ARK: Survival Evolved

ARK: Survival Evolved

Aku Shima RWT Standalone
GD 4 Mar, 2016 @ 6:38pm
Some improvements
Thank you for your mod. I really like it, especially in this separate form, because I don't like mods which changes too many things at once and introduce different types of changes to the game.

I really like the look and combinaton of metal and wood (and glass) and built a lot with it, because it has a cleaner look than this "hut in woods"-looking wood stuff from vanilla game or medieval stone set or cold prison-like metal set. There are one ore two things which drives me crazy and some ideas and improves are there as well.

-- Problem: Snap-Points of Pillars and Ceilings are not 100% perfect --

Yes, yes I know, compilcated topic and you even improved the pillar snap points comparing to the vanilla game, but still there is a little problem.

F = Foundation/Lowest-Ceiling on a Pillar
P = Pillar
C = Ceiling
W = Wall

Building vertical:
1) F-P-P-P-P-C
2) F-P-C-P-C-P-C-P-C
3) F-W-C-W-C-W-C-W-C

1 and 2 are fine and matches, although the pillars making me nuts because they stack strange looking with varying metall to metall distances. What's not matching is 1/2 vs 3. There is a slight difference getting bigger with each tile.

Problem with that is, when you build on hillsides with pillars and ceiling and walls alone. If you use pillars higher up instead of walls you get slight discrepencies with the ceilings. Some stories are a little higher or lower. Sometimes the walls are even looking through the ceiling. I even got stuck at some point in a 1 tile high room because of some walls looking through the floor.

-- Slanted Ceiling and Snapping to Ceiling --
The Slanted Ceiling is very difficult if not impossible to snap to a ceiling, if the orientation of the ceiling is directed in the other direction. The slanted ceiling tries to snap in the middle of the ceiling instead at the edge. If the orientation of the ceiling and slanted ceiling are the same than everything is okay.

-- Ceiling Orientation --
Speaking of ceilings. Is it possible to rotate the ceiling with the E-key, like walls for example? It's really frustrating getting the ceilings all to look all in the same direction, especially when building on pillars.

-- Half-High Walls/Pillars? ---
Is it possible to get half-high walls? There are some instances, when something like that would come in very handy, e.g. because some objects are just a tad higher than one tile, like the generator or if you just need some space to hide irrigation and electrical cable under or over the floor/ceiling.

Perfect would be a half high wall, so that two above each other (with or without ceilings) would perfectly match a normal wall height.

Also an additinal snap point for pillar-to-ceiling might be necesarry to accomodate the half-high stories.

-- Cat-Walks ---
Can you add a cat-walk like the vanilla set. But if possible in that way, that you can go under it on a 1-tile high story like with wood (the metal-ones somehow prevents going through under them).

Just some thoughts on you excellent mod. Keep up the good work and thanks for listening.

-GD
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Showing 1-10 of 10 comments
GD 4 Mar, 2016 @ 6:45pm 
I forgot something. Can you remove the collision-check on the slanted ceiling and ramps like in the No Collision mod or maybe even add a no collision version of walls, pillars, ceiling, foundation, basically all structures with have a high chance of contact with the ground.

I'm not sure if this has any effects on, e.g. dinos standing on the structure, but sometimes it just looks better and you are more flexible in building without the obstruction check, at least to the ground.

-GD
EnigmaSeven 10 Mar, 2016 @ 12:19am 
NC RWT would be awesome!!
Akukiyo  [developer] 11 Mar, 2016 @ 9:04pm 
[NO Collision] check doesn't remove collision from placement just from testing if it's okay to go in that location, that does however mean that you can place a wall through a solid object.

Example you place a fabricator down, then you can put a wall in the middle of it, making it accessible from 2 rooms, even though it's split down the middle by a solid wall and should be destroyed.

Catwalks
The reason you can't walk under catwalks is the collision volume assigned to them, your player has a collision capsule and it's huge it's almost an entire unit high and doesn't change shape, but is shrunk when you crouch.

Half Walls
I did want to do them and I'll look into it, snapping will probably be weird.

Slanted Ceilings
Snap points are very much one of the most painful things with modding ADK, if you want something to snap from a ceiling it will have a million floating wall snaps, so if I can go into the live game and place something with little to no problem I don't retouch the snap points. They make me not want to mod for ADK.
GD 12 Mar, 2016 @ 8:29pm 
Another improvement suggestion:
Can you modify the workstation in that way, that you can put back crafted structures, e.g. walls, ceilings and so on (same for Glass Mod). I prefer to put back structures I did not need after building to the workstation I crafted it in. That way I can just take it the next time instead of crafting new ones or I can reduce the number of structures to craft by looking at the number. Sometimes I craft more than I need or a hole stack and just take from that stack, when I took too many I must always find some extra storage because I can't put them back into the workstation.
Akukiyo  [developer] 14 Mar, 2016 @ 10:30pm 
Umm yea I thought you could place those bits in the workbench, i'll look at them now working on the inverse slopes atm anyway so should have a fix patch soon.
Akukiyo  [developer] 14 Mar, 2016 @ 11:04pm 
ADK crashed... surprising... patch delayed. Won't even open now.
GD 18 Mar, 2016 @ 11:09am 
Some additional things I noticed or had ideas about:

Inverted Ceiling
Ceilings, that have to better looking side on the underside. This is for interior building, sometime I whished I could invert the ceiling to see the better looking side. Even better might be the ...

Double-Sided Ceilings
Ceilings, which have the good-looking side on both sides.

Well, after those two, the same goes for walls, especially the double sided walls. Come to think of it hatches, doorframes, and some more ... why not make all tiles look inside and outside the same. Or is there a reason inside and outside looks different? I can't think of any.

Technical: LOD
I notice a lot of pixel artifacts with larger distances with this set. I'm already used to it, but sometime when I come back with the quetzal I noticed the effect especially in areas with lots of tiles. Is there any way to improved the LOD-Model on mid to long-ranges, maybe some simplyfied version or so? Might also improve performance.

Thanks for listing and your mod and continue your very good work.

-GD
Akukiyo  [developer] 22 Mar, 2016 @ 2:24am 
The metal struts are what support the actual frame of the wood, and as such would need to continue to be under and support them, like a bed frame for example.

Wood is actually a very flexible material and will over time completely bend, especially when you add in environment, load & usage.

On a side note, a giprock tier would be kind of cool, only attaches to Walls and Ceilings, has a 100% paintable surface area, for those looking to make a home, and not a survival base from dinos and psychos with dinos.

I've not looked at any of the LOD settings for the Dev Kit, I would assume it has them based of the way a texture will load through all LoDs even though it's set to Ultra
Last edited by Akukiyo; 22 Mar, 2016 @ 2:25am
AcidStrike 5 Aug, 2016 @ 10:37pm 
suggestion: it is possible to make your structures pick-upable.
Akukiyo  [developer] 6 Aug, 2016 @ 6:56am 
When was the last time you picked up your bedroom wall? :P
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