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GM summon Rock Drake

General Chat[]

Just letting you guys know my wife, three-year-old, and I are preparing to move into our first home, so I won't be quite as active as I have been lately. In actuality, I haven't even played Ark for the last month; I've only been logging in to contribute to the Wiki. ^_^

I will still be popping in to see what I can improve in my template and contribute wherever I can, however. My priorities have just been directed elsewhere for the time being. ^_^
Sanctyl (talk) 04:36, 26 April 2016 (UTC)

Your contributions have been greatly appreciated, you've earned yourself a break. Have fun with your family.
-- Mr Pie 5 (talk) 05:34, 26 April 2016 (UTC)
Thanks from my side as well, your work substantially improved the wiki! Cya around.--Cadaeib (talk) 09:27, 26 April 2016 (UTC)


Scorched Earth Resource Map[]

Hi guys. thanks for the Map.sorry for my editing/msg. i have sulphur locations for you.and would like to assist by adding info on anything i know of that you dont. who and how can i contact you with a list with gps's?

Never a problem, and feel free to continue editing the map too. You may paste | ??.?, ??.?, 7, gold, Sulfur Deposit above the }} (closing brackets) to have the marker appear on the map.
Another user, Qowyn, has figured out how to extract the full list of resource nodes from the entire map using the game files recently. Until now, I didn't know that could be done, and I envision us making complete maps with all of the other resource nodes in the near future. I'm not certain how long it will take to extract all of the coordinates from the game files though, so definitely don't be discouraged from editing the map in the meantime. ^_^
Sanctyl (talk) 03:25, 16 September 2016 (UTC)


Color-Module[]

Hi, switching over to the talk-page, it's more convenient for formatting etc.

Have a look at Module:MapLocations, there a csv-list is used for the parameters. To convert the csv-list to a lua-table you write:

for part in string.gmatch(csvList..',', "([^,]*),") do
  table.insert(luaTable,part:match "^%s*(.-)%s*$")
end

that uses regular expressions. First a comma is appended to the list, then all characters until the next comma are taken. In the next row all the whitespace-characters (%s) at the beginning and end are stripped, and then the value is added to the table luaTable. --Cadaeib (talk) 10:40, 23 April 2016 (UTC)

Interesting...thank you for this. Ah, regular expressions, we meet again. I will finish up the creature color regions, and then I will play with the module. :)
Sanctyl (talk) 03:42, 24 April 2016 (UTC)
Cadaeib, I have a question for you concerning Lua. I hadn't thought to add the color ids to the color tool-tips until today: Module:Color/ids (still not implemented properly yet). Which is unfortunate, because now that the Module is live again, I can't make a dozen edits without breaking the Wiki (or creating a test hierarchy of templates and modules solely for one change). Which finally brings me to my question: is it possible to add a "default" or "else" table entry at the bottom of Module:Color/ids that will return a value of 'No ID' for ANY value not defined in the table? I am noticing some colors like Orange, Purple, and others in the spawn colors lists that don't actually have in-game IDs. My intention is to replace title="'..color..'" in Module:Color with title="'..color..' ('..colorIds[colorName]..')" to display a mouse tool-tip of "ColorName (ID)".
Sanctyl (talk) 05:38, 3 May 2016 (UTC)

You can just create a Module as subpage in your profile, like you did with the templates and then test things there safely. I'd put the check if the table has a certain value in the actual module-code, for example

var colorId = 'No ID'
if colorIds[colorName] ~= nil then
  colorId = colorIds[colorName]
end

--Cadaeib (talk) 11:20, 3 May 2016 (UTC)

Thank you for your help! I was able to add the code quite easily. I wasn't however, able to get the Lua Module running in my subpages. Perhaps I did it wrong or don't have permissions to do so (Pages deleted by Sanctyl), but I instead opted to create Module:ColorSandbox and Template:ColorSandbox. We probably won't need to make any large edits to the Module any more, so if it pleases you, these sandboxes can be deleted.
Sanctyl (talk) 04:36, 4 May 2016 (UTC)

Spawn Colors[]

Mr Pie, I don't know how easy it would be for you to pull the 'dino spawn color lists' for each region from the devkit, but should you find the time to post them here or elsewhere, I can make my rounds through plugging them into each dino's page. — Sanctyl (talk) 09:48, 2 May 2016 (UTC)

I was just going to plug those in myself. Given the way they're set up, it would take about the same amount of time to fill them in as it would to tell someone else what to fill in. Only reason I haven't gotten to it yet is because I've been at a friend's house this weekend, so I didn't want to do anything too time-intensive. I added the color codes a few days ago, but we hadn't yet gotten Colors working in PaintRegions at the time.
-- Mr Pie 5 (talk) 16:17, 2 May 2016 (UTC)
Okay. I figured there was a chance they could be set up in a copy-and-paste-friendly manner within the devkit. Oh, well...if only the devkit's size wasn't so large, I would have downloaded it many moons ago.
Sanctyl (talk) 16:35, 2 May 2016 (UTC)
It seems there's some conflict between the devkit and the color regions. The devkit Ankylo has no color entries for region 0, so it may be the case that that region is always a default color, whatever that may be. I don't yet know how many other creatures are going to have such conflicts. For now, I'll fill in what fits.
-- Mr Pie 5 (talk) 00:41, 3 May 2016 (UTC)
Interesting find. If there (hopefully) aren't too many exceptions, I can spawn in a bunch of the conflict dinos, remove all colors except the conflict region(s), and see what color(s) they may default to. On a side note, the dinos you've added colors to look amazing so far! :)
Sanctyl (talk) 02:33, 3 May 2016 (UTC)
I took a pair of ankylos and made them both white except for region 0. I then cycled through all the colors on one of them and couldn't get it to match the other, so it has some new generic color. Whatever you did to gather the color codes for the other colors, could you do it for this generic color?
-- Mr Pie 5 (talk) 02:53, 3 May 2016 (UTC)
Yes, I could go ahead and pull the color. I might wait until the rest of the dino colors are added though, so we know how many exceptions there are (and how many unique, default colors there are).
Sanctyl (talk) 03:05, 3 May 2016 (UTC)

Creature Navigation[]

Can we add "Arboreal" and "Fossorial" to the habitats? We've got enough creatures that fit into each that it's probably worthwhile to separate them, now. (I say "now" like the creatures weren't already announced when I originally created the sheet, but sue me). ^_^

'habitat': [ '- Habitat -',
		['Arboreal','Arboreal (Trees)'],
		['Aerial','Aerial'],
		['Aquatic','Aquatic'],
		['Fossorial','Fossorial (Burrowing)'],
		['Terrestrial','Terrestrial'],
		['Subterranean','Subterranean'],
		['Boss','Bosses (Summoned)'],
	],

3mptylord (talk) 01:35, 29 January 2017 (UTC)

Stratifying the habitat categories too much might lead to confusion. Both Arboreal and Fossorial could still be considered Terrestrial with some minor overlap into Aerial or Subterranean depending on the creature. I don't mean to nit-pick, but for both of the new habitats, I can only name a few that would fall into each. For instance, I imagine Fossorial would only encompass Purlovia and Deathworm (Alpha) if only based on game mechanics.
Regardless, it is your script, and I'm only here to facilitate beneficial contributions, so... *copy, pastes* ...there we go. ;p
Whenever you have other script modifications, feel free to post them on Slack. While I'm only available at certain times, there's usually someone on with the permissions to assist you.
Sanctyl (talk) 05:51, 29 January 2017 (UTC)
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