Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Blaank View Profile View Posts. Not per hit. Not hits per resource. Not hits that don't count and count. Not how many hits to destroy it.

Showing 1 - 15 of 19 comments.

ark clamp resource harvest damage

Raaste View Profile View Posts. If clamp is off, let's say a tree has 50 wood in it. Originally posted by Raaste :. Puri View Profile View Posts. Originally posted by Blaank :. Q: How does melee damage affect resouce harvest total amount per node?


A: With the resource cap setting on, it does not have any affect on total resources harvested per node. If resource cap is off default settinghigher melee damage will result in more total resources per node. Last edited by Blaank ; 17 Jul, am. Originally posted by Kotli :.By jpcabJuly 16, in General Discussion. Does someone lnows for sure? How much more? Or how much would you say per hit on a solid metal node for each? FWIW I swore that around you couldn't get anymore of a resource as the resource has limits.

Though I suppose that might be officials only. All higher melee does is help you harvest a node faster. Once you can one shot all nodes, if that is your goal, you don't need more melee. I would say at least I haven't used my ish mele ones since valentines cause of my new ones.

Is there a cap on the melee to where no matter how high you level it it will still gather a certain amount of metal? Interesting question. But if ankylo has damage he will gather only metal in one swipe and metal node would be destroyed.

I only use him to gather metal. I don't see why putting points into melee is worth it, I'd rather him carry more metal. If you are using an quetzal its completely nonsense to put points on weight If not using the quetzal at least you should balance the points between weight and melee cuz with higher melee you can obtain more metal from a rock. You have to also take into account the HP of the tree as well and if there is resource clamping on server setting.

The server clamping setting turns off the resource gathered from OVER damaging a resource, so both would get the exact same amount of resources, just dino A would get it faster. Oh ok, I do see what you're saying. I play single player and I do use the quetzal and ankylo but I only fill up the anklyo.

Oh well, I don't need tons of metal anyway for the way I play.

Setting Harvesting Rates While Avoiding Server Lag

Still makes more sense to put all points in Melee on the Ankylo, while using a Quetzal leveled in Weight. If farming metal solo, you can pick the Ankylo up with the Quetzal, drop it onto a metal node, hop off the Quetzal, harvest the metal with the Ankylo, hop off the Ankylo, hop on the Quetzal, pick up the Ankylo, and fly to the next cluster of metal. Rinse and repeat until the Quetzal is almost overweight when carrying the Ankylo, then fly back to your Forges, drop the Ankylo at them, and smelt the metal.

I don't think the extra damage is a waste, as it gives my quetzal a super defense against rexes, argys, or anything else daring enough to touch my precious. Thats not the point Another answer is yes, there IS a hard cap, not exactly related to metal.

There is a point stat-cap, hardcoded in the game. At least it has been in the game a year ago. If you go over that point, the stat that exceeded this value will reset to its default and start counting again from 0.

Granted, this can only happen on servers with settings or mods that higher the difficulty to 20x or even 30x or more. But it can happen. Just mentioning, as I don't know what settings the OP plays on.We have updated our site and moved a few things. An updated version of this page is available here:. Our tool for Custom Harvest Amounts and Spoiling Time modifiers will allow you to quickly and easily generate the code required to customize Ark: Survival Evolved.

This tool generates code for your Game. Not all of these options are needed, and you can choose what you want to apply to your server by simply omitting the code for one file or the other. Detailed information and explanations are at the bottom of this page.

For information on customization in these situations and for information on what customization can do for you in general please see this page: Balancing Ark. To use this tool simply adjust the values in the boxes. Each box is labeled to indicate which value it affects.

Then hit the Generate Code button. Underneath the two big text boxes with your custom code in it, I have included additional information and instructions. Read them. Altering these files can screw up your server, the world map and character profiles on it.

This can simply make it crash and not start. Please read all of the instructions and notes before diving in. I would suggest adjusting one or the other. If you set the global to 2, and then for example, the Stone resource class multiplier to 10, you'll end up with I am sure that if you adjust only the Harvest Amount Multiplier, or the Resource Class Multiplier you get what you want. These values will affect the spoiling and decomposition times on the server.

The higher the value, the longer these things will take to spoil or decompose. These settings adjust the amount of resource you get per successful harvesting action Eg: an axe swing the harvests woodthe health of the resource Eg: how many actions it will take to destroy the resourceand the time it takes for the resource to respawn. Some of the harvestable resources in Ark can be controlled individually. Below you can set different harvest amounts for each resource class.Have a question about this project?

Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Skip to content. New issue. Minor Fixes Wording, Spacing Changes from all commits Commits. Show all changes. Filter file types.

Riyadh whatsapp group

Filter viewed files. Hide viewed files. Clear filters. Jump to file. Failed to load files. Always Unified Split. Loading branch information. Lower values decrease the time between mating.

Lower values decrease the time an eggs hatches. Lower values decrease the time it take baby dinos to mature into adults. Higher values decrease the time an eggs hatches. Higher values decrease the time it take baby dinos to mature into adults.

Lower values cause nodes to respawn more frequently. Lower values decrease the distance resources will regrow from the player. Lower values decrease the distance resources will regrow from the structure. Higher values increase the amount of damage e. Use n and p to navigate between commits in a pull request. Add this suggestion to a batch that can be applied as a single commit. This suggestion is invalid because no changes were made to the code. Suggestions cannot be applied while the pull request is closed.

Ref cursor out parameter procedure oracle

Suggestions cannot be applied while viewing a subset of changes. Only one suggestion per line can be applied in a batch. Applying suggestions on deleted lines is not supported.

You must change the existing code in this line in order to create a valid suggestion. Outdated suggestions cannot be applied. This suggestion has been applied or marked resolved. Suggestions cannot be applied from pending reviews. Suggestions cannot be applied on multi-line comments.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Sorry for the wall of text but I just wanted to make sure I was fully describing the situation.

This isn't a bug, why it's not posted in the bugs section, I'm just not seeing that much of an increase in the amount of materials harvested as the wiki states. To recap what the wiki says about increasing melee damage to thus improve resource collection: "It can also increase the amount of materials harvested from a spawned resource, and improve the chances of receiving any rare materials.

270,000 firms risk shutting down (4)

Just to be clear, the amount of resources per hit is not in question, it's whether a particular resource will yield more materials before it is depleted as the wiki states. In my research I've learn that there is, or at least was back around patch The exact definition of this command line states: "Some servers "clamp" resource harvesting, meaning that each source has a max amount of resources it can yield, regardless of how much your melee damage allows you to harvest with each hit.

Below is a little test I did to try and see if the server settings mattered. Each Doedicurus is harvesting the same resource nodes solid gold rock and I did the test 5 times which is why you see 5 numbers.

ark clamp resource harvest damage

Each number represents the amount of stone collected before the resource node expired. There are 3 different scenarios where the server command line for clamping resources is either set to true, false, or the line is removed altogether to see if the devs have done away with the resource clamping since v The Does anyone have a suggestion that I might try or perhaps there's another server setting I'm over looking, in order to see a better return when pumping up melee damage? Last edited by Raven Catcher ; 9 Oct, pm.

Showing 1 - 10 of 10 comments. Vern View Profile View Posts. Blaze View Profile View Posts. How is the average of, in the Doedicurus? I guess I can't get it since I failed math :p.

Virtualised e

Last edited by Blaze ; 9 Oct, pm. He means that each ressources have hp, if you overkill it deal more damage than its hp you get extra ressources following his formula. Shiv View Profile View Posts. Anubis View Profile View Posts. Originally posted by Blaze :. Haha, thanks for pointing that out about my poor math. I'll change the original post. Well after adjusting my horrible math, that makes the default setting of all servers even worse then I had originally thought, as far as increasing melee damage.

So, if I'm understanding you correctly, the only way to get more resources out of a node and by not increasing the gather rates is to alter the server settings for increasing the HP of all resources?

That wouldn't benefit people who take the time to increase the melee damage of their dinos because everyone would benefit the same. It would just mean the high melee damage dinos are getting the resources faster and this is no different then how it is now. You're not going to see a dramatic increase.

Server Command Line Arguments and INI Configurations

At that level maybe a percentage point or two increase over a large sample. Originally posted by Rader :.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Global Achievements. Do I enable to disable clamp resource harvest damage to get resources scaling with damage? Like if I want it so that if I have high damage, I would get more drops then should clamp resource harvest damage enabled or disabled?

I use a tool to start my server so here is a picture of the option. Last edited by EvilRobotV2 ; 29 Aug, pm. Showing 1 - 12 of 12 comments. And what is the default settings on public servers? Thanks in advance! Fk it im bumping it 5 mins after posting I need answers asap! Lordbufu View Profile View Posts. I know the resource health option does increase the overall gain for tree's, bushes, boulders and other fixed resources i dint get to try it on dino and player corpse yet though but im asuming it should yield more.

Originally posted by Lordbufu :. Originally posted by EvilRobotV2 :. Rue View Profile View Posts. Scorpions are ment to knock things out, not really a good gatherer. Originally posted by Rue :. Damn scorpions are damn good to knock out things!

If you are looking for a meat gatherer get a raptor, then work your way up to a Carno and Trex. You'll eventually be wondering what to do with all the meat other then tossing it.

Originally posted by SilvaDreams :. Do not stop overharvesting. So basically don't enable the disable. You will get a lot more from it.

Until you get a good gatherer, it is better to do by hand with a pick axe. If you can't get a high end pet yet, you can get a dilo. Have him follow and fight, then after the fight, blow him off whistle group then blow follow after he eats.This commands are used either in the command line while starting the server or in the GameUserSettings.

These lists are split in two different tables, but some of the settings from the INI work in the Command-Line and vice versa lat. These configurations have been exported to a different page. Click here. As of this writing, the only map available is TheIsland. Without this set to true, every dinosaur can be claimed by any player.

AllowFlyerCarryPvE boolean False Permit flying dinosaurs to pick up other dinosaurs and players when mounted by a player in PvE MaxStructuresInRange integer Unknown Specifies the maximum number of structures that can be constructed within a certain currently hard-coded range.

MaxPlayers integer 70 Specifies the maximum number of players that can play on the server simultaneously. DifficultyOffset float 0. ServerPassword string None If specified, players must provide this password to join the server. ServerAdminPassword string None If specified, players must provide this password via the in-game console to gain access to administrator commands on the server. SpectatorPassword string None To use non-admin spectator, the server must specify a spectator password.

See patch DayCycleSpeedScale float 1. The default value 1 provides the same cycle speed as the singleplayer experience and the official public servers.

Values lower than 1 slow down the cycle; higher values accelerate it. Base time when value is 1 appears to be 1 minute real time equals approx.

NightTimeSpeedScale float 1. This value determines the length of each night, relative to the length of each day as specified by DayTimeSpeedScale. Lowering this value increases the length of each night.

DayTimeSpeedScale float 1.

ark clamp resource harvest damage

This value determines the length of each day, relative to the length of each night as specified by NightTimeSpeedScale. Lowering this value increases the length of each day. DinoDamageMultiplier float 1. The default value 1 provides normal damage. Higher values increase damage. Lower values decrease it. PlayerDamageMultiplier float 1. StructureDamageMultiplier float 1. PlayerResistanceMultiplier float 1.

Higher values decrease resistance, increasing damage per attack. Lower values increase it, reducing damage per attack. A value of 0. DinoResistanceMultiplier float 1. StructureResistanceMultiplier float 1. XPMultiplier float 1. The default value 1 provides the same amounts of experience as in the singleplayer experience and official public servers. Higher values increase XP amounts awarded for various actions; lower values decrease it. The specific effect s of this option and its range of valid values are unknown as of this writing.

Higher values make taming faster.


Leave a Reply

Your email address will not be published. Required fields are marked *