ARK: Survival Evolved

ARK: Survival Evolved

Advanced Architecture Mod
Wayne W 4 May, 2016 @ 10:55pm
Patch 240 issues?
Is anyone else having trouble getting their server to work with this after the v240 and v240.1 patch today? If I have this mod in the list the server appears to start but no one can actually connect it just times out.
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Showing 1-3 of 3 comments
hogscraper  [developer] 5 May, 2016 @ 1:11pm 
Its best to copy your backup to another folder and start restarting the server one mod at a time. A game patch generally shouldn't break a mod like mine as all I do is add engrams and extra structures. That's not to say something couldn't break in the db during a patch that would glitch out my mod. I've also been told that another mod breaking has caused my mod to stop working when its after the broken one in the activemods list.
Wayne W 5 May, 2016 @ 1:42pm 
There was definitely a glitch or something with your mod and/or something else. With the structures pre 240.1, we could never connect to the server with your mod running even with other mods (minus the map) disabled. I got the game loaded without your mod, and then once it saved (minus your structures) I was able to re-enable your mod and we could all load in just fine (but all of your structures were gone now obviously).

So there was something our server didn't like like after we upgraded or some combination of somethings.
hogscraper  [developer] 6 May, 2016 @ 7:56am 
If stripping down your load order to just my mod and the map doesn't fix it your database was corrupted. Whether that was the game itself or another mod, the only fix is to restore your backup. Its always a good idea to keep mods that only add engrams and structures like mine as high in your load order as possible so that any breaks in the chain that might happen will bypass the mods that are entirely green. They updated three times yesterday and a few people reported in the feedback thread that various mods were breaking during the process. They might have screwed something up in the game files that would make non-green mods fault, (those mods alter or are parented to core game files), and that will definitely break your activemods list where they are in the list. All that is only relevant, however, if you are manually updating your server. If your server provider uses third party tools, (you only need to check off what mods you want and they do the rest kind of situation), then there seems to be a non-ending stream of ways that they break mods even during a simple server restart.
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