ARK: Survival Evolved

ARK: Survival Evolved

Primitive Plus (Obsolete)
 This topic has been pinned, so it's probably important
complexminded  [developer] 24 May, 2016 @ 4:37pm
Update [Version 1.6] Released
Additions
Adobe Structure Tier
Canteen: Clay, Leather, Beeswax
Ghillie Suit: Fabric, Feathers, Beeswax, Fibers, Leather
Battle-Axe
Cooked Food Degradation System: Fresh --> Old --> Spoiled
Antiseptic Bandage: 10 honey 20 dried tobacco, fabric
Beeswax Candles: Beeswax, Fiber
Oil Tank (Storage for now but potentially will be used with pipes to "power" things)
Barrel of Seawater (Fill a barrel with water and boil to convert it to salt over time)
Brick Dino Gateframe
Lumber Dino Gateframe
A "real" Bonfire (Old bonfire renamed to Big Campfire)
Standard ARK patch content (antidote,saddles, etc)
Sleeping Hammock - Aesthetic

Changes
New mesh/model for the Baking Workstation
New mesh/model for non-hanging cabinets
New mesh/model for grill
New mesh/model for tanning rack
New mesh/model for preserving campfire
New mesh/model for preserving shed
Brick now has same damage type as metal
New mesh/model for Obsidian Pick
Increase size on fans of the windmill
Re-texture existing greenhouse elements to match overall feel of the mod
Cleaned up textures on lumber tier
You can now pick up the fishing and deadfall trap
Lantern for market stall removed
Reduced spoil time for meals
Improved material on concrete pillar
Flintlock pistol damage increased
Musket damage increased

Bug Fixes
No more power-leveling while making planks :)
Snap points adjusted on all structures (may need to rebuild to get the fixes)
Grindstone now accepts applicable resources
Pontoon bridge can be crafted in the construction table
Normal campfires can use firewood
Resources needed for making the traps adjusted
Modern cabinets now show additional mesh when it has items.
Deadfall trap trigger mechanism fixed
Harvesting rates adjusted for knife and machete
Firewood holder positioning updated
Metal and steel ingots can be added to the grindstone
Wheat growing rate adjusted to be in line with other crops
Wheat crop size reduced
Bonfire size increased
Added water to cauldron mesh
Fixed material on the construction table
Fixed preserving shed material
Fixed texture issues on modular table
Custom consumable cooking fixed
Loot crates adjusted
Rowboat is no longer a hoverboat
Added iron helmet to engram list


I probably forgot other stuff!!!
Last edited by complexminded; 5 Jun, 2016 @ 9:24am
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Showing 1-15 of 32 comments
MsMaryAnn 24 May, 2016 @ 5:02pm 
Awesome. 👍🏻
Zadira 24 May, 2016 @ 5:34pm 
Wow! You sure have been busy! :D
RabbitHeart 24 May, 2016 @ 5:37pm 
Awesome! Awesome! Awesome! You sir have been a busy busy bee. I can not wait for the update and to see everything in game. Thank you so very much. Your hard work is very much appreciated. You're rockin the socks for sure. :D
Gallonidas 24 May, 2016 @ 9:53pm 
Very nice to see those coming !! I'm trying to help reporting bugs and such to make it even better, so:
- Can't transfer spoiled meat, cured bacon and fresh fat to 'meat preserving shed'.
- There is no way to turn the preserving campfire Off.
- Pile of Drywood is too heavy compared to the wood it originated from (4x heavier).
- Bucket of Clay and Organic Oil are instant-crafting / instant-cooking.
- Brick doorframe and Brick windowframe are positioning incorrectly. Also regular doors and windows don't fit well.
- I can see some vanilla versions of guns on the engrams list.
- No new fences are snaping to ceilings and foundations.
- Can't see the Lumber table nowhere after learning the emgram.
- Can't see Iron Helmet on the engrams list.
- Creating the Bonemeal Fertilizer is not giving any XP.
- Can't transfer Plant Species X seed to large crop plot if it's on top of a concrete ceiling.

Sugertions:
- Will we have Old Prime Meat or Spoiled Prime Meat (from prime fish and prime meat) that is better to tame scorpions, spiders, arthropleuras and such ?
- Can the Bonfire cook 2x faster than the regular campfire ?
- Can we have a Stone/Flint storage shed, like the wood/thatch one ?
- The Chemistry Bench produces 50% more per ingredient, and is 2x faster. Would be awesome to have an 'Alchemy Kit' that produces 25% more and is 50% faster. Maybe slowly consuming Organic Oil or Drywood.
- We are suffering a lot to tame Gallimius and Penguins without a dart (needing to use narco-traps). Will we get a dart-like low damage projectile ?
- Will we have a faster way to paint huge walls and bases ? I quit painting mine with the regular paintbrush. Would take about 5 hours.
- Why not double the Bonemeal Fertilizer from the standard 54000 units to 108000 and double the crafting materials ? Would be awesome to care less about it depleting.
Last edited by Gallonidas; 24 May, 2016 @ 10:43pm
Tranx 25 May, 2016 @ 9:19am 
Very nice so far. But I hope you fix the Water Tank. Would be awesome...
complexminded  [developer] 25 May, 2016 @ 9:26am 
Originally posted by Gallonidas:
Very nice to see those coming !! I'm trying to help reporting bugs and such to make it even better, so:
- Can't transfer spoiled meat, cured bacon and fresh fat to 'meat preserving shed'.
- There is no way to turn the preserving campfire Off.
- Pile of Drywood is too heavy compared to the wood it originated from (4x heavier).
- Bucket of Clay and Organic Oil are instant-crafting / instant-cooking.
- Brick doorframe and Brick windowframe are positioning incorrectly. Also regular doors and windows don't fit well.
- I can see some vanilla versions of guns on the engrams list.
- No new fences are snaping to ceilings and foundations.
- Can't see the Lumber table nowhere after learning the emgram.
- Can't see Iron Helmet on the engrams list.
- Creating the Bonemeal Fertilizer is not giving any XP.
- Can't transfer Plant Species X seed to large crop plot if it's on top of a concrete ceiling.

Sugertions:
- Will we have Old Prime Meat or Spoiled Prime Meat (from prime fish and prime meat) that is better to tame scorpions, spiders, arthropleuras and such ?
- Can the Bonfire cook 2x faster than the regular campfire ?
- Can we have a Stone/Flint storage shed, like the wood/thatch one ?
- The Chemistry Bench produces 50% more per ingredient, and is 2x faster. Would be awesome to have an 'Alchemy Kit' that produces 25% more and is 50% faster. Maybe slowly consuming Organic Oil or Drywood.
- We are suffering a lot to tame Gallimius and Penguins without a dart (needing to use narco-traps). Will we get a dart-like low damage projectile ?
- Will we have a faster way to paint huge walls and bases ? I quit painting mine with the regular paintbrush. Would take about 5 hours.
- Why not double the Bonemeal Fertilizer from the standard 54000 units to 108000 and double the crafting materials ? Would be awesome to care less about it depleting.
Thanks for this!
complexminded  [developer] 25 May, 2016 @ 9:26am 
Originally posted by Tranx:
Very nice so far. But I hope you fix the Water Tank. Would be awesome...
What's wrong with the water tank? My apologies if I've missed it!
Snören 25 May, 2016 @ 10:06am 
My body is ready - dont forget to enable picking up the Dodos! :-D
complexminded  [developer] 25 May, 2016 @ 10:14am 
Originally posted by produktionshuset:
My body is ready - dont forget to enable picking up the Dodos! :-D
Thank you for the reminder!
Bracus 25 May, 2016 @ 12:56pm 
Dont forget the dire bear please as i mentioned on twitter☺
Yes we will need a low dmg high torpor item as the dart. Maybe a blowpipe for short range tranq? Until that time it would be good that if you could raise the tranq trap torpor value because meh... had to use about 30 to get a lvl150 direbear down and almost died.
Barrel of gunpowder... as you introduced it well on prim plus this is the best thing used in offline raiding as we dont have autoturrets. Plants are meh... very slow reaction. Anyone with a bit of speed on a laggy server can outrun them and put it down maybe even ignite it in the same run.
In the future if you dont mind i try to write down ingame bugs, missing things etc i encounter. Keep up the good work!
Zadira 25 May, 2016 @ 1:13pm 
I think I posted this somewhere else but could you please look at the amount of fertilizer that the PP crops are using? Some of the crops need fertilizer added every single day but some don't. Is this as intended?
Gallonidas 25 May, 2016 @ 1:45pm 
btw, the spray painter engram IS available, but it requires metal water reservoir and fabricator engrams... maybe transfering it to the contruction table and removing those requirements would work just well
Hasukiiken 25 May, 2016 @ 3:19pm 
How would a primitive culture paint large areas ( apart from a paintbrush ) - logically thinking it would be probably a Mop and Bucket filled with Paint - about the same length as a Pitchfork but holds a lot more paint. On the other hand even earlier people would have used blown paint from a hollow stem or branch even filling their mouth with paint and then spitting/blowing it out.

A quick fix would be to reskin the paint sprayer to look like some old fashioned hand held bellows - dip into bucket of paint to refill. https://en.wikipedia.org/wiki/Bellows#/media/File:English_Bellows.jpg

Paint Bellows: requires wood (10) , Leather (4) [not hide] , Fibre (10) , Steel/Iron Ingot (2) and blacksmith/smithy. (holds 20 paint)
Paint Bucket: requires wood (20), Cementing Paste (10), Fibre (20), Iron Ingot (5) and Blacksmith/Smithy. (holds 100 paint)
Mop: Wood (3), Fibre (30), Thatch (10). (holds 10 paint)

Last edited by Hasukiiken; 25 May, 2016 @ 3:41pm
Gallonidas 25 May, 2016 @ 10:15pm 
Primitive Grill and Bonfire are not cooking fish.
Snören 26 May, 2016 @ 10:21am 
Bracus: just learn to count inbetween the shots - i had no problem taming a 118 bear last night
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