Posts by Soldiercide

    I have previously conversed with Nitrado regarding the Admin List for consoles. It is something they planned but required something from WC. Just pressing the issue a bit as it simplifies life for those of us who run large clusters.

    No tools exist for listing online or offline players. Nitrado has this functionality built into the panel, at least for console. At one point it worked, now it doesn't.

    This is not something that exists for console and when the player listing is functioning it doesn't appear to have any set parameters. The game and Nitrado already appear to track this information. All I'm suggesting is that the information be tabled in a more coherent manner within the tool Nitrado has already provided.

    Player Management Wish list


    1. Add the planned Admin Listing option
    2. Add a means of banning players across an entire cluster, or allow banning via Internal ID/Gamertag
    3. Fix listing of currently online players (the list does not currently display online players)
    4. Player list shows everyone who has joined a specific server within a specified period of time (7-14 days should be sufficient)

    This one I have no experience with, but all of these items, or most, appear to be in the usersettings.ini under expert settings. I assume the panel is the same for both PC and Console, mostly. I'd try adding the line there.

    Vous devrez me pardonner pour le massacre de votre langue car j'utilise un traducteur.

    Code
    1. ConfigOverrideItemMaxQuantity=(ItemClassString="<Class Name>",Quantity=(MaxItemQuantity=<n>, bIgnoreMultiplier=<value>))


    Vous pouvez utiliser le code ci-dessus pour modifier la taille de la pile individuelle d'un élément. Cependant, je ne l'utiliserais pas pour des choses comme des armures, des œufs fécondés, etc. Je vous ai fourni les liens pour les noms de classe ci-dessous. J'espère que ça aide.

    https://ark.gamepedia.com/Server_Configuration (Recherchez le mot "stack" pour voir les instructions sur la façon d'implémenter ce code)

    Engram Classnames - Official ARK: Survival Evolved Wiki (Noms de classe d'article)

    https://ark.gamepedia.com/item_ids/resources (Noms de classe de ressources)

    Spawn weight is essentially spawn priority. The higher the weight, the more priority that type has when something needs to be spawned in the region. Percentage sets the maximum number of that type that will spawn based on the total spawns in that region. If you want to get an idea of the percentage values, use the following spawn map:

    https://ark.gamepedia.com/spawn_map_(ragnarok)

    The top percentage you see is the overall chance to spawn, which I take to be representative of spawn weight.

    I hope this helps.

    The following link will provide you with the information you are looking for. There is a beaver spawner in the redwoods already, you would need to increase the spawn rate of beavers overall to impact what is spawning there without impacting other dinos spawns in that region. If you want to get an idea of the spawn percentages, select a dino that spawns in the redwoods and then check the "full spawn group details" box.

    https://ark.gamepedia.com/spawn_map_(ragnarok)

    https://ark.gamepedia.com/server_configuration#creature_spawn_related

    The answer to both questions is no. The nests are required for the eggs to spawn in, and I am unaware of any current configuration option that would allow you to either add or modify the nests. Having said that, I have seen a wild wyvern flying on scorched drop a fertilized egg in a tree, but I assume that was just some sort of bug. As for mods, Xbox will never see them al a carte as PC players have them, WC has made this quite clear. Any 'mods' we do see will come from the sponsored mods program and will be added directly into the game.

    I'm not sure who this issue belongs to, but following the release of the Nitrado cluster ID masterlist, and whatever was done to fix the problem, we are having players lose their inventories, characters, or both during transfers. There doesn't appear to be any way of predicting when or why this occurs from my end. I did manage to capture a small clip of when it happened to me.


    Since I use 4k capturing it didn't grab the full incident. I attempted to transfer from one server to another, on the same cluster, and nothing occurred. I backed out of the transmitter, turned, and then it displayed the retrieving inventory prompt. What the clip doesn't show is that it eventually prompted me that the retrieval had timed out. I had to exit back to the main menu, and then attempted to join the map I had been trying to transfer to from the main server browser. I was prompted to create a new character and there was no character to download. I then exited and rejoined the server I had been transferring from and was prompted to spawn my character in. My inventory was gone (armor, hotbar, and so on)


    Based on the tickets we are handling, this issue seems to occur in a similar fashion to what you see in the clip. Our players are reporting that their character disappears from the screen as if transferring, but that nothing occurs. When they exit to the main menu and rejoin they have either lost all of their inventory, or their character is gone completely. We are instructing everyone coming to us with this issue to check the map they are transferring to as well as the character download.


    Given this became an issue after whatever occurred to correct the security vulnerabilities related to the cluster id list, I am assuming they are related. If there is anything you would like me to test, or any other information you need from just let me know.



    The clip:

    SOLDIERCIDE's Xbox ARK: Survival Evolved (Game Preview) gameplay. Find your Xbox clips on XboxDVR.com

    There are two different codes command lines


    Gameusersettings
    ItemStackSizeMultiplier=1.000000

    Game

    ConfigOverrideItemMaxQuantity=

    If you have manually coded out the stacks in the game.ini, then leave the multiplier in usersettings alone, otherwise it will obvious multiply your configured stack sizes against whatever you define there. I would also use caution when adjusting the multiplier as there were some issues with it stacking things like fertilized eggs and the like. I personally left it alone and went through and coded out each individual items and the stack sizes I wanted.

    Hopefully this answers your question, as the title says stacks and the body of your posts says stats.