Procedurally Generated Maps
|Procedurally Generated Maps|
|Procedurally Generated Maps is a feature that lets you 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.
NOTE: Unfortunately Wildcard never supported the mode past release so do beware of bugs and be prepared for crashes when you attempt to generate a map.
Other important key things to note are there are no options to choose which creatures you do and don’t want in the maps you create, no Obelisk or Bosses(even 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 you’re changing so making your map can be very difficult, so it’s abilities are very limited due to the lack of support from Wildcard post-launch
There are 12 pre-existing custom maps within the mode which consist of the following: Default, DrakesWorld, BrontoIsland, HighAlps, IslandCoves, IslandPines, CrystalShores, SandyShores, ManyIslands, Redwoods, Snow, and Mountains.
Warning: It is highly recommended to set down the dino count multiplier, because of over spawn!
- 1 Terrain Settings
- 1.1 Map Seed
- 1.2 Landscape Radius
- 1.3 Water Frequency
- 1.4 Mountain Frequency
- 1.5 Mountain Slope
- 1.6 Mountain Height
- 1.7 Turbulence Power
- 1.8 Shore Slope
- 1.9 Water Level
- 1.10 Grasslands Grass Density
- 1.11 Jungle Grass Density
- 1.12 Ocean Floor Level
- 1.13 Erosion Steps
- 1.14 Terrain Scale Multiplier
- 1.15 Erosion Strength
- 1.16 Deposition Strength
- 1.17 Trees Slope Threshold
- 1.18 General Mountain Trees %
- 2 Standard Values
- 3 External links
- 4 Spotlight
Terrain Settings [ edit | edit source ]
Map Seed [ edit | edit source ]
The seed is the base of a procedurally generated ARK. Each seed will create an ARK which can be remade by using the same seed (and other settings). This way players can share their favorite maps with the world. Seeds can only be up to three digit numbers. Non-numerical seeds default to zero, as do seeds larger than 999.
Landscape Radius [ edit | edit source ]
The size of the land area of your ARK. If this value is too high it won’t have much water between the border of the map and the land of your ARK. At the maximum value, 50, there will be no ocean biome in your ARK.
Water Frequency [ edit | edit source ]
Water frequency determines how often the map alternates between land and water. This has no effect on the ocean between the edge of your landmass and the map border. With a low water frequency, you end up with a few or one giant lakes. With a high water frequency, you end up with a lot of small puddles or rivers.
Mountain Frequency [ edit | edit source ]
The higher this number, the more mountains you have. Setting this too high can create impassable terrain.
Mountain Slope [ edit | edit source ]
The Mountain Slope setting will change 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.
Mountain Height [ edit | edit source ]
This setting will set the maximum height of mountains. When using 1 as value the maximum height of a mountain will be about the same of the height of mountains on The Island. This number can go as high as ten.
Turbulence Power [ edit | edit source ]
This setting determines ‘noise’, how often the random factors of the map are considered, such as trees and resource placements. The default setting is 0.0125, and the maximum is 1. The higher this value is, the more random your map becomes.
Shore Slope [ edit | edit source ]
How hard the transition is from ocean floor to the shore is. Ranges from 0 to 2. 0 gives you sheer drops from the water level to the ocean floor.
Water Level [ edit | edit source ]
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 player spawn points in the water.
Grasslands Grass Density [ edit | edit source ]
Grassland Grass Density is the harvest objects found in the biome. Examples being plants, rocks, metal, and so on. Increasing the number increases the harvest items.
Jungle Grass Density [ edit | edit source ]
See Grasslands Grass Density
Ocean Floor Level [ edit | edit source ]
This setting will set the floor of the deepest oceans in your ARK. Making the Ocean Floor Level higher than the Water Level can end up with a world containing extremely steep slopes and no beaches. The water is now purely aesthetic and the seafloor can be walked on as if it is dry land. There is only one spawnpoint. All the others show up in the very corner of the map and the game will put you at the only real spawnpoint if a blank one is selected. Actual water will be a threshold above “new ground level” but invisible, so extreme caution should be taken.
Erosion Steps [ edit | edit source ]
Erosion is the smoothness of your ark. To create nice smooth hills a higher number is recommended. Using 0 will make the game unplayable because of unclimbable hills and getting stuck at spawn points.
Terrain Scale Multiplier [ edit | edit source ]
Changing this value causes the map to be generated as normal, but then zoomed in or out after generation.
Erosion Strength [ edit | edit source ]
Higher values increases terrain roughness and can generate spikey areas.
Deposition Strength [ edit | edit source ]
If the value is high, the ground turns into spikes, which gets you and your creatures stuck.
Trees Slope Threshold [ edit | edit source ]
How flat the land has to be before trees spawn.
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. NOTE: Unfortunately Wildcard never supported the mode past release so do beware of bugs and be prepared for crashes when you attempt to generate…
Enabling and Configuring Procedurally Generated Maps in ARK: Survival Evolved
Dynamic Maps In Ark: Survival Evolved (also called “Procedural Ark”, or, “Procedurally Generated Arks”) can be activated and directly via the Nitrado web interface.
There are two options to configure. Our web interface provides a dynamic map editor.
This feature makes it possible to completely re-configure the procedural settings, or to modify any of an existing maps features.
Alternatively, it is also possible to configure the map via the game and only to store the parameters for the settings in the web interface.
To use a dynamic map you have to switch to “Dynamically generated map (Experimental)” under “mapname” near the top of the page
This also changes the starting parameter of the map to ” PGARK ” , this is necessary for the correct loading of the procedural map.
Adjusting the Dynamic Map
To use a dynamic map:
- Login to your Nitrado.net account
- Go to the web interface of your server
- Stop your server
- Navigate to Settings, General
- Change the option from “Map” to “Dynamically Generated Map”
- This will change the start parameter of your map automatically
- Save the changes and DO NOT start the server
Configure the Map Using the Web Interface
In the “Dynamic Maps” section, the options are to specify a map name and edit the properties of the dynamic map. The name of the map can only be changed if a new map is to be generated. The easiest way to configure the map is to use the Dynamic Map Editor.
After clicking on “Randomize”, further possibilities for configuration appear. These would be the terrain settings, biome settings, and map settings. These allow a more accurate adjustment of the desired map. The map in the upper section allows you to move the individual positions by drag and drop.
After saving, it is necessary to start the server so the settings can be applied. Your server may restart multiple times as it generates the map and all associated files.
Generate a Procedural Ark In-Game
To generate the map via the game itself, select “Local Game” after starting Ark:SE. In the upper left corner is a “Create a procedurally generated Ark” option.
This option opens a configuration menu for the map generator.
The “ARK Name” section defines a name for the current configuration. After saving it as a favorite, this setting can be loaded directly from the menu at any time.
A server with this configuration is then started via “Load”.
This saves the map properties in the Game.ini under “PGLastUsedSettings”.
Now it is necessary to navigate to the Steam directory (default: C:\Program Files (x86)\Steam\steamapps\common) and the Game directory, (ARKSE\ShooterGame\Saved\Config\WindowsNoEditor\Game.ini).
This “Game.ini” file stores the procedurally-generated settings.
We are interested in the option “PGLastUsedSettings”.
This content can then be copied and saved in the “Dynamic Maps” section under “Dynamic Map Properties” in the Web Interface.
Smaller adjustments can then also be made via the web interface using the “Dynamic Map Editor” option.
Enabling and Configuring Procedurally Generated Maps in ARK: Survival Evolved Dynamic Maps In Ark: Survival Evolved (also called “Procedural Ark”, or, “Procedurally Generated Arks”) can be