Taming Parameters

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Original Thread by Sench

This may not be a very big issue for many people, but it was for me, and I thought it would be nice to share my findings with others. When talking about the taming process, there are two things to consider: eligible foods and a dinosaur's taming variables.

Eligible Foods

Let's look at eligible foods first. These are defined in DinoSettings files within PrimalEarth\Dinos\BaseBPs. We are mostly interested in two fields: "Food Effectiveness Multipliers" and "Extra Food Effectiveness Multipliers", which are mostly the same. Each element in these fields corresponds to one food item and has the following parameters:

  • Food, Health and Torpidity Effectiveness Multipliers: These work together with "Use Item Add Character Status Values" (found in the item BP) and are applied to the amount of food, health and torpidity an item provides. For example, raw meat gives 10 food and -5 health, and carnivores have their multipliers set to 5 and -1 respectively. This means they gain 50 food and 5 health from eating raw meat.
  • Affinity Effectiveness Multiplier: Changing this parameter does not appear to have any effect.
  • Affinity Override (AO): This is how much affinity an item gives. High affinity results in more effective taming.
  • Stamina Effectiveness Multiplier: Likely works the same way as the other multipliers, but has no relevance to the taming process (at present).
  • Food Item Category: Set to 0 for all foods and dinos by default. Doesn't seem to affect anything.
  • Food Item Parent: The actual item these settings are for. Can be set to "parent" classes to affect multiple food items (such as berry_base, veggie_base or kibble_base).
  • Untamed Food Consumption Priority: Dinos will eat items with higher priority first.

"Extra Food Effectiveness Multipliers" work exactly the same way, with one important thing of note: while only one "affinity override" is used (from the extras), all multipliers stack. Meaning, if you set the food multiplier to 10 in the "main" half and to 10 for the same or child item in the "extra" half, the result will be a 100 multiplier. "Taming Affinity No Food Decrease Percentage Speed", found just below, sets how much affinity a dino loses per second when it has no food, in fractions of the required amount.

Creature Settings

Next we're looking at dinosaur specific settings. These are defined in a dino's respective Character_BP, found within their folders in PrimalEarth\Dinos. The fields relevant to our interests are:

  • Required Tame Affinity (also Per Base Level): Very simply, the amount of affinity points a dino needs to be tamed. If it's set to 100 +10 per level, a level 12 dino will need 220 affinity.
  • Tame Ineffectiveness by Affinity (IA): A modifier that controls the effectiveness of taming. The higher it is, the less effective taming is.
  • Taming Food Consume Interval: Default 1 for all dinos. Minimum delay (in seconds) for a dino to eat. Can only be used to make a dino eat more rarely as the minimal animation delay is more than 1 second.
  • Taming Ineffectiveness Modifier Increase by Damage Percent (ID): A multiplier for how much taming effectiveness will drop if you hit the dino while it is unconsicous. Shouldn't matter unless you mess up.

These are all the parameters that matter for sleeping taming. Now, taming a dinosaur has two variables: effectiveness and progress. The progress part is super simple: once the dino accumulates enough affinity from eating, it will be tamed. Effectiveness is a bit more difficult. It affects how many extra levels a dino will gain upon being tamed. The function is linear. Effectiveness is calculated as 1/(1 + IM*IA*N/AO + ID*D), where N is the number of food items eaten and D is damage dealt in percent of dino's max health. In case more than one type of food was used, the N/AO element becomes (N1/AO1 + N2/AO2) etc. IM is a base multiplier (see below).

Waking Tame

Now, how about those dinos you tame without knocking them out, like the dolphin or gigantopithecus? There are a few parameters specific to this type of taming:

  • Min Player Level for Waking Tame: The minimum level a player has to be to tame this dino.
  • Waking Tame Feed Interval: Similar to normal taming food interval, this is the minimum delay (in seconds) for feeding a dino you're taming.
  • Waking Tame Food Increase Multiplier: A multiplier for the food value of an item. Applied alongside the ones found in dino settings.
  • Waking Tame Affinity Decrease Food Percentage: The food threshold in percent at which a dino starts losing affinity.
  • Waking Tame Allow Feeding Food Percentage: The food threshold in percent at which a dino can be fed.
  • Waking Tame Food Affinity Multiplier (WA): A multiplier applied to an item's affinity.

Taming progress is exactly the same as for sleeping taming. The final formula is 1/(1 + IM*IA*N/(AO*WA)).

Food Consumption

One more thing to note is the speed at which a dino's hunger rises. This is defined in DinoCharacterStatusComponent found in PrimalEarth\CoreBlueprints. Specifically:

  • Base Food Consumption Rate: The amount of food (points) the dino consumes every second when idle.
  • Crouched/Prone Water Food Consumption Multiplier: How many times quicker a dino consumes food (since they don't use the water stat) when crouched or prone. Since dinos cannot crouch, this is set to 1 for all, and the "prone" position is them lying on the ground unconscious.

Food Consumption Multiplier: A base multiplier for all food consumption. Default is 1.

Waking Tame

Dinos tamed awake are more complex. They also have a basic multiplier to food consumption, but it also depends on what they are doing:

  • Waking Tame Food Consumption Rate Multiplier: How many times faster a dino's food is consumed when it is being tamed w/o being knocked unconscious.
  • Stamina Recovery Decrease Food Multiplier: Recovering stamina will increase food consumption by this % of base.
  • Stamina Consumption Decrease Food Multiplier: Using up stamina will increase food consumption by this % of base.
  • Health Recovery Decrease Food Multiplier: Regenerating health will increase food consumption by this % of base.

Also here are: TamingIneffectivenessMultiplier (IM): Base multiplier for ineffectiveness. Works the same as the other ones, except regardless of circumstances. MaxTamingEffectivenessBaseLevelMultiplier: How much effectiveness will boost dino level upon taming. 1 means twice the levels at 100% effectiveness. Default 0.5.

A final thing to note is that food items not defined in dino settings will automatically default to all values being 0, but whether they can be eaten or not is hard-coded elsewhere (you can force-feed meat to a herbivore with no effect, but you can't make a carrion eater consume cooked meat). Also, it would seem that consumables that do not affect food are exempt from this rule (since narcotic works fine w/o ever being mentioned).

P.S. For all "percent" values, 1.0 is actually 100% and not 1%.