Ark Survival Evolved | How to setup a procedural map Print

  • Ark Survival Evolved How to setup a procedural map, ark survival evolved, Ark Survival Evolved, ARK Survival Evolved, How to setup a procedural map, procedural map, setup a procedural map, Ark How to setup a procedural map
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  1. Stop your server.
  2. Select "Command line Manager"
  3. Select your current command line and change the Map value to "Procedurally Generated Map".
  4. Press Apply.
  5. Select "Configuration Files"
  6. Select "Text-Editor" next to Game.ini
  7. Add the following:
    PGMapName=YourPGARK1
    PGTerrainPropertiesString=MapSeed=412;LandscapeRadius=1.2;Water Frequency=11;Mountains Frequency=11;Mountains Slope=1.4;MountainsHeight=1.3;Turbulence Power=0.0125;Shore Slope=1.0;WaterLevel=-0.72;GrassDensity=1.0;JungleGrassDensity=0.02;ErosionIterations=200000;OceanFloorLevel=-1.0;SnowBiomeSize=0.3;RWBiomeSize=0.11;MountainBiomeStart=-0.55;MountainsTreeDensity=0.01;JungleBiomeStart=-0.65;IslandBorderCurveExp=4.0;MaxSawnPointHeight=0.1;SnowGrassDensity=0.25;MountainGrassDensity=0.05;SnowMountainGrassDensity=0.15;UnderwaterObjectsDensity=0.5;SnowMountainsTreeDensity=0.01;TreeDensity=0.003;JungleTreeDensity=0.66;RedWoodTreeDensity=0.35;SnowTreeDensity=1.0;RedwoodGrassDensity=0.1;ShoreTreeDensity=0.05;SnowShoreTreeDensity=0.025;DeepWaterBiomesDepth=-0.24;InlandWaterObjectsDensity=0.5;ShorelineStartOffset=0.04;ShorelineThickness=0.0045;TerrainScaleMultiplier=(X=1.0f,Y=1.0f,Z=1.0f);SnowBiomeLocation=(X=0.2f,Y=0.2f);RWForestBiomeLocation=(X=0.5f,Y=0.5f);NorthRegion1Start=(X=0.25f,Y=0.0f);NorthRegion1End=(X=0.416f,Y=0.5f);NorthRegion2Start=(X=0.416f,Y=0.0f);NorthRegion2End=(X=0.582f,Y=0.5f);NorthRegion3Start=(X=0.582f,Y=0.0f);NorthRegion3End=(X=0.75f,Y=0.0f);SouthRegion1Start=(X=0.25f,Y=0.5f);SouthRegion1End=(X=0.416f,Y=1.0f);SouthRegion2Start=(X=0.416f,Y=0.5f);SouthRegion2End=(X=0.582f,Y=1.0f);SouthRegion3Start=(X=0.582f,Y=0.5f);SouthRegion3End=(X=0.75f,Y=1.0f);EastRegion1Start=(X=0.75f,Y=0.0f);EastRegion1End=(X=1.0f,Y=0.333f);EastRegion2Start=(X=0.75f,Y=0.333f);EastRegion2End=(X=1.0f,Y=0.666f);EastRegion3Start=(X=0.75f,Y=0.666f);EastRegion3End=(X=1.0f,Y=1.0f);WestRegion1Start=(X=0.0f,Y=0.0f);WestRegion1End=(X=0.25f,Y=0.333f);WestRegion2Start=(X=0.0f,Y=0.333f);WestRegion2End=(X=0.25f,Y=0.666f);WestRegion3Start=(X=0.0f,Y=0.666f);WestRegion3End=(X=0.25f,Y=1.0f)
  8. Save the file in the top left.

    WARNING: You must now use the Text-Editor exclusively to modify your Game.ini file - if you use the configuration editor, it will wipe the manual edits made via Text-Editor.
  9. If you want to customise the Procedurally Generated Map, edit the code you added in step 7 according to the following table:

    VARIABLE

    Description

    ErosionIterations

    Number of droplets which are used to simulate erosion

    GrassDensity

    Density of foliage in the grasslands biome

    IslandBorderCurveExp

    The exponent used in the curve to smoothly interpolate between island and water floor

    JungleBiomeStart

    The height value at which the jungle biome start

    JungleGrassDensity

    Foliage density in the Jungle biome

    JungleTreeDensity

    Trees & rocks density in the jungle biome

    LandscapeRadius

    The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border)

    MapSeed

    The seed used in the noise & random functions

    MaxSawnPointHeight

    The maximum height of land for a spawn point to be created

    Mountain Height

    A multiplier for mountain height

    MountainBiomeStart

    The height value at which the mountain biome starts

    MountainGrassDensity

    Foliage density in the mountain biome

    Mountains Frequency

    The frequency of the noise used to generate mountains

    Mountains Slope

    How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2)

    MountainsTreeDensity

    Density of trees and rocks in the mountain biome

    North/South/East/West
    Regions 1, 2, 3

     

    OceanFloorLevel

    The height value for the ocean floor (from -1 to WaterLevel)

    RedWoodGrassDensity

    Foliage density in the Redwood biome

    RedWoodTreeDensity

    Density of trees and rocks in the redwood biome

    RWBiomeSize

    The radius of the Redwood biome (from 0 to 1)

    RWForestBiomeLocation

    The location of the redwood biome (X,Y from 0 to 1)

    Shore Slope

    How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2)

     

     

    ShoreTreeDensity

    Foliage density in the shore biome

    SnowBiomeLocation

    The location of the snow biome (X,Y from 0 to 1)

    SnowBiomeSize

    The radius of the snow biome (from 0 to 1)

    SnowGrassDensity

    Foliage density in the snow biome

    SnowMountainGrassDensity

    Foliage density in the snow mountain biome

    SnowMountainsTreeDensity

    Density of trees and rocks in the snow mountain biome

    SnowShoreTreeDensity

    Density of trees and rocks in the snow shore biome

    SnowTreeDensity

    Density of trees and rocks in the snow biome

    TerrainScaleMultiplier

    X,Y,Z to scale the whole terrain

    TreeDensity

    Density of trees and rocks in the grasslands biome

    Turbulence Power

    The power of the turbulence function used to randomly perturb the coordinates input to the noise function, to add some realism to the noise

    UnderwaterObjectsDensity

    Object density in the underwater biome

    Water Frequency

    The frequency of the noise function used to generate land/water

    WaterLevel

    The height value for the water surface, from (Ocean Floor level to 1)

    ShorelineStartOffset

    The distance from the water that the shoreline begins. Raise this for a shore that goes farther up to the land.

    ShorelineThickness

    The overall width of the shore. Raise this along with ShorelineStartOffset to get a thicker, larger shore.

More information can be found from a developer's post regarding Procedurally Generated Maps here: https://survivetheark.com/index.php?/forums/topic/99062-quickie-procedurally-generated-arks-how-to-guide/

 


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