安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
This mod removes this mechanic completely and allows you store/deploy your CryoPods as often as you want without any impact on the dinosaurs being released.
bOnlyAllowSpecifiedEngrams=True
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_NoCryoCooldownPotion_C",EngramHidden=False,EngramLevelRequirement=0)
EngramEntryAutoUnlocks=(EngramClassName="EngramEntry_NoCryoCooldownPotion_C",LevelToAutoUnlock=1)
Any info on replicating steps on dedicated servers would be much appreciated! Including if anyone has managed to make it work on dedicated in the past months.
I’m not sure what’s going on but likely it’s not an issue with this mod specifically. This is the first time I’ve ever heard of this issue.
If you try staring a server with JUST this mod, do you still have the issue?
Let me know if you run into any other issues!
It is possible to provide an .arkprofile file that has littered with references.
In the .arkprofile I found the string /Game/Mods/NoCryoCooldown/NoCryoCooldown_Buff.NoCryoCooldown_Buff_C with 1434.
Can I temporarily friend request to give you a link to the file?
Once this mod is disabled and then re-enabled, it seems to be normal for a while.
https://www.reddit.com/r/playark/comments/xc3h88/enormous_lag_and_frame_drops_whenever_i_turn_my/
At least on our unofficial servers, disabling it once has made things work fine for now.
Is there any fundamental way to deal with this?
[/script/shootergame.shootergamemode]
OverrideNamedEngramEntries=(EngramClassName="PrimalItemConsumable_NoCryoCooldownPotion_C",EngramHidden=true)
The way this mod works is that it gives you a special permanent and invisible buff that will automatically removes the "Cryo Sickness" debuff anytime it appears on your character. As such, it doesn't actively change anything about the Cryopods and should be compatible with other cryopod-related mods.
Hard to say! I believe that all mods will need to be ported in some way or another but I haven't seen any guidance on how to do so. It would likely require getting the Unreal 5 SDK and porting whatever code and blueprints to that format.
I don't really plan on getting ASA but typically the SDK is free, so I'll still take a crack at porting the mod if there is proper Workshop support as well in ASA.
If not, all of my mods are public on GitHub so somebody can easily go see how I did the mods and port them if they wish to. Things will likely get clearer as we near the ASA release date.
wildcard are such clowns; fortunately ppl like you exist: wp !
this mod is useless when you can enable pve cryo sickness
and you can config the cryo nerf lol.