Breeding (Reprodução) é uma característica do jogo que permite aos jogadores produzir criaturas usando Dinosaur Eggs (ovos de dinossauro) com não mamíferos ou por gravidez com mamíferos. Os ovos não terão um proprietário até chocado, por isso é possível para roubar os ovos de outros jogadores. Uma vez chocados / carregado, dinos / mamíferos pode simplesmente ser reivindicado e não exigem que o tradicional violenta taming.
Uma vez que chocados você deve aparecer o seu nome. Isso basicamente afirma que o animal é seu.
- 1 Mecânica de Reprodução
- 2 Times for Breeding
- 3 Stats of the Offspring
- 4 References
Mecânica de Reprodução[editar | editar código-fonte]
Lista de creaturas reprodutoras[editar | editar código-fonte]
O primeiro passo é ter um casal de criatuaras da mesma espécie para ocorrer o acasalamento..
Todas criaturas são reprodutoras exceto anfíbios e peixes (serão possíveis em um futuro patch)
Mating Creatures[editar | editar código-fonte]
Next step is obtaining a fertilized egg/get a female pregnant. Players must first get two opposite-sex tamed creatures together and ensure that "Enable Wandering" to Mate is selected on both of them. Enable Wandering must be enabled on both creatures. Once they are close enough, a beating heart icon will appear over their heads, and a mating bar will appear on the female's HUD. The HUD will also indicate which creature they are mating with. Make sure they stay close together or the mating will stop. Once the mating bar is completed, the female will either drop a fertilized egg or start pregnancy by gestating.
Mating Wait Interval[editar | editar código-fonte]
The female won't be able to mate again until her mating wait interval has passed which for mammals appear after not during their pregnancy, which is indicated on her HUD. Males, however, can mate as often as needed. However mating a male with multiple females within certain amount of time gives each successive mated female a longer mating cooldown.
- REDIRECTPredefinição:Carece de fontes
Incubation[editar | editar código-fonte]
- Main article: Incubation
The fertilized egg itself only begins Incubation when dropped, not in Inventory. When dropped, a Fertilized Egg won't spoil, but to incubate it must be kept at a certain temperature range depending on the species (this also factors in insulation). If outside of this temperature range, it won't make incubation progress, and it will lose "Fertilized Egg Health" over time and be destroyed if zero. This is all indicated on the HUD when looking at a fertilized Egg, and its description also tells you its Parents.
- Use a heat source to regulate the egg's temperature. Standing Torch, Torch or Campfire work well. Its best however to use one or more Air Conditioner as they provide the necessary heat and also cool down the egg if the environmental temperature gets too high. Six Air Conditioners should work for all eggs but eight is ideal for when there is a heat/cold storm.
- Fertilized Eggs don't lose Egg Health while picked up, so you can keep them in your Inventory or in a preserving bin/refrigerator, if you are temporarily unable to achieve the appropriate temperature needed for Incubating. This can be very useful, if you settled in a region with extreme temperatures, it's especially difficult to cool an egg in a hot biome without an air conditioner, when it gets too hot.
- Incubation can be postponed by picking up the egg and placing it into a refrigerator or other container. The egg's health will not decrease while it is being stored.
Pregnancy[editar | editar código-fonte]
During the Gestation of Pregnancy keep the female constantly fed or the baby inside will die. During Gestation, females can consume up to twice the amount of food they would normally.
Claiming[editar | editar código-fonte]
Babies are unclaimed initially, so a player must "claim" them immediately after birth, otherwise they can be claimed by other players.
Caring For Babies[editar | editar código-fonte]
After the creature has hatched, it will have extremely low health and carrying capacity and food, so players will need to carefully feed and take care of them in their first moments of life, or they'll soon die. The creature must be fed by adding food to their inventory. Once they reach 10% of their maturation, they can eat from a Feeding Trough to ensure the creature has a sufficient food supply. Babies dynamically gain more HP, food capacity, and carrying capacity as they mature over time. You will need lots of food because the babies will eat very quickly, so stock up while the mother is pregnant/the egg is hatching.
Babies are not mountable and will flee from fights.
Wandering will be enabled by default, so you should remember disabling it immediately or take care that you don't lose track of your newborn.
It takes a long time for babies to mature and should only be attempted if you or your tribe have the time.
At this stage the breeding of carnivores dinos is fairly prohibitive. Some may look at the above statement and agree they have the time. For carnivores, it takes a minimum of 48 real hours to mature them. A full stack of meat will spoil every 13.3 real hours (20 x 40 mins) in the feeding trough, therefore to make sure you adequately feed your breeding dinos you will have to check every 13 hours to top up the meat bin to continue their development. Failure to do so will result in a lengthy development phase because of missed feeding. After progression to juvenile phase, you do not need to make sure they are constantly fed however not doing so will extend their development time. It is not the same issue with herbivores because a stack of 100 berries will last 66 real hours before spoiling, which is 2.7 days, a much more manageable time frame to have continuous development.
Always be prepared for having more than one baby dino to be born upon incubation/gestation (10% chance of twins, 2% chance of triplets).
Food Values[editar | editar código-fonte]
|Preferred Kibble||80 (53.33**)|
|Kibble made from prime jerky (excluding turtle kibble)||90|
|Raw Prime Meat||50|
|Cooked Prime Meat / Prime Meat Jerky||50|
|Cooked Meat / Cooked Meat Jerky||25|
*only for scorpions **Brontos only gain 53.33 food points from their preferred kibble (turtle egg)
Maturation Phases[editar | editar código-fonte]
Food consumption varies by the maturation progress dynamically (it is not a step every phase, but instead determined by something very close to this formula)
FoodPerSec = -2.49 * maturation% + 2.5
Note: This formula is not an exact number, due to the lack of precision when gathering data, this is only precise up to about 0.08 food per sec.
Use a calculator to determine the needed food and time: Crumplecorn
Notes[editar | editar código-fonte]
- To easily determine the progress for the creature you're taking care of divide the weight they can currently carry (the right number above their inventory) by the weight they can carry in total (in the bottom right corner with the other stats) and multiply by 100.
- To determine when the creature will hit the 10% (reaching the Juvenile stage) divide the maximum weight they can carry in total by 10. The result is the current weight.
- Example with maximum total weight 175: 175/10 = 17.5. When the babys current maximum weight hits 17.5 it will reach the 10% and be Juvenile.
- The food consumption rate appears to change with each stage of the maturation progress (at least for a wolf).
Times for Breeding[editar | editar código-fonte]
|Species||Incubation Temperature||Maturation Time [h:m]|| Breeding|
|Min (°C)||Max (°C)||Min (°F)||Max (°F)||Visual|| Time
|Maturation Time [h:m]|| Breeding|
Stats of the Offspring[editar | editar código-fonte]
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 70% 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) dino from both parents quite fast.
The stat-values of the offspring are calculated like for a creature that was just tamed with a 100% taming effectiveness with the taming effectiveness bonusses applied. This means that an offspring can have higher values as its parents in stats that gets a bonus depending on the 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.
Example[editar | editar código-fonte]
To understand this better, here is an example. Let's only look at the melee damage of a pair of Raptors. Assume they were just tamed with a taming efficiency of 70% and have both already 4 levels in melee damage. The value you can see as melee damage is according to the formula on Creature Stats Calculation, the newly added extra modifier (balancing update), and the stats of the raptors
Value = (BaseStat * ( 1 + LevelWild * IncreaseWild) + TamingBonusAdd * TamingBonusAddModifier) * (1 + TamingEfficiency * TamingBonusMult * TamingBonusMultModifier) Value = (100% * ( 1 + 4 * 5%) + 50% * 15%) * (1 + 70% * 40% * 45%) Value = 127.5% * 112.6% Value = 143.6%
The offspring inherits the values of its parents. But they don't inherit the plain value, but the levels the parents spend in the stats. So the offspring inherits 4 levels for its melee damage (as both parents have 4 levels in this case). To get the value of the melee damage of the offspring, we calculate it like before, but this time we use a taming efficiency of 100% (this is the way the game gives you another bonus if you breed creatures).
Value = (BaseStat * ( 1 + LevelWild * IncreaseWild) + TamingBonusAdd * TamingBonusAddModifier) * (1 + TamingEfficiency * TamingBonusMult * TamingBonusMultModifier) Value = (100% * ( 1 + 4 * 5%) + 50% * 15%) * (1 + 100% * 40% * 45%) Value = 127.5% * 118% Value = 150.5%
The offspring has like the parents 4 levels in melee damage, but with the higher taming-efficiency-bonus its value is 150.5% instead of 143.6%. The bonus is not much, but is clearly noticeable.
Amount of higher stats and chance of obtaining them when hatching[editar | editar código-fonte]
|Number of desired Stats||Probability [%]|
Finding the Best Parents[editar | editar código-fonte]
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.
Wild Stats Level-up
Type in values of a wild creature to see on which stats it's emphasized. Green values on a high-level creature are very good for breeding. If you have already tamed your creature you can try to recover the breeding-stats with this offline-tool: ARK Stats Extractor.
Note that wild creatures "waste" levelup-points by spending them in Movement Speed which does not improve this stat, so the total level displayed here may be less than the actual level of the creature. After the creature is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it hard to retrieve the levels on a tamed creature, so this tool is only for wild ones.
Level of the Offspring[editar | editar código-fonte]
The resulting level of the baby is the sum of wild level-points (i.e. level of the dino directly after taming) spend in the inherited stats by its parents. Assuming one parent has only leveled up in Health 40 levels and nothing else and 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 178 levelups (119 natural + 59 by taming bonus) in each stat, with 7 stats summing up to level 1247 (178 levelups in 7 stats plus the startinglevel: 178 x 7 + 1 = 1247).
If you are lucky you could get a level that is higher than wild dinos (179+).
References[editar | editar código-fonte]
|Building & Development||Building • Building Guides • Farming • Cooking • Electricity • Item Quality • Spoilage • Blueprints • Inventory • Tribes|
|Environment||Game Persistence • Temperature • Weather|
|Exploring||The Island • Flying • Swimming • Obelisks • Beacons • Biomes • Caves • Artifacts|
|Character||Character||Levels • Engrams • Emotes • Whistling|
|Attributes||Health • Stamina • Oxygen • Food • Water • Weight • Melee Damage • Movement Speed • Fortitude • Crafting Speed • Torpor|
|Creatures||Taming • Domestication • Breeding • Incubation • Base Creature Statistics • Base Damage • Calculation • Mate Boost|
|Game Modes||Survival of the Fittest • PvP • PvE|