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ZenRowe

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  1. We’re excited to announce, at long last, the ATLAS Devkit is ready to download! The ATLAS Devkit is a highly edited and simplified version of the Unreal Engine 4 Editor specifically compiled to streamline the process of creating mods, maps, and more for ATLAS, and to upload them directly to Steam Workshop for other users to download and play. In addition to the Steam Workshop, we have our own section of the forums dedicated to all things modding,. Feel free to use Navigator’s Tools category for general discussion, tutorials, and even showcase your mods! The Devkit will be launching with a lot of additional functionality including the ability to host servers without using the seamless grid system, but rather traditional "single server" specifically using Steam Workshop maps. Here are some more details: For Most things Dev Kit... You can find a guide on getting started with the devkit right here: https://devkit.playatlas.com/en/latest/Guides/GettingStarted.html As well as a growing collection of technical documents and guides on more advanced operation and unique systems. Something you’ll notice is that we didn't strip the majority of ARK content from the kit, and that’s because it can be used as a basis for building new content in ATLAS, especially for those of you familiar with the ARK DevKit, and some of you may find it helpful when trying to port over your existing ARK Mods. As for the question regarding can ARK content be used in ATLAS and vice versa? The overall answer is that we’re fine with it, however, the only thing that would not be allowed and will cause your mod to be removed from the Steam Workshop is using any Wildcard specific maps. This means that you are not allowed to port over The Island, Scorched Earth, Aberration, Extinction, or Ragnarok. Happy Sailing, Grapeshot Games For the latest dispatch on #playATLAS keep yer one good eye trained on this here information Natter n' chatter on Discord: https://discord.gg/playatlas Navigate ye olde Subreddit: https://www.reddit.com/r/playatlas Hear ye, hear ye on Twitter: https://twitter.com/sailtheatlas Watch us scallywags on Twitch: http://twitch.tv/sailtheatlas Plus ye can band with us Pirates on Facebook: https://www.facebook.com/playatlasgame
  2. ZenRowe

    Devkit Changelog - V12.5

    released patch notes current v12.5 v12.5 - (download) Extract over v12.0/v12.1/v12.2/v12.3 includes 12.1 & 12.2 & 12.3 fixes - Fix for control input binding v12.3 Extract over v12.0/v12.1/v12.2 includes 12.1 & 12.2 fixes - Includes fix for appending inventory engrams not persisting after a server reboot (The fix was introduced in 16.26 of the live game) - A new array has been added to the PrimalGameData called 'AdditionalEngramValues', and this array supports stacking for mods. With it, you can add items, buffs, feats, and stats to existing engram skills, making it possible to modify existing skill trees without having to make entirely new ones. AdditionalEngramValues Properties: ForEngramClass: This is the existing core Engram (Skill) to add the new values to EngramItemsToAdd: Additional craftable item entries for that Engram EngramItemsToRemove: Remove preexisting craftable item entries for that Engram EngramBuffs: Additional Buffs to give with that Engram. (and if desired, you can override preexisting Buffs by using a higher priority on the new ones with the same Buff Name) EngramFeats: Additional Feats to give with that Engram. (and if desired, you can override preexisting Feats by using a higher priority on the new ones with the same Feat Name) EngramStats: Additional Stats to give with that Engram. v12.2 - Fix for key events. Using the 'EnableInput' node to add an actor to the input stack should now result in the successful execution of key events in the event graph. v12.1 - Updated Steam VDF template to point to proper - Fixed a crash with test server binaries. - Added null protection on the PrimalGameData_BP for the game mode value. - If a Base Mod has any EngramBlueprintClasses entries (in that array specifically), then ATLAS' default EngramBlueprintClasses now become completely overridden (previous behaviour was just to Add). So now if a Mod just wants to add Engram Skills, then simply use AdditionalEngramBlueprintClasses. Whereas if a Mod just wants to remove specific Engram Skills, use RemoveEngramBlueprintClasses. v12 - (download) - Initial Devkit Release - Please visit https://devkit.playatlas.com
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