KADevARK is proud to be the first in the ARK Server API space to offer our valuable clients a convenient, time-saving, and centralized platform - our one-of-a-kind website for managing licenses, purchases, downloads, invoices, order history, and much more at https://ark.kadev.io. This platform is available to all clients, both existing and new, at no cost.
	
	
		
			
	
	
	
	
	
		
		
	
PRODUCT PAGE: https://ark.kadev.io/plugins (We accept credit/debit cards and PayPal).
DISCORD: https://discord.gg/ya67GjeFCv
Give your players the visibility they demand without sacrificing server security or tactical balance. Built for PvP integrity and PvE clarity.
Players want them. Damage feedback is one of the most requested features on ARK servers.
But default solutions break your server:
The only damage numbers system with granular, security-first visibility control.
Phase 1: Baseline Rules (Your Security Layer)
Set the minimum visibility for every combat scenario. Players or tribes cannot narrow this baseline.
Phase 2: Tactical Widening (Optional Coordination)
Allow tribes to optionally share additional combat information for coordination without compromising your baseline security rules.
Example PvP Setup:
Example PvE Setup:
Every player toggles their own damage numbers via a customizable chat command.
This single feature eliminates the most common support request on ARK servers.
Damage numbers display in different colors based on the viewer's relationship to combat.
Color Priority System:
Attacker Perspective: See your damage in green
Defender Perspective: See incoming damage in red
Neutral Perspective: See third-party combat in yellow
All colors are configurable for a wide range of sources, including players, tribe members, enemies, unridden creatures, ridden creatures, structures, and more.
Supports hex codes, RGB values, and named colors for complete customization.
Instantly disable entire damage categories without needing to edit complex rules.
If disabled, no damage numbers appear from these sources regardless of other settings.
All settings are adjustable without restarts via chat, console, or RCON.
Adjustable Parameters:
Admin Commands:
Performance: Built on a custom C++ framework for minimal overhead on high-population servers
Persistence: Optional database integration for cross-cluster player settings with server group support
Support: Professional, rapid fixes when ARK updates break compatibility. This is professional - not a hobby project.
Comprehensive, fully-documented commented_config.json included with granular control over every feature. No guesswork required.
					
					
	
		
	
					
					
					
					
				
		JSON:
	
	{
  // ============================================================================
  // KDV_DamageNumbers
  // ============================================================================
  // This plugin uses a TWO-PHASE visibility system:
  // 1. BASELINE RULES: Admin-set minimum visibility (cannot be narrowed).
  // 2. WIDENING RULES: Optional tribe sharing that can only ADD more viewers.
  // ============================================================================
  "Authentication": {
    "License": "",
    "InstanceID": "" // (required for HOST mode licenses only).
  },
  // Database is optional, but recommended for persistence across servers and restarts.
  // If you do not want to use a database, remove the entire "Database" section.
  "Database": {
    "DatabaseHost": "",
    "DatabasePort": 3306,
    "DatabaseUser": "",
    "DatabasePass": "",
    "DatabaseName": ""
  },
  "PluginSettings": {
    "ServerName": "SERVER", // Optional. Used only for some log and chat messages.
    "ServerGroup": "DEFAULT", // Group identifier for multi-server persistence (e.g., "PVP_Cluster", "PvE_Cluster").
    "DamageNumbersToggleCommand": "/dmg.toggle" // Chat command to toggle damage numbers on/off for players.
    // NOTE: Must start with a '/'. No spaces allowed.
    // Example: "/dmg.toggle", "/dmg", "/dmgnumbers"
  },
  "DamageNumberSettings": {
    "General": {
      "EnableVanillaDamageNumbers": false, // TRUE = Replicate vanilla ARK damage numbers (disables all plugin features). FALSE = Use KDV_DamageNumbers system.
      "EnablePlayerStateByDefault": false, // TRUE = Players have damage numbers enabled by default when first joining the server/cluster. FALSE = Players have damage numbers disabled by default.
      "MaxViewDistance": 25.0, // Maximum viewing distance in foundations (1 foundation = ~300 game units). Players beyond this distance won't see damage numbers.
      "DisplayDuration": 1.0, // How long damage numbers remain visible on screen (seconds, range: 0.1 - 25.0).
      "TextSize": 1.0 // Damage number text size multiplier (range: 0.1 - 5.0 with 1.0 as default).
    },
    // ========================================================================
    // MASTER SWITCHES - These completely disable damage sources (highest priority).
    // If disabled here, NO damage numbers will show from these sources regardless of other settings.
    // Ask yourself: "Should ____ ever be seen?".
    // ========================================================================
    "DamageSourceControl": {
      "EnableStructureDamageNumbers": true, // TRUE = Show damage from turrets, spike walls, plant x, etc. FALSE = Never show structure damage.
      "EnableWildDamageNumbers": true // TRUE = Show damage from wild creatures. FALSE = Never show wild damage.
    },
    // ========================================================================
    // BASELINE VISIBILITY RULES.
    // These are MINIMUM visibility levels that cannot be restricted by other settings.
    // Ask yourself: "Who will see the damage numbers on _____?".
    // ========================================================================
    "BaseVisibilityRules": {
      // OPTIONS:
      // "NONE" = Nobody sees the damage.
      // "ATTACKER_ONLY" = Only the person/entity doing the damage sees it.
      // "DEFENDER_ONLY" = Only the person/entity being damaged sees it.
      // "ATTACKER_AND_DEFENDER_ONLY" = Only the two individuals involved see it (no teammates).
      // "ATTACKER_TEAM_ONLY" = Only the attacking team/tribe sees it.
      // "DEFENDER_TEAM_ONLY" = Only the defending team/tribe sees it.
      // "ATTACKER_AND_DEFENDER_TEAM_ONLY" = Both entire tribes see it.
      // "EVERYONE" = All players on the server see it (within distance, if they've toggled damage numbers).
      "WildCreatures": "ATTACKER_ONLY",
      "TribePlayers": "ATTACKER_AND_DEFENDER_ONLY",
      "TribeStructures": "ATTACKER_AND_DEFENDER_ONLY",
      "TribeCreatures": "ATTACKER_AND_DEFENDER_ONLY",
      "EnemyPlayers": "ATTACKER_AND_DEFENDER_ONLY",
      "EnemyCreatures": "ATTACKER_AND_DEFENDER_ONLY",
      "EnemyStructures": "ATTACKER_AND_DEFENDER_ONLY"
    },
    // ========================================================================
    // VISIBILITY WIDENING - Optional tribe sharing that expands the baseline.
    // **These settings can ONLY ADD more viewers, never remove them.**
    // If baseline already includes your tribe, these settings have no effect.
    // ========================================================================
    "VisibilityWidening": {
      // IMPORTANT: These only work when the baseline rule is restrictive enough to benefit from widening.
      // Example: With baseline "ATTACKER_ONLY" and ShowPlayerAttacks = true, the attacker still sees their own numbers; add ShowTribeMemberAttacks to include the tribe.
      // Example: If baseline is already "ATTACKER_AND_DEFENDER_TEAM_ONLY", these settings won't change anything because the whole tribe is already included.
      "WhenWeAttack": {
        // These govern extra visibility when YOUR tribe is on offense.
        // Player/ridden toggles grant you visibility, and ShowTribeMemberAttacks can widen them to the rest of the tribe.
        "ShowPlayerAttacks": true, // When YOU (player) attack -> always show the damage to you; combine with ShowTribeMemberAttacks to include your tribe.
        "ShowTribeMemberAttacks": true, // Let tribe members see other members' player or ridden dino attacks.
        "ShowRiddenDinoAttacks": true, // When YOU ride a dino -> always show the damage to you (the rider); combine with ShowTribeMemberAttacks to include your tribe.
        "ShowUnriddenDinoAttacks": true, // When YOUR unridden dino attacks -> should your tribe see the damage?
        "ShowStructureAttacks": true, // When YOUR structures attack -> should your tribe see the damage? (turrets, etc.).
        "ShowDirectPlayerCombat": false // Special PvP rule: In direct player-vs-player combat -> BOTH the attacker's tribe and the defender's tribe will see their combat damage.
        // Example: Bob Sr. (Tribe A) fights Bob Jr. (Tribe B). TRUE = all of Tribe A and Tribe B members see the numbers. FALSE = only Bob Sr. and Bob Jr. see them (baseline still applies).
      },
      "WhenWeDefend": {
        // These control whether your TRIBE sees damage when YOUR assets are being attacked.
        // Only works if the baseline includes the defender side and your tribe isn't already included.
        "ShareStructureDamageWithTribe": true, // When YOUR structures take damage → Should your tribe see it?
        "ShareCreatureDamageWithTribe": true // When YOUR creatures take damage → Should your tribe see it?
      }
    },
    // ========================================================================
    // VISUAL SETTINGS - Colors and appearance (no impact on WHO sees damage, only what COLOR they see)
    // ========================================================================
    "Visual": {
      "Colors": {
        // SUPPORTED FORMATS: Named colors ("Red", "Green", "Blue"), RGB values ("255,0,0"), or hex codes ("#FF0000")
        // NOTE: Color names are case-insensitive but must be spelled correctly.
        //
        // COLOR PRIORITY SYSTEM (highest to lowest priority):
        // 1. FriendlyFire (always wins)
        // 2. WildAttacker
        // 3. PerspectiveBased (depends on viewer's relationship to combat)
        // 4. DefaultFallback (last resort)
        "FriendlyFire": "Green", // HIGHEST PRIORITY: When you hit your own tribe members.
        "WildAttacker": "Yellow", // HIGH PRIORITY: When wild creatures/structures deal damage.
        "DefaultFallback": "Yellow", // LOWEST PRIORITY: Fallback color when no other rules apply.
        "PerspectiveBased": {
          // MEDIUM PRIORITY: Colors change based on the VIEWER's relationship to the combat.
          // The same damage event can appear as different colors to different players watching it.
          // Ask yourself: "What will the _____ see when attacked by a _____?".
          "AttackerPerspective": {
            // This is the perspective of the ATTACKER (the one dealing damage).
            "Player": "Green",
            "Tribe": "Green", // SPECIAL: Player watching their tribe mate get hit (player or ridden dino).
            "DinoRidden": "Green",
            "DinoUnridden": "Green",
            "Structure": "Green"
          },
          "DefenderPerspective": {
            // This is the perspective of the DEFENDER (the one receiving damage).
            "Player": "Red",
            "Tribe": "Red", // SPECIAL: Player watching their tribe mate get hit (player or ridden dino).
            "DinoRidden": "Red",
            "DinoUnridden": "Red",
            "Structure": "Red"
          },
          "NeutralPerspective": {
            // Colors shown to neutral spectators (not on either team).
            // Only applies when base visibility setting is "EVERYONE".
            "Player": "Yellow",
            "DinoRidden": "Yellow",
            "DinoUnridden": "Yellow",
            "Structure": "Yellow"
          }
        }
      }
    }
  }
}PRODUCT PAGE: https://ark.kadev.io/plugins (We accept credit/debit cards and PayPal).
DISCORD: https://discord.gg/ya67GjeFCv
KDV_DamageNumbers for ARK: Survival Ascended
The Professional-Grade Damage Numbers System for Servers is finally here.
Give your players the visibility they demand without sacrificing server security or tactical balance. Built for PvP integrity and PvE clarity.
The Problem with Damage Numbers
Players want them. Damage feedback is one of the most requested features on ARK servers.
But default solutions break your server:
- PvP servers: Leak tactical information (turret ranges, hidden defenses, ally positions)
- PvE servers: Create visual spam from irrelevant combat
- All servers: One-size-fits-all approach with no administrative control, along with vanilla lag and rubberbanding
Core Features
1. Two-Phase Visibility Architecture
The only damage numbers system with granular, security-first visibility control.
Phase 1: Baseline Rules (Your Security Layer)
Set the minimum visibility for every combat scenario. Players or tribes cannot narrow this baseline.
- Wild creature damage
- Tribe-on-tribe combat
- Enemy structure damage
- Friendly fire incidents
Phase 2: Tactical Widening (Optional Coordination)
Allow tribes to optionally share additional combat information for coordination without compromising your baseline security rules.
Example PvP Setup:
- Baseline: Enemy damage visible only to attacker and defender (prevents intel leaks)
- Widening: Tribes can share their own outgoing damage with teammates (enables callouts)
- Result: Players coordinate offense without revealing defensive positions
Example PvE Setup:
- Baseline: Only show damage you personally deal or receive (reduces clutter)
- Widening: Tribes share all combat events (full visibility for cooperative play)
- Result: Clean interface for solo players, full feedback for tribes
2. Individual Player Control
Every player toggles their own damage numbers via a customizable chat command.
- Customizable command: Change /dmg.toggle to match your server theme
- Admin-set default: New players start with numbers on or off (your choice)
- No admin intervention: Players manage their own experience
This single feature eliminates the most common support request on ARK servers.
3. Perspective-Based Color System
Damage numbers display in different colors based on the viewer's relationship to combat.
Color Priority System:
- Friendly fire (highest priority, always visible)
- Wild creature damage (high priority)
- Perspective-based colors (attacker/defender/neutral views)
- Default fallback (lowest priority)
Attacker Perspective: See your damage in green
Defender Perspective: See incoming damage in red
Neutral Perspective: See third-party combat in yellow
All colors are configurable for a wide range of sources, including players, tribe members, enemies, unridden creatures, ridden creatures, structures, and more.
Supports hex codes, RGB values, and named colors for complete customization.
4. Master Source Controls
Instantly disable entire damage categories without needing to edit complex rules.
- Structure damage: Turrets, plant species X, spike walls
- Wild creature damage: Environmental threats, untamed dinos
If disabled, no damage numbers appear from these sources regardless of other settings.
5. Live Server Management
All settings are adjustable without restarts via chat, console, or RCON.
Adjustable Parameters:
- Max view distance (in foundations)
- Text size multiplier
- On-screen display duration
- Vanilla mode toggle (instant revert to default ARK behavior)
Admin Commands:
- /dmg.vanilla - Toggle vanilla mode
- /dmg.distance <foundations> - Set view distance
- /dmg.size <value> - Set text size
- /dmg.lifetime <seconds> - Set display duration
- /dmg.reload - Hot-reload plugin
- /dmg.config - Reload configuration
6. Enterprise-Grade Infrastructure
Performance: Built on a custom C++ framework for minimal overhead on high-population servers
Persistence: Optional database integration for cross-cluster player settings with server group support
Support: Professional, rapid fixes when ARK updates break compatibility. This is professional - not a hobby project.
Configuration
Comprehensive, fully-documented commented_config.json included with granular control over every feature. No guesswork required.
 
	 
	

 
 
		