ARK Breeding Guide
Pointers and information for the players who want to breed on our Cluster.
There is very little way that we as a cluster can get the stats online for the creatures, so in place of that we offer the following app that is useful for Breeding Plans.
These are the Settings on Our Cluster, for the Smart Breeder App:
Here is the Manual for using the Ark Smart Breeder App.
The first step of breeding is having two opposite sex creatures of the same species for mating. Original, Tek, Aberrant, X, R, PE, and other MODDED variants of creatures count as separate species, and as such, cannot be cross-bred. They must be bred with their own variant. "On our servers using a soul trap will show the creatures variant" Most creatures can be bred; those few that cannot are listed in this article, Sterile Creatures for more information. "On our servers using the s+ mutator pulses for assign gender, etc. Will make most creatures able to breed."
Always be prepared for having more than one baby to be born upon incubation/gestation completion. There is a 10% chance of twins, and a 2% chance of triplets.
It has been confirmed that there is no creature in the game capable of affecting chances of mutations, twins and triplets.
Warning! When a Dino is transferred between servers, a breeding Cool Down is added on both male and female. This does not affect Males unless you try to gender swap them at the mutator. All creatures can take up to 24 hours to be able to breed again depending on the transfer cooldown timer.
To maximize the stats of the offspring, specialized parents with a good value in few stats are needed. The more specialized a creature is in one stat, the higher it can be. To get a really good breed you need 6 creatures, each with a high upleveled (only the wild-leveling counts here) different stat. After at least 3 generations a creature with the best of the stats can be bred.
Below is a very good stat tool to help you decide if this a dino you want to capture. Be sure to set it for Jp's Server Tweaks Mod. and use the slider to set the dinos level. This works for both wild and bred dinos.
The spawn of two dinosaurs will inherit the "natural" stat levels of its parents. Natural stat levels are the levels in each stat after it has been tamed but before it gains any stats through leveling-up by a player. There is a 55% chance of inheriting the stronger stat of each parent. This means you have a certain percent chance of obtaining a 100% perfect (meaning with only the higher stats of both parents) creature from both parents from each mating.
The stat-values (not the stat-levels) of the offspring are calculated like for a creature that was just tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring can have higher values than its parents in stats that get a bonus from taming effectiveness (for most creatures this is Melee Damage and sometimes Food). See also Creature stats calculation for how the values are calculated from the stats.
Below is a tool for calculating how many females for your breeding process.
The resulting level of the baby is the sum of wild level-points (i.e. level of the creature directly after taming) spent in the inherited stats by its parents. Assume for example, that one (highly unusual) parent has only leveled up in Health 40 levels and nothing else, while the other parent leveled up only in weight 30 levels. If the baby happens to inherit these higher stats, it inherits 70 levelups giving it level 71 with its starting level. Other possibilities are a level 41 Baby with only health leveled up, a level 31 baby with only weight leveled up or a baby with level 1 and nothing leveled up.
The (practically impossible to reach) maximum of levels a baby can get would be 223 level ups (149 natural + 74 by taming bonus (TE of nearly 100%)) in each stat, with 7 stats summing up to level 1562 (223 level ups in 7 stats plus the starting level: 223 x 7 + 1 = 1562).
PLEASE NOTE: Once you have reached a Dino with 255 in each stat value. You realistically cannot add any more domestication level points into that specific stat. If done, the stat will revert to a LEVEL ONE DINO value in that stat. And you will lose all the value of months of breeding. (Thank you @KnowVandal for the science of the equation for The PACK servers.)
One would need to find an average of 2.863×10^188 number of any creature to get all 223 wild stats put into any specific stat, assuming all levels have the same chance of spawning [1/((1/7)^223)].
Note that the levels a wild animal wastes in the movement stat is remembered and passed on during breeding. Thus two siblings with seemingly identical stats might have different levels if one of them inherited a higher movement stat than the other. This has one practical advantage: a higher torpor level.
For this process it’s not important that after some time your male will have more then 20/20 mutations. As long as your female has 0-19/20 on the matrilineal side you can always get a mutation. The female dino provides a possible mutation and the male dino better stats.
Remember if both creatures have 20+/20 mutation in their respective side (male on patrilineal and female on matrilineal side) you can’t get a new mutation. This is when you move to the Unlimited Mutations Glitch described below.
The mutations counter is a 32 bit signed integer. If your pet has 1 mutation, in binary he has 00000001 mutations. If you mate them with another 1 mutation pet, he will have 2, or 00000010 mutations. If you inbreed that generation, you have: 00000010 + 00000010 = 00000100 mutations, or 4. Do it again, you have 00001000 mutations, or 8. As you can see, every doubling of mutations moves the 1 left. Now, for a little bit of computer fun, computers don't use the 32nd bit of a signed integer as a quantity, they use it as the positive or negative sign. 0 = positive. 1 = negative. So, what happens after our 31st generation of inbreeding? 01000000 00000000 00000000 00000000 (1,0731741,824 mutations) + 01000000 00000000 00000000 00000000 (1,0731741,824 mutations) = 10000000 00000000 00000000 00000000 ( -2,147,483,648 mutations) Yes, that is negative 2,147,483,648 mutations. (for computer math reference, negative 1 is binary all 1s, all 0s is the 'biggest' negative number) if you inbreed that generation, the 1 is pushed off the 32 bits containing the integer and we're back at 0.
So, what if we've got a super breeding line at its cap of 20 mutations? Well, simply inbreed them 28 generations, overflow the counter, and since a negative number is always less than 20 they can start to get mutations again.
Colors are defined as having a
ColorNameis just a string with a common name, like "Red", or "Blue". The
ColorValueis stored in the UE4 LinearColor format, containing 4 floats. These values are treated as being stored in the RGBa format where each float is represented as Red, Green, Blue, and alpha respectively. In reality, the colors are stored in an sRGB format and the "alpha channel" is currently unknown in it's use.
Hard coded color definitions include the
Nudecolor (reserved for index 0) with a value of
RGBa(0, 0, 0, 1)and the
Undefinedcolor (reserved for any index that has no associated definition) with a value of
RGBa(1, 1, 1, 1).
Note: You can't have a fully nude/non-colored dino. Ark core game logic thinks fully nude dinos are a new spawn, and triggers a full random color roll on all regions.
Each species is defined as having two color sets (one male, one female). These color sets are separate assets from the species themselves and define the default colors each creature can spawn with in the wild only. A color set contains the
ColorSetDefinitions, an array of 6 color set definition entries. Each entry contains a
RegionName, an array of
ColorEntryNames, and more recently
RegionNameis supposed to represent the region of a species the region would map to, however, it appears that the developers have used a cheat sheet of shorts that they just copy/paste from that sets the region name as something along the lines of
Dark All -Nnto correspond to the list of color entry names. The entry names contains a list of strings that correspond to the
ColorNamea creature can spawn with. The strings are then referenced against the Color Definitions Array when a creature is spawned. However, this list is prone to typos.
Event color sets, like the one used for Valentine's Day, work exactly the same way. The only exception is a creature will not naturally spawn with one of these specialty color sets. Part of the event code contains an override that any creature spawned will have a 10% chance of using the event color set as opposed to it's natural colors. [NOTE] New code has been introduced so that Unofficials can set the % higher on Event colors. As long as the event is active, newly spawned creatures will have a chance to use the event color set. Disabling the event does not remove the event colors.
As a reminder, color sets only apply to creatures that are not bred but instead either wild spawned or spawned with admin commands. They do not restrict mutation colors or the ability to manipulate the color region colors with commands or mods
When a mutation occurs, two things always happen; a stat is selected at random and 2 wild levels are added to the "chosen" parent's current stat level and the mutation counter is increased by 1 (over the originally calculated sum), and a color region is randomly selected to apply a random color to. This article will only cover the latter, see Mutations and You for further mutation information.
This region could have been any of the 6 used in Ark, even if that species doesn't make use of that region (it's not visible). Once a region has been chosen, a color within the current size of the color definitions array is chosen, completely at random. This color is chosen by doing
rand(num_of_color_defs) + 1, randomly selecting a value between 1 and the current number of color definitions in the array. This means that you cannot get the
Nudecolor and that you cannot get the dye colors on unmodded servers.
The random color has an equal chance of being a "vibrant" color as it does any other color. The code selects an index that corresponds to the colors listed in the definitions array. You can very easily end up with a color that your creature could have spawned with naturally or even the same color it had originally, it's all up to RNG.