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Procedurally Generated Maps

Procedurally Generated Maps
Procedurally Generated Maps is a feature that lets you generate new maps
Infos
Release v248.0

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!

Contents

  • 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…

Knowledgebase

Generated ARKs: How-To Guide

We’ll be going over how to set up a procedurally generated map for your ARK server.

Here’s a really rough guide to some of the PGARK settings you can edit in the UI:

“>VARIABLE “>PURPOSE “>VISIBLE ON UI AS.
“>ErosionIterations “>Number of droplets which are used to simulate erosion “>Erosion Iterations
“>GrassDensity “>Density of foliage in the grasslands biome “>Grasslands Grass Density
“>IslandBorderCurveExp “>The exponent used in the curve to smoothly interpolate between island and water floor “>Island Border Curve
“>JungleBiomeStart “>The height value at which the jungle biome start “>Jungle Biome Start
“>JungleGrassDensity “>Foliage density in the Jungle biome “>Jungle Grass Density
“>JungleTreeDensity “>Trees & rocks density in the jungle biome “>Jungle Tree Density
“>LandscapeRadius “>The radius of the landscape, outside of this radius it is water (to avoid cutting the landscape by the terrain border) “>Landscape Radius
“>MapSeed “>The seed used in the noise & random functions “>Map Seed
“>MaxSawnPointHeight “>The maximum height of land for a spawn point to be created “>Max Sawn Point Height
“>Mountain Height “>A multiplier for mountain height “>Mountain Height
“>MountainBiomeStart “>The height value at which the mountain biome starts “>Mountain Biome Start
“>MountainGrassDensity “>Foliage density in the mountain biome “>Mountain Grass Density
“>Mountains Frequency “>The frequency of the noise used to generate mountains “>Mountain Frequency
“>Mountains Slope “>How hard the transition is from land to mountain, the higher the value the smoother the transition (from 0 to 2) “>Mountain Slope
“>MountainsTreeDensity “>Density of trees and rocks in the mountain biome “>Mountain Tree Density
“>North/South/East/West
Regions 1, 2, 3
“>OceanFloorLevel “>The height value for the ocean floor (from -1 to WaterLevel) “>Ocean Flool Level
“>RedWoodGrassDensity “>Foliage density in the Redwood biome “>Redwood Grass Density
“>RedWoodTreeDensity “>Density of trees and rocks in the redwood biome “>Redwood Tree Density
“>RWBiomeSize “>The radius of the Redwood biome (from 0 to 1) “>Redwood Biome Size
“>RWForestBiomeLocation “>The location of the redwood biome (X,Y from 0 to 1) “>Redwood Biome Location
“>Shore Slope “>How hard the transition is from water floor to shore, the higher the value the smoother the transition (from 0 to 2) “>Shore Slope
“>ShoreTreeDensity “>Foliage density in the shore biome “>Shore Tree Density
“>SnowBiomeLocation “>The location of the snow biome (X,Y from 0 to 1) “>Snow Biome Location
“>SnowBiomeSize “>The radius of the snow biome (from 0 to 1) “>Snow Biome Size
“>SnowGrassDensity “>Foliage density in the snow biome “>Snow Grass Density
“>SnowMountainGrassDensity “>Foliage density in the snow mountain biome “>Snow Mountain Grass Density
“>SnowMountainsTreeDensity “>Density of trees and rocks in the snow mountain biome “>Snow Mountains Tree Density
“>SnowShoreTreeDensity “>Density of trees and rocks in the snow shore biome “>Snow Shore Tree Density
“>SnowTreeDensity “>Density of trees and rocks in the snow biome “>Snow Tree Density
“>TerrainScaleMultiplier “>X,Y,Z to scale the whole terrain “>Terrain Scale Multiplier
“>TreeDensity “>Density of trees and rocks in the grasslands biome “>Grasslands Tree Density
“>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 “>Tubulence Power
“>UnderwaterObjectsDensity “>Object density in the underwater biome “>Underwater Objects Density
“>Water Frequency “>The frequency of the noise function used to generate land/water “>Water Frequency
“>WaterLevel “>The height value for the water surface, from (Ocean Floor level to 1) “>Water Level
“>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.

[/Script/ShooterGame.ShooterGameMode]
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)

In your custom command line, adjust the map setting to use PGARK .

The server will automatically load whatever PGMapName you have set. So if you want to do a different Procedural ARK, change the PGMapName value to “YourPGARK2” and you’ll get a different save data for that. You can revert back to any previous PGMapName to load the data of a previously saved PGARK. Note that if you have no existing save data for the PGMapName, it will use the PGTerrainPropertiesString to create the new ARK. But after you have save data for a PGMapName, the INI’s PGTerrainPropertiesString will not take effect when loading that save data – instead, it will use whatever procedural settings are contained within the PGMapName’s existing save data. In other words, to try out a new PGTerrainPropertiesString configuration, you either would need to delete your PGMapName’s save data, or use a different PGMapName.

Knowledgebase Generated ARKs: How-To Guide We’ll be going over how to set up a procedurally generated map for your ARK server. Here’s a really rough guide to some of the PGARK settings you