ARK: Survival Evolved

ARK: Survival Evolved

Castles, Keeps, and Forts Remastered
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Update: 6 Jun, 2021 @ 9:56pm

CKF:Remastered
Patch: 07/06/2021 @ 03:29 (BST)
Patch Notes;

Changes/Fixes
-Fixed issue when in some edge cases, players using the admin command "GCM" would have a duplicate set of crafting blueprints added to their crafting menu.
-Fixed Paint effect on Lordly furniture variants.

Update: 4 Jun, 2021 @ 7:26pm

05/06/2021

The Have Your Cake and Eat it Too Update!
Or, Probably… The most user requested content change...

Summary
(Skip to Changes/Fixes if you don't wan't to know the backstory of this update)
Since CKF mods started many players have wondered why CKF mods use Engrams instead of simply adding BP's into the table such as mods like eco mods?
The short answer to this is that the base game GCM (God Creative Mode) which grants single players and servers admins the cheat mode to spawn infinite items for building with no weight limits, and designed for players who purely enjoy building with no limits, requires that the Engrams be listed in the game data.

While I fully understood the reasoning for players disliking of engrams. I was in a damned if I do damned if i don't situation in which if i removed them or kept them I would face backlash from both sides, each with their own valid arguments. It is a structure mod, so GCM mode is important to GCM builders (of which there are many), and It’s also a popular server mod for standard playstyle users (of which there is also many) who don’t enjoy clustered engram lists and the issues that go along with complying to the vanilla engram mechanics.

This update though brings a solution to both. With great help from Gimilkhad using a few of things he has worked on in his own awesome “Arkitect” building tools mod (which is an awesome mod that you guys should check out as it allows you to bring full GCM compatibility to mods such as Eco mods and other mods that use blueprints in the table for crafting.) This update removes all structure engrams from the game data completely, with exception to the crafting tables themselves, and any items that require a level based skill check such as the Forge, cooker, and grill. While still maintaining full GCM support to allow for Creative mode users and, still allowing the user to adjust crafting costs and requirements. Both player bases get a full solution without any compromise. It is no longer a case of pleasing one or the other, we can all enjoy having cake while we eat it too.


Changes/Fixes
-Removed all structure engrams from the game data completely, with exception to the crafting tables themselves, and any items that require a level based skill check such as the Forge, cooker, and grill.
-GCM mode functions as normal regardless of structures missing engrams.
-Keep Roof Material paint layer corrected.
-Grill Paint areas corrected.
-Corrected mesh for Villager “Narrow” pillar variants.
-Adjusted placement boundary on forge.
-Fixed the pickup behavior and pickup ini issues affecting some of the parts.
-Fixed Masonry table shifting left from where the preview mesh was, after placing it on a raft.
-Fixed crafting tables not being able to craft if their inventories were 298/300 full.
-Fixed Forge placement boundary so the forge can be placed anywhere it can physically fit.
-Fixed Keep Large Gate posts not showing up in Masonry table.

Handful of new items for update (update was primarily logic based)

CKFR :: Sconce (Includes Automatic On/Off for day night cycle, and option to set to manual)
CKFR :: Standing Sconce (includes same option mentioned above)
CKFR :: Chair (Contains multiple chair variants in one asset)
CKFR :: Bench (Contains multiple bench variants in one asset)
CKFR :: Table (Contains multiple table variants in one asset)


CKF:Science Fiction will also be updated soon with a similar update and content.

Update: 28 Feb, 2020 @ 2:11pm

Hotfix

As the previous patch was not planned and was timed while work was already underway on the next planned content update. In order to get the patch out some things had to be rolled back in the dev kit to prevent some content being released too early or in an unfinished or incomplete state. Some things where missed in this roll back and have now been reverted in this patch.

-Removed erroneous listing of additional mod engram that was placed into the default engram array, (Fixed the blocking of genesis engrams)
-Removed expanded functionality from cosmetic tool, reverted back to previous state.
-Reverted villager style wood materials back to previous version.
-Removed new variant options from some keep tier parts due being added too early, (New variant styles are added as complete sets across all parts of a tier, these variants are part of the future content update and will be re added then as a complete set)

Update: 28 Feb, 2020 @ 9:40am

28/02/2020

Post Genesis Patch / Minor Update

Note#
This is not the next planned content update.
While the primary purpose of this update is to correct the grey colour saturation of the Keep Roof Material post genesis, other bug fixes have been included and a small number of the new items have been added early just to bulk out the update.

Fixes/Changes

-Corrected over saturation of the keep roof material which occurred after the Genesis game update.
-Added fence foundations to the admin vault
-Corrected pick up settings for giant gate posts
-Enabled ladders to snap to all internal sides of ceiling hatch frames
-Enabled ceiling hatch doors to snap in either orientation to ceiling hatch frames
-Added more client side helper tips (Flip with E, Cycle Snap with Q, etc) in game when building.
-Fixed paint regions on villager roofs

There are other fixes in this build, however, as this patch was not planned a full list of changes has not yet been collected.

New Parts Added;

+CKFR :: Keep Large Wall 1x2
+CKFR :: Keep Large Wall 2x2
+CKFR :: Keep Large Wall 2x3
+CKFR :: Keep Secret Door Frame
+CKFR :: Keep Secret Door

Update: 26 Nov, 2019 @ 12:02pm

19/01/2020

I have no idea why steam did not update the date on the change notes for this update????

Notes;
Due to some tweaks and adjustments to improve the painting of CKFR parts some parts existing in game at the moment may require repainting, or may appear slightly different to how they looked pre update if painted. The Keep Roof material and mesh has also been altered and this will appear different post update. For more information on paint changes see below.

Pick up and re place down your existing CKFR crafting stations to ensure the new items and inventory changes are added to those stations. Crafting tables, cookers, forges, grills, admin vaults.

Fixes / changes;
-Adjusted scaling of villager pillars and accents
-Adjusted scaling of settler accents
-Settler ceilings will now save orientation and variant after server restarts
-Keep tall window appearance (when fitted to segmented frames) now persist correctly.
-Fixed variant naming to match the correct variants of short glass window variants (when fitted to roman frames)
-Balanced XP given from crafted lower tier parts to be inline with vanilla tier equivalents (crafted XP is not exactly the same as vanilla part for part, all CKFR parts are using an average of the seemingly arbitrary XP values given to vanilla parts)
-Narrowed collision profile of villager glass windows to allow for easier painting of the frame it is fitted within.
Standardised and corrected a number of in game, inventory names and descriptions. (note; the reporting of typos is helpful but the British English spelling of some words such as “centre” are not errors, CKF is UK based)
-Masonry table Icon updated to match new in game appearance added in previous update.
-Cooking station now cooks food at correct rate (industrial cooker)
-All obsolete kibble has been filtered from the cooking station inventory view
-Grill now displays meat cooking timers while cooking (standardised with UI of cooking station and forge)
-Forge, Cooker, and Grill will now keep themselves updated with any further additional crafting recipes and blueprints added to the game into their vanilla equivalents.
-All relevant crafting and cooking speeds have been updated to match the vanilla crafting speed increases implemented in the recent Ark QoL update.
- All crafting and cooking speeds will now automatically calibrate to match any further changes made to their vanilla counterparts (Example, if you are using an INI to increase your crafting speeds by +5, and the vanilla forge gets a +5 speed buff to it's default speed, your INI +5 config will be applied to the new vanilla default.
*
Material and Paint Region Changes;
-Removed erroneous edge wear effects on the keep roof materials.
-Due to the above fix a new roof material has been remade due to loss of the original substance painter file, the new material is now also red/clay by default.
-Tweaked the paint layers for the villager plaster to allow for use of all paint colours.
-Tweaked the paint layers for the keep cut stone material to allow for use of all paint colours.
-Tweaked the paint layers for the keep floor material to allow for use of all paint colours.
-Tweaked the paint layers for the keep field stone material to allow for use of all paint colours.
-Slightly tweaked the paint layers for the settler wood material to allow for the better use of all paint colours.
-Slightly darkened appearance of default keep floor material.
-Tweaked the paint layers for the keep tiled roof material to allow for use of all paint colours.
-All villager roofs now use correct colour id map when painted


Updates to Existing In Game Items;
-New Keep Wall Accent Model Variants;
+Crest
+Quatrefoil
+Pentafoil
+Round
+Oval
+Staggered Round/Block
+Rounded Ridge
+Square Ridge

-New Keep Pillar Model Variants;
+Cut Stone Round
+Cut Stone Quatrefoil
+Cut Stone Pentafoil
+Cut Stone Ridged
*
New Items and content;
-Keep Rose Glass Wall :: CKFR
-Keep Large Rose Glass Wall :: CKFR
-Keep Large Glass Window :: CKFR
-Keep Medium Glass Window :: CKFR
-Keep Rose Glass Gable :: CKFR
-Keep Rose Glass Gable Inverted :: CKFR
-Keep Forge :: CKFR
-Villager Scaffold Half Arch Inverted :: CKFR
-Villager Half Arch Inverted :: CKFR

-Settler Fence Supports :: CKFR
-Villager Fence Supports :: CKFR
-Keep Fence Supports :: CKFR
-Settler Fence Foundation :: CKFR
-Villager Fence Foundation :: CKFR
-Keep Fence Foundation :: CKFR
**

26 Nov, 2019

Patch Notes;

Minor Fixes
-Removed duplicate listing of Cosmetic Tool blueprint in Settler Table.
-Removed Incorrect listing of Keep Gable Peak blueprint in Villager Table.
-Settler/Villager Foundations now correctly saves user adjusted rotation of floor boards.
-Fixed flickering issue on affected villager scaffold parts caused by double mesh instance.
-Grill and Cooking Station now show correct in game object names.

Changes
-Masonry Table now uses a new Static Mesh design.
-Added " Powered by Thatch, Wood, Spark powder, Gasoline, Angler Gel" to Grill and Cooking Station inventory descriptions.

Update: 21 Nov, 2019 @ 11:33pm

Patch Notes - Reissue of previous patch, due to steamCMD upload issue.

-Masonry Table no longer auto learns the Grill :: CKFR and the Cooking Station :: CKFR to the player as these items require a level skill check for game balance and consume engram points upon research.

-Grill :: CKFR now requires manual research of engram and now consumes the same engram points as the vanilla Industrial Grill.

-Cooking Station :: CKFR now requires manual research of engram and now consumes the same engram points as the vanilla Industrial Cooking Pot.

Update: 21 Nov, 2019 @ 9:07pm

Patch Notes

-Masonry Table no longer auto learns the Grill :: CKFR and the Cooking Station :: CKFR to the player as these items require a level skill check for game balance and consume engram points upon research.

-Grill :: CKFR now requires manual research of engram and now consumes the same engram points as the vanilla Industrial Grill.

-Cooking Station :: CKFR now requires manual research of engram and now consumes the same engram points as the vanilla Industrial Cooking Pot.

Update: 21 Nov, 2019 @ 7:35pm

Update adds two new structure tiers;

-Settler Tier, Equal to Wood strength structures Items can be crafted from the Settler Table.
-Villager Tier; Equal to Stone strength structures Items can be crafted from the Villager Table.

All items in the new tiers will not be listed here as they total around 140 parts.

New Keep Tier items;

-Dungeon Double Door
-Dungeon Single Door
-Dungeon Wall
-Cooking Station
-Grill
-Town Bell
-Keep Switch

Various fixes have also been performed during this updates development. A more in depth change log will be added for this update after I have had a chance to get some sleep :P

As an usual note to make within a change note I would like to say that his update has taken more time than usual due to the volume of content being added on this occasion, and the set up involved in the core functionality of the mod in order to streamline development for the content planned to come next. While I am sorry for the two month wait for this update and I am aware of the comments made by some that content was not being added fast enough.

I will say that I do work on this as a hobby in my free time and large amount of hours have gone into to this update. All the models in this mod are made by myself, along with all textures, materials, custom logic and operations. I like to make everything myself and I try to reach a standard of quality on par with that found in the base game itself.

I have to work on the mod, when I am able to in my free time. I do not have a team to fall back on, I am one person doing this from home when I have the time to do so. Now that this update is out, and CKFR now contains all the content of the original I will now be swapping back to smaller more manageable updates in a more frequent time frame.

Update: 29 Jul, 2019 @ 10:24am

Fix to initial Portcullis state
Added Engrams for Keep structure parts (Engrams still do not require learning and are pre added to Masonry Table)
GCM creative mode auto refill slots is now compatible with all mod items.
GCM creative mode crafting is now compatible with all mod items.
Corrected Item name of Keep Roof Valley
Added Keep Large Gate Posts

Update: 26 Jul, 2019 @ 5:19pm

Changed masonry table inventory slots from 60 to 300
Fixed auto close only staying enabled when enabled before selecting manual mode on doors
Adjusted meshes for tall window frames
Corrected pickup on gables
Accents now snap to all sides of triangular ceilings
Corrected orientation of inverted half arch variant

*** Pick Up and Replace your Masonry Tables for the increased capacity to take affect**