ARK: Survival Evolved

ARK: Survival Evolved

Additional Lighting
Vas 2018 年 12 月 21 日 下午 9:51
Crafting Cost Overrides
I'm still missing several items in this list because not all of the items were listed in SpawnCodes, but here's my overrides so far with altered prices for items based on their models and such, to make for a more realistic cost system.

I believe I'm missing the glow sticks, any hand held item, the chandelabras, and a few other misc things that didn't have the full path to the item. (cheat gfi isn't enough to get the item's path code)

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https://pastebin.com/nDFL0vTm
最后由 Vas 编辑于; 2018 年 12 月 21 日 下午 9:54
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reinerSCT  [开发者] 2018 年 12 月 22 日 上午 10:10 
Hi, yes there are some paths missing.
If you're desperate in need for the other items you can look them up yourself.
Here
Steam\steamapps\common\ARK\ShooterGame\Content\Mods\1380777369
This should be pretty easy to do. A little bit annoying tho. :D
I will add the other items later.
reinerSCT  [开发者] 2018 年 12 月 22 日 上午 11:48 
PrimalItem_AL_HandheldCampingLamp PrimalItem_AL_HandheldCandelabra PrimalItem_AL_HandheldLantern PrimalItem_AL_HandheldLantern02 PrimalItem_AL_HandheldSearchLight PrimalItem_AL_SkyLantern PrimalItem_AL_LightStick_White PrimalItem_AL_LightStick_Blue PrimalItem_AL_LightStick_Cyan PrimalItem_AL_LightStick_Green PrimalItem_AL_LightStick_Magenta PrimalItem_AL_LightStick_Red
These are the PrimalItems for the handhelds. The main difference here is, that the handhelds are "PrimalItem" and not "PrimalItemStructure". That can easily be overseen.
最后由 reinerSCT 编辑于; 2018 年 12 月 22 日 上午 11:51
Vas 2018 年 12 月 22 日 下午 2:42 
I think you should compact the handhelds some, like the glow sticks into a single item and just have the color edited the same way you do the SkyLantern's brightness and color warmth.

Then it'd just be PrimalItem_AL_Lightstick

Also, maybe if people like my overrides you could end up making them base game. :P I try to go based on how they look for the crafting costs.

I have one more thought but I should probably save it for the proper discussion area, and when I'm more awake.
reinerSCT  [开发者] 2018 年 12 月 22 日 下午 4:21 
LightStick_White can be dyed and has all the modes, the other handhelds have.
The pre colored light sticks are pretty old and are basically only in the mod, for saddle skin purposes. I think i will remove them one day. You can just hide the engram if you like.
最后由 reinerSCT 编辑于; 2018 年 12 月 22 日 下午 4:24
Vas 2018 年 12 月 22 日 下午 4:26 
Ah, I guess I'll ask here. Any chances on adding an INI setting that makes all lights require fuel? Then adding more slots to their storage for this fuel? And the electric versions requiring electricity to run. Then you can even calculate fuel usage based on brightness and range! Maxing both would have the most fuel usage.

If you did want to consider this, I had a thought on a new fuel type you could do too. :P
reinerSCT  [开发者] 2018 年 12 月 24 日 上午 5:40 
I worked already on the fuel option. The versions with inventory fuel(wood,sparkpowder,oil) do work without problems, but the electric lights making huge problems. The easiest way would be to create my own generator, but i don't really want to do that. So, it's a wip basically.
Vas 2018 年 12 月 24 日 下午 1:26 
Huh, strange. I thought the electric versions would be easy and would simply just use a true or false for powered. Since Ark doesn't actually use a real system of power and all, it just has "is powered".
reinerSCT  [开发者] 2018 年 12 月 28 日 上午 5:17 
Yes, it's basically just the isPowered variable on the lamp. But the lamp has to make nearby generators search for new structures that requires power. And that happens under the hood, when the lamp get's placed. I have to somehow call it manually after the ini settings getting read/set.
I spend atleast 12h on this problem and gave up for the moment. There were more important things to do. But i will try to get it to work, when i have more time again. :cozyjunimogreen:
Vas 2018 年 12 月 28 日 上午 5:27 
Worst case, you can always add a battery to the game that gets charged in a charging station of some kind and lights will use it for power the same way the base game's battery related stuff works, only these batteries would be craftable via Island materials so you don't have to own the DLC and go to those maps to get the materials to make the base game version of batteries. Then the lights would only drain one durability from the battery every time its turned on or stays on for 1 hour, with varying quality levels to each battery giving them higher or lower durability for longer term usage.

If you went this route, possibly even a light clicker effect when the battery is getting low or maybe an option in the light to change color when battery is low.
Selevan 2019 年 3 月 10 日 下午 4:16 
So, how can i make that the lamps actually require fuel?
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