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They should stack the same as vanilla resources, which is intended. Regardless, I plan to release an extension that makes all the mods resources stack to greater amounts.
Has TLC issues
Runs RAM into the ground after running server for a while
Cases of mass spawns occuring from apex dino's attacking, and do not stop causing a death loop
Stacks often are very limited mostly mod items
What TLC issues are present? The last update should have addressed TLC that was done after the mod's hiatus.
Other than ocean spawns, overspawns should no longer occur, because the usual culprit behind overspawn (maps rely on a reference to the original dino to limit how many can spawn) should be fixed by the fact dinos whose spawn are controlled this way (beavers, quetz, gigas, etc.) are either children of their original class (so the game knows to limit their numbers) in the case of some like quetz or beaver, or they are removed from their original spawn entirely and added to other spawns more rarely, which is used by gigas and deathworms. All my testing on maps which are supported has shown these solutions working. I would hazard a guess most instances of overspawning at this point would be from not having a recent version, other than ocean spawns which still overspawn due to solutions not being implemented there.
I don't know how RAM would be run into the ground. When there was an official server for the mod, no such issue was experienced, though people on that server did not get very far into the progression, and there might be one late game feature that I suspect could cause some issue. Speaking of which...
There should be no mass of apex dinos attacking. There is, however, an experience potion that maxes out your xp in exchange for spawning a guardian, which is not of the apex class, which can infect you with a disease which causes another guardian to periodically spawn above you, and they do have a lot of minions but a limited amount. There might be some problems with this, since the disease was based on swamp fever and the enemy spawn was based on random coughing, its possible that dying, given that swamp fever spreads more from corpses, could cause a mass of guardians to spawn from the body. They would probably eat the body pretty quickly, but it could still maybe cause lag if this were the case. I could see why they might be confused for apexes given the fact they play boss music, but they are not. Guardian features may not have been ready for release when I released them. If this actually WAS apexes (big red dinos which do not resemble vultures or ravagers with glowing red heads, which is what guardians are), that would be a very different issue and I would have no idea what was going on there.
Finally, the stacking, as I said above, is intended. They stack to the exact same amount that corresponding vanilla resources do. Therefore, its not a bug. However, I might make an extension for stacking the resources higher, if not a .ini setting. But I don't plan to change the default stack values because then it would clash with the unchanged vanilla resource stack sizes if you were to play with only this mod installed, which is the lens I develop it under
I will look into the guardians since I've neglected them for awhile, if it was indeed them and not apexes, and I'll add them to the known issues list. But I can't imagine how overspawning could still be happening, especially when they don't happen on my computer after the fixes I implemented. Also, the TLC issues may be a symptom of having an outdated version of the mod. I switched computers since last updating, so I couldn't upload this mod to the same ID, so this is technically a new upload and you may not be subscribed to it.
Overspawns I've seen are polar bears on ragnarok, beaver's on the center, megalania, karkinos on some maps, there may be others I am not aware of
RAM is an issue when the spawn instability kicks in, it'll be steady for days then all of a sudden run into a crash, every time it's been memory, and I test all my mods when I use them, I also use creature finder to check spawns, some have been in the 1000's
APEX dino's seem to spawn a fair amount at once, they're usually elite, that issue of other spawns was caused by some rage effect and it wouldn't stop (I can't say it's happened again) but it was very frustrating to deal with - even a dinowipe wouldn't fix it.
Stacking I understand, thats fair for vanilla, however with a stack mod, simply does nothing, it is difficult to handle weight reduction, so often ends up being disposed of - I would love to see what you suggested for that, an ini could be great aswell.
How would I fix my outdated issue, I've unsubbed/resubbed many times, am I missing something?
Stegos just got their TLC updated, so it’s definitely an issue of not having the update. Sometimes ARK is difficult with that, but since this had to be reuploaded there should be less of that if you’re subbed to this version it shouldn’t be possible to be getting an old version.
Beavers should not be overspawning still, and don’t when I test. However, I have not looked into polar bears so I will check that. Megalania might have some issue, since a lot of solutions cause them to not spawn on Ragnarok. Karkinos I’m not sure how the mod could cause them to overspawn, because no map I’ve supported thus far has spawn zones for karkinos and thus they wouldn’t ever be replaced by the mod and be able to overspawn anymore than normal (barring the island extension that goes with this mod that adds them to the underwater resource caves, but I’ve tested their spawning there.
I could see RAM issues being caused by overspawns, but outside of polar bears I haven’t seen any of it happening in my tests. Could also be Ocean spawns though, since I haven’t addressed them for awhile.
The apexes do summon elite minions, but have a limit to how many they can summon. However, this limit resets if the dino hibernates (I can’t control this, hibernation should just be turned off if it is on) without despawning any previous minions. However, these minions also have a timer on them after which they despawn. Guardians, however, do not despawn. Their disease does cause a rage effect where everything attacks you similar to ammonite bile and their spawns wouldn’t be solved by a Dino wipe so it definitely does sound like them. I tested and they do overspawn from corpses as I suspected, so I know what to look into. I will also consider toning them down in some other ways (I believe they target you instead of a tame you’re riding). Should make them work as intended where you only occasionally have to deal with a small swarm attacking you instead of a massive one at every death location you have.
If you’re still having issues updating, make sure this version is installed and make sure this version is installed on any server you’re testing this on. Probably uninstall any version installed on a server and make sure this version is installed explicitly.
there's also vulture's at the end of viking bay up the mountain
Yes, it is necessary. Which saddles are not working? Previously, the ethereal yutyrannus saddle had an issue that sounds similar to what you're experiencing.
The ethereal parasaur saddle is the one I was trying to craft, but I wasn't using the table so that was the issue. Maybe taking it out of the survivor crafting menu, since it can't be crafted there, would mitigate future confusion for others. Thank you!
I'll remove it from there, it's not intended to show up there but should be a simple fix.