Ark Survival Evolved | How to setup a procedural map

  • 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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