- Stop your server.
- Select "Command line Manager"
- Select your current command line and change the Map value to "Procedurally Generated Map".
- Press Apply.
- Select "Configuration Files"
- Select "Text-Editor" next to Game.ini
- 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)
- 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. - 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, 3OceanFloorLevel
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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