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RyuujinZERO

Pathfinder
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Everything posted by RyuujinZERO

  1. Solid foundations and basically flush to the ground. Correct, though now you point that out, there is a line of railings that form part of a decorative skylight. (Obviously all other windows are kept closed now) If there are glitchy exploits involving climbing picks maybe he's meshing through them that way. Not much I can do about that obviously now though since any new structures i build or replace just get torn down.
  2. As established, the base is serving it's purpose admirably, and it's better positioned than the alternatives relative to the rest of our companies outposts and assets. Packing up would be a net loss. What the owner is doing is teleporting inside our base and smashing the decorations/quality of life stuff, since the actual meat and bones of the base is already locked down and untouchable. It's obnoxious, annoying, and probably involves some sort've exploit. But packing up and leaving would be silly
  3. Can we, you know, get a little more than 20 second warning before you shut the server down Grapeshot? I mean, you guys did develop the game, you KNOW people can't secure their boats and stuff in that timeframe, and an unsecured and unmanned boat is in immense danger from all manner of nasty things; from whales to cyclones, to SotDs, other players (in PvP), or even just crashing into something because it was running under full sail close to shore when you did the shutdown. Would it kill the server admins to give people a 5 minute warning? <.< /rant
  4. Yeah I'm in the process of trying to obtain better screenshot evidence this time around. I had hoped ATLAS worked on a similar principle to say, modded Minecraft servers, where there is a clear log of who demolished what, when and how and it's absolutely trivial for a GM to look at the log and say 'yeah they did the thing they're accused of' I was foolish for expecting that of ATLAS Of course if the owners just stop acting like idiots for 24 hours that'll work too. This is the last set of structures i need to build to make the base feature complete for the foreseeable future; as it stands the base is fully operational. Just I don't have a food bag, bed and a way of sorting stored equipment (having to dump it all on the smithy and resource box, which is locked down and unbreakable). So they aren't actually going to shut down our operations and drive us away this way it's just... dumb and obnoxious.
  5. That won't work, the stucture is only several inches off the ground and any sort of new construction designed to act as traps, will itself be deconstructable by the landowner.
  6. Ah, that might explain things then. I wondered why I hadn't seen my tribe mates sleeping bodies since we came back to ATLAS, I just figured they were clipping into the ground as they are wont to do in both ARK and ATLAS. Any ideas on how to counter this if that is what he's doing?
  7. Wouldn't their body be visible on the ground though? - Or do logged out non-company players now vanish in PvE and i missed the memo? It's not a particularly big outpost, we'd definitely see them if they were inside.
  8. So, we've had an outpost on an island owned by another company for over a month. We've been content to pay our taxes, we've even traded with them. For them our presence has been quite profitable since we're active daily with gathering animals and we've never had or caused any trouble. Even going so far as to set up a mailbox for offline inter-company communication. This week, we upgraded our base from wood/thatch to stone, and again no trouble. A few days later we added a garden space with crop plots, and tore up and renovated most of the interior as well as part of the doorway. Then, a few days ago, we logged in to find all the structures replaced in the last 24 hours had vanished, and left a gap in the wall where we'd replaced the door. At first we thought it was a buggy rollback, but then the evidence mounted that the owners of the island had pulled a smash-and-grab on us while the structures were fresh and still had the 24 hour owner-veto timer. This pissed us off, but we had chosen this island because it was ideal for our needs and weren't going to up-sticks and leave just because of a few jerks, and we knew the landowners only log in every few days (They don't appear to actually play or do anything with their island, just log in every few days and do maintenance to their slum of wooden box-huts). So, we repaired the exterior/garden and as predicted, the owners didn't log in for a few days and the repairs became permanent. Having now sealed the exterior of the structure, we replaced the sacked interior structures; beds, storage, smithies etc. confident the owners would not be able to access them to demolish. Then, this morning, we logged in to find the owners had returned, and somehow torn down all the interior renovations of a locked and sealed building. tl;dr My question is how did they do that? - Is there an island-owner function we don't know about that let's them mass-delete any structures built in the last 24 hours, or are they hacking/exploiting in order to clip inside the structure and we should be reporting them? Update: We're now on day 7 of the build/smash cycle. The owners seem to be logging in more frequently for the explicit purpose of trying ensuring we don't lock in any new structures and even parked their galleon adjacent to the base possibly trying to limit sea-access. There's pretty good evidence now that they don't have a guy logged out inside the base, they're phasing through the wall somehow. As stressed earlier, they're not actually degrading our operations in the region so we have no reason to leave, it's just some quality of life stuff they keep smashing up like food, beds, gear and blueprint storage. At this point is this even within the constraints of acceptable behavior or does this count as misconduct? - They're being asses for the sake of being asses. Update: A suitable island in the region adjacent to this one opened up and I managed to claim it - no more abusive landlords.. We've left this island.
  9. Our base just lost like half the FOUNDATIONS in the structure. This problem seems to be more prevelant that just ceilings vanishing.
  10. Long ago a we beat a larger company to a claim on a tropical island, and before they left they built a bunch of foundations and beds. The foundations were fairly substantial in scope and scale (having the appearance of legit foundations for future construction), and built after the claim had failed for them, so we assumed they planned to build there, and, not being jerks, we didn't use our 24 hour demolish grace window on the structures, in case they wanted to move in anyway. But a week later, they hadn't returned, and still hadn't built up. So we kept an eye on the decay demolish timer and waitted for it to expire so we could clear it out and use that land ourselves. But a day before the timer expired, they re-appeared from the beds, refreshed the timers, and left once more. This has been proving to be a cycle, every 9 days, they teleport back to the island, refresh the timers on their foundation spam, check to see if our flag has expired (It's paid up for like the next 2 months, so no), and leave once again. It's rather evident they are trying to wait us out of owning the island and the foundation spam is to lock down the land they want to build on, when or if we ever stop playing and get to claim the island (Which is unlikely for the foreseeable future) Is there another means by which a land owner can remove someone else's structures, besides the 24 hour grace window after a settler first moves in, and the extremely generous 10+ day decay timer that is refreshed just by teleporting and back out? (We welcome the idea of having settlers on our island, free stuff from bonus taxes and reduced upkeep costs are always welcome. But our island isn't very big, and they're occupying a lot of prime space other players could be building on, not to mention another of their foundations is blocking one of the few metal patches on the island)
  11. Often if you're building say, out on the edge of the island you might technically be classed as in 'open water' rather than the terrestrial biome.
  12. - Small polar islands don't spawn yeti or bears and have basically the same resources, if you want a safer/quieter experience. - Tame bears can typically take on a yeti just fine. - Almost any tame animal can protect you from wolves. (I left a cow on one polar island and it kept eating the wolves!).Tame wolves also prove an insulation buff to keep you cozy - Fur armour is essential, you may also want to put 20-30 points in fortitude if you don't have blueprint furs so you can continue operating at night during a blizzard. - Fibre needs to be imported, thankfully fibre is also super light and easy to farm, especially if you tame a bear - Snowfall will NOT refill your water meter like rain; but it will still fill water barrels and irrigation. Also snow on the ground yields 200% when digging for water - Polar regions never have heatwaves nor storms. Weather is extremely stable and you basically just wear furs 24/7 Polar islands are an interesting place to live. They have HUGE amounts of stone, metal, flint, crystal and gems and frequently coal too; basically all the heavy materials you don't want to lug around by sea if it can be helped. Which makes them a great place to craft firearm/cannon ammo and it's often more efficient to build stuff out of stone than wood or thatch, one of the native metals - tin, is also the easiest in the game to smelt into alloys. Despite the inclement weather there is still a number of crops that grow there if you want to farm food (ie chilis). Most importantly IMO, they also have hostile whale spawns, which are a very easy source of gold if you hunt them. (Whales won't chase you into any depth where distance from shore is less than 100%, so don't worry about them eating boats, that was fixed long ago.) The main downside, is that they are super far removed from the rest of the biomes, making it less efficient to import exotic materials for crafting advanced blueprints (Straw for example is only found all the way down in equatorial). You will also find it difficult to breed anything in polar due to the extreme cold
  13. Same problem here. Crashed last night, since then treasure maps are borked and SotD's are spawning broken. (When examined they are called stuff like ShipHullBrigantine) I did notice that a quirk of the crash is that the date rolled back to day 1, which has some funny side effects, since some timestamped stuff like structure timers are now negative and give me like days to pick up the object
  14. Had something similar happen in single player during an area transition. Came out into the maw ready to fight the Kraken and *poof*, a few seconds after crossing the border, ship just up and vanished, log said 'ship removed from company'
  15. Bumping this back up, I've started to encounter this problem with structures now in my fairly evolved SP game. Particularly in the form of containers and wooden ceilings; ammo boxes, resources boxes, small wooden boxes etc. this even applies to docked ships left unattended. I come back to my base after long ocean voyages across many zones and stuff has vanished. Most recently, the ship resource box which I store the vast majority of my unique crafting materials in imported from said overseas voyages (Which rather undermines the whole point of travelling long distances to obtain resources) I even had a ship lose 3 of it's planks and sink when left unattended (but docked) for over a week of realtime (None of the other planks were damaged, it was missing like 3 planks, most of it's cannons, and a bunch of wooden structures)
  16. I have a random silly question. Does anyone know any sources of underwater flint? - It's for the challenge of surviving on the open sea in coop/single player,, relying on diving and salvaging npc ships, no landfall. i can get pretty much everything else to keep a ship running from wood to crystal to metal to coal. But not flint, which is essential to making gunpowder for cannonballs. Anyone know of any such sources?
  17. Checklist: Do you have the correct ammo in an ammo container, in reasonable proximity of the said guns (Radius ~30ft) Do you have the right ammo selected? Have you got the correct firing group highlighted when you are issuing the order to fire? Have you actually issued the order to fire at a valid target/and or using a weapon that can be manually aimed? Is the gun positioned in such a way it CAN actually obtain firing resolution, try firing it yourself? Have you opened the gunport? Some indicators of note that can help debug: Firing groups will be highlighted violet when you have them selected. if you don't have one selected, issuing orders won't work. If you don't get a grey tracer line when you hold the manual fire command, the gun's view may be obstructed. A red circle with a line through it means no ammo of that type. Check container position/selected ammo type. A yellow X means the gunport is still closed. Use the toggle gunports button.
  18. I've been having similar Sp issues not with structures in my case, but tames and crew are frequently vanishing when going between zones. It only started a day or two ago and wasn't a problem right out the gate oddly.
  19. As others have said. Bears. just stand in the group, pop nature's cry and swing away. Grey maps: Almost any tame animal will make very short work of it. Green maps: Any bear will destroy it. Blue maps: A good quality raw tame might be able to handle it if you really pump their damage. But they might struggle to drop the heavies before they heal, hand-raised, imprinted bears are advisable. At this level you will also want to consider wearing a bit of armour since archer/mace power attack damage is going to start to sting. Purple maps: Definitely want a hand-raised, imprinted battle bear for these and bring some real armour for this fight, like plate, and/or blueprint crafted stuff or you could end up dead before your mount. Don't forget; your bear can also be your drinking buddy. Tank yourselves up on grog and fight like angry drunks! Out of curiosity, how do you build your character/gear/and engage in that sort've fight? - I've never really spent the time to learn the nuances of the melee system.
  20. Problem: New tames are consistently disappearing, usually following shutdown/loading the game, or crossing zone transitions. Repro: (80%) 1. Tame a new creature, or breed an existing creature and raise it to adulthood. 2. Pass through an area transition, or save/reload the game. Result: New tame(s) will be missing. Expected result: Arrive in new zone or reload the game successfully and the tame still exists. Notes: - This problem did not begin until last night/this morning, but the playthrough itself is roughly a week old. Tames obtained before this window have been so far unaffected. - Creatures lost so far in this way include: Bear (Raised from baby) - Vanished during area transition at sea. Bear (Raised from baby) - Vanished during area transition at sea. Passed through several area transitions as a juvenile without incident, but vanished after maturing. Crow (Tamed from wild) - Appears to have vanished at sea during save/reload or zone transition. Exact timing unclear Crow (Tamed from wild) - Was missing after reloading the game from save state while still on land. - The game has no mods installed and is mostly running vanilla server settings. (x2 gathering multiplier)
  21. When you shut down and then load the game in single player, is it functionally the same as rebooting the server in multiplayer. The same would happen if you did a world save, and then restarted a dedicated server. In both cases, the wild animals and stuff are not saved, and are repopulated shortly after by new creatures via the normal creature spawning routine. The same applies to NPC pirate ships, which will be respawned fresh after a server reboot, and any wrecks you have not finished salvaging will also be removed. tl;dr, If you see something you want to claim in single player, like a creature, wreck or pirate ship. Put a ring on it there and then, don't wait until later because it probably won't be there. There is no work around or 'fix' for this I am aware of, it is normal behavior for ATLAS/ARK
  22. N1 Forbidden cay has the same issue, switching between around -11 and -27 celcius at night - the latter of which basically makes the night time unusable as you have to huddle up over a fire indoors even in full furs just to not freeze to death; and that's to say nothing of surviving cold snap conditions
  23. You'd be correct, difficulty strictly effects the level of creatures* spawned (And subsequently the quality of the loot, since level of stuff like SotDs directly correlate with quality of loot dropped), not the number or type of creature spawned. * SotD's count as 'creatures' for these purposes too
  24. Problem: 'Enable VR HMD' in settings menu is greyed out and unclickable Reproduction: 1. Attach a VR HMD and set it up, confirm it works 2. Boot ATLAS with or without VR enabled. 3. Attempt to click 'Enable VR HMD' in graphics settings Expectation: VR HMD displays stereo rendering and enables head-tracking, like it does in ARK. Notes: - Tested with and without SteamVR initialised beforehand. - If SteamVR is enabled, ATLAS recognises that VR is enabled in a popup when booted, but will only display in theatre mode. - Tested with Valve Index HMD
  25. For the people making the wow progression comparrisons earlier, I feel I should point out that they don't lock that sort of content behind raiding. Raiding and high end content is used to lock the best and most desirable gear; in atlas terms mythics and mythos. Submarines are more akin to flying or diving mounts or airship travel, tools that expand and change the ways you can interact with the world. Very few mmos lock stuff like travel methods behind the ultimate raid. Even ff14 only requires you to fully explore a zone on foot, before you can fly there and many consider that unreasonable. The Kraken isn't exploration, its not even a story boss; its a raid
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