ATLAS
[SPUK] Advanced Structures
 This topic has been pinned, so it's probably important
Silly Monster  [developer] 25 Jan, 2019 @ 1:02pm
Suggestion box
I started using a issue tracker to better manage feature requests and bug reports.
I will no longer update this first post with what requests I will work on, as this is very limiting and time consuming. But i will add everything to my issue board, so even if it takes longer, I can't forget a feature I want to add.
Last edited by Silly Monster; 10 Sep, 2019 @ 1:36pm
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Showing 1-15 of 97 comments
Joew 31 Jan, 2019 @ 9:38am 
- Smaller stations: 1x1 or 1x2 for tannery, loom, smithy, forge and all.

- INI options to config stations: fuel, speed, slots and radial menu to users config too: e.g fuel to use.

- INI option to config spoil times from preserve bag and station. And more slots to them too :D

- Remote controller (or something that u can aim object and interact with them from distance. Great to lower up/rise rope ladders from high height and open/close doors from distance ;)

- Glass structures like as structures plus from ark (if possible)

- ini config to increases ship weight and speeds and max structures on ships too

Thats all i can remember.

Thank you!
Silly Monster  [developer] 31 Jan, 2019 @ 10:26am 
Uh, that is quite a bit :)

- smaller station: i will see, when i have finished the structure parts and start working on the station, but i think at least i will try to get rid of the loom's canopy, i am not a big fan of stright resizes but I will see if I can remove parts, to make things smaller

- ini options is allready on my to do list, i will try to get as much as possible configuarble by the admins

- i need to see, if i get this to work, i will for sure try to code a pick up gun, if i can do that, the rest would be possible, too - this will however be a kind of addon you have to explicit allow through an ini option, as this is not so much pirate feeling :)

- glas: is allready on my list but i will not just reuse stuff from ark (glasshouse) or s+ as I find these just don't fit into the game, but i will try to recreate glas structures that really existed in pirate times, so chances are bad for full glas walls but more glas and wood mixed like in old windows or winter gardens

- ini for ships: that won't happen, there is allready a great modder on the hole ship system, i want to focus on structures and building on land, for the moment, if i add something for ships it will only be the structures on it, nothing for the core mechanics of ships, like weight increase
Kitteh 1 Feb, 2019 @ 5:08pm 
Loving this mod so far (auto doors n box with 90 slots or custom = BEST update ever!)

Just wanted to drop by with a suggestion that I keep thinking I would like to see in this game. Ceilings (walls too possibly?) that look like grates when placed on ships or castle prison cells too.. I can't explain so someone suggested a link lol, hope thats ok and works on here. http://www.casualgameguides.com/games/ck_images/images/Redemption-Cemetery-Grave-Testimony/101-chapter-9-deck.jpg (best eg I could find).

Could be a nice addition for someone to add in- looking fwd to more of your work!
Silly Monster  [developer] 1 Feb, 2019 @ 5:46pm 
Thanks for the feedback :)

I think I know what you mean. I like the idea. I have some sort of structures for a colonial fort on my list, that would fit very well with that. I also plan on doing different meshes and textures you can switch ingame, i will try to fit this in there. This will probably be in the 1.x release after all the basic stuff is done.
Kitteh 2 Feb, 2019 @ 5:12pm 
:D awesome! I'm surprised it wasn't a base game idea tbh- very colonial/pirate ship common design.
thugash 2 Feb, 2019 @ 9:29pm 
Hi, es wäre cool wenn man die Range für Ceilings erweitern könnte, sodas man nich alle 3 Ceilings nen Pillar braucht.
Und mal nen großes Lob für eure tolle Arbeit!
Last edited by thugash; 2 Feb, 2019 @ 9:30pm
Silly Monster  [developer] 3 Feb, 2019 @ 4:52am 
Danke thugash für das Lob. Wegen der Reichweite muss ich mal schauen. Da kann ich im Moment noch nichts versprechen, schau es mir aber an. Kommt wenn dann aber eher erst etwas später, denke ich.
begur11 7 Feb, 2019 @ 10:33pm 
Glass Windows
Nyt 8 Feb, 2019 @ 10:36am 
- INI Option for lantern durability (0=no durability... otherwise #)
- Day/Night for lanterns
- Day/Night Trigger Option for Levers (with AI crew assigned)
- Proximity Radius Trigger Option for Levers (with AI crew assigned)... bonus: different range setting options.
- Medium and Large Pillars (vanilla are small)
- 1/2 Square Triangle Foundations and Ceilings (Corner pieces for square foundations in a + pattern)
Last edited by Nyt; 8 Feb, 2019 @ 10:39am
Silly Monster  [developer] 9 Feb, 2019 @ 3:19am 
@begur11 Glaswindows are allready on my list

@Nyt The lantern stuff is allready on my list, pillars are a good idea.

For the rest I am not quite sure, I do understand you right. Can you explain the lever stuff a bit more and why do you need it. What I think this could mean, doesn't seem interesting for a lot of people.

For the 1/2 structure thing, this is indeed something I have planed, but I don't understand you example, so I am not sure if we mean the same thing. Maybe it's best you wait for the pieces I allready have on my list to release and then look if they fit your idea, too.
Finch 9 Feb, 2019 @ 5:47am 
hi, I use your pick up constructs to make taming traps amongst other temporary things) and the thought occurred to me why not use the existing cage (from the piracy skill set) to entrap wild life as it already holds bound some smaller creatures.

The cage could be expanded on per creature type size or a variety of cages of different shapes/size in accordance to the type of animal sought.

Would you be interested in making such a mod?
Last edited by Finch; 9 Feb, 2019 @ 7:13am
Nyt 9 Feb, 2019 @ 6:33am 
Originally posted by Harley Quinn:
@begur11 Glaswindows are allready on my list

For the rest I am not quite sure, I do understand you right. Can you explain the lever stuff a bit more and why do you need it. What I think this could mean, doesn't seem interesting for a lot of people.

You can assign AI crew to levers. Unfortunately, it's use is extremely limited in scope with the vanilla lever. However, if you enhance the lever by adding 2 triggers for it, then it greatly expands the possibilities.

For example, rather than just adding day/night cycles to lanterns (or the hook) you can add it to a lever. Then, everything that is pin coded to the lever, will open/close (on/off) to the day/night cycle. This would apply to more than just lantern hooks. It adds a lot more possibilities.

The same applies to proximity triggers. For example, I can have AI crew on mounted weapons on our base that are disabled until a creature/enemy enters the proximity of the lever... while in the proximity, the weapons activate. This could apply to gates, windows, doors, etc... that may be left open while farming nearby...and auto lockdown. For example, honeycomb bases could go into a forced auto lockdown when enemies are detected within proximity... closing all doors that may be left open.

They're more logic triggers. Auto open/close doors and gates are great, but there are times where you want/need more than that. Not to mention, the RP aspects of having a physical person managing the open/close and on/off of things.

I hope this is more clear.
Silly Monster  [developer] 9 Feb, 2019 @ 1:55pm 
@Finch If you just mean make the existing one pick up and some different sizes, then first one for sure, second one, i will see. Problem with the wood stuff is, animals would really fast kill it, so maybe metall variants would be good. I will see, if I can come up with something.

@Nyt Thank, I now understand. I have just 2 problems with that. The first thing would be performance. You would need a rather large area check, to see if enemies are near. I have no clue how this would affect server performance when there are many people and animals around. This is something I can't test properly with my setup. So for now, I think I skip that one. Maybe later, after I have done a big part of my to do list. And by the way, the second problem. I testet the lever today in the dev kit, either I am just to stupid to use it right or it is bugged in the dev kit. I couldn't get it to do anything. This is a bad start for modding it. :)
Finch 9 Feb, 2019 @ 2:30pm 
Thanks for answering HQ :)

The wood cage is good for everything up to bulls and even horses for a full tame on only berries. It won't trap a bear as it just glitches through it.

My idea (if possible) is to carry a single cage increasing the size via a selection wheel in accordance with the beast you wish to tame, place the cage into the hot bar rather than inventory for quicker use, place it on the ground then select the appropriate dimensions.

It would need to have a separate key bind other than "Y" (which is used for both taming and opening the current cage door resulting in being gourde by a bull. lol

If that is not possible then cages of varying size would do just as well.

Thanks again for considering my proposal.
Nyt 9 Feb, 2019 @ 5:51pm 
A simple test would be to put a wall hook on a wall'/gun mount/pillar and set pin code (e.g. 1111) then put a lantern into the hook. Place the lever anywhere, assign the same pin (e.g. 1111). Use the E menu on the lever and select "open" and it should animate the lever and turn the light on. Use E menu on the lever again and select "close" and it should animate the lever and turn the light off.

So it toggles everything assigned the same pin as the lever.
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