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General options
PickupWhenDamaged=false
PartsAreFoundation=false
DisableAbilityToHideStructures=false
TekTierEngramRequirementOverride=(if left blank, it will require the vanilla Tek Replicator engram. If "None" is entered, the engram pre-requisite will be removed)(See comments down below for how to properly use this ini)
AllowPickupState=0
0 - Obey the official pickup ini
1 - Disable pickup for AS parts, ignore official pickup option
2 - Enable pickup for AS parts, ignore official pickup option
Crafting Bench options
CoreBenchSlotCount=300 (Range is 100 to 600)
CoreBenchCraftingSpeed=1 (Range is 0.1 to 100)
AtlasBenchSlotCount=300
AtlasBenchCraftingSpeed=1
Door options
DisableDoorSound=false
DefaultDoorSoundOff=false (this INI is ignored if DisableDoorSounds is True)
DisableAutomaticDoors=false
DefaultDoorConfig=0 (Automatic), 1 (Auto Close Only), 2 (Manual) (The default is 0)
Foundation options
DisableFoundationStacking=false
StackedFoundationHasFullHP=false
AdditionalSupportDistanceInFoundations=0 (Range is 0 to 15) (This extends how far you can build out from a foundation with parts like ceilings and roofs. By default if you snap a ceiling to a foundation, then snap a ceiling to that ceiling, and keep going out like that, you can only go 2-3 ceilings before it turns red and you lose "foundation support". This ini will extend how much further you can go. A value of 1 means you can place 4 ceilings before it turns red, instead of 3.)
Ladder options
EnableLadderLocking=false
Damage options aka "StructureSetting"
- Damage options adjust how AS structures take damage. Setting Core Thatch to "Stone" damage means it will take damage as if it is Stone tier instead of thatch.
- The damage setting does not affect decay timers. If you want to adjust decay times, use the official ini option for adjusting decay time multipliers.
- You cannot adjust the Adobe tier. It requires a specific damage type to be set in order to provide it's normal protection against Heatwaves and such on maps like Scorched Earth.
AtlasThatchStructureSetting=Thatch
AtlasWoodStructureSetting=Wood
AtlasStoneStructureSetting=Stone
CoreThatchStructureSetting=Thatch
CoreWoodStructureSetting=Wood
CoreStoneStructureSetting=Stone
CoreMetalStructureSetting=Metal
CoreTekStructureSetting=Tek
CoreGreenhouseGlassStructureSetting=Thatch
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Irrigation and Power Ini options:
Intake Pipe
- AllowIntakeToPlaceWithoutWater= (true/false)(Default false)
All Junctions
- DestroyJunctionsIfNotInRangeOfBase= (true/false)(Default True)(Only works if junctions are set to require a nearby base. When true, the junctions will check themselves on server start (or singleplayer start) and if they are no longer in range of a friendly foundation, they'll destroy themselves. This ini is aimed at keeping maps from becoming cluttered with junctions that can't even operate. Junctions are tiny and can be placed on the ground and I was concerned about them being overlooked. I really only added this ini so admins can disable it if it somehow causes problems and deletes "valid" junctions)
Electric Junctions
- ElectricJunctionRangeInFoundations= (5-80)(Default 25) (This is the "link range" of AS Electric Junctions to other AS Electric Junctions)
- ElectricJunctionRequiresNearbyBase= (true/false)(Default true)(If true, Junctions will only function if they are within a certain range of a tribe-owned foundation. The range is configured by the ini right below this one)
- ElectricJunctionMaxRangeFromBaseInFoundations= (1-80)(Default 5)
Water Junctions
- WaterJunctionAlwaysHasWater= (true/false)(Default false)
- WaterJunctionRangeInFoundations= (5-80)(Default 25) (This is the "link range" of AS Water Junctions to other AS Water Junctions)
- WaterJunctionRequiresNearbyBase= (true/false)(Default true)(If true, Junctions will only function if they are within a certain range of a tribe-owned foundation. The range is configured by the ini right below this one)
- WaterJunctionMaxRangeFromBaseInFoundations= (1-80)(Default 5)
Both Generators
- DisableElectronicsDuringStorm= (true/false)(Default false)
Electric Generator
- GeneratorSlotCount= (1-1000)(Default 8)
- MaximumGeneratorVolume= (Disabled, Low, Medium, High, Maximum)(Default Medium)
Tek Generator
- TekGeneratorSlotCount= (1-1000)(Default 250)
- TekGeneratorFuelUseIntervalInSeconds= (60-999999999)(Default 86400)
- MaximumTekGeneratorVolume= (Disabled, Low, Medium, High, Maximum)(Default Medium)
- DisableAbilityToPlaceTekGeneratorOnSaddles= (true/false)(Default false)
- TekGenEngramRequirementOverride= (if left blank, it will require the vanilla Tek Generator engram. If "None" is entered, the engram pre-requisite will be removed)(See comments down below for how to properly use this ini)
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Structure Nudging
- AllowStructureNudging (0=off, 1=limited, 2=unlimited)(Default 1)
- AllowStructureNudgingOnSaddles (0=off, 1=limited, 2=unlimited)(Default 1)
- Nudging currently means the ability to raise and lower foundations within a limited range.
- In Limited mode you can raise or lower a foundation to an extent, and only if nothing is snapped to it yet. Once something is placed on the foundation, or snapped to it, or next to it, it permanently becomes immovable even if you pick up everything around it. This is to prevent building exploits.
- In Unlimited mode, you can raise and lower the foundations at any time, but still only within a certain range of the original placement location. As I recall, Unlimited mode also allows raising and lower ceilings (I'm explaining all this several weeks after making the feature, and I'm too busy to confirm it right now).
- Unlimited mode WILL allow building exploits. I won't spell them out here but it wouldn't take long for players to think of them. Only do it if you trust the other players on your server, or don't care what crazy stuff they do with their buildings.
DisableAbilityToHideStructures ini applies to AS fence supports, pipes, and wires. If you set this to true, all previously hidden AS structures will unhide themselves.
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TekTierEngramRequirementOverride=/Game/PrimalEarth/CoreBlueprints/Engrams/Tek/EngramEntry_TekFloor.EngramEntry_TekFloor_C
(This would lock the Tek Tier engram behind the vanilla Tek Foundation engram. It can be set to any engram entry you want.)
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TekTierEngramRequirementOverride=None
(This would make it so nothing else is required to learn the Tek Tier engram, besides level requirement and point cost).
----------------------------------------------------
TekGenEngramRequirementOverride=/Game/Mods/ArkitectStructuresCore/EngramItems/EngramEntry_AS_Core_Tek_Tier.EngramEntry_AS_Core_Tek_Tier_C
(This would make it so the AS:Core Tek Generator requires the AS:Core Tek Tier engram)
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Remember, you can use any engram entry you want. The only trick is knowing how to find it in the game files on your computer and build the proper "class name" for it, which isn't that hard.
1. Find the engram entry. We'll use the vanilla Tek Foundation as our example. It is located in <Your Ark install directory>\ARK\ShooterGame\Content\PrimalEarth\CoreBlueprints\Engrams\Tek\EngramEntry_TekFloor.uasset
2. Change the backslashes "\" to forward slashes "/" then drop everything in the path before "PrimalEarth" and replace it with "Game":
/Game/PrimalEarth/CoreBlueprints/Engrams/Tek/EngramEntry_TekFloor.uasset
3. Replace ".uasset" with ".EngramEntry_TekFloor_C":
/Game/PrimalEarth/CoreBlueprints/Engrams/Tek/EngramEntry_TekFloor.EngramEntry_TekFloor_C
If you don't see the ".uasset" part it just means you have file extensions set to not be shown in Windows. The thing to remember is you always take the file name of the engram entry (in this case EngramEntry_TekFloor), add a period, type the file name again, and end it with "_C"
----------------------------------------------------
The engram entry class name will always start off with "/Game/". That is followed by either "/PrimalEarth/" or "/Mods/" in most cases. It will also always end with "_C". DO NOT FORGET THE "_C". It's a very easy thing to forget, and it will not work without it.
StructureGunAllowAdminToDemolishAnyTribe=false - If true, server admins can use the Demo mode of the Structure gun on structures from any tribe.
StructureGunDisablePickupWhenDamaged=false - False means the Structure CAN pick up damaged structures
StructureGunCosmeticModesOnly=false - If you don't want the pickup/demo/delete modes of the gun to be available, set this to True. Only Glass and Variant modes will be available then.
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StructureGunPreventPickupOfTheseStructures=/Game/Mods/StructuresPlusMod/Structures/Foundations/Square/Stone/PrimalItemStructure_Foundation_Stone.PrimalItemStructure_Foundation_Stone_C,/Game/PrimalEarth/CoreBlueprints/Items/Structures/Stone/PrimalItemStructure_StoneFloor.PrimalItemStructure_StoneFloor_C
This example would make the Pickup/Demolish/Delete modes ignore the S+ Stone Foundation and the vanilla stone foundation.