They can be destroyed by the same means as any stone structure in Ark. One last thing to keep in mind is that the Metal Spiked Wall is not any more solid than a Stone structure. With that warning said they can be quite useful to add a little extra solidity to the outter wall or a nasty surprise inside your walls. The thing to remember is that you can hurt yourself and your Dino on these depending on server settings. Spiked Walls, especially the Wooden Spiked Walls aren't the costly to make and they can add that extra something special to your perimeter. Test and be prepared with extra resources just in case you have to add some additional space or move a few railings. They can be snap placed at 45 degree angles. Fence Foundations can be placed directly on the ground and snap to foundations and other fence foundations. One would first place a fence foundation down, and then place a section of wall on top. And if you're short on space you can also block your ability to place the turret itself. The Wooden Fence Foundation can be used for building walls around an area, such as for a pen to keep your dinos in. The trick here is that they can also block turrets from shooting down if you're not careful. Railings along the tops of the walls not only make it look more finished, they can also provide some extra protection. It looks kinda dumb, but the walls passing through like that ensure at least that it is sealed tight and because they don't stick out far enough to block the actual opening it won't be a problem. ![]() Also keep in mind that with the way snap points are setup on the Behemoth Gateway at this time you'll probably end up with your walls passing through a small portion of the gate as shown below. Keep in mind, the gap I show below is on fence foundations that had snapped together just fine. People shouldn't be able to glitch through a tiny visual gap, nor should wild Dinos be able to glitch through. There are cases where even if the corners snap together you'll still end up with a small visible gap. You'll want to make sure you keep your corners perfectly square and count out the sides exactly. If a segment is out just a hair it may not connect and may refuse to place. These walls have no smart snapping or shaping at this time. The corner to close the wall will need to match perfectly. I've taken the habbit of putting the gates into the gateways only once everything else is done. Should you run into problems building the walls etc, and then need to move that gate, it's expensive enough without having to demolish both parts. Another thing to keep in mind is that you may want to install the actual gates into the gateways as your last step. Opening the gate to come in or go out is usually not a problem. In practice at this time, however, I often find that I must dismount to close the gate after exiting. These gates are supposed to be usable while mounted. ![]() ![]() That part, at least,doesn't usually cause a problem. Once you have the gateway in place, the gate itself will just snap right into the gateway. I have found that standing where you want the inside to be, and looking out, is the best way to get the gate placed correctly. Make sure the outline is facing the direction you want before placing it. "Almost working" is just not good enough.It is often easiest to start by placing the gateway and gate. I don't want to replace w/ new vanilla components since those snaps are not refined yet and I could end up having to rebuild structures. The last issue I noticed is that structures like the S+ Tek Elevator show snap points but can't be placed on anything regardless of whether they're vanilla or S+. That issue affects walls, foundations, ceilings, and ramps, and it seems only occur when you're attempting to snap to an existing S+ structure. There's also issues with snap points being shown, but nothing actually getting placed when you attempt to, no matter how many times you retry placing it. Note: I should point out: this is only one issue, and so far, I've seen it affect ceilings, foundations, and pillars. The triangular/angled stuff aside, is anyone else having issues just snapping in square foundations to existing S+ square buildings? The incorrect placement seems to be tied to the user's camera position and rotation (and affects both S+ and vanilla foundations):
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