ARK: Survival Evolved

ARK: Survival Evolved

Armour+
[Suggestion] Configurable Armor and Durability values
I would love to use this mod, but sometimes it's either overpowered or too weak depending on the other mods installed. It would be awesome to have .ini options to configure both the armor and durability for each set as a whole for balance reasons.

For example, in GameUserSettings.ini:

[ArmorPlus]
ClothArmor=200
ClothDurability=1000
HideArmor=300
HideDurability=1500

and so on...
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Showing 1-15 of 19 comments
Sol Mundus 4 Jun, 2017 @ 10:48pm 
agreed !
DOMO 4 Jun, 2017 @ 11:49pm 
Seconded!
Jerro 17 Jun, 2017 @ 12:50am 
yes, that was fine, if u use the upgrade station with this mod, it is all too strong
Vocal Tune 29 Jun, 2017 @ 10:57am 
or at least make it so that we can alter their costs. i'd make it cost 9-10 times worth of the metal/tek tiered vanilla versions.
Soulraiser 29 Jun, 2017 @ 2:41pm 
@Vocal Tune; costs are easy, any admin can change them for pretty much any item in any mod, even if the mod dev doesnt give out spawn codes etc, you can just look at the files in the folders, and add _C's where necessary etc. As an example, in game.ini i changed Fur to remove the metal, (in my mind, fur armor didnt make sense to have metal,) added wood in place of it, and increased some of the other costs. Here is what i used for that, you can look at it as an example, and go from there to change what you want. NOTE: spawn code for items give you the path/item code, BUT, many in the spawn code thread have an error, which is they say like PrimalItemArmor_FurBootsArmorMod, but should be PrimaryItemArmor_FurBoots_ArmorMod.. so just add the missing _ and they all work.

ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_FurBoots_ArmorMod_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Pelt_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=20.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=40.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=50.0,bCraftingRequireExactResourceType=True)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_FurGloves_ArmorMod_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Pelt_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=10.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=40.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=50.0,bCraftingRequireExactResourceType=True)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_FurHelmet_ArmorMod_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Pelt_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=10.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=40.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=50.0,bCraftingRequireExactResourceType=True)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_FurPants_ArmorMod_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Pelt_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=30.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=46.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=True)))
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemArmor_FurShirt_ArmorMod_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Pelt_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=False),(ResourceItemTypeString="PrimalItemResource_Wood_C",BaseResourceRequirement=30.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Hide_C",BaseResourceRequirement=60.0,bCraftingRequireExactResourceType=True),(ResourceItemTypeString="PrimalItemResource_Fibers_C",BaseResourceRequirement=100.0,bCraftingRequireExactResourceType=True)))
Last edited by Soulraiser; 29 Jun, 2017 @ 2:42pm
Vocal Tune 31 Aug, 2017 @ 1:26pm 
@Soulraiser

Do I put that in the Game.ini or GUS? Also Do I remove the Parenthesis as well?
Soulraiser 1 Sep, 2017 @ 6:52am 
Game.ini. no, you wouldn't remove any parenthesis or anything. They are needed for the syntax.
Vocal Tune 20 Sep, 2017 @ 10:30pm 
@Soulraiser Thanks. Sorry I should have known better that you conveniently placed the whole thing without Emphasize on things. I tend to over think things and am still learning. Took me time to understand all this because I was a bit slow and focused on getting my server up the way I want and for my players to enjoy. I love this mod but the basic armor rating is extremely high. So If I truly wanted to keep it I'd have to make the costs extremely high. I didn't understand at the time but looking back on what I was taught It's not that difficult at all.

simple coping and pasting here and there and just carefully looking at it making sure something is not off. Thank you very much once again for replying and answering my questions it definitely helped me a lot :D
Soulraiser 22 Sep, 2017 @ 2:31pm 
no problem! thats how i learned too :D
HCpenguin 27 Oct, 2017 @ 8:17pm 
@Soulraiser in your code for fur boots it shows requirments at pelt, wood, hide, fiber. Guessing that means thats what it takes to craft, though it says false for fur, does that mean fur in not required in the recipe?
Soulraiser 28 Oct, 2017 @ 9:46am 
@HCpenguin I think what you are referring to is the bCraftingRequireExactResourceType=false? if so, that particular setting is basically for when thare are multiple similar mats.. like there is pelt, and hair and wool, that are all essentially the same thing, or set as the same class. If you set it to true, it would only take Pelt specifically, if you set it to false, it will take the wool and hair also.
HCpenguin 28 Oct, 2017 @ 9:53am 
@Soulraiser awesome that makes sense, thanks

katana_eclipse 18 Dec, 2017 @ 6:35pm 
yea this needs to happen
Grushnak 29 Jan, 2018 @ 9:18am 
I'd like to be able to configure the armor values for items in this mod, such as sunglasses and santa hat, to name a few. I'd like to keep them in the mod, but... not have them have nearly as much armor as they currently do. Any guidance on this? Thanks.
Az00za 8 Nov, 2018 @ 7:03pm 
@soulraiser would that config work for the uber tek? im on the extinction map so theres no way of getting the extact artifacts to craft uber tek. i was thinking of changing the artifacts needed to craft uber to the artifacts that are on the extinction map.

Last edited by Az00za; 8 Nov, 2018 @ 7:05pm
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