Ark Rex Breeding Can't Get a Male Baby
" | Infant is built-in. Infant is killed. Baby is dinner. (Babies are proficient source of Prime Meat)... | „ |
~ Drake on Baby Creatures |
Breeding is a feature of ARK: Survival Evolved that allows players to breed improved creatures through Eggs with non-mammals and gestation with mammals. Eggs do not have an owner, and then it's possible to steal eggs laid by other survivors' creatures.
Newborn creatures are just claimed (imprinted on) and practice non require the usual taming processes associated with wild creatures. Anyone can claim a newborn. This must be done promptly, along with feeding it, every bit babies tin can die quickly from hunger.
Contents
- 1 Breeding Mechanics
- 1.1 Preparing Mating
- one.1.ane Mating Requirements
- 1.1.2 Mating Range While Wandering
- 1.2 Mating
- 1.2.1 Special Atmospheric condition of Mating
- 1.2.2 Mating Look Interval
- one.3 Incubation
- 1.three.1 Managing Temperature
- 1.3.1.1 Glued Eggs
- 1.three.1 Managing Temperature
- 1.4 Gestating
- 1.5 Claiming
- 1.6 Caring For Babies
- i.6.1 Caring for Baby Carnivores
- 1.half dozen.two Caring for Babies from Egg-simply Tames
- ane.6.iii Special Caring
- 1.6.three.1 Reaper King
- 1.6.3.2 Royal Griffin
- i.6.3.3 Beelzebufo
- 1.6.4 Food Values
- one.vii Maturation Phases & Nutrient Consumption
- 1.vii.1 Notes
- one.8 Imprinting
- 1.9 Sterile Creatures
- 1.1 Preparing Mating
- ii Times for Convenance
- three Stats of the Offspring
- 3.1 Example
- 3.two Corporeality of higher stats and chance of obtaining them when hatching
- three.3 Finding the Best Parents
- three.3.ane Wild Stats Level-upwardly
- 3.4 Level of the Offspring
- 3.iv.one Case
- 4 Notes/Trivia
- 5 External Video Tutorials
- 6 References
- 7 External links
Breeding Mechanics [ ]
Preparing Mating [ ]
The showtime step of convenance is having two opposite sex creatures of the same species for mating. Original, Tek, Aberrant, X, and R variants of creatures count as split species, and as such, cannot be cantankerous-bred. They must be bred with their own variant. Almost creatures tin be bred; those few that cannot are listed at the bottom of this commodity. Meet Sterile Creatures for more information.
E'er exist prepared for having more than one babe to exist built-in upon incubation/gestation completion. At that place is a 10% hazard of twins, and a 2% chance of triplets.[i]
Information technology has been confirmed that there is no creature in the game capable of affecting chances of mutations, twins and triplets.[2]
Mating Requirements [ ]
For creatures to successfully mate, they must exist:
- of aforementioned species
- of opposite sex activity (one male person and one female)
- within mating range of each other
- wandering or set to mate (Enable Wandering or Enable Mating must be enabled on both creatures)
- not following anything (Disable Following on both creatures)
- unburdened (the creatures must not be carrying so much weight they are unable to move)
- not mounted
- not spayed/neutered
- not having a mating cooldown (once mated females take a mating cooldown interval before they tin can mate over again, the cooldown tin can also be triggered when transferring the creature between Arks)
Mating Range While Wandering [ ]
If using the Enable Wandering method to allow for mating, then steps need to be taken to maintain the mating range, which varies between species and is loosely based on the size of the adult beast. If the mating pair wander outside the mating range, so mating is stopped and mating progress is reset.
Building a pen of a suitably small size to continue the wandering creatures within mating range of each other is one mutual approach.
Y'all tin can also employ the "Whistle Stop (All)" control ( U on PC). This halts all creatures within the area to cease moving, fifty-fifty ones that are enabled to wander. It'due south best to utilise the whistle every time the brute starts to move once more, or to prevent the creatures from ever moving, whistle constantly. While this method doesn't need a pen, it does need you or a tribe member to stay there and constantly whistle. This may exist more helpful if 1 survivor is constantly whistling not to move, and another survivor enables the creatures nearby to wander. In this way, you can achieve mass breeding in an surface area without ever building a pen, or moving creatures.
To initiate convenance of a pair by yourself, whistle both creatures to follow yous, and then enable wandering. Then, disable following on both. This prevents them from walking around in the meantime.
It is possible to utilize the Dino Leash, to restrict the range for mating. So no mating pen is needed.
If you lot do not desire to build a pen, whistle or use a leash; and so yous can simply use enable mating instead, this will make the creatures stand however and then they will offset to mate.
Mating [ ]
When the above conditions are all met, a small ruddy centre icon appears over the heads of the mating creatures, and a mating bar appears on the female's HUD (look at the female to reveal the HUD). The HUD as well indicates which animal they are mating with. Ensure the mating animals remain shut together, as otherwise the mating stops. Due to server lag and game mechanics, the mating bar does not continuously update in real time. Additionally, mating multiple females to a single male at the same time tin brand this worse. Patience is advised as the bar moves in leaps and bounds.
Once the mating bar is completed, non-mammalian females drop a single fertilized egg , and mammalian females start gestating.
If there are too many tamed creatures in the server or in the tribe, the pair will refuse to mate until there is a complimentary spot.
Special Conditions of Mating [ ]
Some of the creatures will only mate when sure weather are given.
Mating Look Interval [ ]
Females cannot mate again until a mating wait interval has passed (Cryofreezing them will still continue the mating interval cooldown). This interval is indicated on their HUD.
The mating interval starts after the brute has laid the egg or gestation has completed. The mating interval is too started for female creatures that are transferred betwixt servers. Males can mate at any time.
Incubation [ ]
- Main commodity: Incubation
The fertilized egg itself only begins Incubation when dropped onto the floor/basis or placed correctly in an Egg Incubator (Genesis: Office 2). When incubating, a Fertilized Egg must exist kept at a certain temperature range depending on the species (this also factors in insulation). If outside of this temperature range, incubation won't make progress, and it loses "Fertilized Egg Health" over fourth dimension and is destroyed if this reaches nil. This is all indicated on the HUD when looking at a Fertilized Egg, along with its parents.
You can ever "pause" the incubation by picking up the egg and putting information technology in a Refrigerator, Preserving Bin or other Inventory.
The following eggs are an exception due to the nature of how information technology is obtained (no health loss in inadequate temperature expanse):
If there are too many tamed creatures in the server or in the tribe, the egg will proceed to incubate with no timer information, but letting it hatch volition not yield a babe.
Managing Temperature [ ]
The best method to ensure eggs are at an appropriate temperature for incubation is through insulation. Utilize 1 or more Air Conditioner, Dimetrodon, Kairuku or Otter. Six Air Conditioner should work for all eggs merely eight is ideal for when there is a heat/cold storm. You might need up to 14 or more Air Conditioners for larger eggs such as the Giganotosaurus, or the Wyvern in Scorched Earth or Ragnarok. The Rock Drake in Aberration requires at least fifteen Air Conditioners due to its very common cold incubation requirement. Whereas the Deinonychus from Valguero needs a crude 23 Air Conditioners in the snow because of its extreme rut required.
With the release of Genesis: Office 2, the introduction of the Egg Incubator (Genesis: Part 2) allows for yet some other way to incubate eggs.
Some other fashion is to tame a handful of Dimetrodon. These seemingly useless finned creatures are actually one of the best sources of insulation in the entire game. The higher their melee damage, the higher their insulation bonus is; at ~m melee damage, it can fifty-fifty raise Wyvern eggs. The insulation effect stacks with other Dimetrodons, so if one isn't enough to practice the job, try two, or 3, or more. Far cheaper to maintain than the expensive air conditioners, these guys are mobile and only need meat, compared to the stationary air conditioner that as well needs electricity to run. However, everything has its drawbacks: the Dimetrodon is slow and difficult to transport on foot; they are hard to tame due to where they spawn and their fast torpor drop. However, it is worth the risk, peculiarly on Aberration, where Rock Drake Egg would ordinarily crave many air conditioners.
At the beginning of the game, when the Air Conditioner or Dimetrodon are non nevertheless available, use a heat source to regulate the egg's temperature. Continuing Torch, Torch, Campfire, Industrial Cooker, and stone fireplace work well. Even so, they all have the downside of providing negative Heat Tolerance, making careful management necessary, or going to colder areas to brand the gap between cold resistance and heat resistance bigger. Yous may need four or more torches, depending on the biome and the egg.
Since temperature gradients tin be very extreme betwixt regions, hands reaching 20 °C or more than, you lot can endeavour and detect a nearby biome where the temperature is closer to the eggs' platonic point; this is usually in the biome that spawned the animal. Early in the game, it is easier to find a biome that is besides cold (e.g. almost the coast) and heat the egg with torches, rather than trying to cool down a hot biome.
Equally Fertilized Eggs don't lose Egg Wellness in an inventory, and spoil incredibly slowly, you can keep them in your Inventory or in a preserving bin/refrigerator until able to achieve the appropriate temperature needed for Incubating. This tin can exist very useful if you settled in a region with farthermost temperatures every bit it'due south particularly hard to cool an egg in a hot biome without an air conditioner when information technology gets too hot.
Glued Eggs [ ]
While most creature's egg can be moved to its suitable location if the required temperature for incubation is not suited at its current location, some of the eggs cannot be moved one time laid due to its glued nature. As such, females of the following eggs must lay their eggs at locations that allows incubation without causing complications:
Gestating [ ]
During gestation, females can eat up to twice the amount of food they would normally. Ensure the expectant female parent has access to plenty of food during gestation to avoid losing the infant.
The baby will need immediate attending to survive, so be sure to be at that place at the fourth dimension the gestation ends.
Trying to put a gestating mother into a cryopod volition terminate the pregnancy.
Challenge [ ]
Babies are hatched/built-in unclaimed, and then a survivor must "claim" them immediately after birth by getting close to them, looking correct at them, and pressing the "use" key ( E , , ) to imprint them, otherwise they can be claimed by other survivors. The simply exception is the Reaper Male monarch, which can only be claimed by the survivor who "gave birth" to information technology; no other survivor including the birthgiver'due south tribe mates can claim it.
Warning: Pets assault aggressive assail unclaimed creatures every bit shortly every bit they are hatched/born. Whistle "Passive" or claim babies quickly to avert this. Also Tek Shields will 'shunt' unclaimed babies out of their radius.
- As of 264.5, Auto Turrets and Found Species Ten set to "Players and Tamed Creatures" will NOT assail unclaimed creatures afterwards they are hatched/born. You can safely place turrets inside a hatching pen without fearing for babies' lives.
If babies are not very promptly claimed and then fed they tin can quickly die from hunger.
Y'all tin can control the hatch timing of fertilized eggs using a Preserving Bin or Fridge. This is not an option for live birth creatures, and then make sure to time the mating and gestation accordingly.
Caring For Babies [ ]
Young animals accept pregnant fourth dimension and intensive care, especially during the "Babe" stage; if you're busy, don't brood your creatures right abroad. Alternately, y'all tin but put the newborn baby into a cryopod for later. Most creatures will crave the better part of a weekend to raise.
New babies follow the nearest survivor if i is within a reasonable range, then survivors will probably want to disable these settings. New babies have extremely low health, conveying chapters and food, so survivors need to advisedly feed and accept care of them in their first moments of life, or they'll soon dice. The fauna must be fed by adding food to their inventory. One time they reach Juvenile phase of their maturation (ten.1%) they can eat from a Feeding Trough or Tek Trough to ensure the brute has a sufficient food supply. The maturation progress and phase is shown when looking at the creature.
Babies dynamically gain more HP, food chapters, and carrying capacity as they mature over time. They need lots of food because the babies eat very speedily, so stock up beforehand while the mother is meaning/the egg is incubating.
Babies are non mountable and flee from fights. Mounts that tin can deport creatures (e.g. the Argentavis) tin can conduct babies, which allows y'all to quickly reposition the little ones if needed.
The Procoptodon and the Maewing are 2 creatures that can aid with raising babies.
It takes a long fourth dimension for babies to mature; convenance should only be attempted if you or your tribe take the time. As the baby grows, y'all will be able to leave the baby solitary for longer and longer periods of fourth dimension. I skillful utilise of a survivor'south fourth dimension at this phase might be crafting kibble for imprinting. If you will be imprinting, the baby might asking any of half-dozen different kibbles (on PC and Console) or xv different kibbles (on Mobile), and then make sure y'all accept them on manus.
Caring for Baby Carnivores [ ]
Baby carnivores are specially difficult to raise every bit information technology takes a minimum of 48 real hours to mature them, and a stack of meat spoils every 26.6 existent hours (40 x forty mins) in the feeding trough. Therefore their feeding trough must be topped up every 26 hours to continue their evolution. Failure to do so could consequence in starvation to decease. Past using Fish Meat, this time is doubled to 53,3 hours (40 x 80 mins), although Raw Fish Meat is only half as nutritious as Raw Meat, so babies volition demand twice as much meat. Creatures* will consume food with the lowest food value starting time (see food tabular array below), thus fish meat before raw meat, so mixing the two will result in the longer keeping fish meat being eaten first. After progression to Juvenile phase, the creatures can consume from a trough, but will starve if not fed.
This is less of an issue for herbivores, because a stack of 100 berries lasts 66 real hours (ii.7 days) before spoiling, a much more than manageable interval. Remember not to endeavour and feed the babies with stim or narcoberries because they won't eat them.
*Few creatures, similar Baryonyx and Pelagornis will eat Raw Fish Meat before Cooked Fish Meat and they only consume fish meat. Similarly, their offspring will only eat raw fish meat until reaching machismo.
The apply of a powered Tek Trough that tin can store more items and acts like a fridge extending the spoil time is recommended.
Caring for Babies from Egg-only Tames [ ]
Babies hatched from Egg-only taming (with the exception of Deinonychus) only takes a specific food until they fully matures. While their food drops down slower than other babies, feeding them with their usual food will not replenish their nutrient.
Special Caring [ ]
Some babies require special caring. Effects can be disastrous if non cared for properly.
Reaper King [ ]
This section is nearly content sectional to the DLC: Abnormality |
For details on taking intendance of infant Reaper Male monarch or how to obtain them, check its ain article. Reaper King babies will assail any dino and any survivor around if it is able to accomplish towards them and will be constantly on wander (with no options to stop wandering or follow target). Information technology volition not attack the nascency giver with Reaper Pheromone Gland upshot. Once it reaches Juvenile however, it will terminate randomly attacking and tin can be ordered like every other baby.
Whenever the infant attacks an entity, a portion of its nutrient volition be lost.
Majestic Griffin [ ]
This department is virtually a feature exclusively available on Mobile |
Baby Griffins prefer to be secure to feel safe. While it feels insecure, it volition reject to eat food from inventory or trough. For it to feel secure, it must be close to its mother based on the electric current antecedent, or a female griffin with the aforementioned surname as the baby.
Beelzebufo [ ]
Until adulthood maturity, Beelzebufo babies must always be kept inside water. Any try to pull it out even as Adolescent volition hands kill information technology.
Food Values [ ]
Carnivores will only swallow meat, while herbivores will only eat berries. During the infant phase, you take to manus feed the baby until it reaches the juvenile phase. This tin can have quite a long fourth dimension so exist prepared and have time to sit around feeding a infant.
Food | Nutrient-Value |
---|---|
Preferred Kibble | 80 (53.33*) |
Kibble fabricated from Prime Meat Jerky (excluding Carbonemys kibble) | 90 |
Other Kibble | 60 |
Raw Prime Meat / Raw Meat / Raw Mutton | 50** |
Spoiled Meat | 50*** |
Cooked Prime Meat / Prime number Meat Hasty | 50 |
Crops | 40 |
Mejoberries | 30 |
Cooked Meat / Cooked Meat Jerky | 25 |
Raw Prime Fish Meat / Cooked Prime Fish Meat / Raw Fish Meat | 25 |
Other Berries | 20 |
Cooked Fish Meat | 12 |
* Brontos simply gain 53.33 food points from their preferred Kibble (Carbonemys Egg)
** some creatures take unlike values for raw meat, eastward.g. the Bloodstalker gains but x for each raw meat.
*** but for Scorpions, Vultures and Mantis.
Maturation Phases & Nutrient Consumption [ ]
Maturation Progress | Phase |
---|---|
0%-x% | Baby |
10%-50% | Juvenile |
50%-100% | Boyish |
Food consumption by babies is very large and varies by the maturation progress dynamically past the following formula:
FoodPerSec = R * (1 - maturationRatio) , with R = basic food drain rate
The basic food bleed charge per unit varies per brute. For example, this value for a Rex baby is around R=one.xvi, while the Bloodstalker has a base food drain rate of R=0.785 (further measurements needed for other creatures).
The Rock Drake has a bones food bleed of R = 0.i, other special creatures similar Wyvern and Magmasaur may take an equivalent nutrient consumption (non tested yet).
Note: This formula is an estimation and may not requite exact numbers (the error is around 5%). `maturationRatio` is the maturation percentage divided by 100.
Some Perspective: For only one baby Rex (recollect you could have twins or triplets) on an unmodified server, it volition take roughly 96 stacks of raw meat (stack size twoscore) to achieve adult phase, and then be sure to have plenty on manus before the baby is born!
Use a calculator to determine the needed food and fourth dimension, e.k.[3]
Notes [ ]
- Each animal seems to take a dissimilar food consumption rate that appears to change with each stage of the maturation progress (at least for wolves and Dodos).
Imprinting [ ]
Imprinting is a mode to improve the stat-values of a bred animate being. It requires i of 3 interactions (giving specific kibble, cuddling or walking) every eight* hours. But a single player tin imprint a newborn baby (whoever claims it first). There is no penalty for not imprinting, but no proceeds either. Any imprinting washed is permanent. Accumulated imprinting values will not be lost if you miss an imprint.
If this player manages to treat the babe during the unabridged maturation, the creature's base of operations stats before modifications will be increased past 20% and, when ridden by the imprinter, it will also gain 30% increased damage and damage resistance.
* The fourth dimension between imprint and the amount of banner gained per imprint can change if an event is happening. Go along an centre out on the HUD for when the next imprint is required.
Sterile Creatures [ ]
All tameable creatures are breedable except for:
Despite in-game showing the Reaper King as breedable, information technology is incommunicable due to how they are "tamed", with the added fact they are shown every bit genderless.
In ARK: Survival Evolved Mobile, Regal Griffin has gender and tin be bred. However, they will only mate with members of the same house (they must have the aforementioned 2-3 concluding letters in their names).
Times for Convenance [ ]
Species | Incubation Temperature | Maturation Time [(d) h:m] | Mating Interval [h:chiliad] | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Celsius (°C) | Fahrenheit (°F) | Visual | Fourth dimension [h:one thousand] | Baby | Juvenile | Adolescent | Total | ||||
Min | Max | Min | Max | ||||||||
Allosaurus | 26 | 32 | 79 | xc | 1:39 | iv:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Anglerfish | -75 | 75 | -103 | 167 | 4:59 | iii:42 | fourteen:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Ankylosaurus | sixteen | 20 | 61 | 68 | 2:37 | 4:52 | xix:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Araneo | four | 12 | 39 | 54 | i:25 | 2:30 | 10:00 | 12:30 | 1d 01:01 | eighteen:00–48:00 | |
Archaeopteryx | 16 | 20 | 61 | 68 | 2:37 | 1:32 | six:10 | seven:42 | 15:25 | xviii:00–48:00 | |
Argentavis | 12 | 13.5 | 54 | 56 | 2:56 | 5:26 | 21:47 | 1d 03:13 | 2nd 06:27 | 18:00–48:00 | |
Arthropluera | eighteen | 22 | 64 | 72 | 2:29 | 5:08 | xx:34 | 1d 01:43 | 2d 03:26 | eighteen:00–48:00 | |
Baryonyx | 29 | 35 | 84 | 95 | 1:59 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Beelzebufo | 0 | 50 | 32 | 122 | 4:59 | 3:42 | xiv:48 | 18:31 | 1d thirteen:02 | 18:00–48:00 | |
Bloodstalker | 27 | 30 | 81 | 86 | 2:56 | 5:26 | 21:47 | 1d 03:xiii | 2d 06:27 | eighteen:00–48:00 | |
Brontosaurus | 28 | 31 | 82 | 88 | 4:59 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | eighteen:00–48:00 | |
Carbonemys | 30 | 34 | 86 | 93 | 1:14 | 2:18 | ix:xv | 11:34 | 23:08 | 18:00–48:00 | |
Carnotaurus | 26 | 32 | 79 | 90 | 1:39 | 4:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Compy | 24 | 32 | 75 | ninety | 0:49 | 2:06 | 8:25 | 10:31 | 21:02 | eighteen:00–48:00 | |
Crystal Wyvern | 75 | 85 | 167 | 185 | 4:59 | 9:15 | 1d xiii:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Deinonychus | eighty | 90 | 176 | 194 | 4:59 | 3:42 | 14:48 | 18:31 | 1d xiii:02 | 18:00–48:00 | |
Dilophosaur | 28 | 32 | 82 | 90 | i:08 | 2:06 | 8:25 | ten:31 | 21:02 | 18:00–48:00 | |
Dimetrodon | 30 | 34 | 86 | 93 | ii:29 | iv:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Dimorphodon | 35 | 38 | 95 | 100 | one:21 | 2:30 | 10:00 | 12:30 | 1d 01:01 | xviii:00–48:00 | |
Diplocaulus | 0 | 50 | 32 | 122 | iv:59 | 3:42 | 14:48 | eighteen:31 | 1d 13:02 | 18:00–48:00 | |
Diplodocus | 26 | 29 | 79 | 84 | 4:59 | 9:15 | 1d 13:02 | 1d 22:17 | 3d xx:35 | 18:00–48:00 | |
Dodo | 22 | 30 | 72 | 86 | 0:49 | 1:32 | vi:10 | seven:42 | 15:25 | xviii:00–48:00 | |
Electrophorus | 0 | l | 32 | 122 | four:59 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Featherlight | 29 | 32 | 84 | 90 | 1:39 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | xviii:00–48:00 | |
Gallimimus | 24 | 28 | 75 | 82 | 1:25 | 2:38 | 10:34 | thirteen:13 | 1d 02:27 | xviii:00–48:00 | |
Giganotosaurus | 43 | 44 | 109 | 111 | 2d 01:59 | 1d 00:23 | 4d 01:35 | 5d 01:59 | 10d 03:59 | 18:00–48:00 | |
Glowtail | 30 | 34 | 86 | 93 | 2:29 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Hesperornis | 22 | 30 | 72 | 86 | 1:30 | 2:48 | 11:thirteen | 14:01 | 1d 04:03 | 18:00–48:00 | |
Ichthyornis | 29 | 32 | 84 | xc | 1:39 | 3:42 | 14:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Iguanodon | 24 | 28 | 75 | 82 | i:25 | four:37 | 18:31 | 23:08 | 1d 22:17 | xviii:00–48:00 | |
Kairuku | 22 | 30 | 72 | 86 | one:thirty | 2:48 | 11:13 | xiv:01 | 1d 04:03 | 18:00–48:00 | |
Kaprosuchus | 29 | 35 | 84 | 95 | 1:59 | iii:42 | 14:48 | xviii:31 | 1d 13:02 | 18:00–48:00 | |
Kentrosaurus | 24 | xxx | 75 | 86 | ii:46 | five:08 | 20:34 | 1d 01:43 | second 03:26 | 18:00–48:00 | |
Lymantria | 35 | 38 | 95 | 100 | ane:30 | 3:05 | 12:20 | xv:25 | 1d 06:51 | 18:00–48:00 | |
Lystrosaurus | 24 | 28 | 75 | 82 | 0:49 | 1:32 | 6:10 | vii:42 | 15:25 | 18:00–48:00 | |
Maewing | 22 | 26 | 72 | 79 | i:25 | four:37 | 18:31 | 23:08 | 1d 22:17 | 36:00–96:00 | |
Magmasaur | xc | 110 | 194 | 230 | 4:59 | xviii:31 | 3d 02:04 | 3d xx:35 | 7d 17:eleven | 18:00–48:00 | |
Mantis | 35 | 38 | 95 | 100 | 2:46 | 5:26 | 21:47 | 1d 03:13 | 2d 06:27 | 18:00–48:00 | |
Megachelon | -75 | 75 | -103 | 167 | four:59 | nine:xv | 1d 13:02 | 1d 22:17 | 3d twenty:35 | 18:00–48:00 | |
Megalania | 29 | 35 | 84 | 95 | 1:59 | iii:42 | fourteen:48 | 18:31 | 1d thirteen:02 | 18:00–48:00 | |
Megalosaurus | 26 | 32 | 79 | 90 | one:39 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Microraptor | 24 | 28 | 75 | 82 | 1:25 | 5:26 | 21:47 | 1d 03:xiii | second 06:27 | xviii:00–48:00 | |
Morellatops | 22 | 28 | 72 | 82 | ii:29 | iii:05 | 12:twenty | 15:25 | 1d 06:51 | xviii:00–48:00 | |
Moschops | xvi | 20 | 61 | 68 | two:37 | 4:52 | nineteen:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Oviraptor | 26 | 30 | 79 | 86 | 1:08 | 2:06 | viii:25 | ten:31 | 21:02 | xviii:00–48:00 | |
Pachy | 24 | 28 | 75 | 82 | 1:25 | 2:38 | x:34 | xiii:13 | 1d 02:27 | 18:00–48:00 | |
Pachyrhinosaurus | 22 | 28 | 72 | 82 | 2:29 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Parasaur | 24 | 28 | 75 | 82 | 1:25 | 2:38 | 10:34 | 13:thirteen | 1d 02:27 | 18:00–48:00 | |
Pegomastax | 28 | 32 | 82 | ninety | one:08 | 3:05 | 12:xx | 15:25 | 1d 06:51 | eighteen:00–48:00 | |
Pelagornis | 29 | 32 | 84 | 90 | 1:39 | three:42 | 14:48 | xviii:31 | 1d 13:02 | 18:00–48:00 | |
Pteranodon | 29 | 32 | 84 | xc | 1:39 | three:42 | 14:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Pulmonoscorpius | 12 | xvi | 54 | 61 | 1:59 | 3:42 | 14:48 | 18:31 | 1d thirteen:02 | 18:00–48:00 | |
Quetzal | five | 6 | 41 | 43 | 16:39 | 13:13 | 2d 04:54 | 2d xviii:08 | 5d 12:xvi | eighteen:00–48:00 | |
Raptor | twenty | 28 | 68 | 82 | one:59 | 3:42 | xiv:48 | 18:31 | 1d thirteen:02 | eighteen:00–48:00 | |
Rex | 32 | 34 | xc | 93 | 4:59 | nine:fifteen | 1d 13:02 | 1d 22:17 | 3d xx:35 | 18:00–48:00 | |
Rock Drake | -ninety | -eighty | -130 | -112 | six:14 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Sarco | xxx | 34 | 86 | 93 | two:29 | four:37 | eighteen:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Snow Owl | 12 | thirteen.5 | 54 | 56 | 2:56 | 5:26 | 21:47 | 1d 03:thirteen | 2d 06:27 | eighteen:00–48:00 | |
Spino | thirty | 32 | 86 | xc | 3:50 | vii:07 | 1d 04:29 | 1d 11:36 | 2nd 23:13 | 18:00–48:00 | |
Stegosaurus | 22 | 28 | 72 | 82 | 2:46 | 5:08 | xx:34 | 1d 01:43 | 2d 03:26 | eighteen:00–48:00 | |
Tapejara | 29 | 32 | 84 | 90 | 1:39 | v:26 | 21:47 | 1d 03:13 | second 06:27 | xviii:00–48:00 | |
Tek Parasaur | 24 | 28 | 75 | 82 | ane:25 | ii:38 | x:34 | 13:13 | 1d 02:27 | 18:00–48:00 | |
Tek Quetzal | five | 6 | 41 | 43 | sixteen:39 | thirteen:13 | 2d 04:54 | second eighteen:08 | 5d 12:16 | 18:00–48:00 | |
Tek Raptor | 20 | 28 | 68 | 82 | 1:59 | 3:42 | xiv:48 | 18:31 | 1d 13:02 | 18:00–48:00 | |
Tek King | 32 | 34 | 90 | 93 | four:59 | 9:xv | 1d xiii:02 | 1d 22:17 | 3d 20:35 | xviii:00–48:00 | |
Tek Stegosaurus | 22 | 28 | 72 | 82 | 2:46 | 5:08 | 20:34 | 1d 01:43 | 2d 03:26 | 18:00–48:00 | |
Tek Triceratops | 22 | 28 | 72 | 82 | 2:29 | four:37 | eighteen:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Terror Bird | 20 | 28 | 68 | 82 | 1:59 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Therizinosaur | 26 | 32 | 79 | 90 | 1:39 | xi:34 | 1d 22:17 | 2d 09:52 | 4d 19:44 | 18:00–48:00 | |
Thorny Dragon | 22 | 28 | 72 | 82 | ii:29 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00–48:00 | |
Triceratops | 22 | 28 | 72 | 82 | 2:29 | 4:37 | eighteen:31 | 23:08 | 1d 22:17 | 18:00–48:00 | |
Troodon | 28 | 32 | 82 | 90 | 1:08 | ii:06 | 8:25 | 10:31 | 21:02 | 18:00–48:00 | |
Tropeognathus | 29 | 32 | 84 | ninety | 1:39 | five:26 | 21:47 | 1d 03:thirteen | 2d 06:27 | 18:00–48:00 | |
Tusoteuthis | 0 | 50 | 32 | 122 | 4:59 | 18:31 | 3d 02:04 | 3d twenty:35 | 7d 17:11 | eighteen:00–48:00 | |
Velonasaur | 28 | 32 | 82 | 90 | 1:08 | 4:37 | 18:31 | 23:08 | 1d 22:17 | xviii:00–48:00 | |
Voidwyrm | fourscore | xc | 176 | 194 | 4:59 | nine:xv | 1d 13:02 | 1d 22:17 | 3d 20:35 | eighteen:00–48:00 | |
Vulture | 35 | 38 | 95 | 100 | one:21 | 2:xxx | 10:00 | 12:30 | 1d 01:01 | 18:00–48:00 | |
Wyvern | 80 | 90 | 176 | 194 | 4:59 | 9:15 | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00–48:00 | |
Yutyrannus | 32 | 34 | xc | 93 | iv:59 | eighteen:31 | 3d 02:04 | 3d twenty:35 | 7d 17:11 | 18:00–48:00 |
Species | Pregnancy [h:m] | Maturation Time [(d) h:m] | Mating Interval [h:grand] | |||
---|---|---|---|---|---|---|
Infant | Juvenile | Adolescent | Total | |||
Achatina | 7:56 | 9:fifteen | 1d xiii:02 | 1d 22:17 | 3d 20:35 | eighteen:00-48:00 |
Astrodelphis | vii:56 | 5:26 | 21:47 | 1d 03:thirteen | 2d 06:27 | 18:00-48:00 |
Basilosaurus | vii:56 | 11:34 | 1d 22:17 | 2d 09:52 | 4d 19:44 | eighteen:00-48:00 |
Bulbdog | iv:10 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Castoroides | seven:56 | vi:10 | 1d 00:41 | 1d 06:51 | 2d xiii:43 | xviii:00-39:40 |
Chalicotherium | 7:56 | 8:13 | 1d 08:55 | 1d 17:09 | 3d 10:xviii | 18:00-48:00 |
Daeodon | vii:56 | iv:52 | xix:29 | 1d 00:21 | second 00:43 | xviii:00-48:00 |
Dire Bear | iii:58 | four:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Direwolf | four:10 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Doedicurus | iv:57 | 5:47 | 23:08 | 1d 04:56 | 2nd 09:52 | 18:00-48:00 |
Dunkleosteus | 7:56 | 8:13 | 1d 08:55 | 1d 17:09 | 3d 10:eighteen | 18:00-48:00 |
Equus | 7:56 | four:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Ferox | 9:55 | 9:xv | 1d 13:02 | 1d 22:17 | 3d twenty:35 | 18:00-48:00 |
Gacha | 7:56 | xi:34 | 1d 22:17 | second 09:52 | 4d 19:44 | eighteen:00-48:00 |
Gasbags | vii:56 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Gigantopithecus | vi:36 | 7:42 | 1d 06:51 | 1d fourteen:34 | 3d 05:09 | 18:00-48:00 |
Hyaenodon | 3:58 | iv:37 | eighteen:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Ichthyosaurus | 7:56 | 5:47 | 23:08 | 1d 04:56 | second 09:52 | 18:00-48:00 |
Jerboa | ii:38 | ii:06 | 8:25 | ten:31 | 21:02 | 18:00-48:00 |
Mammoth | 7:56 | eight:13 | 1d 08:55 | 1d 17:09 | 3d 10:18 | 18:00-48:00 |
Managarmr | three:58 | 9:fifteen | 1d 13:02 | 1d 22:17 | 3d xx:35 | xviii:00-48:00 |
Manta | 7:56 | 3:42 | 14:48 | 18:31 | 1d 13:02 | eighteen:00-48:00 |
Megaloceros | 6:06 | 7:07 | 1d 04:29 | 1d 11:36 | 2d 23:13 | 18:00-48:00 |
Megalodon | 6:06 | 7:07 | 1d 04:29 | 1d xi:36 | 2d 23:thirteen | xviii:00-48:00 |
Megatherium | vii:56 | ix:fifteen | 1d 13:02 | 1d 22:17 | 3d 20:35 | 18:00-48:00 |
Mesopithecus | 2:38 | 3:05 | 12:20 | fifteen:25 | 1d 06:51 | 18:00-48:00 |
Mosasaurus | 7:56 | 18:31 | 3d 02:04 | 3d 20:35 | 7d 17:11 | xviii:00-48:00 |
Onyc | 3:58 | 2:48 | xi:13 | xiv:01 | 1d 04:03 | eighteen:00-48:00 |
Otter | 7:56 | two:06 | eight:25 | 10:31 | 21:02 | xviii:00-39:40 |
Ovis | 4:10 | 4:52 | nineteen:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Paraceratherium | 7:56 | 9:15 | 1d thirteen:02 | 1d 22:17 | 3d 20:35 | xviii:00-48:00 |
Phiomia | 9:55 | iv:52 | 19:29 | 1d 00:21 | 2d 00:43 | eighteen:00-48:00 |
Plesiosaur | 7:56 | 11:34 | 1d 22:17 | 2nd 09:52 | 4d 19:44 | 18:00-48:00 |
Procoptodon | 3:58 | 4:37 | xviii:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Purlovia | 4:ten | iv:52 | 19:29 | 1d 00:21 | 2nd 00:43 | 18:00-48:00 |
Ravager | 4:ten | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Reaper Rex | 12:00 | 7:42 | 1d 06:51 | 1d 14:34 | 3d 05:09 | - |
Roll Rat | 4:57 | 5:47 | 23:08 | 1d 04:56 | 2d 09:52 | 18:00-48:00 |
Sabertooth | 4:10 | four:52 | xix:29 | 1d 00:21 | 2d 00:43 | 18:00-48:00 |
Shadowmane | 2:23 | 4:52 | 19:29 | 1d 00:21 | 2d 00:43 | eighteen:00-48:00 |
Shinehorn | 4:x | 4:52 | xix:29 | 1d 00:21 | second 00:43 | 18:00-48:00 |
Thylacoleo | 4:10 | iv:52 | nineteen:29 | 1d 00:21 | 2d 00:43 | eighteen:00-48:00 |
Unicorn | vii:56 | 4:37 | 18:31 | 23:08 | 1d 22:17 | 18:00-48:00 |
Woolly Rhino | 3:58 | 5:47 | 23:08 | 1d 04:56 | second 09:52 | 18:00-48:00 |
Stats of the Offspring [ ]
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 earlier it gains whatsoever stats through leveling-up by a player. At that place is a 55% run a risk of inheriting the stronger stat of each parent. This ways you lot have a certain percent run a risk of obtaining a 100% perfect (significant with simply 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 but tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring tin have college values than its parents in stats that go a bonus from taming effectiveness (for most creatures this is Melee Impairment and sometimes Nutrient). See also Brute stats calculation for how the values are calculated from the stats.
Example [ ]
To understand this ameliorate, here is an example. Let'due south only look at the melee damage of a pair of Raptors. Presume they were just tamed with a taming effectiveness of seventy% and have both already 4 levels in melee damage. The value you can run across as melee damage is co-ordinate 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) × (one + TamingEffectiveness × 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. Only they don't inherit the manifestly value, but the levels the parents spend in the stats before existence leveled up by a histrion. So the offspring inherits 4 levels for its melee harm (every bit both parents have 4 levels in this case). To become the value of the melee damage of the offspring, we calculate it like earlier, merely this time we use a taming effectiveness of 100% (this is the mode the game gives you another bonus if you breed creatures).
Value = (BaseStat × ( 1 + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (1 + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + 4 × v%) + l% × 15%) × (i + 100% × xl% × 45%) Value = 127.v% × 118% Value = 150.5%
The offspring has like the parents iv levels in melee damage, just with the college taming-effectiveness-bonus its value is 150.5% instead of 143.6%. The bonus is non much, simply is conspicuously noticeable.
Corporeality of higher stats and chance of obtaining them when hatching [ ]
Number of desired Stats | Probability [%] |
---|---|
6 | 2.77% |
v | 13.59% |
iv | 27.eighty% |
3 | 30.32% |
2 | eighteen.61% |
1 | 6.09% |
0 | 0.83% |
Finding the All-time Parents [ ]
To maximize the stats of the offspring, specialized parents with a expert value in few stats are needed. The more specialized a animate being is in ane stat, the higher it tin can be. To get a really expert breed you need 6 creatures, each with a loftier upleveled (merely the wild-leveling counts here) unlike stat. Afterward at least 3 generations a beast with the best of the stats can be bred.
Wild Stats Level-up
Blazon in values of a wild animate being to come across on which stats it's emphasized. Dark-green values on a loftier-level creature are very practiced for breeding. If you have already tamed your creature you can try to recover the breeding stats with an external tool.[iv]
Breeding
The stat-calculator does non piece of work in the mobile-view, run into here for alternatives: Apps
Note that after the creature is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it hard to recollect the levels on a tamed creature, and so this tool is merely for wild ones, simply gives a offset impression, how well the stats are distributed.
Level of the Offspring [ ]
The resulting level of the infant 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 case, that one (highly unusual) parent has merely leveled up in Health 40 levels and zippo 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 information technology level 71 with its starting level. Other possibilities are a level 41 Baby with only wellness leveled up, a level 31 baby with only weight leveled up or a baby with level 1 and nil leveled upwardly.
The (practically impossible to accomplish) maximum of levels a babe can go would be 223 levelups (149 natural + 74 by taming bonus (TE of nearly 100%)) in each stat, with vii stats summing upwardly to level 1562 (223 levelups in 7 stats plus the startinglevel: 223 10 7 + 1 = 1562).
I would need to find an average of two.863×10^188 number of whatsoever creature to become all 223 wild stats put into whatever specific stat, assuming all levels have the aforementioned hazard of spawning [1/((one/seven)^223)].
Annotation that the levels a wild animal wastes in the move stat is remembered and passed on during breeding. Thus ii siblings with seemingly identical stats might take different levels if i of them inherited a higher movement stat than the other. This has one applied reward: a higher torpor level.
Note that the cap level of beast on official are 450, afterward this level your creature volition be deleted by server restart, transferring or if you cryo pod it.
Example [ ]
Here's an example of two parents and possible children they can go. Child1 inherited random stats, ChildMax only got the maximum values and ChildMin simply got the lower values. You tin see that the level of the offspring tin can be lower, in between or higher equally the levels of the parents. The higher levelup is displayed in bold.
Displayed are only the wild levels (the ones that tin be inherited). Levelups by the player take no influence on the stats of the offspring.
In this example the levels of Stamina are the same for both parents, and so you cannot tell which one the offspring inherited.
Mother | Child1 | ChildMax | ChildMin | Father | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 154
| Level 150
| Level 166
| Level 130
| Level 142
|
To get to the creature's level, you lot add together up the levels of the stats and add 1, as all creatures kickoff at level one.
Notes/Trivia [ ]
- Reverse to popular myths, the Oviraptors and Unicorns do not increase chances for twins, triplets nor mutations.
- The Titanoboa, Basilisk, Coelacanth, Piranha, Sabertooth Salmon, Karkinos, Dung Beetle, Astrocetus, Lamprey and Trilobite cannot be bred when domesticated.
- However, in the real globe all reptiles, fish, crustaceans, snails, whales, and Trilobites and Dung Beetles are able to breed.
External Video Tutorials [ ]
References [ ]
- ↑ Patch notes, v220
- ↑ ComplexMinded'southward tweet, dated Mar 4, 2020
- ↑ Crumplecorn'southward Breeding Reckoner
- ↑ ARK Smart Breeding
External links [ ]
- Ark Breeding Calculator (Web Application)
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Ark Rex Breeding Can't Get a Male Baby
Source: https://ark.fandom.com/wiki/Breeding
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