ark nitrado what happens to stuff on one map if i change maps

Procedurally Generated Maps

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Procedurally Generated Maps is a feature that lets yous generate new maps

Procedurally Generated Maps were introduced in 248.0. This feature allows players to let the game generate a random map, based on parameters or a seed.

Notation: Unfortunately Wildcard never supported the way by release so practice beware of bugs and be prepared for crashes when you attempt to generate a map.

Other of import key things to note are in that location are no options to choose which creatures you do and don't desire in the maps you create, no Obelisk or Bosses(fifty-fifty in the pre-existing custom maps), and when trying to make your map there is no mini map in the generation options screen to show what y'all're changing so making your map can be very difficult, so information technology's abilities are very limited due to the lack of support from Wildcard post-launch


There are 12 pre-existing custom maps within the manner which consist of the following: Default, DrakesWorld, BrontoIsland, HighAlps, IslandCoves, IslandPines, CrystalShores, SandyShores, ManyIslands, Redwoods, Snow, and Mountains.

Warning: Information technology is highly recommended to set down the dino count multiplier, because of over spawn!

Contents

  • 1 Terrain Settings
    • 1.i Map Seed
    • 1.two Landscape Radius
    • 1.iii Water Frequency
    • i.iv Mountain Frequency
    • ane.five Mountain Slope
    • i.half-dozen Mountain Superlative
    • 1.seven Turbulence Power
    • 1.viii Shore Slope
    • 1.9 Water Level
    • 1.ten Grasslands Grass Density
    • 1.11 Jungle Grass Density
    • 1.12 Ocean Floor Level
    • 1.13 Erosion Steps
    • 1.14 Terrain Calibration Multiplier
    • 1.fifteen Erosion Strength
    • ane.16 Deposition Strength
    • ane.17 Trees Slope Threshold
    • 1.xviii General Mountain Trees %
  • two Standard Values
  • 3 External links
  • 4 Spotlight

Terrain Settings [ ]

Map Seed [ ]

The seed is the base of operations of a procedurally generated ARK. Each seed will create an ARK which tin exist remade past using the same seed (and other settings). This way players can share their favorite maps with the world. Seeds tin only be upwards to iii digit numbers. Non-numerical seeds default to zero, every bit do seeds larger than 999.

Landscape Radius [ ]

The size of the land area of your ARK. If this value is too high it won't take much water between the border of the map and the land of your ARK. At the maximum value, 50, at that place will be no sea biome in your ARK.

Water Frequency [ ]

Water frequency determines how often the map alternates between land and h2o. This has no event on the ocean betwixt the edge of your landmass and the map border. With a depression water frequency, you cease up with a few or ane giant lakes. With a loftier water frequency, you end up with a lot of small puddles or rivers.

Mountain Frequency [ ]

The higher this number, the more mountains y'all have. Setting this besides high can create impassable terrain.

Mountain Slope [ ]

The Mount Slope setting will alter the steepness of a mountain. A lower number will generate steeper mountains that are harder to walk on than mountains generated by a higher number. This number only goes from 0 to 2.

Mount Tiptop [ ]

This setting will set the maximum summit of mountains. When using 1 as value the maximum height of a mountain volition be about the same of the height of mountains on The Island. This number can become every bit high as ten.

Turbulence Ability [ ]

This setting determines 'noise', how frequently the random factors of the map are considered, such equally trees and resources placements. The default setting is 0.0125, and the maximum is 1. The higher this value is, the more random your map becomes.

Shore Gradient [ ]

How hard the transition is from sea flooring to the shore is. Ranges from 0 to 2. 0 gives you sheer drops from the water level to the body of water floor.

H2o Level [ ]

The Water Level is the height of the oceans, rivers and lakes in your generated ARK. Using a value lower than 0 is recommended, values higher than ``0`` make the actor spawn points in the water.

Grasslands Grass Density [ ]

Grassland Grass Density is the harvest objects constitute in the biome. Examples being plants, rocks, metal, and then on. Increasing the number increases the harvest items.

Jungle Grass Density [ ]

See Grasslands Grass Density

Ocean Floor Level [ ]

This setting volition prepare the floor of the deepest oceans in your ARK. Making the Ocean Floor Level college than the H2o Level can end up with a world containing extremely steep slopes and no beaches. The water is now purely aesthetic and the seafloor tin exist walked on as if it is dry out state. At that place is only 1 spawnpoint. All the others bear witness upwardly in the very corner of the map and the game volition put y'all at the only real spawnpoint if a bare one is selected. Actual water volition be a threshold to a higher place "new basis level" but invisible, so farthermost caution should be taken.

Erosion Steps [ ]

Erosion is the smoothness of your ark. To create nice smooth hills a higher number is recommended. Using 0 will make the game unplayable considering of unclimbable hills and getting stuck at spawn points.

Terrain Calibration Multiplier [ ]

Changing this value causes the map to exist generated as normal, but so zoomed in or out after generation.

Erosion Strength [ ]

Higher values increases terrain roughness and can generate spikey areas.

Deposition Strength [ ]

If the value is loftier, the ground turns into spikes, which gets you and your creatures stuck.

Copse Slope Threshold [ ]

How flat the land has to exist before copse spawn.

Full general Mountain Trees % [ ]

Standard Values [ ]

Interface when creating PG maps

Setting Default (V2) Recommended
Landscape Radius one.0 one.0–3.0
Water Frequency 5.0 1.0–10.0
Mountain Frequency 12.0 iv.0–13.0
Mount Gradient 1.8 ane.0–ii.0
Mountain Acme one.25 0.eight–2.5
Turbulence Power 0.0125 0.0001–0.03
Shore Gradient one.0 ???
Water Level -0.72 -0.8 – -0.iv
Grasslands Grass Density 1.0 1.0
Jungle Grass Density 0.02 1.0
Bounding main Floor Level -ane.0 -i.0
Erosion Steps 4 4 – >4
Erosion Force 0.75 0.five–1.0
Degradation Strength 0.5 0.02
Copse Slope Threshold 0.5 ???
General Mountain Trees % 0.one ???

External links [ ]

  • Official Guide about the PGMs

Spotlight [ ]

reevesthatic.blogspot.com

Source: https://ark.fandom.com/wiki/Procedurally_Generated_Maps

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