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BIG S+ update.... OMG so much text

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DrunkMunki
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BIG S+ update.... OMG so much text

Post#1 » Mon May 22, 2017 7:07 pm

Update: 22 May @ 12:00pm

- Pull Selected qty can be adjusted with the control, shift and space keys again
- Fixed issue with Multi-Lamp resetting its position after restart
- All engram level requirements have been adjusted to match the new levels
- All UIs updated to match new theme
- Fixed gaps between Vacuum Compartments
- S+ Vacuum Compartment & Moonpool will respect server pick up settings
- Lowered crafting cost of S+ Vacuum Compartment & Moonpool since they are not as large as vanilla
- Removed the ability to lock & pin code S+ Vacuum Compartments (you can now only alter them if you have the appropriate tribe activation rank)
- S+ Vacuum Compartments now have an option to drain all connected cubes
- New Structure: S+ Vacuum Compartment Door (will fit on any side of the Underwater Cube)
- New Structure: S+ Sloped Vacuum Compartment(note: due to limitations they will still create a box shaped area of non-water so you should swim a water dino against them)
- Large Tek Trapdoor can snap to the top or bottom side of Underwater Cubes
- New Structure: S+ Cloning Chamber (keeps imprinting & level ups, the max cost of cloning is capped by the maximum number of shards that can fit into the inventory)
- Fixed issue with door auto opening code that prevented it from working with mods that overrode the player pawn(ie Pugnacia)
- S+ Compost Bin will no longer distribute fertilizer
- New Structure: S+ Farmer (collects fertilizer from compost bins and dung beetles, spreads it to nearby crop plots, will fill crop plots to full, uses Iced Water Jar as fuel)
- Item Collector will fill compost bins now(it will only put enough in to complete a fertilizer... ie sets of 3)
- Item Collector will now push poop to nearby dung beetles(it will only put 1 of each type at a time so the beetles don't get clogged with small poop)
- Item Collector has a new activation effect
- Straight stair models are now a full ramp wide
- Stairs models have been updated to include supports between the steps so they no longer appear to float
- Spiral Staircases models have been updated so they will seamlessly connect to each other
- Stone Spiral Staircase texture has been changed so there is no longer black marks on it
- Spiral staircases give foundation support (like pillars)
- New Structures: Double Doorframes & Double Doors (all tiers except thatch)
- New Item: Visibility Tool (will show or hide all structures that can be hidden(pipes, wires, fence supports, etc) in a large area, admins can use this to show or hide structures that belong to any tribe)
- S+ Railings placed on ramps & roofs will now adjust their model to better fit the slope (existing railings need to be picked up and re-placed)
- S+ Railings are half a wall high
- S+ Railings now have half wall model variants
- S+ Railings now snap as if walls(ie everything that can snap to/from walls will snap to railings)
- New Structure: S+ Glass Half Wall
- Changed the max inventory value to 1000(larger values caused crashes and people didn't realize this was the cause)
- Fixed issue with S+ Teleporter requiring a much larger space to place than its model size
- You can now adjust the S+ Teleporter range through the radial menu
- Personal Teleporter can no longer be crafted in inventory & requires vanilla teleporter engram
- Personal Teleporter now requires 10 element shards to create a portal
- S+ Shield Generator can be placed on rafts & saddles (can only be powered by element when placed on a raft or saddle)
- S+ Shield is paintable
- S+ Shield Generator can no longer be placed close enough to enemy structures to allow its fully extended shield to overlap an existing shield
- New Structures: S+ Tek Forcefield Wall, Large Forcefield Wall & XL Forcefield Walls (allow you to pass through them freely but will stop enemies, can be set to allow only tribe members will appropriate activation rank, allies or nobody)
- New Structure: S+ Africanized Bee Hive (will water nearby crops, will kill you if you approach it without bug repellent, generates honey passively like a tree sap tap)
- Element Shards have been added to the pull list(if you changed your list order, you will need to update your config setting)
- It's no longer possible to click through custom UIs and thus lose focus
- Model Select, Transparency & Light/Torch settings UIs have been moved so they don't block the middle of the screen
- Sound has been removed the S+ Tek Generator (the particle effects have been toned down as well)
- S+ Light gun now works with torches
- Fixed issue with Torch Intensity setting not saving when entering it via the text box
- Dawn & Dusk time has been added to the Torch & Light settings UI so its easier to set a specific offset
- New Structure: S+ Tek Turret (lockable, stackable, shows selected min/max level in radial menu)
- S+ Turret Configurator will work with Tek turrets(saves/copies adv. settings & will transfer element shards)
- Structures that can switch to fuel modes should no longer go invisible
- S+ Gardener has a new model and is paintable
- Large & Behemoth Tek hatchframes now align correctly to ceilings and foundations(trapdoors placed in them will need to be picked up and re-placed)
- Elevator snaps have been moved to inside the foundation/ceiling facing out(instead of outside facing in)
- Fixed many issues with sloped walls scale & position
- Fixed Tek Roof model to remove gap between it and ceilings
- Changed menu entry from "Switch to Wireless Power" to "Switch to Tek Generator" for those structures that can be powered via the tek generator
- Ceilings, Triangle Ceilings & Hatchframes can now snap to flat edge of Triangle Roofs
- Triangle Roofs can now snap back to back upwards
- Cleaned up Triangle Roof snap points so they are easier to place correctly
- Pressing G while placing a pillar will toggle the ability to place on the corners of ceilings
- You can press G while placing S+ storage boxes to disable snapping
- The bottom of roofs can now be snapped to the top of walls
- Crop Plots can snap to roofs
- Crop Plots are now lockable
- Added new Tek engrams to the S+ Replicator
- Corrected various S+ Tek items that didn't have a crafting time similar to other tek items
- Utility guns should work with controllers
- Sweet Veggie Cakes can be put in the S+ Feeding Trough again (Stimulants & Narcotics can no longer be put in it)
- You can now rename S+ Feeding Troughs
- Fixed a few issues with nearby enemy detection during placement code
- Prime meat, prime fish & raw mutton can be placed in the S+ Fireplace
- Metal Ceiling scale corrected
- Glass Triangle Roof can be painted
- Transparency & Model Select guns will work correctly with structures that have internal pipes & wires
- Demo gun won't pick up or demolish Underwater Cubes
- Vanilla Bee Hive can no longer be picked up with the Demo gun
- Admins can use the Demo gun on any tribes structures
- Demo gun will change its material when in demolish mode
- Repair gun will properly account for structures that use different materials to repair than craft
- Repair gun will no longer instantly repair to full health and instead it will slowly increase similar to how normal repairing works
- Admins don't require resources to repair items with the repair gun
- Transfer gun will no longer transfer items that can't be removed from an inventory
- Fixed issue with glass destructible models showing a grid texture
- Walls, Window Walls & Doorframes will no longer snap down the sides of foundations
- Window Walls & Doorframes can be snapped down from the sides of ceilings
- Fixed issue with some Tek Doors and Gates that would cause them to close immediately after opening
- Stacking foundations should be easier now
- Foundations placed far underground should still give foundation support
- Lights & Torches will default to auto on/off again
- S+ Vault is paintable
- S+ Vaults crafting cost changed to match vanilla
For emergencies such as server going down email: drunkmunki[at]gamingalliance.net

Jaysee
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Re: BIG S+ update.... OMG so much text

Post#2 » Mon May 22, 2017 7:11 pm

DAYUM that's an epic update!

DattoSSS
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Re: BIG S+ update.... OMG so much text

Post#3 » Mon May 22, 2017 7:50 pm

Woh, I think I nodded off in the middle there :twisted:

S+ farmer sounds interesting (and very much like what we requested in his forum Munki) but what is an ice water jar? Is that SE?

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Builder
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Re: BIG S+ update.... OMG so much text

Post#4 » Mon May 22, 2017 9:26 pm

DrunkMunki wrote:UPDATE NOVEL


O.o yes... so much text. Still love S+!

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DrunkMunki
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Re: BIG S+ update.... OMG so much text

Post#5 » Mon May 22, 2017 10:12 pm

New Door Code Crashing Server

"PrimalStructureDoor::CanOpen()"

I think its an issue with the new door code. I changed the check for if a player can open a door from AllowStructureAccess to CanOpen since it seemed like it was more appropriate for doors but it appears to be the cause of all these crashes.

Will have a fix out for it tomorrow.
Last edited by orionsun; 2 hours ago


Temp Fix:

orionsun [developer] 2 hours ago
Setting the doors to manual or auto close only until the patch should prevent the crash as that code is only called when auto opening the door.
For emergencies such as server going down email: drunkmunki[at]gamingalliance.net

Brutis
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Re: BIG S+ update.... OMG so much text

Post#6 » Tue May 23, 2017 4:25 pm

Hi I'm sorry that I posted this here but new to this site y Is the server down right now and is there some way of knowing when u r going to take it down and when will it be available to rejoin ???

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DrunkMunki
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Re: BIG S+ update.... OMG so much text

Post#7 » Tue May 23, 2017 4:58 pm

Server has been updated, issue crashing the servers has been patched.
For emergencies such as server going down email: drunkmunki[at]gamingalliance.net

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DrunkMunki
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Re: BIG S+ update.... OMG so much text

Post#8 » Tue May 23, 2017 5:02 pm

Brutis wrote:Hi I'm sorry that I posted this here but new to this site y Is the server down right now and is there some way of knowing when u r going to take it down and when will it be available to rejoin ???


Hey Brutis,
If you're ever in doubt post on the forum or email me (or steam msg me).... but my signature usually tells when a server is down, if a mod needs to be updated it wont show down but you will be unable to join "Mod Mismatch error"...
For emergencies such as server going down email: drunkmunki[at]gamingalliance.net

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