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  1. This is a list of items I have talked about with those I play with that we have decided we hope to see. Some have taken some research, and others were created with a list that we put together during our conversations. I thought to put it here, and then expand on it as more items are discussed below – if they are – or as a group with those I play with. So please read through it if you too are interested in the possibilities that the game to bring with it and add them below if there is more that you would like to see, and the next time I am pop on I would be happy to add them to the list. Section One: Ships Sloops – In Game Barque (Bark) – A sailing ship with from three to five masts, all of them square-rigged except the after mast, which is fore-and-aft rigged; a small vessel that is propelled by oars or sails. Schooners – In Game Brigantines – In Game Square-rigged Ships - These were more often than not merchant ships, identified by their large square sails and three masts. The large hold meant that they were slow but great for longer crossings. Not very agile, pirates were not likely to choose a square-rigged ship as their first choice, but would be great for stealing large amounts of booty. You might have seen these kinds of ships among a pirate fleet. Galleons – In Game Clipper - A fast yacht-like ship with three sails and a square rig. Cog – A small warship Gally - A low, flat vessel propelled partly, or wholly by oars. Jolly Boat - A light boat carried at the stern of a larger sailing ship. Long Boat - The largest boat carried by a ship which is used to move large loads such as anchors, chains, or ropes. Pirates use the boats to transport the bulk of heavier treasures. Lugger - A two-masted sailing vessel with a lugsail rig. Man-of-War or Man-O’-War - A heavily armed vessel designed and outfitted for battle. Pink - A small sailing vessel with a sharply narrowed stern and an overhanging transom. Pinnace - A light boat propelled by sails or oars, used as a tender for merchant and war vessels; a boat for communication between ship and shore. Pirogue - A small canoe typically used in the Caribbean often used by pirates to overtake much larger vessels. Caraval - The caravel was a small, highly maneuverable sailing ship developed in the 15th century by the Portuguese to explore along the West African coast and into the Atlantic Ocean. The lateen sails gave it speed and the capacity for sailing windward. Carrack - A carrack was a three- or four-masted ocean-going sailing ship that was developed in the 14th to 15th centuries in Europe. Frigate - A frigate is a type of warship, having various sizes and roles over time. In the 17th century, a frigate was any warship built for speed and maneuverability, the description often used being "frigate-built". Junk - an efficient design that is fast, easy to handle and able to sail upwind. Its most distinguishing feature are sails divided into a number of horizontal panels by bamboo slats (battens). These give the sail better aerodynamics and allow reducing the sail area for different wind conditions East Indiaman Ships – Batavia, Gotheborg, Amsterdam, & Arniston – Meant for large amount of weight and long journeys. Section Two: Building Expand Wood Building Items: We have so many different resources, but seldom do they come into play unless you are crafting an advanced blueprint. My suggestion would bring and additional use to the different types. Using a new bench, called the Lumber Mill, the following items could be crafted; Wood– Standard, crafted in your inventory with any type of wood Wedgwood – Advanced, crafted at Lumber Mill, adds slightly better temperature control to enclosed areas, resembles a log cabin. Darker in color in comparison to Agedwood variant. Strongwood – Advanced, crafted at Lumber Mill, adds slightly higher defense, resembles wooden wall from Ark. Darker in color in comparison to Softwood variant. Ironwood – Advanced, crafted at Lumber Mill, adds slightly faster repair rate, resembles lumber wall from Ark Primitive +. Lighter in color in comparison to lightwood variant. Softwood – Advanced, crafted at Lumber Mill, adds slightly higher defense, resembles wooden wall from Ark. Lighter in color in comparison to Softwood variant. Agedwood – Advanced, crafted at Lumber Mill, adds slightly better temperature control to enclosed areas, resembles a log cabin. Lighter in color in comparison to Wetwood variant. Lightwood – Advanced, crafted at Lumber Mill, adds slightly faster repair rate, resembles lumber wall from Ark Primitive +. Darker in color in comparison to Ironwood variant. Expand Stone Building Items In a similar manner to that which is present with the wood types list above, I suggest the following. Using a new bench called the Construction Table, the following items could be crafted; Stone - Standard, crafted in the smithy with any type of stone. Coquina – Advanced, crafted at Construction Table, adds slightly faster repair rate, resembles stone structures from Ark. Light in color Granite – Advanced, crafted at Construction Table, adds slightly higher defense, resembles a brick-like structure. Light in color. Limestone – Advanced, crafted at Construction Table, adds slightly faster repair rate, resembles stone structures from Ark. Dark in color Marble – Advanced, crafted at Construction Table, adds slightly higher defense, resembles a brick-like structure. Dark in color. Sandstone – Advanced, crafted at Construction Table, adds slightly better temperature control to enclosed areas, resembles short bricks and stucco, red in color Slate – Advanced, crafted at Construction Table, adds slightly better temperature control to enclosed areas resembles short bricks and stucco, grey in color Expanding Decorative Items Not all of these items may be appropriate for ships, but should be available when building on land: Beds: The one we have is a cot at best and not a very good looking one. Cot – in game Simple Bed – cot with a mattress and blanket Fancy Bed – bed frame with mattress, blanket, and pillows. Large Fancy Bed – double wide bed frame with mattress, blankets, and pillows. Chair – in game Fancy Chair – with cushions Kings Chair – with higher back, larger size, and cushions. Bench – small wooden bench, looks cheaply made. Fancy Bench – has a back and arm rests Table – in game Square table – just a smaller version of the current table. Wall lamp – in game Hanging lamp – resembles the lamp in Ark Primitive+ Standing torch – resembles the torch in Ark Braziers – resembles those in Ark Primitive+ Table lamps – a light to sit on a table Wall Sconce – a light to hang on the wall Candle – something to set on a table Lantern – a light that you can carry when dark. Woodstove – a campfire in a small stove – can be used for cooking Fireplace – a campfire in a small fireplace with a 3 wall high chimney – can be used to cook meats A chimney add on could also be created it the click-through menu in order to expand the chimney so that it will go higher if needed. Grand Fireplace – larger fireplace with large fire, gives off warmth, can cook meat, and has a 3 high chimney that can be added too. Section Three: Food & Cooking Cheese Pickled vegetables Chicken – could be changed to Poultry as another meat type Porridge Bread Butter Pottage Pie Apples Pineapple Oranges Lemons Melons Bananas Section Four: Clothing Thus far we have a handful of craftables and a number of skins available for purchase in the market. However it would be nice to have it expanded a bit and to have different types of clothing available at different markets. Each “Freeport” could have a style to it and that style could including clothing from that region, both men’s and women’s – not just gender neutral. I say this realizing that yes, it is a pirate themed game – however it is also one that allows people to build homeports and villages and having a few female NPC’s in dresses could make if feel a bit more authentic. This would also allow the use of clothing themes from different nationalities including those from the different types of pirates that exist in the world. Section Five: Creatures Deer Antelope Elk Moose Camel Zebra Cougar Panther Eagle Sea Lion Killer Whale – Orca Beluga Narwhal Donkey Turkey Prairie Dog – Shoulder Pet Otter – Shoulder Pet Llama Emu Goat Panda Walrus Puffin Gorilla Leopards Arctic Fox – following attack pet Cheetah Jaguar Koala Lemur – shoulder pet Okapi Hippopotamus Reindeer Bison Takin That is what I have thus far. But I am sure more will come up. Personally, even if these items aren't added - I will continue to play and can't wait to see what will.
  2. Ahoy! We've now reinstated the Resource / Creature Navigator with enhancements for ExploreAtlas V2.0 - Choose your current Grid / Resource or Creature. Then we'll show you the closest option and the alternative grids. We hope you enjoy this feature! You can find this here - https://exploreatlas.co.uk/explore/ Explore Atlas Dev Team
  3. Ahoy m'artys! Over the last couple of months, we have been working hard on the Explore Atlas V2. The aim of this was to bring all of our code base into one language as we previously had two. This meant maintaining two sites essentially which was not ideal. Now we're under one roof, we can concentrate on bringing meaningful and powerful updates to the community! For users who are new and don't know who we are, welcome! - Explore Atlas is a website that aims to deliver a convenient and resourceful way of finding creatures and resources throughout ATLAS. We also have sections for Taming calculators! (Similar to Dododex if you're familiar with ARK). One of our more recent features has been the introduction of Unofficial servers to map their resources and creatures! Check it out - https://exploreatlas.co.uk Back to V2 talk... V2 also meant we could re-write the code from the ground up. This allowed us to ensure that we increase speeds drastically throughout the site. Especially with the introduction of XBOX; we needed to ensure that console browsers & other devices could load the site quickly. We would like to share some of the enhancements to our Unofficial Servers section of the website. We're thrilled that the door has been opened to allow both XBOX and PC players to share the same seas and lands. To accommodate for this; we've completely re-approached the way we look at data for Unofficial servers. Checkout the new front end and admin management screens https://imgur.com/a/xuNbRYu We can't wait to see you in the Atlas! Fair winds ExploreAtlas Dev Team
  4. Well, there's already mermaids in Atlas...so why not their more obscure equivalent, the cecaelia? They could be hostile sea witches (Yes, just like in The Little Mermaid.) who are typically very predatory towards players unless you have a slain mermaid's heart (new item) on your person. If you do, they may be willing to barter with you and offer a variety of services, including a temporary tame. Unlike mermaids, they would be capable of traversing on land...but are slower than when they're in the natural environment. --------------- DISCLAIMER --------------- I currently have satellite with a whopping 1.0 Mbps internet speed, so I can't play Atlas and, currently, have to live vicariously through watching others. The details below are subject to being completely impractical and imbalanced due to specifics that I'm unaware of...so take that into mind while reading. This is all based upon someone on the outside looking in, hoping to eventually be on the inside...one day...someday...hopefully. Ultimately, this thread is just to add cecaelia, in whatever form that may take...likely much less complex than what's detailed below even if they're considered. --------------- DISCLAIMER --------------- Natural Abilities: Ink: This ability works differently depending upon whether or not the cecaelia is under water. If they are under the water, they will produce a plume of black ink that makes it impossible for anyone within the cloud to see. Although this can affect larger groups of players, the effect immediately wears off once players leave the cloud. If they are not under the water, the cecaelia will expel their ink in a projectile spray, attempting to directly target an individual's eyes...blinding them for x duration. Note: This ink is expelled from their mouths. Suffocate: The cecaelia has a grappling attack that utilizes their eight tentacles to envelop small enough prey, including humanoids. This attack can potentially knock a target out, allowing them to drag unconscious players from land into the ocean depths to feed upon...or deeper into the depths if it's initiated within the ocean to begin with. If on land, they'll wrap you up and drag you away by using their humanoid arms to crawl across the ground with you in tow. Passive Water Breathing: As one might expect, the cecaelia can breathe under water. Passive Air Breathing: As one might expect, the cecaelia can breathe on land. Passive Fast Swimming: As one might expect, the cecaelia is an extremely agile swimmer. Passive Mermaid Tracking: Cecaelia are proficient mermaid hunters, capable of sensing their presence from a considerable distance. The purpose of this will be explained within the "services" section. Sea Magic: Typhoon: The cecaelia conjures forth a small typhoon, the effects of which are pretty common knowledge. The more cecaelia within the area, the larger and more dangerous the storm can be... Red Tide: The cecaelia creates a massive algal bloom toxic to all life, including humans. Not only will this cause issues to any within the water, but the toxins released end up in the air, causing various effects upon inhalation. Likely, this would be a slow damage over time and decreased lung capacity. Kiss of the Abyss: The Kiss of the Abyss could be considered a blessing...or a curse, depending upon how you look at it. Those affected by this strange ability are mutated in a way that makes them more suited to an aquatic existence. Visually, they develop gills upon their throat, larger lips, oddly-colored skin, and bugged out fish-eyes similar to Deep Ones from H.P. Lovecraft mythos. For the duration of the change, they can swim X% faster and breathe under water...but they dehydrate much faster when not submerged within the ocean or fresh water. Thankfully, salt-water can be drank just as easily as fresh and staying submerged nullifies the need to drink at all...until the mutation wears off, of course. Furthermore, this effect is applied automatically if grappled by a cecaelia, as they prefer to feed upon live prey in the comfort of the ocean depths...so they need to make sure you're still wiggling by the time they get down there. They can, however, imbue this curse from a moderate distance as well...just for giggles. Services: (+x mermaid hearts per tier) T-1: Gold: The cecaelia will gladly trade hearts for gold. T-2: Kiss of the Abyss: The cecaelia will administer the Kiss of the Abyss, at an extended duration. T-3: Temporary Tame: The cecaelia will serve you on your adventures, or to procure more hearts for their final ware. T-5: Elixir of Youth: The cecaelia will provide a fountain of youth alternative to your aging plight. Cecaelia are capable of creating an elixir of youth in exchange for x mermaid hearts. This addresses an issue brought up in the following thread by providing an alternative means of regaining your character's youth that's more practical and less lag-inducing...but could still be a very daunting quest. Unlike the Fountain of Youth, the elixir won't provide you with any sort of stat boost...but can be obtained earlier on in your life. Lore: Potential lore could be that cecaelia are, in fact, humans who were drowned by mermaids only to then be "saved" by some dark primordial-deity of the abyss...who gave them the chance to avenge themselves and hunt down the creatures who robbed them of their former lives. Granted great power over the seas, and forms attuned to an aquatic existence, they are then set forth to act on behalf of this enigmatic entity who's desires remain unknown. Their fate explains what they desire, and why they are so willing to quell their hunger in exchange for something a little more succulent. Bonus: This is just something fun that's highly unlikely, but it would be neat if there was an absurdly-rare chance of becoming a cecaelia, if you were killed by a mermaid. If this were to happen, it could be interesting to gain access to a new discipline involving sea magic...where you could gain the powers listed above, and perhaps lesser powers not utilized by the NPC versions. Until you do, you would simply start out with the natural abilities of the cecaelia and the extra ability to take on your previously human form at will...for obvious reasons. I imagine it would be an option where you are given the choice between death or rebirth by this enigmatic entity of the depths...and perhaps it would come with some penalties to balance out the new life you now lead. For example, perhaps a weakness to fire? An increased dehydration rate? I don't know, maybe weaknesses wouldn't even be needed. I expect that, beyond the enjoyment of being such...it could open up a lot of role playing possibilities where you have a group working to eradicate the seas of these elusive invaders hiding under plain sight...witch-hunters and the like...whereas pirates would employ them for their mystical capabilities. ...or perhaps imprison and enslave them for the same reasons. It would be even cooler if you could customize your appearance as a cecaelia just as you would upon your initial character gen, but that's a stretch beyond a stretch beyond a stretch...heh. Anyway, just a thought! Enjoy the rant. Attached are just two random examples of cecaelia obtained via a simple Google search, to help with visualization:
  5. Cobras are the most s**t animal in the game. These glitchy mother f**kers go through walls, have insanely janky hitboxes, and routinely cause a s**tty time. They also exist where it regularly gets to -19 C...how the f**k? All the animals in this game are awful, but consistently losing tames to cobras/alpha cobras makes people log out and not want to come back. Before anyone tells me to “git gud”...the pen in which they slaughtered a giraffe most recently was built over the water (on pillars), accessible only via ramp, and locked tight with walls placed over the opening.
  6. Hello all, i have a question, if i want to create 2 of the same creatures moded like this example: Blue_Elephant with wood weight reduction of 10% (actually replace the vanilla one) This one require only the inventory and the BP itself to work since it is using the same vanilla name. Red_Elephant with wood weight reduction of 20% Do i need to add it somewhere in the PrimalGameData_BP? Can i just use the BP and the Inventory for both if they use all other files like mesh and stuff or i really need to copy the mesh and all stuff for both ? Thanks for your help!
  7. Hello. My company and I were on Newinglodge island. Two of my teammates were on the opposite side of the island from me. Vultures became aggroed on our building, and my teammates watched and followed as over a dozen vultures came from the opposite beach across the island to my location, a long way. It's a fair sized island. We fought for over an hour, using resources in the smithy to make arrows and bows, last count was 92 vultures killed through the walls. There are some issues here. The vultures came from everywhere, infinite range it seems. The vultures could be killed with headshots through the wall. (clipping) The vultures never gave up aggro on the building. The vultures continuously spawned, didn't stop even after we left the zone, no one sleeping there. We came back to the zone an hour later with dozens of vultures still attacking the structure. Went back to the zone after an hour and a half, and they are still aggroed on the building, but there aren't as many. There are now 2 alpha vultures with them. I am thinking this is a bug, as it is impossible to defeat them with this behavior. I wonder if they are still there...it's been 3 hours. Oh, by the way, we are laughing at this, no salt intended. EDIT #2: Went back 3 hours later, right after posting this. 3 Vultures are still aggro on the building, including one of the alphas.
  8. Hi. I propose that you could make it so there is a no spawn zone in a small radius from a foundation, to avoid wild creatures spawn inside peoples bases. /Calth
  9. Me and my company are set up on D5. I joined them about a week and a half ago. They have been set up there pretty much since launch. The animals on the island have become progressively more and more buggy. At first we thought this may have been how they are programmed but after travelling to a few other islands no other wolves/lions/bears act in this manner. We have only seen it happen across D5 in an increasingly high frequency it started with just one bugged creature that we had to kill and then we were good for a while. Now they are glitched out and non-aggressive at start running away from the player then return within a few minutes fully aggressive. This would not be an issue if it was one at a time but the wolves spawn so quickly that there are generally 15 or so running around in a small area and with them all running away just travelling from the beach you run through at least 3 of the creatures aggro range if not more and then within minutes you have an entire pack coming at you. Same happens when you attack almost any creature on this island. It makes taming even more difficult and clearing an area for any amount of time impossible. It has gotten to the point where by the time we kill 1-2 wolves 3 more have spawned and you have to run around and chase these down to kill them only to have more than you can kill spawn right back. Me and 2 other clan mates spent an hour or more last night killing wolves at our small farm with carbines so generally 1 head shot takes them down. But every time we killed a few and checked if it was safe as many as we had killed we coming out of the woods. The aggro needs to be corrected so we can reliably even just go get wood or thatch from the surrounding areas. And the spawn rate should probably be looked at we understand that its a survival game but at this point it feels more like a hunting simulator. A few things that would be handy if you could look into the small and large gates. The small stone gates will not allow a tamed Rhino through even though there is visibly space on both sides. Also any kind of foundation seems to cause creatures a problem with crossing over them even with 2-3 spaces on either side of them. The large gates seem to resolve this issue if you only have foundations under the 2 posts but this leaves a huge gap that can be crossed under by players and smaller creatures. So if you could check into the clipping issues for gates that would be extremely helpful. There are only 2 gate sizes in the game currently the small gate is not quite large enough and the large gate is far to large compared to the larger creatures. Maybe add in a medium sized gate so we can out a gate in that is somewhere between that allows the creatures currently in game to cross through them. I currently have a Rhino that we sorely needed parked on one of our ships because we cant get him into our keep and if we leave him outside he will be dead within minutes from the massive amount of wolves on the island.
  10. Hey. After todays patch the aggro range on Manta Ray is just hilarious. Dipping into water to avoid wolf, and instantly swarmed by 5+ Manta Rays, no matter where you dive. They were a bit sleepy before the patch, but this patch made them aggro too much.
  11. (Sorry for my english i try my best) In Atlas there are a lot of fantastic and great Creatures. But in my opinion there are some creatures missing and iw ould like to see some new creatures. So i suggest some that i would like to have thhem in the game. -Chameleon: A small colorchanging shoulder pet. -Rats -Bison -Hippo -Gorilla -Hedgehogs -Otter -Seal -Walrus -Squirrel -Frog and Toad -Sloth -Mosquito -Wasp -Leech -Kangaroo -Gavial -Butterfly and Moth -Camel -Snail and Slug -Pelican -Sea turtle -Swamp Turtle (like a snapping turtle) -Eagle -Owl -Killer Whale -Bufalo -Beaver -Manatee -Cheetah -Cockroach -Hyena -Giant Salamandar -Armadillo -Pangolin -Crab -Lobster -Worm -Duck -Flamingo -Geese -Stork -Salmon -Small Lizard -Waran -Deer -Moose -Dragon-fly -Chimp -Orangutan -Piranha -Arapaima -Badger -Coon -Normal Kraken -Koala -Panda -Grashopper -Mantis -Thorny Lizard -Sea Snake -Lionfish -Stonefish -Barracuda -Carp -Pike -Mole -Glowbug -Fly -Dung beetle -Lamprey -Goat -Peacock -Mouse -Colorful Birds -Coral reef fishes -Whale Shark -Saw shark -Frilled shark -Ground living shark "Sandshark" -Flounder -Lynx -Toucan -Budgerigar or Canary -Porcupine -Hamster -Mader -Fox -Sea elephant -Narwhale -A Whale like beluga whale -Meerkat -Llama -Flying squirrel -Tapir -Lemur -Marmot -Sunfish -Tarantula -Cassowary -Iquana -Shrimp -Sea horse -Gazelle -Ant-eater -Ocelot -Kiwi -Goblin shark -Pelican eel -Glowing deepsea fish Thatwas a lot if you have any suggestion write it in the comments. So this is only a suggestion and not all of them have to be included or something. Maybe no one of these will be including. But before you try to add some new stuff pls fix that game.
  12. Ive been wondering for a while how to tame myself a croc, anyone have an idea?
  13. As the title says, I want to be able to tame foxes! Like it would make sense for them to live in the forest or snow regions. I can understand that they were not in Ark but they were definitely common animals in the pirate times!
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