Shiny! Dinos Ascended Config Generator
Every documented setting for the Shiny! Dinos Ascended mod — spawn rates, every variant and its spawn weight, Tek unlocks, essence, gene traits, Discord announcements — as toggles and fields with plain-English explanations. Change what you care about, copy the output, paste it into your server's GameUserSettings.ini. The mod's defaults cover everything you don't touch. Also on this page: the full variant list & spawn weights and the admin commands.
Spawning & Population
How often Shinies appear, how long they stick around, what level they roll, and how many the map holds at once. The knobs that decide whether a Shiny is a rumor or a commodity.
How long the mod waits before rolling a new Shiny spawn — the actual wait is a random value between this and Max. Default 30 minutes. Tighten both ends for a steady stream of glowing targets; loosen them if a Shiny should be an event, not a schedule.
Top end of that random spawn wait. Default 60 minutes. It only works as a pair with Min — the wait lands somewhere between the two, so move them together.
How long a wild Shiny hangs around before despawning to free up a slot, rolled between Min and Max — dinos mid-tame get a stay of execution. Default 6 hours. Set this to 0 and Shinies never despawn at all; every one must be tamed or killed.
Upper bound of that lifetime roll. Default 8 hours. Stretch both ends if your players keep hearing about Shinies that expired while they slept.
Floor of the level range Shinies spawn at. Default 150; left unset, the mod uses your server's wild max and lets Shinies roll up to 20% higher (level-150 server → 150-180 Shinies). Species with higher caps — Tek dinos, Rock Drakes, Wyverns — get adjusted automatically, so no config surgery needed for them.
Ceiling of the Shiny level range, with the same automatic bump for high-cap species like Tek dinos and Wyverns. Default 180. Raise it if a Shiny should hit like a lottery win instead of a decent Tuesday.
Caps how many wild Shinies exist on the server at once; tame or kill one and a replacement enters the rotation. Default 10. Lower it if "rare glowing dino" should actually mean rare, raise it for busy servers where players race each other to every set of coords.
The mod picks random dinos and checks whether they're eligible to go Shiny; this is how many tries it gets before that spawn event is skipped. Default 15. More loops means fewer skipped spawns, but the mod's own docs warn that too high costs performance — nudge, don't crank.
Slides Shiny selection between a fully random dino from the map at 0 (commons win by sheer headcount) and a fully random class at 1.0 (a giga picked as often as a dodo). Default 0.2, which blends both and boosts the odds of rarer species. Push it toward 1.0 if you're tired of glowing beach chickens.
Seeds the map with Shiny Dinos when the server starts or the game loads — but only if no wild Shiny is already out there. On by default. Turn it off if you'd rather Shinies appear through normal spawning instead of greeting every fresh boot.
Checks whether a dino is under the map mesh before turning it into a Shiny, so your rare spawn doesn't live somewhere nobody can reach. On by default, and the mod author flags it as experimental. Leave it on unless it's misbehaving on your setup.
Ships in the default INI but the official docs never actually explain it — by the name it presumably runs an undermesh check at startup, companion to EnableUndermeshChecks. Off by default; leave it there unless the mod author says otherwise.
Eligibility & Filters
Which dinos are allowed to go Shiny in the first place — blacklists, whitelists, and the category switches for flyers, swimmers, and things you can't ride.
Comma-separated class names that are exempt from going Shiny — e.g. DinoBlacklist=Bee_Character_BP_C,Gigant_Character_BP_C. Empty by default. Partial matches work ("Wyvern" blocks every Wyvern), while a name ending in _C demands an exact match, so mind the suffix.
The exclusive guest list: name classes here and only those can spawn as Shinies — the blacklist is ignored outright. Empty by default; partial matches work, and the mod scans every dino spawner (modded ones included) to build its filter. One side effect worth knowing: with a whitelist active, selection switches to pure random-class mode, as if RandomSelectionBias were 1.0.
Stops flyers from ever rolling Shiny. Off by default. Turn it on if you're curating which dino types can glow — or you're just done chasing rare spawns that can leave in a straight line upward.
Stops aquatic dinos from becoming Shiny. Off by default. Worth enabling on servers where nobody dives — a glowing Megalodon no one will ever find in the ocean is just wasted sparkle.
Blocks unrideable dinos from becoming Shiny. Off by default. Enable it if your hunters only care about Shinies they can actually ride home afterward.
Stops two wild Shinies of the same dino type from being active at the same time. On by default, which keeps the current roster varied. Turn it off if you're fine with the map hosting three glowing Raptors at once.
Whether wild Shinies can be picked up by flyers and other carry-capable dinos. Off by default. Turn it on if argy-airlifting a Shiny to a taming pen sounds like a feature rather than an exploit.
Makes every Shiny impossible to tame. Off by default. Flip it on for hunt-only servers where Shinies are trophies to bring down, not collectibles to bring home.
Tracker & Notifications
The Shiny Dino Tracker, spawn announcements, and how much the mod gives away — everything from GPS-grade coordinates to full mystery mode.
Only players carrying the Shiny Dino Tracker in their inventory or hotbar get Shiny notifications. Off by default, so everyone hears about every spawn. Turn it on to make the hunt opt-in — no Tracker, no spoilers.
Switches off the Shiny Dino Tracker's actual functionality. Off by default. Even disabled, the item still pairs with RequireTracker as a notification opt-in pass — or you can remove it entirely.
How exact the coordinates are in Shiny announcements and the ShinyTracker. Default 2; positive values round the coords off so players still have to search, negative values add decimals for GPS-grade fixes. Raise it to keep the hunt in the hunt, go negative if your players prefer coordinates that do the hunting for them.
When set, coordinate fuzziness scales with dino size: the smallest species use LocationPrecision as-is, the biggest get it extended by this amount. Default 0, so it's off. Set it on the logic that a glowing Giga is visible from orbit but a Shiny dodo genuinely needs directions.
Sets a repeating reminder listing the Shinies still out on the map, as a time span. Default 0, which means no reminders at all. The mod recommends setting one if you've disabled the Tracker, so players aren't hunting purely from memory.
How long Shiny notifications stay on screen, in seconds. Default 8. Nudge it up for slow readers, down if the pop-ups have overstayed their welcome.
Turns off every Shiny notification the mod would ever show — no exceptions. Off by default. For servers that want Shinies found the old-fashioned way: by tripping over them.
Strips the coordinates out of Shiny notifications. Off by default, so alerts normally include exactly where to go. Turn it on to keep the announcement but make players do their own legwork.
Removes coordinates from the Shiny Tracker, leaving only biome info to narrow down the location. Off by default. Enable it if 'somewhere in the swamp' sounds like a better treasure hunt than a GPS pin.
Turns off tracking Shinies through the waypoint point-of-interest system. Off by default. Flip it on if an on-screen waypoint defeats the point of calling it a hunt.
Makes the Tracker show 'Burning Dino' instead of 'Burning Dodo'. Off by default. Turn it on to keep the species a mystery — players learn the variant, just not what animal it's riding.
The inverse trick: the Tracker shows 'Shiny Dodo' instead of 'Burning Dodo', hiding the variant. Off by default. Flip it on if the surprise should be what the dino does, not what it is.
Same censorship, applied to notifications — they read 'Burning Dino' with the species redacted. Off by default. Good for hunt events where figuring out what you're chasing is part of the chase.
Hides the variant in notifications, so they read 'Shiny Dodo' — stack it with the option above and you get a maximally unhelpful 'Shiny Dino'. Off by default. Full mystery mode for scavenger-hunt servers.
Variants & Weighting
Which variants spawn and how often. Two weighting systems live here — the simple two-number mode and the full per-variant override list. Pick one and commit; the full list wins when both are set.
Blocks the listed Shiny variants from spawning in the wild — e.g. VariantBlacklist=Enraged. Empty by default, meaning every variant is fair game. Use exact variant names; the official docs don't say whether partial matches apply here.
The only variants allowed to spawn — put anything on this list and the blacklist gets ignored entirely. Empty by default, so every variant is fair game. Fill it in (e.g. VariantWhitelist=Colored) when it's easier to name the guests than bounce the gatecrashers.
Rewrites the spawn weighting for primary variants against a reference of 1000 (100 = 10%) — stock is Colored 750, Enraged 100, and the Specials splitting 150 between them. Empty by default, and anything you don't list keeps its default weight. You can't weight a variant to 0 here; that's what the blacklist is for.
Same weighting override, but for the second variant rolled onto combined spawns. Empty by default; takes the same variant types as the primary list except Colored and Enraged, which don't come as seconds. Pairs with SubVariantChance, which decides whether a second variant rolls at all.
The lazy-mode alternative to VariantWeightOverrides: one number for the Special Shiny spawn chance. Default 0.15 (15%). Ignored entirely the moment VariantWeightOverrides is set, so pick a system and commit.
Simple-mode spawn chance for Enraged Shinies. Default 0.1 (10%). Same rule as its Special sibling: set VariantWeightOverrides and this becomes a decoration.
Chance a Shiny picks up a second variant ability, producing combined spawns. Default 0.1, rolled on any variant eligible for a second ability — which ability it gets comes from the sub-variant weighting. Raise it if you want more double-barreled rarities wandering around.
Chance a dino turns Aberrant when Shiny transforms it. Default 0.05 — a 5% roll. The mod's docs flagged this as dormant until Aberration launched for ASA; Aberration has since shipped, so it should be live now — confirm on your own server before building plans around it.
Chance a transformed dino rolls a Genesis X or R variant instead — default 0.05, a 5% shot, and the same roll covers Genesis 2 R dinos. The mod's docs marked this dormant until Genesis launched for ASA: Part 1 shipped July 3, 2026, so the X side may just be waking up, but Genesis 2 (and its R variants) still isn't out.
Multiplies Enraged spawn levels relative to regular Shinies. Default 1.0 (no difference); 2.0 doubles them — 300-360 where a Shiny would roll 150-180. Raise it if 'Enraged' should feel like a threat, not a title.
Lets tamed Shinies keep their sparkles instead of losing the effect once tamed. Off by default. Turn it on if the trophy should keep looking like a trophy; leave it off if a base full of glitter isn't your idea of decor.
Rewards — Tek, Essence, Stats & Traits
What killing or taming a Shiny actually pays: Tekgram unlocks, essence drops, stat boosts, gene traits, and the Radioactive breeding bonus.
Killing a wild Shiny unlocks Tekgrams, in progression order: Gamma-boss engrams first, then Beta, then Alpha. On by default, with one catch — Alpha-tier unlocks only come from killing Enraged dinos. Turn it off if you'd rather Tek stay locked behind actual boss fights.
Unlocks this many Tekgrams every time someone kills a wild Shiny. Default 1; set 0 to turn it off. Dial it up for a Tek fast lane, or zero it if engrams should stay earned the hard way.
Same deal, but for Enraged Shiny kills — default 2, so the angry ones pay double. Set 0 to disable. Crank it if Enraged hunts should be the Tek jackpot.
Chance for any dino Shiny spawns to come with a stat boost. Default 0.1, so about one in ten. How hard that boost actually hits is set by StatBoostStrength, further down.
Sets how strong individual stat boosts are: the boosted stat gets this weight while every other stat sits at 1.0. Default 1.6. Push it higher for Shinies that are dramatically lopsided toward their specialty, or nudge it toward 1.0 if you'd rather the boost be a footnote.
Shuts off the Shiny Essence system entirely. Off by default, meaning essence is alive and well. Enable it if Shinies on your server are about the hunt and nothing else — the essence settings below become moot.
Chance of a second essence on kill — only for combined-variant dinos (think 'Frozen Endurant'), and only on top of the first essence, which always drops. Default 0.4. Set it to 1 if combined kills should always pay double.
How many raw essences you get for killing an Enraged Shiny. Default 1. Raise it if you want hunting Enraged spawns to pay better; leave it if scarcity is the point.
Multiplies the default mutation chance for Radioactive Shiny Dinos. Default 3.0, so triple the usual odds. Crank it if Radioactives should be the breeding-line shortcut, or drop it toward 1.0 if the glow shouldn't come with genetic favors.
The chance a Shiny's first gene trait comes pre-upgraded to Tier 3. Default 0.33 — roughly one in three. Set it to 1 if every Shiny should arrive with a maxed first trait, or lower it to make Tier 3 feel like an event.
The chance a Shiny Dino gains a second trait on top of its first. Default 0.33. Raise it for richer catches, lower it if one trait per glowing lizard is generous enough.
Holiday Events & Debug
The mod's holiday events — force one, ban them all, or let it run the calendar. Plus the debug switch nobody documents.
Which Shiny holiday event is running: None, Auto, FearAscended, or WinterWonderland. Default Auto, which leaves event selection to the mod. Force a specific event to party out of season, or set None to be the server that cancels holidays.
Controls whether the active holiday event's colors are applied. On by default. Turn it off if you want the event without the festive paint job.
Controls whether the active holiday event's special variants are in play. On by default. Pair this with UseEventColors to dial in exactly how much holiday your server serves — variants, colors, both, or neither.
Lets Trick-or-Treat's random replacement dino be any variant, not just whitelisted ones — the blacklist still applies. Off by default. It's built for setups where everything spawns as Trick-or-Treat but tames should still be able to transform into any variant afterward.
Sits in the default INI with zero official explanation — the name suggests extra logging for troubleshooting, but the docs don't confirm what it writes or where. Off by default; leave it off unless you're actively chasing a problem.
Discord Notifications
Webhook announcements for spawns, tames, kills, and despawns. One URL is the entire basic setup; the rest is message dressing. These emit under [ShinyDiscord] in the same file.
Paste your Discord webhook URL here and the mod starts posting announcements — that's the entire basic setup. Empty by default, and it MUST be wrapped in double quotes or the mod won't read it. There's no in-game UI route for this; the INI is the only door.
The name your Discord announcements post under. Left empty it falls back to "Shiny Bot," which is honestly fine. Set it if your server has branding standards to uphold.
Image URL for the announcement bot's Discord avatar; leave it empty and you get the default Shiny Dodo icon. Same rule as the webhook URL: double quotes or it won't be read.
Posts Shiny announcements to Discord as proper embeds instead of plain text messages. On by default. Leave it on unless you like your notifications flat — everything in the Title and Footer settings below only applies in embed mode.
Adds a footer to each embed containing your ARK server's name. On by default, and handy when one Discord channel covers several servers. What the footer actually says is Footer Text, below.
What the embed footer actually says; defaults to your server name via the [ServerName] token, and other replacement tokens work here too. The Embed Footer toggle above controls whether it shows at all. Customize if the server name alone isn't the sign-off you're after.
A prefix stuck on the front of every embed title — the Shiny Dodo emoji by default. Embed mode only. Swap it if a different emoji (or blessed silence) suits your channel better.
The embed title for spawn announcements, tokens supported. Blank gives "A Shiny Dino has spawned!". Only does anything when Use Embeds is on.
The embed title for despawn announcements. Blank defaults to "A Shiny Dino has despawned!". Embed mode only, like the rest of the Title family.
The embed title for tame announcements. Blank defaults to "A Shiny Dino has been tamed!". Customize it if you want successful tames to land with more of a headline.
The embed title for kill announcements. Blank defaults to "A Shiny Dino has been killed!". Change it if you'd rather kills read like an obituary — or a warning.
The message template for spawn announcements, with replacement tokens like [Dino] and [Location]. Leave it blank and you get the stock "**[Dino]** has spawned at [Location]!". Rewrite it if you want the hunt announced in your server's own voice.
The template for when a Shiny despawns unclaimed. Blank falls back to "**[Dino]** has despawned and will be missed!". Change it if the mod's mock mourning doesn't match your channel's tone.
The template for when someone actually lands a Shiny tame, with [Dino] and [Player] tokens. Blank gives you "**[Dino]** has been tamed by [Player]!". This is the notification people screenshot and brag about, so feel free to add fanfare.
The template for when a Shiny gets killed, tokens supported. Blank defaults to "**[Dino]** has been killed by [Player]!". Reword it if kills on your server deserve more ceremony — or more public shame.
The template for the special case where a Shiny is killed and the killer takes its essence. Blank uses "**[Dino]** has been killed by [Player], and they took their essence!". Same token treatment as the other patterns.
Advanced / Raw Config Overrides
An escape hatch for any [Shiny] line this form doesn't have a field for yet. Paste directives here exactly as they appear in your config — one per line — and they're appended verbatim under [Shiny]. Heads-up: pasted lines are emitted verbatim — they are not read back into the form when you import a config later.
Shiny Dinos variant list & abilities
Every variant with its ability, from the mod's official abilities page, plus the documented default spawn weighting (reference scale of 1000 — 100 = 10%). The names in the first block are the exact tokens VariantWhitelist, VariantBlacklist, and VariantWeightOverrides expect — note it's Obscure in the INI even though the game displays "Obscured". Rough shape of the defaults: Colored 75%, Enraged 10%, the Specials splitting the remaining 15%.
| Variant | What it does | Default weight | ≈ Chance |
|---|---|---|---|
| Colored | The baseline Shiny: a rare color set (40+ sets, shown as the dino's name) with sparkles and no special gameplay ability. Roughly three of every four Shiny spawns. | 750 | 75% |
| Enraged | Alpha-like but worse — bigger, stronger, tougher, faster, and untameable. Kills drop special loot, award Raw Essences, and are the only source of Alpha-tier Tekgram unlocks. | 100 | 10% |
| Skeletal | A tameable skeleton that never eats, breathes, or poops; most projectiles pass straight through. Only 16 species (Trike, Stego, Bronto, Raptor, Carno, Rex, Giga, Quetzal, Wyvern, Jerboa, Dodo, Therizino, Thylacoleo, Spino, Titanoboa, Rock Drake) can roll it. | 40 | 4% |
| Bolstering | Shiny Tiny (shoulder pet): reduces the weight of items in your inventory while carried. | 20 | 2% |
| Hydrating | Shiny Tiny (shoulder pet): reduces your water consumption. | 20 | 2% |
| Invigorating | Shiny Tiny (shoulder pet): slowly restores your stamina, even while moving or swimming. | 20 | 2% |
| Obscure | Shiny Tiny (shoulder pet): hides you from wild dinos, greatly reducing their aggro range. Displays as "Obscured" in-game — the INI token is Obscure. | 20 | 2% |
| Pyrethrous | Shiny Tiny (shoulder pet): produces a natural pesticide that keeps insects — cave scorpions and spiders included — off your back. | 20 | 2% |
| Revitalizing | Shiny Tiny (shoulder pet): slowly restores your health. | 20 | 2% |
| Serene | Shiny Tiny (shoulder pet): focuses your mind on crafting — a crafting buff on your shoulder. | 20 | 2% |
| Burning | Permanently on fire and immune to fire and lava damage, with an AoE fire-explosion special attack. | 10 | 1% |
| Endurant | Sprints indefinitely without losing stamina; attacks and abilities that drain stamina still do. | 10 | 1% |
| Shinobi | Especially sneaky — significantly reduced aggro range from wild dinos, so a careful rider can slip past threats unnoticed. | 10 | 1% |
| Fathomless | Always blue, no other tell. Everything in its inventory weighs 80% less. | 10 | 1% |
| Frozen | Made of ice — its inventory keeps perishables fresh like a fridge. Slightly slower, resists everything except fire, which hits extra hard. | 10 | 1% |
| Spectral | A transparent ghost: no fall damage, completely silent movement, players walk right through it — and it produces "spectral poop" containing random gifts. | 10 | 1% |
| Filthy | Spawns with an extra level boost but stinks until cleaned — dunk it fully in water or scrub it with Soap to lose the stench and the flies. | 10 | 1% |
| Lunar | Partially defies gravity and moves like it's on the moon — low-gravity jumps and bounces. | 10 | 1% |
| Holographic | Partly made of light. Grants its rider threat detection, companion identification, and the ability to find high-level dinos for taming. | 10 | 1% |
| Taser | Electrically charged — periodically shocks and stuns attackers, and the shock can chain between them. | 10 | 1% |
| Pygmy | Smaller than average but a bit faster, so it escapes more quickly. Still rideable. | 10 | 1% |
| Colossal | Larger and stronger — more health and melee — but slower and hungrier for stamina. | 10 | 1% |
| Rubber | Swirled color pattern; bounces like a rubber ball with no fall damage, reflects some melee attacks, and squeaks when it walks. | 10 | 1% |
| Psychotropic | Animated rainbow iridescence with "a few fun gags included" — beware its bite. Produces Bio Toxin in its inventory. | 10 | 1% |
| Dazzling | A gemstone-bodied dino that blinds attackers while escaping and is naturally immune to radiation. | 10 | 1% |
| Nightmare ⚠ token | Pitch black with glowing white eyes, near-invisible in the dark. Chills its surroundings, can inflict a near-blinding fear state on attackers, and occasionally poops Black Pearls once tamed. | 10 | 1% |
| Also in the wild pool ⚠ | |||
| Radioactive | Emits a radiation aura — approach in hazard gear. Once tamed, its pulse boosts nearby babies' mutation chance (×3 by default via RadioactiveMutationBoost); doesn't stack with itself or other mutation boosts, gene traits excepted. | — | — |
| Crystalline | Made of crystal and gems — a glass cannon that deals more and takes more damage, reflects melee back at attackers, and sheds crystals and gems when hit. | — | — |
| Stat-attribute Shinies ⚠ | |||
| Hardy | Higher chance of good wild pre-tame Health rolls. Chance-based, not guaranteed; taming bonus levels stay random. | — | — |
| Stalwart | Higher chance of good wild pre-tame Stamina rolls. | — | — |
| Inspired | Higher chance of good wild pre-tame Oxygen rolls. | — | — |
| Satiate | Higher chance of good wild pre-tame Food rolls. | — | — |
| Hefty | Higher chance of good wild pre-tame Weight rolls. | — | — |
| Fierce | Higher chance of good wild pre-tame Melee rolls. | — | — |
| Event variants | |||
| Trick-or-Treat | Fear Ascended (Halloween) event variant: swaps to a different random Shiny once tamed — you never know what you'll get. Its whitelist behavior has a dedicated config key (TrickOrTreatIgnoreWhitelist). | — | — |
Playing since ARK: Survival Evolved? Two ASE-era variants — Luminous and Refined — don't exist in Ascended (the mod's changelog parked Luminous until it adapts to ASA's new lighting), and a couple of numbers changed: Fathomless reduces inventory weight by 80% now (was 90%), Radioactive boosts mutations ×3 (was ×5).
Shiny Dinos admin commands
The mod's console commands, straight from the official docs. Run them as admin (enablecheats <password> first); the ScriptCommand ones also work over RCON.
| Command | Effect |
|---|---|
cheat scriptcommand ShinyConfig | Opens the in-game Shiny configuration UI (also accessible via right-click/left-trigger on the Shiny Tracker). |
cheat ScriptCommand ShinySpawnNow | Forces a fully random Shiny spawn at any time. Can also be run via RCON. |
cheat ScriptCommand ShinySpawnNow <Variant> | Optionally takes a variant type to spawn, e.g. "cheat ScriptCommand ShinySpawnNow Enraged". Can also be run via RCON. |
cheat ScriptCommand ShinyDestroyAllWild | Deletes all current wild Shiny Dinos. Can also be run via RCON. |
cheat GFI ShinyTracker 1 0 0 | Spawns the Shiny Dino Tracker item. |
cheat GFI ShinyProd 1 0 0 | Spawns the Shiny Prod item. |
cheat GFI ShinySpearBolt 1 0 0 | Spawns the Shiny Spear Bolt item. |
cheat GFI ShinyVariantGun 1 0 0 | Spawns the Shiny Admin Gun: converts any wild dino into a Shiny; right-click/alternate fire tames instantly; Reload button swaps which variant is created. |
About the Shiny! Dinos Ascended config generator
Shiny! Dinos Ascended is one of the most-installed mods on ARK: Survival Ascended — it spawns rare, glowing wild dinos in 25 variants, each announced to the server and worth hunting for Tekgram unlocks, essence, stat boosts, and gene traits. Nearly all of it is tunable through two INI blocks, [Shiny] and [ShinyDiscord], and that's exactly what this page generates.
Every setting above comes from the mod's official configuration docs, rewritten so you don't need a decoder ring. The handful of keys the docs don't fully explain carry a ⚠ verify badge — we flag what we can't confirm instead of guessing.
Where do these settings go?
In the same GameUserSettings.ini your server already uses — add a [Shiny] block (and [ShinyDiscord] if you're wiring Discord) at the end of the file:
\ShooterGame\Saved\Config\WindowsServer\GameUserSettings.ini(Windows servers)/ShooterGame/Saved/Config/LinuxServer/GameUserSettings.ini(Linux servers)- Nitrado, GPortal, and most managed hosts: control panel → "Configuration Files" or "Expert Settings"
Stop the server before editing, paste, save, start it back up. Settings you leave out fall back to the mod's defaults — which is why the output here only contains what you actually changed.
Do I have to configure anything?
No. The mod runs fine with zero config — 10 wild Shinies, half-hour-ish spawns, Tek unlocks on. This page is for when you want it your way: rarer spawns, hunt-only rules, different variant odds, or Discord announcements (paste a webhook URL and that one line is the entire setup).
Does it work in single player?
Yes, with one catch the mod's own docs call out: add -PreventHibernation to your launch options, or Shiny dinos revert to normal when the game hibernates the area around them. Dedicated servers don't need it.
What about the variant abilities?
The variant table above lists every variant with its documented default spawn weight. Variant selection runs on a weighting scale of 1000 — override it per-variant with VariantWeightOverrides, or just use the two simple sliders if you only care about "more specials" or "more Enraged". Combined spawns (a second ability on one dino) are controlled by SubVariantChance.
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