Open PastorPlank opened 6 months ago
Which one do I continue the line with?
Hello! There is no discord, issues are managed via the GitHub issue tracker. Regarding your problem, I don't think it is a problem. Assuming you only see +4 or +8, I guess your current mutation is +4. Using the propagator before the recent update was mutating the wild level, meaning the 110 in melee on your screenshot is now your wild level, you can just continue with the green number on the melee damage. With the recent changes, you will only see new mutations in green, the wild level (110) will not increase anymore.
I see... I guess the our server just hasnt updated since the changes. Out of curiosity once I reach 20/20 on the patrilineal mutations with the propagator will it go past and do 22/20 for example?
As long as both parent didn't go higher than 20 mutations, it will continue, like with regular breeding outside of the propagator.
Awesome thank you for the help. Last question I will bug you with, is 254 still the cap for each stat like on ASE? So like 254 mutation points in health was max you could do for health.
I'm actually not exactly sure about this one, I'll have a look at the source code to understand. As the previous breeding mechanism was based on the wild level, it's likely that the 255 check is still present, but will never get reached as the wild level does not move anymore, making the mutation continue until it can't anymore. I didn't reach an egg with enough mutations to see how the game treats a dino with a mutation stack manually overriden past the configured limit so I can't tell right now if it spawns, gets instant killed, gets capped at the max configured value or crashes the game.
I can confirm ASA 254 still works fine. You can still add xp points. 255 still hatches, but no xp points can be added.
Another question. Does the propagator work with cryopod mods? Such as this one for example :https://www.curseforge.com/ark-survival-ascended/mods/cryopods
It all depends about how the cryopod mod has been done. Some mods rewrite completely the cryopod in a way that the propagator can not understand, for these mods I can't provide support. On the other hand, some mods do assimilate how the vanilla cryopod properly and extend on them cleanly, making the propagator able to understand the informations about the dinos. I don't think I tested the one you linked.
Regarding Pelayori's Cryopod mod, he's been asked about this before and said that the compatibility issue between his cryopod mod and the propagator of this mod would be solved if the propagator "chose index 33 of the dino data for the gender rather than last index (that would keep compatibility for vanilla cryo too)"
After the recent Qol+ update, I tried the propagator for the very first time. I tried a Dinoball from Dino Depot mod and as expected, it went unrecognized. For making use of it, for sure some additonal information would be needed to be incorporated to make it work.
As Qol is the only S+ based mod we're using, I would be more than happy if that would be possible. The Dev of DinoDepot is very cooperative and would for sure gladly provide any necessary information. As I would prefer not to add any additonal QoL+ like mod just to get a Propagator working with DinoDepot (CyberStructures has it implemented lately) - I would be more than happy if this can be included...
Hello! Most of the cryo mod shoud detect the gender properly now (Pelayori's Cryopod Mod included), thanks to the comment of @penash42. Yet for Dino Depot it's going to take a lot more time and effort to make it work. The thing is: the way the crypods work can be seen as "the official way of storing a dino". With the abstraction principles, it's the only information mods using stored dino can reliably depend on. If additional datas, specific to a mod, need to be stored, then can be stored alongside the official contract, Rewriting data from the official contract make it very cumbersome and strategically not very interesting for the propagator specifically but also in general for any mod trying to understand a cryopod-like item. For every mod taking this approach, we would need to add some code specific for that mod to ensure compatibility.
I had a litlle conversation with the dev from DinoDepot - the effort to include it should be minimal - might be as simple as adding an additonal item data name... I see your point when it comes to a lot of additonal effort to include other mods. If its very minor, maybe it could be an option...
For dino depot, u might be able to ask Delilah on what to do to make it work easily. She is a very nice person and probably will help out to give you the information u need.
Here is her discord : https://discord.gg/xmn6wqQu
Hello thanks for keeping the mod going. It has a strong feel of s+, which is great! I used s+ mod on Ark s.e. For years. I have a request regarding the qol+ propagator. In s.e. When breeding past 20 mutations on matrilineal and patrilineal sides the mutations would continue. I don’t believe that is the same on qol+. If possible could it be modified on qol+ to be the same as it was on s+?
Hello and thanks for the feedback!
I sent the lunch break testing and it feels like the propagator is behaving as expected here: I'm testing with both parents over 20 mutations:
With these parents and no ini setting changes, I am still able to get new random mutations.
The catch is: there is an INI setting to enforce the mutations cap. It is set to false by default, but maybe you set it to true?
PropagatorRespectMutationLimit=False
Since these most recent changes posted below, I cant correctly breed with what I had already going. It also shows +8 now and sometimes two stats with +4? "25/01/2024 (CurseForge crossplay version 33) fix: QoL+ Propagator now forwards the mutation stacks as expected. 22/01/2024 (CurseForge crossplay version 32) QoL+ Propagator now varies the mutation stacks, not the wild level anymore."
Lastly is there a discord to discuss the changes or talk with the devs?