ARK: Survival Evolved

ARK: Survival Evolved

Arkitect
 This topic has been pinned, so it's probably important
Gimilkhad  [developer] 7 May, 2021 @ 2:47pm
Suggestions
I am open to suggestions for how to improve the tool.

Things I will probably not do:
Gamepad support. I am tired of dealing with its problems. It's hard to make menu stuff work properly with gamepads, and if I breath on the code wrong it breaks. This menu is more complicated than Building Helper, with the popups and such, and in some cases I don't know how to make the gamepad do what it needs to do.

Things I definitely won't do:
Change the way the Arkitect Workbench works on Dedicated Server.
The problem with universal crafting benches is: with too many mods installed (too many items, really), players will disconnect trying to open the bench due to too much data (the items) passing from server to client. In singleplayer this isn't an issue. In dedicated I solved it by implementing a menu that allows you to switch between mods and view them one at a time. The unfortunate side-effect of this is it switches the mod for everyone looking in the same table (because it is the same inventory for everyone). There is no workaround that I can achieve, let alone one that would also be reliable and not delete people's items.
Last edited by Gimilkhad; 7 Nov, 2021 @ 9:34am
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Showing 1-15 of 29 comments
Shitdivers 11 May, 2021 @ 12:59pm 
I love the improvements you've added to the evolution of Builder Helper with this new mod!

I was wondering, will there be an option to take into account crafting speed when being in crafting mode? Currently, it just crafts everything instantly instead of having the player's crafting skill considered in the crafting time.
Gimilkhad  [developer] 11 May, 2021 @ 3:00pm 
I thought about it but figured the fact you gain no XP from crafting this way kind of evens it out
Shitdivers 12 May, 2021 @ 4:33am 
What? No crafting experience gained? that's a pretty big influencing factor to using it, you should point that out in the details if you haven't already.
Gimilkhad  [developer] 12 May, 2021 @ 10:27am 
Crafting XP makes a pretty minimal impact beyond a certain level, at least with default XP settings. I will add a note somewhere. When you work on a mod for months and become intensely familiar with how it works you sometimes forget what needs to be pointed out to new users.

The idea behind the crafting menu is mobility, convenience, and instant crafting, at the cost of no XP gain. A lot of thought went into this decision, more than I will discuss in this comment (but may explain elsewhere).

For XP gain there is the Arkitect Crafting Bench, or the item’s normal crafting table.
Shitdivers 12 May, 2021 @ 11:25am 
I can understand for items that aren't normally supposed to be crafted by hand not giving xp, like metal structures and what not. It's just quite disappointing that it can't be a complete replacement to the vanilla in game crafting menu. It's much easier to navigate and craft multiple items alone, even if it didn't have the instant craft speed.
Gimilkhad  [developer] 12 May, 2021 @ 2:11pm 
Adding XP gains without crafting times seems ripe for abuse to me, and items craftable from a player inventory probably give trivial XP amounts once the player is past the first few levels. I'm guessing there is a good reason the S+ Auto Crafter does not give XP when it insta-crafts. Adding it for some items and not others in my menu would be inconsistent and probably confuse some people. I could do a bunch of extra work to add info to tooltips to tell a player if this item grants XP or not. It would just feel convoluted in my opinion.

Adding crafting times would introduce its own complications to the code, and problems such as higher demand on the server, and more avenues for abuse. Then people would ask for a crafting queue, which is even more work, more complications, and so on and so on.

The mod has only received a few hundred subs so far, and only 1 person has suggested XP gains from the menu. I normally don't mind adding a feature from only 1 person's suggestion (as long as it's a solid one) but in this case, for the reasons already given above, I don't think it's a good idea. Maybe if the mod gets some momentum, gets a few thousand subs and a few hundred people start clamoring for this, I might revisit it.

So, for now at least, I've drawn the line here. For the item menu, no XP gains, instant craft, simpler code, and lower demand on server. If it's normally craftable on your person and you want the XP without visiting a crafting station, you'll have to do it through the vanilla crafting menu I'm afraid.
Last edited by Gimilkhad; 12 May, 2021 @ 2:13pm
Accidental Genius 4 Jul, 2021 @ 10:04am 
love the mod. is there a way to have a search bar for mods just like the search bar with in the mod items themselves. Because i have a lot of mods and finding them requires a lot of scrolling. And I also wander, can you add animal spawns since you can already see the different mod items.
Gimilkhad  [developer] 5 Jul, 2021 @ 12:29am 
I am looking into adding a search box for mods in the future, and/or other improvements for searching. As for animal spawns, there are not currently any plans to add them.
Silke 14 Jul, 2021 @ 7:56am 
Maybe this option already exists and I'm just too blind to see it but would it be possible to turn off the item description overlay in the spawn menu? On my screen the writing is too small to be of much help but it covers up the picture. I just spent a few hours on a building spree and the eye strain is a bit rough. Other than that I am very happy with your mod. Thank you.
Gimilkhad  [developer] 14 Jul, 2021 @ 9:56am 
Q key will toggle the item text
Gimilkhad  [developer] 14 Jul, 2021 @ 9:58am 
The Help tab should have all the hotkeys by the way
Silke 14 Jul, 2021 @ 9:38pm 
Hah, I knew I was blind. Thank you so much.
smelmai Fing3rz 29 Aug, 2021 @ 11:19pm 
I would like to see a way to craft specific hidden engrams on the bench. The idea is that you would hide engrams from your player engram/crafting lists and make them craftable exclusively on your bench while still respecting the engram unlock levels. For mods that clutter the engram list and for shrinking the pocket crafting list. I believe this would also reduce the open inventory fps drop and maybe item transfer lag. After typing this out I realize this is likely a very tall order and probably not possible.

I would also like a way to mitigate player abuse of the arkitect flying buff in PvE. Like preventing use of weapons or disable damage/torp to dinos within workzones(only while arkitect buff is active obviously).
Gimilkhad  [developer] 31 Aug, 2021 @ 1:17pm 
Hmm...I've thought about this before but from more of a general combat point of view. I just never made a note of it and forgot to address it. Taming counts as combat. I'm pretty sure. It gets the combat music going, right? So if I can reliably determine when the player is in combat, and then never allow restricted flight during combat that would probably cover all bases. Unrestricted would remain unaffected. I'm not going to worry about passive taming. Not sure how I'd reliably track that, and can't imagine it's a big deal anyway.

As for the other suggestion...I'll look into it and if possible, consider it.
smelmai Fing3rz 1 Sep, 2021 @ 11:29pm 
I was just coming by to suggest checking if the player is in combat. XD godspeed sir.
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