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Found 20 results

  1. So we recently started playing and after gaining a few levels decided to check out the skill trees and plan out our specializations so we wouldn't be wasting precious skill points with pointless overlap. Only to find that there is literally NO WAY to do this. The skill trees are a hopelessly tangled spiderweb of prerequisites with either no way to spec your way down any one tree without filling out half a dozen others, or requiring you to buy seemingly unrelated prerequisites to get to the skills you want. What is the point of "specializing" as a beast master to tame beasts of burden for your company if you're the only one who will be able to ride them? Why volunteer to be the blacksmith if everyone has to learn all the crafting recipes anyway in order to use the higher level equipment you make? What in the heck is the point of forcing your character to learn how to breed tier 2 animals before they are allowed to ride tier 3 animals? Why do I have to waste 9 skill points increasing my crafting speed in order to unlock stone structures? Why do I need to learn hand to hand combat before I can hand feed a chicken? Who knows!!? Please please for the love of RNGesus, tidy up these skill trees. Separate the "use" skills from the "crafting" skills, it;s redundant and frustrating to be forced to learn all of them or none at all. Let us create roles among the crew. THIS is why players are spending more time on land at their base camps instead of out exploring and pirating. They have to grind halfway down a dozen skill trees in order to get anything done!
  2. Snubbsy

    qol Add Beer Kegs

    Beer kegs could not only be used as a decorative item but also to brew stuff like grog. I'm thinking they could look like the water barrel, but shorter, fatter, turned on their side with a little stand and are placed on top of tables.
  3. It would be a big Quality of Life improvement if we could get a craft from remote resource box interface on crafting stations. Something like click a button and get a drop down of resource chests in range of the crafting station. Listed by resource box name. Select 0 - Many options. And your crafting recipes update their counts to reflect amount of new resources they have access to. I was crafting a galleon not too long ago, and it wasn't very much fun having to swap back and forth between my nearby resource box and the smithy 200+ times transferring materials. Also, if this feature was added, it would probably reduce network usage of swapping inventories repeatedly and receiving remote inventory. Thanks for reading! FootSteps
  4. Shadowcub

    Crafting bug

    v1.5 - Right clicking something to craft, crafts 1 immediately. Menu still pops up. Right clicking an inventory item transfers it. Makes it impossible to repair something at say, a smithy. Final edit: A couple of people were experiencing this. Restarting the game seems to fix it.
  5. Kummba

    BPs

    BPs are back to prior 18.84? Thanks for Hatched tho!
  6. Shadowart

    Can not craft

    i can not craft any thing in game now except boat frames have tried at diffrent smithys looms even tryed useing company ones but nothing comes up for crafting but i can craft from blueprint tried reloggin zoneing killing char but still cant use
  7. Game Version: 19.3 Location: Official PvE, O6 Character level: 51 Repeatable: yes Gameplay priority: [mid-high] Game can still be played but some key features, structure creation, are not available. What should happen: When the players inventory has the required materials to make wooden structure parts the personal crafting blueprint should have a light blue background, have highlighted text, and be craftable via the (E) keypress with the mouse cursor over it or by double clicking on the blueprint. What actually happens: With the required materials in the player inventory, the personal inventory blueprint highlights to blue but does not have highlighted text. The item can not be made via the (E) key with the mouse cursor over the item nor by double clicking on the blueprint. Things tried: A character Respec did not fix the issue. Restarting the game did not fix the issue. ATLAS file verification on Steam did not fix the issue.
  8. Common Bp crafted walls and ceillings vanished after a quick pick up when they in same stack in inventory. Not doing it when u split all.
  9. When i wear some intelligence boosting gear, it cause to put all my crafted Bp stuff at 0.00% craft skill bonus, must unwear my gear to have a chance to do better than 0.00%.
  10. retrojoe

    [BUG] Crafted Items Storage

    Official NA PVE Server This has happened to be a couple times now, going through my storage boxes just now I discovered 3 at once. I've had this happen with armor, structures and various other items including stacks of arrows. I've crafted 2 or 3 Tannery spare and placed them in a Large Storage box with other structures, after some time or relogging I've noticed the Tannery changes from a premade 'STRUCTURE' to a 'CRAFTABLE' within the storage box, though i cannot craft it or interact with it other than mouseover because a storage box is not a crafting bench. Basic instructions of what I did. Craft item. Store item. Time passes. Go back to get said item. Item is broken. The item itself was made by me, not by a blueprint.
  11. while playing i noticed that i was only able to craft a portion of the recipes i learned in the smithy, when checking other crafting structures i found that: i could only craft bolas in the tannery, not any armor/saddles the mortar and pestle, forge and loom didnt have any recipes, even though i have preservation learned so i should be able to make preservation salt in the mortar. i am able to craft all the things that dont require a structure (as far as i know). edit: apparently toggle craftables was turned on/off but it is still weird to my why this only hid most craftables
  12. In order to make the game more enjoyable and playable here are some Quality of Life Improvements. 1. Remove E as a dismount from ladders. Ladder mount delay and E having a double use so painful. It is unneccessary. Just use jump. 2. Craftables should be level unlocks. Being able to play the game is hidden behind skill points. I should be able to play the game alone and craft mortars, stone structures, gun, ships and tame & ride everything at level 50. Make skill points improve quality of life for those disciplines. 3. Improve field of view and targetting while mounted to Artillery. Puckles and swivels not being able to shoot down below ~15° makes them almost useless on mountains and slopes. I don't think that is intended. Also mortars and cannons are impossible to aim out of K mode if you are shooting downhill. 4.Allow the naming of NPCs and allow NPCs to mount multi-seat tames. Or adjust following. Currently it is incredibly painful to move NPCs up ramps. Also naming NPCs would be really useful for monitoring what ship they are stationed too etc. 5. Adding a 'docking station'. Docking station will automatically pull your ship into position at a dock without the painful manuevering. Another thing. Add a key binding for changing sail direction while using NPCs. I think it is really annoying having to change rudder and sail direction seperately with shift held. If i could chose the keys that change sail direction I could manuever my ship much more effectively
  13. Our entire company is running into an error where we cannot build ANY ships. We've tried different grids, new and old shipyards, doubling the resources required, using old resource requirements for ships, and scuttling useless ships. When we insert the materials into the shipyard we get the following error, "Not Enough Resources!" We suspect it may be an issue with the limit of ships not properly counting per grid, but rather the entirety of all ships on all servers. Has anyone encountered this and have a potential fix?
  14. Good morning, The recent patch is well disliked throughout the community because of the increased materials required to assemble stone structures, as well as the buffs to stone foundations. Currently the majority of players utilize stone buildings for housing etc. Materials required to assemble stone buildings now cost metal, and organic paste which in itself is not entirely common, and is crafted from two other materials. This all without a boost to stone building properties. Essentially it is nor more economical to spam Wood structures for the recent buffs and expense than it is to build stone structures at no buff with added expense. Essentially we are buying building and name brand prices for value brand quality. It's a sour deal at best. I'd like to suggest that tiers are incorporated rather as well as the requirements are rolled back, boosts to wood structures are fine as smaller groups might be using them as well as their prevalence on PvE realms. I'll list some ideas, and what they could possibly do. Tier 1 - Thatch Tier 2 - Wood Tier 3 - Stone (Revert changes) Tier 4 - Insulated Stone (By all means require Organic paste, provides Heat/Cold protection) Tier 5 - Reinforced Stone (By all means require Metal, provides extra durability) Tier 6 - Metal (Stronger than Reinforced Stone) Tier 7 - Insulated Metal (Heat/Cold Protection, as strong as regular Metal structures) Tier 8 - Reinforced Metal (Stronger than Metal) These options would make more sense overall, as well as potentially add more ingredients to the game rather than re-purpose stone. Lastly more depth would be added to the game which is desperately needed. I ask that these building block changes are reversed, I don't believe this is uproar generated by sudden change that will go away in a hot-minute. This is uproar that will stay, and in my opinion could quite adversely effect the game in a negative light.
  15. First time suggesting ideas on here, but I had a couple things come into mind in the past few days of playing that I thought would be good to post. 1) Animal corpses or entrails as 'wards' around bases. If you've played The Forest you've probably encountered a similar concept. In that game, you can build effigies that keep the cannibals away from camp. My idea would be that you can kill predators (or prey, really) and use their corpses or entrails to make a ward (spike in the ground or a box on the ground, whatever) that wards off that type of creature, in a radius, for an amount of time. It prevents us from having to use turrets to defend our bases and harvesting areas, but still encourages us to go out and kill things on occasion to refuel the wards. To prevent players from placing wards all over an entire island and completely destroying all spawns, they could be limited to placement within a certain foundation range or only placeable on walls or foundations. 2) Further refining resources to get more benefit. As an example I'll use wood, but this can be used for most of the primary resources (thatch, wood, stone, fiber, metal). For wood, you could add a sawmill structure down in the construction tree. You can still harvest wood with a regular hatchet and get a modest amount, or you could use a logging saw. The logging saw would add an extremely heavy single piece of lumber (basically the whole tree) that you have to haul back to your base. Once it's back, you can process the lumber in a sawmill, which would give you more wood than you would have gotten with the hatchet. It requires more steps and more work, but in the end you get more benefit. For thatch you could use the sawmill as well, fiber could be processed in a cotton gin or similar, and metal could be refined in a blast furnace or something. This would also enable bulls, cows, and horses to have more uses. There could be a lumber saddle that lets you drag logs behind, greatly reducing the weight of the large trees but only letting you drag one at a time. This ties into the resource weight reduction issue we're having right now. I think most of us would be fine with no weight reduction provided there were ways to increase the amount we gather or reduce the time needed to gather resources. As a survival game I understand that gathering is necessary, but as time goes on, like in Ark, you should be given more ways to gather resources and gather them more efficiently. It's a natural power progression for humans to develop ways of doing things easier. By the time we're sailing on galleons and brigantines, we would have logically developed ways of getting more resources for them besides simple hatchets.
  16. Oak

    Gates

    Could we get one more option on gates for a "medium" version please? As it is now the small gate is fine, but elephants and rhinos cannot fit through it. So this means you have to use the large gate, which can fit at least four elephants through it side by side at the same time, and it's extremely taller than needs to be. A medium sized gate that is something like four foundations wide and as tall or slightly taller than the small gate would be great.
  17. Hello everyone :) I have been running a private server since release and we have been having constant issues when players start building using better quality blueprints, I will go through a list of issues and problems that I have confirmed over the past month. Each of these problems I have been able to duplicate with ease and fix simply by removing the parts or replacing them with standard quality. Placing a Blue quality or better Large Steering Sail on a ship causes the server to crash and corrupts the world forcing roll backs. Placing better then Blue quality cannons on the lower levels of ships in the gun ports, causes NPCs mounting them to vanish and the cannons become inoperable, to fix this I have to admin remove the cannon, the NPC comes back and I place a stock cannon and problem is gone. Placing the Exact same quality cannon that glitches in the lower levels on top does not cause any problems. Using better then Green building parts to fit out a ship, so ceilings and walls, causes players connections to become unstable and either timing them out on joining or continually booting them from the server once they join. Making and using ANY weapon of purple or better quality causes the action bar to glitch out, the items appear back in you inventory after you relog and the item becomes unusable, to fix this we need to equip another item in the action slot where it was and the item reappears and becomes usable again. We still have a few other problems but I'm unable to work out if they are related to craft better quality items or another problem all together. AtomicDownUnder
  18. armypatti

    crafting ingredients gone!

    With the new update the ingredients for crafting a specific item has disappeared. As well as the popup of the item name when you select it.
  19. Elsie Crimson

    How do I build fences?

    So I can build the wood fence support, are there more crafting blueprints to it? I placed the wood fence supports but it's just 2 posts with a gap. I found out I can place walls on the posts without foundations but they are more than twice as tall as the fence posts and you can't see through them like a fence. Has anyone figured it out? Using "T" to change the type just changes the angle of the post.
  20. EU PVP My crafting window getting empty. Skills learned. I have resources, but I can't craft, neither from skill window.
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