harvest from a corpse is calculated by the following formula:
    • (Dino's Max Health / Harvest Rare Skin Factor) × Survivor Crafting Skill Modifier = Amount of Rare Hide Type Harvested
    • For example: A level 1 Allosaurus with a max health of 630 being skinned by a Level 10 survivor with 110% Crafting Skill would be (630/50)×1.1 = 13.9 armored plates.
  • By altering the Harvest Rare Skin Factor, you can raise the amount of rare hide you harvest from a corpse by decreasing the factor, or you can lower the amount of rare hide you harvest from a corpse by increasing the factor.

DisableBonfireBigDinoFlee=False
  • By default, even big dinos (e.g. Rex) will flee when a bonfire is lit near them. Setting this to True will disable the effect, making the bonfire fear affect only small to mid size dinos.

TorchAttractRange=20000
  • The range at which wild dinosaurs will be attracted to your torch light and smoke, particularly at night. Default is set to 20,000. If you do not want this feature, setting to 1 will effectively disable it.

WildTitanoboaFemaleChance=0.5
  • By default, only female Titanoboas have a spit attack (primarily implemented to help her guard her nests when found in the wild and not just become a sitting pinata for your arrows).
  • By default, 50% of all wild, wandering Titanoboa adults will be female (in addition to those that can be found guarding nests). This INI controls the proportion of wild, wandering adults that are female (and thus have the spit attack).
  • If you want to limit the spit attack to only those females guarding nests, set this INI option to 0. This effectively means the only wild females capable of the spit attack will be found guarding their nests, which will eliminate the odds of them spawning in other locations, such as caves.

GameUserSettings.ini
1. I want my health to regenerate like it does in vanilla.
Not a problem. Setting your PlayerCharacterHealthRecoveryMultiplier=40 will counteract the mod's change to health recovery and return it to vanilla levels.

Game.ini
2. I don't want to use the Implant system.
You can use the ConfigOverrideItemCraftingCosts server setting and not include the Activated Implant.

I have created all of the required code necessary to remove the implants that you can find here[docs.google.com]. Simply copy and paste that code into your game ini file and your saddles will no longer require any implants.

Aditionally, all of the spawn codes can be found here for you to fully customize.

3. Do the Implants show up in Supply Drops?
As of Version 3.3.2, yes! Deactivated implants will show up in their corresponding supply drop most of the time. Server managers can tweak these drops further using the ConfigOverrideSupplyCrateItems setting. The supply crate class strings are identical to vanilla (e.g. SupplyCrate_Level03_C still applies to white drops found on The Island).

4. Can I control what spawns in Fallen Survivors?
Yes! As of Version 3.21, server managers can control what shows up in fallen survivor inventories using the ConfigOverrideSupplyCrateItems Ark Server setting and the following supply drop codes for the SupplyCrateClassString:

DA_Fallen_Supply_Tier_1_C
DA_Fallen_Supply_Tier_2_C
DA_Fallen_Supply_Tier_3_C
DA_Fallen_Supply_Tier_4_C
DA_Fallen_Supply_Tier_5_C

5. Can I control the spawn rate or nests, curious babies, and fallen survivors?
Yes! As of Version 3.21, server managers can now control the spawn rates of nests, curious babies, and fallen survivors. All of these are now on The Hunted spawn codes here. Using one of the spawn server options you could change the weight of any nest, curious baby, or fallen survivor.

Although you could use any of the NPCSpawnEntry options, the most straightforward in my opinion is to use DinoSpawnWeightMultipliers. Below is an example of how you might code a Parasaur Nest to account for less than 1% of all NPC spawns. I wouldn't recommend getting any higher than 5% (and even that's pushing it).

DinoSpawnWeightMultipliers=(DinoNameTag=ParaNest,SpawnWeightMultiplier=10.0,OverrideSpawnLimitPercentage=true,SpawnLimitPercentage=0.01)

6. I want more hide from dino corpses!
If you want to harvest hide in greater quantities from fallen corpses, use the following setting:

HarvestResourceItemAmountClassMultipliers=(ClassName="DA_PrimalItemResource_Hide_C",Multiplier=2.0)

You could increase the multiplier even higher if you feel like you are still not getting enough hide.

Keep in mind, you start with a lower melee damage stat, which in turn reduces the amount of rare resources you collect, such as hide. Increasing that stat will increase the amount of hide you collect from corpses.

7. Corpses stay around too long.
While there are no ini settings you can currently use to adjust the harvest health of just a corpse, you can make them decompose quicker like vanilla rates by using the following.

GlobalCorpseDecompositionTimeMultiplier=0.1

This will bring you closer to vanilla rates of corpse decompose time. If you want them to decompose even faster, you could lower the multiplier to 0.05 or lower. Better chop fast!

8. My dinosaurs won't stop eating?!
It's an enhanced difficulty and immersion mod. Massive dinosaurs that weigh in the thousands of pounds likely ate a ton of food. Prime meat provides a ton of food (raw and cooked) for carnivores. Veggies, particularly savoroot, provides a great deal of food for herbivores. If you are still finding that you can't keep up with their appetite, you can make the following adjustment to bring the dino food drain back to vanilla-like rates:

DinoCharacterFoodDrainMultiplier=0.2

9. Can I use my favorite meat stacking mod with The Hunted?
No. In general, I would suggest moving away from stacking mods. There is an Ark server setting that allows you to manage this on your own without the need for mods that remap resources. If, for example, you want stacks of 100 for raw meat, you could use the following code:

[/script/shootergame.shootergamemode]
ConfigOverrideItemMaxQuantity=(ItemClassString="DA_PrimalItemConsumable_CookedMeat_Child_C",Quantity=(MaxItemQuantity=100,bIgnoreMultiplier=true))

You'll need the mods item codes found here.

Keep in mind, meat is 10x heavier with The Hunted, but is also 10x as effective at filling your food needs. Taking down larger animals is supposed to result in a significant amount of meat, by design.

10. How do I remove Scorched Earth dinos from spawning on other maps?
You can use the NPC Replacement server setting. Below are the most commonly requested animals to remove. Place whichever ones you want to get rid of in your Game ini file.

NPCReplacements=(FromClassName="DA_Jerboa_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Jugbug_Oil_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Jugbug_Water_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Mantis_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Morellatops_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Moth_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_ThornyDragon_Character_BP_C", ToClassName="")
NPCReplacements=(FromClassName="DA_Vulture_Character_BP_C", ToClassName="")
Last edited by Olympia; 8 Jun, 2022 @ 9:46pm