ARK: Survival Evolved

ARK: Survival Evolved

Advanced Architecture Mod
Dinos always falling through the flloor
Seems every few days I log in to find my dinos under the pen I made for them witht his mod. This has been happening for awhile now. Anyone else getting this?
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Showing 1-9 of 9 comments
Nebula 4 Aug, 2016 @ 1:49pm 
It's not the Advanced Architecture Mod, it happens no matter what you build with. In fact you can leave them on the ground and they will fall through the map. Been like this sense day one of release.
AstroZombie 4 Aug, 2016 @ 1:55pm 
Nah I didnt have this problem before and have been playing since June of last year..only has started since I was using this mod.
you think that is bad, try going to sleep in a tree house and then waking up to find you and your dinos on the ground . . . or in it
Nebula 4 Aug, 2016 @ 4:50pm 
Yap to be expected if your a regulat player. I have lost dozens of tames and i have noticed is the smaller tames like raptors, frogs and such are more likely to fall through the map wher as large tames like Carnos and Rex's and such don't fall through. You can make a pen with pillers and stack multiple roof pcs as a floor so if they fall through there is many ceiling pcs before they fall through map.
Bloodstormz 4 Aug, 2016 @ 5:04pm 
I think its a game load / rendering issue, i was playing around with it i placed a dino on a pillar platform flew away out of view space and back the was on the ground before the object rendered. This game is built on the unreal engine and they have upgrades for this new dynamic field of view that supposed to make the entire map render all the time as long as the server files are active. This game needs to be revamped to be more like this https://www.youtube.com/watch?v=AOZtqDhQP44
hogscraper  [developer] 4 Aug, 2016 @ 9:20pm 
My mod could certainly be at fault for this, but only on a technicality. My mod has pushed your server or client past its limit. Maybe it was nearby, maybe it was already past it, but everything you add to the game pushes a little further. As others have correctly said, once you passed that point the poor render order breaks down as the dinos are spawned in the air before the pieces underneath exist. Pillar Foundations from my mod seem to be hit with this much more often than the Castle Foundations, even though the Pillar variants have multiple collision boxes and things still fall through.

The one thing to note about my mod, though, is that every piece is designed to be as few mesh triangles as possible with textures of a similar size as those found on vanilla pieces. When your hardware renders a castle wall its worrying about 12 triangles. If you covered a similar space with vanilla stone walls the hardware would be dealing with 35,200 triangles. With that in mind, have you tried moving my mod up the load order as far as you can? What its rendering is at a minimum compared to anything else so maybe having a ton of other mods load before it could be pushing the pieces so far down the pipeline that gravity is already pulling the dinos down before it gets to my mod.
AstroZombie 5 Aug, 2016 @ 7:43am 
Originally posted by hogs:
My mod could certainly be at fault for this, but only on a technicality. My mod has pushed your server or client past its limit. Maybe it was nearby, maybe it was already past it, but everything you add to the game pushes a little further. As others have correctly said, once you passed that point the poor render order breaks down as the dinos are spawned in the air before the pieces underneath exist. Pillar Foundations from my mod seem to be hit with this much more often than the Castle Foundations, even though the Pillar variants have multiple collision boxes and things still fall through.

The one thing to note about my mod, though, is that every piece is designed to be as few mesh triangles as possible with textures of a similar size as those found on vanilla pieces. When your hardware renders a castle wall its worrying about 12 triangles. If you covered a similar space with vanilla stone walls the hardware would be dealing with 35,200 triangles. With that in mind, have you tried moving my mod up the load order as far as you can? What its rendering is at a minimum compared to anything else so maybe having a ton of other mods load before it could be pushing the pieces so far down the pipeline that gravity is already pulling the dinos down before it gets to my mod.


Thank you, I love the mod. LOVE IT! Was flustered only because I have no intentions of ever disabling it but want the dinos safe. The oddball thing is: It seems to only affect specific dinos: The allosaurus for example and all the birds smaller then a quetz. The birds actually seem to get moved forward closer and closer each time towards the wall before long, their heads are sticking out of the walls. Weird but if they aren't falling through the floor, Im ok!
Nebula 5 Aug, 2016 @ 4:49pm 
Originally posted by hogs:
My mod could certainly be at fault for this, but only on a technicality. My mod has pushed your server or client past its limit. Maybe it was nearby, maybe it was already past it, but everything you add to the game pushes a little further. As others have correctly said, once you passed that point the poor render order breaks down as the dinos are spawned in the air before the pieces underneath exist. Pillar Foundations from my mod seem to be hit with this much more often than the Castle Foundations, even though the Pillar variants have multiple collision boxes and things still fall through.

The one thing to note about my mod, though, is that every piece is designed to be as few mesh triangles as possible with textures of a similar size as those found on vanilla pieces. When your hardware renders a castle wall its worrying about 12 triangles. If you covered a similar space with vanilla stone walls the hardware would be dealing with 35,200 triangles. With that in mind, have you tried moving my mod up the load order as far as you can? What its rendering is at a minimum compared to anything else so maybe having a ton of other mods load before it could be pushing the pieces so far down the pipeline that gravity is already pulling the dinos down before it gets to my mod.


No It;'s not your Mod Hogs, game did this long before your mod arrived. I have been playing sense day one and you will always lose the smaller verity of dinos to the hungry map, it's just the way it is.
Manalo 5 Aug, 2016 @ 9:01pm 
Hey everyone, regarding dino's or people falling through structures. This is a problem that is as old as time, while the devs have made some improvements it is not entirely resolved.

From what I can tell this problem has to do with how player structures are loaded/unloaded last. And can even happen while playing if parts are unloaded during game play.

What I can tell you about the current limits of this problem right now is this:

If the dino passes through the floor/ceiling and makes contact (feet) with another object or the ground the code that is design to 'reset' them to their proper position fails as it now thinks they are in the right position.

To avoid this problem (most of the time) have any floor/ceilings that the dino's stand on be high enough that they are unable to touch the next structure/ground before their capsule (the spot that has active collision) makes contact with the floor/ceiling they are supposed to be standing on.

In some rare cases it can look like that's not enough to resolve the issue (they fall all the way down to the next level) In this case the game still thinks they are up top even though the corrective code has them below. Whistling to have them follow will make them pop back up to the correct floor.
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