Average Time Before Can Mate Again Ark

" Baby is built-in. Babe is killed. Baby is dinner. (Babies are skillful source of Prime Meat)...
~ Drake on Baby Creatures

A Raptor and his offspring

Breeding is a feature of ARK: Survival Evolved that allows players to breed improved creatures through Eggs with not-mammals and gestation with mammals. Eggs do non have an owner, so it's possible to steal eggs laid by other survivors' creatures.

Newborn creatures are simply claimed (imprinted on) and do not require the usual taming processes associated with wild creatures. Anyone can claim a newborn. This must be done promptly, along with feeding it, equally babies can die quickly from hunger.

Contents

  • 1 Breeding Mechanics
    • 1.1 Preparing Mating
      • i.i.1 Mating Requirements
      • 1.1.two Mating Range While Wandering
    • one.2 Mating
      • 1.2.1 Special Atmospheric condition of Mating
      • 1.ii.ii Mating Wait Interval
    • 1.3 Incubation
      • i.3.ane Managing Temperature
        • 1.iii.ane.1 Glued Eggs
    • i.4 Gestating
    • i.5 Claiming
    • one.6 Caring For Babies
      • 1.half dozen.1 Caring for Infant Carnivores
      • one.half-dozen.2 Caring for Babies from Egg-only Tames
      • 1.half-dozen.3 Special Caring
        • ane.6.3.1 Reaper King
        • 1.half dozen.iii.2 Regal Griffin
        • 1.6.iii.3 Beelzebufo
      • 1.6.4 Food Values
    • 1.vii Maturation Phases & Nutrient Consumption
      • 1.7.one Notes
    • ane.8 Imprinting
    • 1.9 Sterile Creatures
  • 2 Times for Convenance
  • 3 Stats of the Offspring
    • three.1 Example
    • three.2 Amount of higher stats and chance of obtaining them when hatching
    • 3.iii Finding the Best Parents
      • 3.3.1 Wild Stats Level-upward
    • 3.4 Level of the Offspring
      • 3.4.1 Example
  • 4 Notes/Trivia
  • 5 External Video Tutorials
  • 6 References
  • 7 External links

Breeding Mechanics [ ]

Preparing Mating [ ]

The first step of convenance is having two reverse sex creatures of the same species for mating. Original, Tek, Aberrant, X, and R variants of creatures count as separate species, and as such, cannot be cross-bred. They must be bred with their ain variant. Most creatures can exist bred; those few that cannot are listed at the bottom of this article. See Sterile Creatures for more than information.

Always be prepared for having more than one baby to be born upon incubation/gestation completion. There is a x% adventure of twins, and a two% gamble 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 be:

  • of aforementioned species
  • of opposite sex (one male 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)
  • non following annihilation (Disable Following on both creatures)
  • unburdened (the creatures must not be carrying so much weight they are unable to move)
  • non mounted
  • not spayed/neutered
  • not having a mating cooldown (one time mated females have a mating cooldown interval before they can mate again, the cooldown 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 creature. If the mating pair wander outside the mating range, then mating is stopped and mating progress is reset.

Building a pen of a suitably pocket-size size to keep the wandering creatures within mating range of each other is ane mutual approach.

Y'all tin also use the "Whistle Stop (All)" control ( U on PC). This halts all creatures within the area to stop moving, fifty-fifty ones that are enabled to wander. It'southward best to use the whistle every time the creature starts to move again, or to forbid the creatures from e'er moving, whistle constantly. While this method doesn't need a pen, information technology does need you or a tribe member to stay in that location and constantly whistle. This may exist more helpful if one survivor is constantly whistling not to motion, and some other survivor enables the creatures nearby to wander. In this fashion, y'all tin achieve mass breeding in an surface area without always building a pen, or moving creatures.

To initiate breeding of a pair past yourself, whistle both creatures to follow you, and so enable wandering. Then, disable post-obit on both. This prevents them from walking around in the meantime.

Information technology is possible to utilise the  Dino Leash(Extinction), to restrict the range for mating. And then no mating pen is needed.

If yous do non desire to build a pen, whistle or use a leash; then you can simply use enable mating instead, this will make the creatures stand yet and and then they will start to mate.

Mating [ ]

When the in a higher place weather are all met, a small-scale red heart icon appears over the heads of the mating creatures, and a mating bar appears on the female'due south HUD (look at the female to reveal the HUD). The HUD also 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 non continuously update in real time. Additionally, mating multiple females to a single male at the same time tin can make this worse. Patience is brash as the bar moves in leaps and bounds.

Once the mating bar is completed, non-mammalian females driblet a single fertilized egg , and mammalian females offset gestating.

If there are too many tamed creatures in the server or in the tribe, the pair volition decline to mate until there is a complimentary spot.

Special Conditions of Mating [ ]

Some of the creatures volition only mate when certain conditions are given.

Mating Wait 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 animate being has laid the egg or gestation has completed. The mating interval is also started for female person creatures that are transferred betwixt servers. Males can mate at any time.

Incubation [ ]

Master article: Incubation

The fertilized egg itself simply begins Incubation when dropped onto the floor/basis or placed correctly in an  Egg Incubator (Genesis: Part 2). When incubating, a Fertilized Egg must be kept at a certain temperature range depending on the species (this likewise factors in insulation). If outside of this temperature range, incubation won't make progress, and it loses "Fertilized Egg Wellness" over time and is destroyed if this reaches zero. This is all indicated on the HUD when looking at a Fertilized Egg, along with its parents.

You lot can always "pause" the incubation past picking up the egg and putting it in a  Refrigerator,  Preserving Bin or other Inventory.

The following eggs are an exception due to the nature of how it is obtained (no health loss in inadequate temperature area):

If there are also many tamed creatures in the server or in the tribe, the egg will proceed to incubate with no timer information, but letting it hatch will non yield a infant.

Managing Temperature [ ]

The best method to ensure eggs are at an appropriate temperature for incubation is through insulation. Use one or more than  Air Conditioner,  Dimetrodon,  Kairuku or  Otter. Vi  Air Conditioner should work for all eggs but viii is platonic for when there is a oestrus/cold storm. You might need up to fourteen or more Air Conditioners for larger eggs such every bit the  Giganotosaurus, or the  Wyvern in Scorched Earth or Ragnarok. The  Stone Drake in Aberration requires at least 15 Air Conditioners due to its very cold incubation requirement. Whereas the  Deinonychus from Valguero needs a crude 23 Air Conditioners in the snow because of its extreme heat required.

With the release of Genesis: Part 2, the introduction of the  Egg Incubator (Genesis: Function 2) allows for even so some other way to incubate eggs.

Another manner is to tame a handful of  Dimetrodon. These seemingly useless finned creatures are actually ane of the best sources of insulation in the entire game. The higher their melee damage, the college their insulation bonus is; at ~grand melee harm, information technology tin can fifty-fifty raise Wyvern eggs. The insulation result stacks with other Dimetrodons, so if one isn't enough to do the job, try two, or three, or more than. Far cheaper to maintain than the expensive air conditioners, these guys are mobile and simply demand meat, compared to the stationary air conditioner that also needs electricity to run. Nevertheless, everything has its drawbacks: the Dimetrodon is slow and hard to transport on foot; they are hard to tame due to where they spawn and their fast torpor drop. Still, it is worth the risk, peculiarly on Aberration, where  Rock Drake Egg would normally crave many air conditioners.

At the beginning of the game, when the Air Conditioner or Dimetrodon are not yet available, utilise a oestrus source to regulate the egg'south temperature.  Continuing Torch,  Torch,  Campfire,  Industrial Cooker, and Stone Fireplace.pngrock fireplace piece of work well. However, they all have the downside of providing negative Heat Tolerance, making careful direction necessary, or going to colder areas to make the gap betwixt common cold resistance and oestrus resistance bigger. You may need iv or more than torches, depending on the biome and the egg.

Since temperature gradients can be very extreme betwixt regions, easily reaching twenty °C or more, you can try and notice a nearby biome where the temperature is closer to the eggs' ideal betoken; this is normally in the biome that spawned the animal. Early in the game, it is easier to observe a biome that is too cold (eastward.grand. almost the coast) and heat the egg with torches, rather than trying to cool down a hot biome.

As Fertilized Eggs don't lose Egg Wellness in an inventory, and spoil incredibly slowly, you can go on them in your Inventory or in a preserving bin/refrigerator until able to attain the appropriate temperature needed for Incubating. This can be very useful if you settled in a region with extreme temperatures as information technology's especially difficult to cool an egg in a hot biome without an air conditioner when it gets too hot.

Glued Eggs [ ]

While most creature's egg tin 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 in one case laid due to its glued nature. Equally such, females of the following eggs must lay their eggs at locations that allows incubation without causing complications:

Gestating [ ]

During gestation, females can consume upwards to twice the amount of nutrient they would commonly. Ensure the expectant female parent has access to plenty of food during gestation to avoid losing the baby.

The baby volition need immediate attention to survive, and then be sure to be in that location at the time the gestation ends.

Trying to put a gestating mother into a cryopod will terminate the pregnancy.

Challenge [ ]

Babies are hatched/born unclaimed, so a survivor must "claim" them immediately after birth by getting close to them, looking right at them, and pressing the "utilize" key ( Due east , Y, Triangle) to imprint them, otherwise they can be claimed past other survivors. The only exception is the  Reaper Rex, which can but be claimed past the survivor who "gave birth" to it; no other survivor including the birthgiver'south tribe mates can claim it.

Warning: Pets set up on aggressive assail unclaimed creatures as soon every bit they are hatched/born. Whistle "Passive" or claim babies quickly to avoid this. Also Tek Shields will 'shunt' unclaimed babies out of their radius.

As of 264.5, Car Turrets and Plant Species X gear up to "Players and Tamed Creatures" will NOT assault unclaimed creatures after they are hatched/born. You tin safely place turrets within a hatching pen without fearing for babies' lives.

If babies are not very promptly claimed and then fed they tin quickly die from hunger.

You can control the hatch timing of fertilized eggs using a  Preserving Bin or  Refrigerator. This is not an pick for live birth creatures, so make sure to time the mating and gestation appropriately.

Caring For Babies [ ]

Young animals take significant time and intensive care, peculiarly during the "Baby" stage; if y'all're decorated, don't breed your creatures correct away. Alternately, y'all can just put the newborn baby into a cryopod for later. Near creatures will require the improve part of a weekend to raise.

New babies follow the nearest survivor if ane is within a reasonable range, and then survivors will probably want to disable these settings. New babies have extremely low health, carrying capacity and food, then survivors need to carefully feed and take care of them in their first moments of life, or they'll soon die. The creature must exist fed past adding nutrient to their inventory. Once they reach Juvenile stage of their maturation (10.ane%) they can eat from a  Feeding Trough or  Tek Trough to ensure the fauna has a sufficient food supply. The maturation progress and stage is shown when looking at the creature.

Babies dynamically proceeds more HP, food capacity, and carrying capacity as they mature over time. They need lots of food because the babies eat very quickly, then stock upward beforehand while the mother is pregnant/the egg is incubating.

Babies are not mountable and flee from fights. Mounts that tin carry creatures (due east.1000. the  Argentavis) can carry babies, which allows you to quickly reposition the little ones if needed.

The  Procoptodon and the  Maewing are two creatures that can help with raising babies.

It takes a long time for babies to mature; convenance should only exist attempted if y'all or your tribe have the fourth dimension. As the baby grows, y'all will be able to go out the infant lone for longer and longer periods of fourth dimension. Ane good utilise of a survivor's fourth dimension at this stage might be crafting kibble for imprinting. If you lot will exist imprinting, the infant might asking any of 6 different kibbles (on PC and Panel) or 15 different kibbles (on Mobile), then make sure you lot have them on hand.

Caring for Baby Carnivores [ ]

Baby carnivores are especially difficult to heighten as it takes a minimum of 48 real hours to mature them, and a stack of meat spoils every 26.6 real hours (40 x twoscore mins) in the feeding trough. Therefore their feeding trough must be topped upward every 26 hours to continue their development. Failure to practise so could upshot in starvation to death. By using Fish Meat, this time is doubled to 53.3 hours (40 10 80 mins), although Raw Fish Meat is only one-half as nutritious as Raw Meat, and then babies will need twice as much meat. Creatures* will eat food with the lowest nutrient value start (see nutrient table below), thus fish meat before raw meat, so mixing the 2 volition result in the longer keeping fish meat being eaten first. After progression to Juvenile stage, the creatures can consume from a trough, but will starve if non fed.

This is less of an upshot for herbivores, because a stack of 100 berries lasts 66 real hours (2.vii days) before spoiling, a much more manageable interval. Remember non to endeavor and feed the babies with stim or narcoberries because they won't swallow them.

*Few creatures, like Baryonyx and Pelagornis will consume Raw Fish Meat before Cooked Fish Meat and they merely consume fish meat. Similarly, their offspring will merely eat raw fish meat until reaching machismo.

The utilize of a powered  Tek Trough that tin store more items and acts like a refrigerator extending the spoil time is recommended.

Caring for Babies from Egg-only Tames [ ]

Babies hatched from Egg-only taming (with the exception of  Deinonychus) merely accept a specific food until they fully mature. While their nutrient drops downwardly slower than other babies, feeding them with their usual nutrient will not replenish their food.

Special Caring [ ]

Some babies require special caring. Furnishings can be disastrous if non cared for properly.

Reaper King [ ]
Aberration DLC.jpg This department is about content exclusive to the DLC: Aberration

For details on taking care of baby Reaper King or how to obtain them, check its own article. Reaper Male monarch babies will attack whatever dino and whatever survivor around if it is able to reach towards them and volition be constantly on wander (with no options to stop wandering or follow target). It volition not set on the birth giver with  Reaper Pheromone Gland(Aberration) effect. Once it reaches Juvenile however, it will stop randomly attacking and can be ordered like every other baby.

Whenever the baby attacks an entity, a portion of its food will be lost.

Royal Griffin [ ]
Logo Mobile.svg This department is virtually a feature exclusively bachelor on Mobile

Infant Griffins prefer to exist secure to experience rubber. While it feels insecure, it volition refuse to swallow food from inventory or trough. For information technology to feel secure, it must be shut to its mother based on the current antecedent, or a female person griffin with the aforementioned surname as the baby.

Beelzebufo [ ]

Until adulthood maturity, Beelzebufo babies must always be kept inside water. Any endeavour to pull information technology out fifty-fifty equally Adolescent will easily kill it.

Food Values [ ]

Carnivores will merely consume meat, while herbivores will simply swallow berries. During the babe phase, you have to hand feed the baby until it reaches the juvenile phase. This tin can take quite a long time and so be prepared and take fourth dimension to sit down around feeding a baby.

Nutrient Food-Value
Preferred  Kibble 80 (53.33*)
 Kibble made from  Prime Meat Jerky (excluding Carbonemys kibble) 90
Other  Kibble 60
 Raw Prime number Meat /  Raw Meat /  Raw Mutton 50**
 Spoiled Meat fifty***
 Cooked Prime number Meat /  Prime Meat Hasty l
 Crops 40
 Mejoberries thirty
 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 only proceeds 53.33 food points from their preferred  Kibble (Carbonemys Egg)
** some creatures have unlike values for raw meat, e.g. the  Bloodstalker gains only 10 for each raw meat.
*** only for  Scorpions,  Vultures and  Mantis.

Maturation Phases & Food Consumption [ ]

Maturation Progress Phase
0%-10% Baby
ten%-l% Juvenile
fifty%-100% Boyish

Food consumption past babies is very large and varies past the maturation progress dynamically past the post-obit formula:

FoodPerSec = R * (1 - maturationRatio) , with R = basic nutrient drain charge per unit        

The bones food bleed rate varies per creature. For example, this value for a Rex baby is around R=1.xvi, while the Bloodstalker has a base nutrient drain charge per unit of R=0.785 (further measurements needed for other creatures).

The Rock Drake has a basic nutrient drain of R = 0.1, other special creatures like Wyvern and Magmasaur may accept an equivalent nutrient consumption (non tested yet).

Note: This formula is an estimation and may non requite exact numbers (the fault is around 5%). `maturationRatio` is the maturation per centum divided by 100.

Some Perspective: For only i baby King (remember you could have twins or triplets) on an unmodified server, information technology will accept roughly 96 stacks of raw meat (stack size 40) to reach adult phase, and then be sure to have plenty on paw earlier the babe is born!

Utilize a calculator to determine the needed food and time, due east.grand.[3]

Notes [ ]

  • Each creature seems to have a different food consumption charge per unit that appears to change with each stage of the maturation progress (at least for wolves and Dodos).

Imprinting [ ]


Imprinting is a way to ameliorate the stat-values of a bred brute. It requires 1 of iii interactions (giving specific kibble, cuddling or walking) every 8* hours. Only a unmarried thespian tin can imprint a newborn baby (whoever claims information technology start). There is no penalty for not imprinting, just no proceeds either. Any imprinting washed is permanent. Accumulated imprinting values will non be lost if you miss an banner.

If this histrion manages to care for the infant during the unabridged maturation, the creature's base of operations stats before modifications will be increased by xx% and, when ridden by the imprinter, information technology will also gain xxx% increased damage and damage resistance.

* The time betwixt imprint and the amount of imprint gained per banner tin alter if an event is happening. Keep an heart 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, it is impossible due to how they are "tamed", with the added fact they are shown as genderless.

In ARK: Survival Evolved Mobile,  Royal Griffin has gender and can be bred. However, they will only mate with members of the same business firm (they must have the same 2-3 last letters in their names).

Times for Breeding [ ]

Species Incubation Temperature Maturation Time [(d) h:m] Mating
Interval
[h:m]
Celsius (°C) Fahrenheit (°F) Visual Time
[h:m]
Babe Juvenile Adolescent Total
Min Max Min Max
 Allosaurus 26 32 79 xc 1:39 4:37 18:31 23:08 1d 22:17 18:00–48:00
 Anglerfish -75 75 -103 167 4:59 3:42 14:48 18:31 1d 13:02 eighteen:00–48:00
 Ankylosaurus 16 20 61 68 2:37 4:52 xix:29 1d 00:21 second 00:43 eighteen:00–48:00
 Araneo 4 12 39 54 ane:25 2:30 10:00 12:30 1d 01:01 18:00–48:00
 Archaeopteryx 16 20 61 68 2:37 one:32 6:10 7:42 15:25 eighteen:00–48:00
 Argentavis 12 13.5 54 56 2:56 5:26 21:47 1d 03:xiii 2d 06:27 xviii:00–48:00
 Arthropluera 18 22 64 72 2:29 5:08 20:34 1d 01:43 2nd 03:26 18:00–48:00
 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 14:48 18:31 1d 13:02 xviii:00–48:00
 Bloodstalker 27 thirty 81 86 two:56 five:26 21:47 1d 03:thirteen second 06:27 18:00–48:00
 Brontosaurus 28 31 82 88 four:59 9:15 1d xiii:02 1d 22:17 3d 20:35 18:00–48:00
 Carbonemys xxx 34 86 93 1:14 2:eighteen 9:15 11:34 23:08 18:00–48:00
 Carnotaurus 26 32 79 90 1:39 iv:37 18:31 23:08 1d 22:17 18:00–48:00
 Compy 24 32 75 xc 0:49 2:06 8:25 10:31 21:02 18:00–48:00
 Crystal Wyvern 75 85 167 185 4:59 nine:15 1d xiii:02 1d 22:17 3d twenty:35 18:00–48:00
 Deinonychus eighty 90 176 194 4:59 3:42 14:48 18:31 1d 13:02 18:00–48:00
 Dilophosaur 28 32 82 90 1:08 2:06 8:25 ten:31 21:02 xviii:00–48:00
 Dimetrodon thirty 34 86 93 2:29 iv:37 18:31 23:08 1d 22:17 eighteen:00–48:00
 Dimorphodon 35 38 95 100 one:21 2:xxx 10:00 12:30 1d 01:01 18:00–48:00
 Diplocaulus 0 50 32 122 iv:59 3:42 14:48 xviii:31 1d 13:02 18:00–48:00
 Diplodocus 26 29 79 84 4:59 9:15 1d 13:02 1d 22:17 3d twenty:35 xviii:00–48:00
 Dodo 22 30 72 86 0:49 1:32 6:10 7:42 15:25 18:00–48:00
 Electrophorus 0 50 32 122 iv:59 iv:37 18:31 23:08 1d 22:17 18:00–48:00
 Featherlight 29 32 84 ninety 1:39 iv:52 19:29 1d 00:21 second 00:43 18:00–48:00
 Gallimimus 24 28 75 82 1:25 2:38 x:34 thirteen:xiii 1d 02:27 18:00–48:00
 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 thirty 34 86 93 2:29 4:52 19:29 1d 00:21 second 00:43 18:00–48:00
 Hesperornis 22 30 72 86 1:30 2:48 11:13 14:01 1d 04:03 18:00–48:00
 Ichthyornis 29 32 84 90 i:39 3:42 14:48 18:31 1d 13:02 18:00–48:00
 Iguanodon 24 28 75 82 1:25 four:37 18:31 23:08 1d 22:17 xviii:00–48:00
 Kairuku 22 30 72 86 1:30 ii:48 11:13 fourteen:01 1d 04:03 18:00–48:00
 Kaprosuchus 29 35 84 95 ane:59 3:42 fourteen:48 xviii:31 1d 13:02 18:00–48:00
 Kentrosaurus 24 30 75 86 two:46 5:08 twenty:34 1d 01:43 2nd 03:26 18:00–48:00
 Lymantria 35 38 95 100 1:30 three:05 12:20 15:25 1d 06:51 xviii:00–48:00
 Lystrosaurus 24 28 75 82 0:49 i:32 six:10 vii:42 15:25 18:00–48:00
 Maewing 22 26 72 79 1:25 4:37 18:31 23:08 1d 22:17 36:00–96:00
 Magmasaur 90 110 194 230 iv:59 18:31 3d 02:04 3d 20:35 7d 17:11 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 iv:59 9:xv 1d 13:02 1d 22:17 3d 20:35 18:00–48:00
 Megalania 29 35 84 95 1:59 iii:42 14:48 xviii:31 1d thirteen:02 18:00–48:00
 Megalosaurus 26 32 79 90 1:39 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 03:13 2d 06:27 xviii:00–48:00
 Morellatops 22 28 72 82 ii:29 iii:05 12:xx 15:25 1d 06:51 18:00–48:00
 Moschops xvi 20 61 68 2:37 4:52 19:29 1d 00:21 2d 00:43 18:00–48:00
 Oviraptor 26 thirty 79 86 one:08 2:06 8:25 x:31 21:02 18:00–48:00
 Pachy 24 28 75 82 1:25 2:38 10:34 13:xiii 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 ten:34 thirteen:xiii 1d 02:27 eighteen:00–48:00
 Pegomastax 28 32 82 90 1:08 three:05 12:xx fifteen:25 1d 06:51 eighteen:00–48:00
 Pelagornis 29 32 84 90 1:39 3:42 xiv:48 xviii:31 1d 13:02 18:00–48:00
 Pteranodon 29 32 84 ninety one:39 3:42 14:48 18:31 1d 13:02 18:00–48:00
 Pulmonoscorpius 12 16 54 61 1:59 3:42 14:48 18:31 1d xiii:02 18:00–48:00
 Quetzal 5 half dozen 41 43 16:39 13:13 2d 04:54 2d xviii:08 5d 12:16 18:00–48:00
 Raptor 20 28 68 82 1:59 three:42 fourteen:48 18:31 1d 13:02 18:00–48:00
 Rex 32 34 90 93 iv:59 ix:15 1d 13:02 1d 22:17 3d twenty:35 18:00–48:00
 Rock Drake -90 -80 -130 -112 6:14 9:15 1d 13:02 1d 22:17 3d twenty:35 18:00–48:00
 Sarco 30 34 86 93 2:29 four:37 eighteen:31 23:08 1d 22:17 18:00–48:00
 Snow Owl 12 13.5 54 56 2:56 5:26 21:47 1d 03:thirteen 2nd 06:27 18:00–48:00
 Spino 30 32 86 xc 3:50 7:07 1d 04:29 1d xi:36 second 23:thirteen xviii:00–48:00
 Stegosaurus 22 28 72 82 2:46 5:08 20:34 1d 01:43 second 03:26 18:00–48:00
 Tapejara 29 32 84 90 i:39 five:26 21:47 1d 03:thirteen 2d 06:27 18:00–48:00
 Tek Parasaur 24 28 75 82 1:25 2:38 x:34 thirteen:13 1d 02:27 18:00–48:00
 Tek Quetzal 5 half dozen 41 43 16:39 thirteen:13 2d 04:54 2d eighteen:08 5d 12:16 18:00–48:00
 Tek Raptor twenty 28 68 82 1:59 3:42 14:48 18:31 1d thirteen:02 18:00–48:00
 Tek Rex 32 34 90 93 iv:59 9:15 1d thirteen:02 1d 22:17 3d 20:35 18:00–48:00
 Tek Stegosaurus 22 28 72 82 ii:46 5:08 20:34 1d 01:43 2d 03:26 18:00–48:00
 Tek Triceratops 22 28 72 82 2:29 4:37 18:31 23:08 1d 22:17 18:00–48:00
 Terror Bird 20 28 68 82 i:59 4:37 18:31 23:08 1d 22:17 eighteen:00–48:00
 Therizinosaur 26 32 79 90 1:39 11:34 1d 22:17 2d 09:52 4d 19:44 eighteen:00–48:00
 Thorny Dragon 22 28 72 82 2:29 4:52 19:29 1d 00:21 2d 00:43 18:00–48:00
 Triceratops 22 28 72 82 2:29 4:37 18:31 23:08 1d 22:17 18:00–48:00
 Troodon 28 32 82 90 i:08 2:06 8:25 10:31 21:02 18:00–48:00
 Tropeognathus 29 32 84 ninety 1:39 5:26 21:47 1d 03:13 second 06:27 18:00–48:00
 Tusoteuthis 0 50 32 122 four:59 18:31 3d 02:04 3d xx:35 7d 17:xi eighteen:00–48:00
 Velonasaur 28 32 82 xc 1:08 4:37 18:31 23:08 1d 22:17 18:00–48:00
 Voidwyrm 80 90 176 194 4:59 9:15 1d 13:02 1d 22:17 3d 20:35 xviii:00–48:00
 Vulture 35 38 95 100 ane:21 2:xxx 10:00 12:30 1d 01:01 xviii:00–48:00
 Wyvern eighty 90 176 194 4:59 ix:15 1d thirteen:02 1d 22:17 3d 20:35 18:00–48:00
 Yutyrannus 32 34 90 93 four:59 18:31 3d 02:04 3d twenty:35 7d 17:11 xviii:00–48:00

andy kinda cringe ngl

Species Pregnancy
[h:m]
Maturation Time [(d) h:k] Mating
Interval
[h:m]
Baby Juvenile Adolescent Total
 Achatina 7:56 9:15 1d thirteen:02 1d 22:17 3d twenty:35 18:00-48:00
 Astrodelphis 7:56 5:26 21:47 1d 03:xiii 2d 06:27 18:00-48:00
 Basilosaurus 7:56 eleven:34 1d 22:17 2d 09:52 4d nineteen:44 eighteen:00-48:00
 Bulbdog 4:10 iv:52 19:29 1d 00:21 2nd 00:43 xviii:00-48:00
 Castoroides 7:56 6:ten 1d 00:41 1d 06:51 2d 13:43 18:00-39:forty
 Chalicotherium vii:56 8:13 1d 08:55 1d 17:09 3d 10:18 18:00-48:00
 Daeodon seven:56 4:52 19:29 1d 00:21 2nd 00:43 xviii:00-48:00
 Dire Acquit 3:58 four:37 xviii:31 23:08 1d 22:17 18:00-48:00
 Direwolf iv:10 4:52 19:29 1d 00:21 2nd 00:43 18:00-48:00
 Doedicurus 4:57 5:47 23:08 1d 04:56 2d 09:52 xviii:00-48:00
 Dunkleosteus 7:56 8:thirteen 1d 08:55 1d 17:09 3d 10:xviii 18:00-48:00
 Equus 7:56 4:37 xviii:31 23:08 1d 22:17 18:00-48:00
 Ferox 9:55 9:15 1d thirteen:02 1d 22:17 3d twenty:35 eighteen:00-48:00
 Gacha vii:56 11:34 1d 22:17 2nd 09:52 4d 19:44 xviii:00-48:00
 Gasbags 7:56 4:37 18:31 23:08 1d 22:17 18:00-48:00
 Gigantopithecus vi:36 7:42 1d 06:51 1d xiv:34 3d 05:09 18:00-48:00
 Hyaenodon iii:58 4:37 18:31 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 two:38 2:06 8:25 ten:31 21:02 18:00-48:00
 Mammoth 7:56 8:xiii 1d 08:55 1d 17:09 3d 10:18 xviii:00-48:00
 Managarmr 3:58 ix:15 1d 13:02 1d 22:17 3d 20:35 18:00-48:00
 Manta 7:56 three:42 14:48 18:31 1d thirteen:02 18:00-48:00
 Megaloceros 6:06 seven:07 1d 04:29 1d 11:36 2d 23:13 18:00-48:00
 Megalodon six:06 7:07 1d 04:29 1d 11:36 2d 23:xiii 18:00-48:00
 Megatherium 7:56 9:fifteen 1d 13:02 1d 22:17 3d 20:35 18:00-48:00
 Mesopithecus 2:38 3:05 12:xx 15:25 1d 06:51 eighteen:00-48:00
 Mosasaurus 7:56 eighteen:31 3d 02:04 3d 20:35 7d 17:eleven eighteen:00-48:00
 Onyc 3:58 2:48 11:13 14:01 1d 04:03 18:00-48:00
 Otter vii:56 2:06 8:25 10:31 21:02 eighteen:00-39:40
 Ovis four:10 4:52 19:29 1d 00:21 2d 00:43 xviii:00-48:00
 Paraceratherium 7:56 nine:15 1d 13:02 1d 22:17 3d 20:35 18:00-48:00
 Phiomia 9:55 iv:52 nineteen:29 1d 00:21 2d 00:43 18:00-48:00
 Plesiosaur seven:56 11:34 1d 22:17 2d 09:52 4d 19:44 18:00-48:00
 Procoptodon 3:58 4:37 18:31 23:08 1d 22:17 18:00-48:00
 Purlovia 4:10 4:52 19:29 1d 00:21 2nd 00:43 xviii:00-48:00
 Ravager 4:10 iv:52 19:29 1d 00:21 2d 00:43 18:00-48:00
 Reaper Male monarch 12:00 7:42 1d 06:51 1d xiv:34 3d 05:09 -
 Whorl Rat 4:57 5:47 23:08 1d 04:56 2nd 09:52 18:00-48:00
 Sabertooth four:x 4:52 19:29 1d 00:21 2d 00:43 eighteen:00-48:00
 Shadowmane 2:23 4:52 19:29 1d 00:21 2d 00:43 18:00-48:00
 Shinehorn 4:x 4:52 19:29 1d 00:21 2d 00:43 eighteen:00-48:00
 Thylacoleo 4:10 4:52 19:29 1d 00:21 2d 00:43 xviii:00-48:00
 Unicorn 7:56 4:37 18:31 23:08 1d 22:17 18:00-48:00
 Woolly Rhino 3:58 5:47 23:08 1d 04:56 2nd 09:52 18:00-48:00

Stats of the Offspring [ ]

In-Depth look at Convenance Super Dinos

The spawn of two dinosaurs volition 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 whatever stats through leveling-up past a player. There is a 55% chance of inheriting the stronger stat of each parent. This means you have a sure percent hazard of obtaining a 100% perfect (pregnant 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 beast that was just tamed with a 100% taming effectiveness with the taming effectiveness bonuses applied. This means that an offspring tin can have higher values than its parents in stats that become a bonus from taming effectiveness (for most creatures this is Melee Damage and sometimes Food). See also Animal stats calculation for how the values are calculated from the stats.

Example [ ]

To understand this improve, here is an example. Let's simply look at the melee damage of a pair of Raptors. Assume they were only tamed with a taming effectiveness of 70% and both already have 4 levels in melee impairment. The value you lot tin see 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 × ( one + LevelWild × IncreaseWild) + TamingBonusAdd × TamingBonusAddModifier) × (1 + TamingEffectiveness × TamingBonusMult × TamingBonusMultModifier) Value = (100% × ( 1 + four × 5%) + l% × 15%) × (1 + seventy% × xl% × 45%) Value = 127.5% × 112.half dozen% Value = 143.6%        

The offspring inherits the values of its parents. They don't inherit the plain value, but the levels the parents spend in the stats before being leveled upwards by a actor. Then the offspring inherits 4 levels for its melee damage (as both parents have 4 levels in this case). To become the value of the melee damage of the offspring, nosotros calculate it like earlier, but this time we use a taming effectiveness of 100% (this is the way 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%) + 50% × 15%) × (1 + 100% × twoscore% × 45%) Value = 127.v% × 118% Value = 150.five%        

Like the parents, the offspring has 4 levels in melee damage, just with the higher taming-effectiveness-bonus its value is 150.5% instead of 143.6%. The bonus is not much, only is clearly noticeable.

Amount of higher stats and chance of obtaining them when hatching [ ]

Number of desired stats Probability [%]
6 2.77%
five thirteen.59%
4 27.eighty%
3 30.32%
2 xviii.61%
i 6.09%
0 0.83%

Finding the Best 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 one stat, the higher information technology tin be. To get a really practiced brood you demand 6 creatures, each with a high upleveled (only the wild-leveling counts hither) different stat. Afterwards at least 3 generations a animate being with the best of the stats can exist bred.

Wild Stats Level-up

Type in values of a wild creature to see on which stats it'southward emphasized. Dark-green values on a loftier-level creature are very good for breeding. If you have already tamed your brute you lot can try to recover the convenance stats with an external tool.[iv]

Breeding

The stat-calculator does non work in the mobile-view, see here for alternatives: Apps

Annotation that subsequently the creature is tamed it gets bonuses on some stats depending on the taming effectiveness. This makes it difficult to think the levels on a tamed creature, so this tool is only for wild ones, but gives a first impression, how well the stats are distributed.

Level of the Offspring [ ]

The resulting level of the baby is the sum of wild level-points (i.e. level of the animal direct after taming) spent in the inherited stats by its parents. Assume for instance, that one (highly unusual) parent has simply leveled upward in Wellness 40 levels and nil else, while the other parent leveled up simply in weight 30 levels. If the babe happens to inherit these higher stats, it inherits lxx levelups giving it level 71 with its starting level. Other possibilities are a level 41 Babe with simply health leveled up, a level 31 infant with merely weight leveled upward or a infant with level 1 and nothing leveled up.

The (practically impossible to reach) maximum of levels a baby can get would be 223 levelups (149 natural + 74 by taming bonus (TE of nearly 100%)) in each stat, with 7 stats summing up to level 1562 (223 levelups in vii stats plus the startinglevel: 223 x 7 + 1 = 1562).

One would need to find an average of 2.863×10^188 number of any creature to become all 223 wild stats put into any specific stat, assuming all levels take the aforementioned chance of spawning [ane/((1/7)^223)].

Note that the levels a wild animal wastes in the movement stat is remembered and passed on during breeding. Thus ii siblings with seemingly identical stats might take different levels if one of them inherited a higher movement stat than the other. This has 1 applied advantage: a higher torpor level.

Note that the cap level of beast on official are 450, after this level your creature volition be deleted by server restart, transferring or if you cryo pod information technology.

Instance [ ]

Hither's an case of two parents and possible children they tin can go. Child1 inherited random stats, ChildMax only got the maximum values and ChildMin only got the lower values. Yous can see that the level of the offspring tin exist lower, in between or higher as the levels of the parents. The college levelup is displayed in bold.

Displayed are only the wild levels (the ones that can exist inherited). Levelups past the player have no influence on the stats of the offspring.

In this example the levels of Stamina are the same for both parents, and then you cannot tell which one the offspring inherited.

Mother Child1 ChildMax ChildMin Father
Level 154
Stat Lvl
HP 24
St 23
Ox 26
Fo xviii
We 19
Dm 22
Sp 21
Level 150
Stat Lvl
HP eighteen
St 23
Ox 26
Fo 22
Nosotros 19
Dm 22
Sp 19
Level 166
Stat Lvl
HP 24
St 23
Ox 26
Fo 22
We 27
Dm 22
Sp 21
Level 130
Stat Lvl
HP 18
St 23
Ox 15
Fo eighteen
We 19
Dm 17
Sp 19
Level 142
Stat Lvl
HP 18
St 23
Ox xv
Fo 22
We 27
Dm 17
Sp 19

To go to the creature'southward level, you add upward the levels of the stats and add one, as all creatures start at level i.

Notes/Trivia [ ]

  • Opposite 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 exist bred when domesticated.
    • However, in the real globe all reptiles, fish, crustaceans, snails, whales, and Trilobites and Dung Beetles are able to brood.

External Video Tutorials [ ]

Quick tutorial on hatching eggs

Video about convenance and mutations

References [ ]

  1. Patch notes, v220
  2. ComplexMinded'due south tweet, dated Mar 4, 2020
  3. Crumplecorn'southward Breeding Calculator
  4. ARK Smart Breeding

External links [ ]

  • Ark Convenance Computer (Web Application)

adamstextill.blogspot.com

Source: https://ark.fandom.com/wiki/Breeding

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