ARK: Survival Evolved

ARK: Survival Evolved

Stargate Worlds v3.0
 This topic has been pinned, so it's probably important
Yollooooo  [developer] 6 Mar, 2016 @ 3:11am
Mod Server config
All the config is done on this file: GameUserSettings.ini

You have to add this before the first variable : [Stargate]


To hide addresses on widget (1 minute after placing it on the ground) : HideAddress=True

To force the left panel to be visible when HideAddress is true : ForceShowHistory=True

To force the 2 side panels : ForceHideWidgetPanels=True

To enable the LostTemple in PvP servers : ActivateTemple=True
To change the delay for the test room cleaning : MinWaitTimeForClean=1800 (seconds)
To change the jumpers limit per team (default:3): MaxJumpersPerTeam=3

To disable the new fishing village extension : Disable142536=True

To change the sizebox of the rings tests (there is 2 test, one near, second far) :

Near box :
FirstRadiusX=1400
FirstRadiusY=1400
FirstRadiusZ=9990000

SecondRadiusX=14000
SecondRadiusY=14000
SecondRadiusZ=9990000

------------------------------------------------------------------------------------------

For example

[Stargate]
Disable142536=True
Last edited by Yollooooo; 25 Jan, 2018 @ 10:52pm
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Showing 1-15 of 88 comments
Hasukiiken 6 Mar, 2016 @ 7:55am 
Could you explain the radii - x y z understood but what does the 2nd setting do - I can understand that ring 1 will attempt to connect to ring 2 but why would ring 2 have much larger numbers than ring 1 ?

Of course I will test these but shutting down the server to edit the file each time is time consuming.

Thanks..

Edit: I can see that 2nd ring will have a 10x larger radius but what happens if we make that the same as the 1st ring ?

I am fully aware of everyones language differences and try my best to figure things out but sometimes I still fail.
Last edited by Hasukiiken; 6 Mar, 2016 @ 7:58am
Hasukiiken 6 Mar, 2016 @ 8:35am 
Could you please post a copy of a working ini file thanks.
Yollooooo  [developer] 6 Mar, 2016 @ 10:52am 
When u walk on a ring, 2 tests cant happen, the first one is close in X and Y, I did this cuz i want to prioritize the vertical rings, then if nothing is found, the second test try to find something more far in X and Y

In unreal, X and Y are left/right and front/back. Z is up/down.
Hasukiiken 6 Mar, 2016 @ 12:30pm 
Ah i see - two search parameters - if no gate found in search 1 then try looking in 2 then make connection.
Yollooooo  [developer] 6 Mar, 2016 @ 12:33pm 
Exact, it allows u to place 4 rings and use them in 3 different floors (Z)

2 vertically same, a little away, 2 mores vertically, so they will reach only the first test.
Iormangund 8 Mar, 2016 @ 8:29am 
How do the distance values relate to ingame distance? Would I be right in thinking 9990000 is about 6 walls height and if i wanted the 2nd test to allow for skyboxes using a value of 39960000 would allow it to be used upto 24 walls high?
Yollooooo  [developer] 8 Mar, 2016 @ 10:16am 
its almost already skybox heigh, 1400 ~= 5 foundations
Iormangund 8 Mar, 2016 @ 11:40am 
Oh, hmm. Well I have two rings, exactly positioned ontop of each other about 16 walls height from each other, the top ring will take you down as normal, but the bottom ring will not take you up. The rings worked before the updates over last weekend, I did replaced them after update which is when error started occuring.

I will do some more testing and see if I can't figure out why they aren't working, so far I haven't added any of the config options yet so should be using default.
Yollooooo  [developer] 8 Mar, 2016 @ 11:53am 
I dont understand, what was working before, what works now ?
Iormangund 8 Mar, 2016 @ 11:58am 
Just managed to get it working, it was only in one specific area it was doing it, destroyed all rings there and tried with rings somewhere else with a pillar 20+ high and it worked fine, went back to the problem place, respawned the rings a bunch of times changing position slightly and now they work. The only thing i can think of is because the structure I'm placing them on has hundreds of objects, it's somehow caused interference until I removed rings, left area then entered again for everything to load again.

Will keep an eye on it, all other rings across the island work perfectly, guessing it's a one off issue.
Yollooooo  [developer] 8 Mar, 2016 @ 12:29pm 
I think that if u have too much structures on the area, unreal dont send me all of them, so im not able to retrieve the other ring, cant do much. Its already tricky to get this.
Iormangund 8 Mar, 2016 @ 12:44pm 
Seems that way, someone else on the server just tried placing rings on a large structure and had to pick and and replace them a few time to get working right, seems placing the bottom one first then the top one helps.
Yollooooo  [developer] 14 Mar, 2016 @ 8:56am 
Removed the "DisableOpenAnimation" and added "ActivateOpenAnimation" config variable (still a boolean : True)

It will allows u to re enable the dial animation, as I've disabled it by default.
Yollooooo  [developer] 27 Mar, 2016 @ 11:39am 
- Added 2 servers options : ForceShowHistory (force the left panel to be visible when HideAddress is true) and ForceHideWidgetPanels (force to hides the History and PhoneBook panels)
DeltaDan69 30 Apr, 2016 @ 7:09am 
how do i force hide history on it own ???
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