ARK: Survival Evolved

ARK: Survival Evolved

Aviary Structures by MythN7
 This topic has been pinned, so it's probably important
MythN7  [developer] 11 Oct, 2017 @ 11:13am
A Lot of info many will find helpful thanks to LadyCranky
Originally posted by LadyCranky:
Ok, I want credit here, it is the first time I spent so much time reading all the pages of a discussion on a mod :P Go me!
-Ok, I have spent over an hour on this now and pointing out the credit with quoted replys.

Originally posted by LadyCranky:
Wait, scale from what to where?
-What do you mean by this?

Originally posted by LadyCranky:
But, wheres all the visual changes suggestions?
-I did this quite a bit when I was in my 3d modeling and texturing bulk of the work.
-Now this has been all flushed out and decided as the general looks and what content will be in the mod as planned content, I am trying to get this version intended to be a final done version all wrapped up.

Originally posted by LadyCranky:
There's gamers who want to get every information and every little bit of potential out of every armor, weapon or building part, in whatever game. But there's also the people like me who just want things to be functional or even more important, pretty ^^
-Yes, the final textures and 3d mesh and any other visual effects take a lot of time to polish up, so that's why I haven't done much on this front until I finish this really tedious area of the mod design, the actual stats and documentation.


Originally posted by LadyCranky:
And finaly, here is a list of the things I would like to see added in the future,
-I still have a bunch of content that I would like to add that was considered excess or extra.
-I stopped taking suggestions down unless they were absolutely amazing ideas that I could think is possible for myself to be able to add in without a lot of research. This mod is very old now, like well over a year. I have to start closing the lid on this.

Originally posted by LadyCranky:
-Every building part in all tiers!!! :D
-I was planning on doing this, but I am also taking into account the plausible logic with stats and how the vanilla game is.
-Anything not included is more because it would need a tremendous amount of work that I just don't feel is along my general goal, or that it would take a lot of guess work and then game balance would be way out to lunch. AKA thatch canti foundation, uh lol, no.!


Originally posted by LadyCranky:
-Solid ground floor for the foundation, not only with a hole
-I didn't do this because if I did, it would just be the same 3d models as the floor with the plug included. And to add this as a engram just seems like bloat, especially when I would have to do a lot of snap if then case exclusion / allow case. This way people can choose which floor and which plug, allowing a more cosmetic variation.
-This also applies to the plugs.

Originally posted by LadyCranky:

Frames of all tiers, with glass windows... so basically, like the Pla-Steel and Plexi-Glass Wall parts, but with other tier frames.
-I actually had this working at one point, but because of technical issues, It came down to having to pick, paint color regions vs frame and filler texture editing, not both.
-I did a poll and color paint regions got the most votes.
-I am not going to make an engram and custom 3d model for every cross tier variant. Sorry.

Originally posted by LadyCranky:

All solid walls, no glass, of every other tier than glass.
-This is coming for the most part, I showed a list at one point of all the planned tier and structure types.

Originally posted by LadyCranky:
Slide Doors in all tiers and in the size of the huge plated gate
-This will not happen, it's more of a is it really needed, and does it make sense? I don't think I want to go down that road of bronto size sliding shutter doors.

Originally posted by LadyCranky:
The underwater Aviary parts, has been suggested again and again and is a maybe thing, due to the weird coding ........ So here's my thought: Have you played the Center map? I don't know about the island, but on the Center map you have underwater landscapes that are in some kind of huge underwater bubbles
-I have poked around with this, not too much, just enough to know what is going on behind the scenes from a game engine perspective.
-There is a chance I could make a special dome that would work like the vanilla cubes. But I have decided if I do this, it would be a whole new mod called Aquatic Structures by MythN7, and not apart of this mod.
-About the center comment, I am sure the areas you are talking about are the actual map terrain and environment.
-You cannot edit or add or remove parts of the map unless the game engine backbone structure supports this, (I shouldn't say cannot, maybe it's possible, but the programing required if its possible is way passed what I can do, again "IF" it's even possible, I tried, and it's possible in the newer versions of the unreal full editor tools, but can't seems to make it work in the ark dev kit. Sorry, just not worth the amount of time to add in my mind.

Originally posted by LadyCranky:
Dmg class: I think it makes sense to have dif. types of tiers being easier or harder to destroy.
-In the next update this will be drastically addressed, almost everything will have more health to be in sync with this concept. This will I hope make the crafting cost edits I have done seem valid.

Originally posted by LadyCranky:
not entirely only by alphas, but not to easy either. While I can see it being logical if a thatch or even wooden door is taken down with a few bites by a carno
-This would require me to do custom damage class files or a lot of if damage is .... then damage change .... ect... not that easy in code, but you get the gist, and all I am doing on this front is using the existing pool of damage class prefab files the core game is also pulling from.
So, if x can damage y, then that is not something I did on purpose, it's just how the base game works by default.

Originally posted by LadyCranky:
I would hate if my expensive gate was to be destroyed without to much of an effort on some tiers, cause the dino thinks i look so tasty that it cannot go away before it had me for dinner.
-Yes this is an obvious issue in the case of full single plop / click buildables, I changed the repair costs from the default of 50% crafting cost, to 10% instead to help with this aspect of global maintenance effort.

Originally posted by LadyCranky:

Final graphic sheet: Me gusta :D
-I don't quite understand this comment?

Thank you for the thoughtful and well written feedback, I hope this answers your questions