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Starbuck

Pathfinder
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Everything posted by Starbuck

  1. You mean if i want creatures to be level 200 i have to create 200 lines of this ?: LevelExperienceRampOverrides=
  2. bUseStaticCharacterAge=false (this will disable dynamic aging) I dont know if you can reduce aging but it can be unaffected by aging. The character will still age but it will not have the bad stats effects.
  3. I know in Atlas most creatures can be alphas, just try to gm summon somes and you will get alphas randomly. So it's basically the same creatures with a chance to be alpha, this is why you get higher alphas too. There is probably a place where you could reduce the alpha stats multiplier but so far i haven't found too.
  4. In fact it does gather metal but only on pure metal veins.
  5. Yes but there is probably a setting that may let them level up at like 200+
  6. Hi, just to know if there is a way that the spawned creatures like a level 300 do gain exp, actually they just keep 0.0/10 Thanks in advance!
  7. I would try adding this to Game.ini of each grid saved. bDisableStructurePlacementCollision=True
  8. One thing you can do is open your map with paint and resave them in .jpg format. Must be the exact same name they are when you export them.
  9. serverPVE=True DisableDinoDecayPvE=True ?ForceAllStructureLocking=true This is what i've added to my GameUserSettings.ini and containers still do not lock like intented. It's said it need to be set to PVE, that work correctly. Anyone know why this doesn't work ?
  10. 99% sure not, this game work a lot like Ark where we couldn't remove exp and most admin commands are the same. I suggest you make tests on yourself so you can delete the character and create a new one.
  11. You need CelImg and ServerGrid to both be in .jpg Not renaming the files. If you use the latest version of the Map Editor, it will convert the map files itself to .jpg but the old version is not doing it by itself, you can still do it manually. Remove all images from the file ServerGrid and export the new images there. CelImg.jpg are the ones who show the treasure maps. The full map need to be forwarded in the "MapImageURL": of your ServerGrid.json or it will not show. make sure the URL is accessible to anyone.
  12. Are you modifying the Default or the Game.ini of each saved itself. Because if you change the Default, each update it get back to normal.
  13. You should be able to open the ServerGrid.json file and manually enter the map adress there.
  14. Hello everyone, We are proud to announce the opening of our server 12 grids (3x4). PVEVP 10 maps PVE with 2 central zones PVE for naval warfares and special creatures. Two bandwidths of 500 MB / s, Two processors i7-7700 overclocked at 5 ghz based in North America. [QC] Quebec experience.net 3x4 + Skills You can see all the information on our web page and join our Discord. Web Page + Skills, + Weight, -No lag and more! Bonjour à tous, Nous fier d'annoncer l'ouverture de notre serveur 12 cartes (3x4). PVEVP 10 cartes PVE avec 2 zones centrales PVE pour les guerres navales et les créatures spéciales. Deux bandes passantes de 500 MB/s, Deux processeurs i7-7700 overclock à 5 ghz basé en amérique du nord. [QC] Quebec experience.net 3x4 +Skills Vous pouvez voir toutes les informations sur notre page web et rejoindre notre Discord. https://quebecexperience.net/atlas/ +Skills, +poids, -Sans lag et plus encore!
  15. Or simply add it to the Game.ini of each saved and it stay.
  16. You mean the full official map? The official map is 144 x 144 grids if i'm right so it will require each grid a server. Just remember a normal grid is 1400000 tiles it's almost 2 times like Ragnarok in Ark that is 800000 tiles.
  17. Hello, when you spawn a ship path it gives you a blue (starter) node and 2 black ones... How do i add more nodes to the path please? Thanks!
  18. Using the DefaultGame.ini instead of the saved one will reset it back to what it was before each update.
  19. Yes actually look at the wiki for the resources spawning. I've found that the the Firt set of letters are islands type. Second the islands models Third come the islands biome. ER and TR = eastern tropics WU = Western Tundra CL = Central Low Desert WR = Western Tropics EE = Equatorial CH = Central High Desert ET = Eastern Temperate PO and CP = Polar WT and WF = Western Temperate
  20. Hi, most if not all dedicated servers do not have all islands kind, it is our case. So my question is: 1) How can we add some extra resources on an island? 2) How to change temperature by island, not the entire grid? 3) Possible to add a custom spawner? Actually players reported that Turnip do not spawn anywhere and would like to add it to one or another island. I've read it should spawn in tundra but the islands i have with tundra do not seems to spawn it. This is one of my grid and i have 3 kinds of islands on it (polar, tundra and temperate) so i would like if possible to change temperatures on each islands and add custom resources to fit. I've seen that we can create custom spawners, but that seems to be only for creatures, can we add some more for resources? Thanks for your help!
  21. This goes in your Game.ini of each grid. DinoSpawnWeightMultipliers=(DinoNameTag=PathFollowingGhostShip,SpawnWeightMultiplier=0.3)
  22. In your example crafting the torch will require after restart to get 3 raw meat and 2 cooked meat. It actually override the materials needed, can also be for level requirement or pre req. If you want for an example the torch to take 2 woods instead of 3, you will still need to override every other materials, even if they do not change. ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_WeaponStoneHatchet_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemResource_Thatch_C",BaseResourceRequirement=1.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemAmmo_ArrowStone_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false))) ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItem_WeaponTorch_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemConsumable_RawMeat_C",BaseResourceRequirement=3.0,bCraftingRequireExactResourceType=false),(ResourceItemTypeString="PrimalItemConsumable_CookedMeat_C",BaseResourceRequirement=2.0,bCraftingRequireExactResourceType=false))) That's an example of how to make the Hatchet require 1 thatch and 2 stone arrows to craft. And to make the torch require 3 raw meat and 2 cooked meat to craft (because ya know, Meat Torches are the best torches!)
  23. Password is your actual admin password from your .json If you could share it with the community, i am sure you will find a lot of adepts I am using Arkon and it work good now but if someone get a better tool, i may be interested myself in using it.
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