ARK: Survival Evolved

ARK: Survival Evolved

CyberTek - Gen2
 This topic has been pinned, so it's probably important
Mett  [developer] 5 Mar, 2021 @ 7:24am
CyberTek Suggestions
Have anything you wish to suggest? READ the bellow and pop your suggestion in here! :steamhappy:
If I feel it fits the CyberTek design roadmap I may implement it!

Demands, repeated suggestions (includes seconding/ bumping an existing suggestion) and or off-topic posts will be ignored or removed
Last edited by Mett; 12 Jan, 2022 @ 3:38am
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Showing 1-15 of 33 comments
Daloki 6 Mar, 2021 @ 7:50am 
Request to have the ability (possibly in the ini) to make the CyberTek Suit use Element.
As well as the Weapons to over-heat.

Thanks!
Colue 15 Mar, 2021 @ 2:19pm 
a Tek Forcefield with settings for how much it can protect and sheild health from a certain number to unlimited
Father Kermit 19 Mar, 2021 @ 4:32am 
could you look at doing something with the tek grenade launcher and tek cruise missile (unlimited durability, reusable ammo) something like that
Last edited by Father Kermit; 2 Apr, 2021 @ 2:09pm
The Dark Fae 30 May, 2021 @ 8:24pm 
Would it be possible to add a CyberTek Chainsaw as well as the mining drill that doesn't need fuel? Would be nice to be able to carry both around, especially as the mining drill doesn't harvest bodies.
Also, are there plans to add the Federation EXO helmet and gauntlet skins to CyberTek
Will also third the ideas to change the superjump to prevent accidents XD Either way, great mod. Always good work =D
Mett  [developer] 31 May, 2021 @ 11:58am 
Originally posted by The Dark Fae:
Would it be possible to add a CyberTek Chainsaw as well as the mining drill that doesn't need fuel? Would be nice to be able to carry both around, especially as the mining drill doesn't harvest bodies.
Also, are there plans to add the Federation EXO helmet and gauntlet skins to CyberTek
Will also third the ideas to change the superjump to prevent accidents XD Either way, great mod. Always good work =D
Thanks for your suggestions.
CyberTek Mining Drill already exists and requires zero fuel. The existing
Fed Exo skins will be added when Wildcard release an update to the Ark DevKit (which hasn’t been updated since January). I cannot implement them until we have the files from Wildcard.
Last edited by Mett; 31 May, 2021 @ 12:11pm
ELekTRixXX 15 Jun, 2021 @ 4:04pm 
Originally posted by Mett:
Originally posted by ELekTRixXX:
Your Mod is Exactly that, what we need *_*
But.. is there already an Astrodelphis Saddle in there?
& is that stuff Upgradable via Upgradestation?
When not, than is that my Suggestion :3

Hey, the Astrodelphis Saddle is not yet available to us modders. There is more information about Gen2 items in the first post :). As soon as they’re made available I will be adding them

All CyberTek items will work with the Upgrade station.

That sounds very Good :)
But.. 1 Suggest.. can you Add "Tek Turrets" to your Mod, to Modify that damage?
Lioncub 26 Jun, 2021 @ 5:18pm 
Mett, I would suggest that you get the tek armor some stealth ability of the ghillie suit or more, sometimes you want to go sneaky sneaky but you shiny armor just show off your location eg. getting caught in a middle of troodon pack. xD
Anduron_Lazul 6 Aug, 2021 @ 11:17am 
The problem with vanilla Tek tier weapons is that they do almost nonexistent damage compared to lower-tier weapons upgraded at an Upgrade Bench.

The problem with modded Tek tier items is that the people who make them have no ♥♥♥♥♥♥♥ concept of game balancing, and almost always have ♥♥♥♥♥♥♥♥ like "doesn't need Element, doesn't lose durability"

The best way to fix this problem is for a mod dev to include a config.ini that the server admin can adjust on their own. Enable / disable Element cost, durability, prevent certain items from being crafted and used, etc.
Mett  [developer] 6 Aug, 2021 @ 2:35pm 
Originally posted by Anduron_Lazul:
The problem with vanilla Tek tier weapons is that they do almost nonexistent damage compared to lower-tier weapons upgraded at an Upgrade Bench.

The problem with modded Tek tier items is that the people who make them have no ♥♥♥♥♥♥♥ concept of game balancing, and almost always have ♥♥♥♥♥♥♥♥ like "doesn't need Element, doesn't lose durability"

The best way to fix this problem is for a mod dev to include a config.ini that the server admin can adjust on their own. Enable / disable Element cost, durability, prevent certain items from being crafted and used, etc.

I don't think it comes down to mod devs not knowing how balance the game AT ALL... I think it comes down to time, it's easy for an inexperienced person who has never used the Ark Dev Kit to crap on mods and their developers. People need to understand, devs create mods in their spare time for FREE!... and if that Mod doesn't work or fit your needs SIMPLE, find another one or better yet go create one yourself!

If you bothered to look - all of this is already possible except for toggling element cost (which has already been said - will not be added to CyberTek).

Best check out the settings page.. https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2296615083/3114772813486894724/
Last edited by Mett; 6 Aug, 2021 @ 2:41pm
Talyn 6 Aug, 2021 @ 5:23pm 
Originally posted by Anduron_Lazul:
The problem with vanilla Tek tier weapons is that they do almost nonexistent damage compared to lower-tier weapons upgraded at an Upgrade Bench.

The problem with modded Tek tier items is that the people who make them have no ♥♥♥♥♥♥♥ concept of game balancing, and almost always have ♥♥♥♥♥♥♥♥ like "doesn't need Element, doesn't lose durability"

The best way to fix this problem is for a mod dev to include a config.ini that the server admin can adjust on their own. Enable / disable Element cost, durability, prevent certain items from being crafted and used, etc.

The problem with mod users is entitlement... this post illustrates it.
You are complaining that vanilla tech tier cant compare to low tier upgraded at an upgrade bench... well, that's not vanilla either. You can't upgrade without mods, so balancing is done for vanilla, and not for how modders alter the game. This mod allows you the freedom to adjust to your liking, so you are yelling at clouds here.

Besides. I've been upgrading tech weapons at the Upgrade station for over a year and then they compete just fine.

At the end of the day... if you don't like something don't use it.

Cue the music...
"It's okay to not like things... It's okay BUT DON'T BE A ♥♥♥♥ ABOUT IT!"
"It's okay to not like things... but don't be a ♥♥♥♥ about the things you don't like"
Credent 7 Aug, 2021 @ 9:14am 
Is it possible to increase the build size and amount of structures allowed on the hover skiff? I also agree that a cybertek chainsaw would be great. Thanks for the mod
Talyn 7 Aug, 2021 @ 12:27pm 
Originally posted by Credent:
Is it possible to increase the build size and amount of structures allowed on the hover skiff? I also agree that a cybertek chainsaw would be great. Thanks for the mod
You can do this in Vanilla ini settings. It follows the normal platform settings.

PerPlatformMaxStructuresMultiplier=
The other oine is new and I dont recal its name, but its like perplatformradiusmultiplier or something. The skiff has a spot near its wings, however that if you build there, it will cause it to go wonky regardless of settings.
Wyvern Princess 13 Sep, 2021 @ 12:04pm 
Is it possible to change the Tek Chest piece Jump boost straight up "Spacebar" to require a double tap of the space bar instead? I always disliked the way vanilla jump would almost always send you to the moon. I just wanna hop over my small dinos, but I go over my base instead x.x
Dmitry 28 Oct, 2021 @ 9:32pm 
Request to have the ability to convert vanilla items to cybertek.

Let's say I've got a good quality item from a titan or from an OSD. Now I would like to have a cybertek equivalent of said Item.

Even if this conversion is not precise: for example journeyman to journeyman, not the exact armor value.

Thanks!
BWK 4 Nov, 2021 @ 3:53pm 
It is great mod but kinda over power, it is possible to restore element as fuel?
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