ARK: Survival Evolved

ARK: Survival Evolved

Castles, Keeps, and Forts (Legacy) For new version go to Castles Keeps and Forts Remastered. This version still works
donmuerte 12. juli 2019 kl. 0.09
compatible with -structurememopts
Does anyone know if this is compatible with Structure Memory Optimizations? No recent updates makes me feel like it probably isn't, but I wonder if anyone has tested it.
< >
Viser 16 av 6 kommentarer
ExileAcid  [utvikler] 12. juli 2019 kl. 0.33 
This has it enabled.

Every structure mod has it enabled. All structures have it enabled by default, for a mod to not have it enabled the mod maker would have to opt out of the optimisation. So even older mods have it enabled.
Sist redigert av ExileAcid; 12. juli 2019 kl. 0.33
orionsun 12. juli 2019 kl. 7.04 
Every structure mod has it enabled.

Enabled is different than compatible though. Any structure mod that alters the snap point array needs updating to be compatible with it (either changing the code or checking the box).
donmuerte 12. juli 2019 kl. 19.53 
Opprinnelig skrevet av orionsun:
Every structure mod has it enabled.

Enabled is different than compatible though. Any structure mod that alters the snap point array needs updating to be compatible with it (either changing the code or checking the box).
Yeah. I came here because the S+ update said something about this. My question is, if I enable it without an update what happens? Does it just not apply or does it delete CKF structures?

I guess the other thing is, maybe CKF doesn't modify snap points, so it's enabled as Exile said?
Sist redigert av donmuerte; 14. juli 2019 kl. 15.07
ExileAcid  [utvikler] 14. juli 2019 kl. 1.58 
i asked in the advanced modding discord a couple of weeks ago about this, it was explained to me that it is enabled by default on all structures, ticking the box on the structure blueprint, opts the structure out of the optimisation and that should be done if a structure alters snap points during run time, which CKF does not do.

You are right though in the sense that there are other structure mods out there, that may alter snap points during run time, and therefore would not be compatible with it. But I can not speak for them. I was just trying to point out in simple terms to users that most mods will be compatible unless the modder has opted out or changes snaps during play.

You have access to that thread Orionsun.
Sist redigert av ExileAcid; 14. juli 2019 kl. 2.02
ExileAcid  [utvikler] 14. juli 2019 kl. 2.05 
@donmuerte

Toggling it on and off on for a server will not have any side effects, all your structures will still be there.
And no CKF does not alter snaps during run time, so it will work with the optimisations and there will be no adverse effects.
Sist redigert av ExileAcid; 17. juli 2019 kl. 2.25
donmuerte 14. juli 2019 kl. 15.06 
ok. thanks a bunch Exile. I tested it with one server on my cluster and it seemed fine, so I just enabled it on all of them and we're doing good.
Sist redigert av donmuerte; 14. juli 2019 kl. 15.07
< >
Viser 16 av 6 kommentarer
Per side: 1530 50