ARK: Survival Evolved

ARK: Survival Evolved

ACM V2.7.1294 [UNSTABLE]
 This topic has been pinned, so it's probably important
Woeful Macabre  [developer] 15 Feb, 2017 @ 10:57pm
ACM Import Discussion
Current System:
V2

Syntax:

m=mod|
f=filter| - Optional. Default = ""
f2=sub-filter| - Optional. Default = ""
c=is creature(boolean)| - Optional. Default = "false"
entry name|path to entry from the mod folder|path to item icon from the mod folder|

Example:

m=Advanced Architecture|
c=f|
f=Battlements|
Crenelated Battlement Corner|AAMultiplayer/Castle/Battlements/Corner/PrimalItemStructure_StoneCastleCrenelation_Corner.PrimalItemStructure_StoneCastleCrenelation_Corner|path/to/icon|
f=Battlements 2|
Crenelated Straight Battlement|AAMultiplayer/Castle/Battlements/Straight_Crenelated/PrimalItemStructure_StoneCastleCrenelation_CrenelatedStraight.PrimalItemStructure_StoneCastleCrenelation_CrenelatedStraight|path/to/icon|
f=|
Inside Corner Battlement (Smooth)|AAMultiplayer/Castle/Battlements/Inside_Corner_Smooth/PrimalItemStructure_Inside_Corner_BattlementSmooth.PrimalItemStructure_Inside_Corner_BattlementSmooth'"|path/to/icon|

Example broken apart:
  • 1. A mod name is specified with m=Advanced Architecture|
  • 2. A filter is specified with f=Battlements|
  • 3. A boolean value for all entries that follow(until a new filter or creature status change) are not creatures with c=f| - either t, f, true or false are valid arguments
  • 4.
    • (a) A name for the entry is specified followed by "|"
    • (b) A path for spawning the entry is specified, starting from the mod folder follow by "|"
    • (c) A path to the icon for that item, if wanted or found via testing(see notes), followed by "|"
  • 5. A new filter for the items below that header is specified with f=Battlements 2 - refer to point 2.
  • 6. An entry is pieced together following the format of point 4.
  • 7. A new filter for the items below that header is specified with no value - refer to point 2.
  • 8. An entry is pieced together following the format of point 4.

Notes:

- Each part can be on a new line or in a continous line.

- Icon paths must point to the .uasset file (DinoEntryIcon_x or x_Icon are common ARK naming schema - not guaranteed to be followed by mod authors) that is to be displayed when the mod item is clicked. If you cannot find it, an alternative, or do not wish to, leave the value blank.

- The order of f= and c= does not matter, all entries beneath one of these headers will have that value assigned to them until it is changed further down the import code.

- You can "find" the icon in-game by testing file paths and clicking the question mark at the end of the icon field under single imports.

- The f= and c= headers are entirely optional. If they are not specified, then all items following the m= header will have no filter and not be assigned as creatures. If more than one mod header is detected in the import code, it will reset f= and c= to be null - meaning no filter and not a creature - for all items under that mod until a header is provided saying otherwise.

=================================================================

All Bulk Import blocks here are user-generated.

Post a link to your compiled bulk-block - also please mention if it's an updated version and/or when it was based from.

Please use DropBox or Paste-Bin or some hosting service where it's unlikely the content is going to get deleted, this means no Mega.co/nz or-the-like services as they delete things after a short period of time.

-WM
Last edited by Woeful Macabre; 2 Mar, 2017 @ 1:56am
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Showing 1-15 of 79 comments
dreabosman16 16 Feb, 2017 @ 7:29am 
I can't fill in the import it's just a grey area?
josemaripl 16 Feb, 2017 @ 10:12am 
The old import codes don't work now?
S 16 Feb, 2017 @ 10:37am 
I can not modify players State
Leutian Kane 17 Feb, 2017 @ 11:41pm 
ok so when i add a mod in game thru the Single Mod Import Function, what do i put for path to Icon for a Dino? DinoEntryBP path?

Also any particular reason for changing the format? because now we have to redo EVERY ACM bulk Import we had from scratch......
Last edited by Leutian Kane; 18 Feb, 2017 @ 12:01am
The Dutch-Guy 18 Feb, 2017 @ 12:03am 
wy cant i modify player in single mode
Buge 18 Feb, 2017 @ 5:09pm 
Originally posted by Leutian Kane:
Also any particular reason for changing the format? because now we have to redo EVERY ACM bulk Import we had from scratch......

Yeah, this is pretty bad. Especially since we can't just throw the old list into a converter or something to reformat it. Literally every individual piece of the code is different. Fantastic.
Woeful Macabre  [developer] 18 Feb, 2017 @ 5:36pm 
Even though that thread was in it's "wiped" state for almost three months warning of the changes coming and me even stating that the old system would not be compatible with the new...

That aside, don't want to do the work? Don't. Auto-Gen™ will be taking care of mod importing when the new spawning system, and the rest of that system itself, is complete.

-WM
Gr3y 19 Feb, 2017 @ 12:22am 
i am not trying to sound like a fanboy but i know its going to come off as such. that being said the guy has a real life and was being rushed by everyone to drop this asap. so thank you so much for your hard work love the mod super happy its back up even with the pain of redoing the mods that you in fact did tell us about long before implementing them
Eeza Geeza 19 Feb, 2017 @ 7:10am 
Nice work, thanks for all the effort you've put in to this mod.

I wonder if you could help, I typed the following into the bulk import and ended up with 3 entries of the same item.

m=Favourites|
c=f|
f=Roof Solar Panel|
Roof Solar Panel|Building_Xtras/Base_Stuff/SolarPanel/Roof/PrimalItemStructure_SolarPanelroof_Clipz.PrimalItemStructure_SolarPanelroof_Clipz|Building_Xtras/Base_Stuff/SolarPanel/Roof|

I'm probably doing something wrong here & when I tried to edit it, Ark crashed.

Many thanks, can't wait for Auto-Gen™ to come out, sounds good.
ExPloD 19 Feb, 2017 @ 2:43pm 
Hey guys here is a Video on how to import mods in bulk https://youtu.be/-BwCi6tIvHI
Ghost Ryder 19 Feb, 2017 @ 3:43pm 
Originally posted by ExPloD:
Hey guys here is a Video on how to import mods in bulk https://youtu.be/-BwCi6tIvHI


You are using the old import blocks
It was stated

"not be compatible with the new"

Originally posted by Woeful Macabre:
Even though that thread was in it's "wiped" state for almost three months warning of the changes coming and me even stating that the old system would not be compatible with the new...

That aside, don't want to do the work? Don't. Auto-Gen™ will be taking care of mod importing when the new spawning system, and the rest of that system itself, is complete.

-WM
Last edited by Ghost Ryder; 19 Feb, 2017 @ 3:45pm
SkyDrifter 20 Feb, 2017 @ 5:59am 
what your showing here is confusing and not showing single import methid, we have mod,filter,entry,path,and icon I'm trying to make a list and then export it to a bulk, but what you have here dos not explain any thing on what i'm seeing in acm UI
iHans Gfunda 22 Feb, 2017 @ 6:59am 
explod, nice video!
but missing the single import.
and i wanted to import the monster mod. but doesnt walk. what i have to doo too import a mod creature?
ACM is best mod ever, but im german, and it would be helpful if someone makes a video, how to import all possible opportunities.
the last version i checked completely, but ther new version not yet.
but i think the update was a nice idea so i need this informations :D

SkyDrifter 23 Feb, 2017 @ 12:45pm 
I manage to get steampunk mod single inport at time, but seems that exporting not working for me so i could post it for every one.:steamsad:
Khaos_Kirito 26 Feb, 2017 @ 2:35pm 
is there a way you can add a feture to auto detect installed mods?
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