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Everything posted by Deadeye_Rob
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Love it guys! Farewell Adam, it’s been a pleasure!
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You most certainly have my attention!
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Great news and an interesting read! I’m curious about setting world rules. Will this mean that I could freeplace a load of items in the knowledge that they won’t be picked up or stolen?
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I've seen this particular random encounter for a while now. It's known as the Ritual Circle from it's original compilation in editor, but after much investigation and experimentation I still don't know the solution! I've researched every rune for a hint toward what object needs to be placed on each plinth with no success. There is definitely a mechanism here that I'm not seeing however, as if I were to remove the raw meat from it's plinth, then the brazier would extinguish until I replace it. Can anyone help me with some solutions, It's driving me crazy!
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Random Encounter- Has anyone figured out this yet?
Deadeye_Rob replied to Deadeye_Rob's topic in General Discussion
Is that actually it!? I’ve definitely overthought this! The reward better be worth it! ? -
Hi guys! The Kayak is now my new favorite toy! I've spent longer than I should kitting it out with useful and appealing decorations! I've cunningly attached an anchor onto the Kayak to stabilize it whilst I add my bits and pieces as well as to prevent theft!
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Definitely agree! We have harpoon assets now. It would be great to craft them and use them against marine animals. Ive wanted to carve out a whaling-based settlement for ages. I’d like to suggest that every oceanic creature will produce a specific resource when hunted? Whale Oil/bone for trophies and fuel? Shark skin/teeth for outfits. Fish venom for arrows.
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I agree too! Might I also add the ability to shear domesticated Wooly Rhinos should be incorporated?
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Exploration 1.5- Flintlock Trading Company- Resource Depot
Deadeye_Rob posted a topic in Community News
Hi guys! I thought I'd share some pictures of a little resource depot of mine. I use it to store all the surplus building materials and resources I have. It's a lot more efficient than hauling it all around with me or ditching it overboard! There's a high value merchant npc nearby which allows me to generate a little bit of income from resources I wish to get rid of. -The Compound is walled off with barbed wire designed to the industrial aesthetics of the 1800s. The external warehouse holds crafting stations for processing resources and storing cargo ready to be shipped. -The export office allows whitelisted visitors and Company employees to make purchases and trade. -Inside the main warehouse, every shelf is labelled accordingly, and everything has a place. To the left is a designated area for secure storage of firearms and gunpowder. The door to the right leads to company offices which includes a complete inventory of our stock. It's meticulously kept up to date! You're probably thinking "Why go to these lengths?". Well, I get so frustrated when I can't find a particular resource that I know I have stashed somewhere! Not only does this place function as the perfect storage for everything, it also makes building large blueprints and ships exceptionally easy! Let me know what you think! Thanks guys! Rob- 1 reply
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Found something in cave and do not know what is it.
Deadeye_Rob replied to mrskeletoncz's topic in General Discussion
Have a look at my latter comments on this thread. It’s part of a larger puzzle with a great armour set as a reward!- 1 reply
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Soooo, I can't make a terraformer in exploration?
Deadeye_Rob replied to Butifnot's topic in General Discussion
The Terraformer, Annihilator and Creator Cube are considered to be ‘Administrators Tools’. They can only be obtained through using the editor to spawn them into your world. -
Amazing work guys! Building a small colony in the polar regions is my favourite survival element of the game. It’s great to see some attention toward it. The Kayak however, is a very welcome surprise indeed! I’m looking forward to trying it out!
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I must admit, that’s satisfying my OCD!
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Fantastic! Exactly the kind of content that fires the imagination! Well done guys! @Adam Snellgrove it’s been a pleasure engaging with you on this forum. I hope to see you about in game. All the best for your future endeavours!
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Flintlock Mansion (Grand Design for Exploration 1.5
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Yet another Update! You're in for a treat! I took advantage of my own momentum today and threw together some quick designs for the upper tier atrium! Enjoy! -Upper Atrium. This is the view from the balcony. It seemed fitting to adorn the doorway to my laboratory with a quote from Nikola Tesla. -I've spent more effort and time making sure the ceiling panels are just as detailed -if not more- than the rest of the structure. I wanted to try something different with this section of my house. Taking some designs I was going to implement into my Royal conservatory Project, I imported them here. The steel reinforced columns work very well I think. They also merge brilliantly with the skylight. I have left plenty of vacant spaces behind walls and in ceilings so when I decide to 'animate' the rooms as they are in the game, I will have the capacity to do so! Until then however, my quest for the ultimate exploration home continues! Next -definitely not today- I will look to make some final touches to this area of the house. After that I will begin building the glass-windowed bridge to my laboratory. Maybe even some quick designs on my own chambers! Id love to read your feedback guys! Rob -
Ill make this one quick! Yes yes my attention flips back and forth! So after playing as a roving merchant on Exploration I have come to the conclusion. "I need a home to store all my riches and wealth!" I still have my barrier generator and I'm reluctant to place it until I know the conditions of settling on a map that isn't my starting one. Ideally I want to build a permanent residence in the polar islands. Is this possible without the threat of data loss? Anywho, as you know I'm a big fan of the Dishonored Franchise. I was enjoying my weekly binge of Dishonored 2 last Monday and I became fascinated with the architecture and design of the Clockwork Mansion. For those of you who have played this game you'll know exactly what I'm referring to when I mention this level! For those of you who don't, please refer to the concept image I've been basing my designs on. -The Clockwork Mansion, once a former observatory it now functions as the residence of Karnaca's Grand Inventor, Kirin Jindosh. I find the construction of the building aesthetically fantastic, whilst also similar to a fortress. This is the perfect combination of attributes when planning a home in Ylands! The main entrance is on the left-wing of the structure with a glass covered access bridge leading to the Laboratory, which will function in Ylands as my crafting room. In the Dishonored Franchise, access to the site is only achievable via a cable-car system. In Ylands however, this will be replaced with a small vessel dock built to the same architectural standard as the rest of the site. Here is my progress thus far. The Atrium interior is complete with the exception of the electric lighting systems. My next objective will be to design the layout for the Main hall which will be the main access hub to the rest of the house. Naturally It is impossible to make a perfect likeness of the mansions layout and design. But I have attempted to get the impression as close to the original as possible! Once complete, it is my intention to capture this monolithic structure into a blueprint and construct it legitimately within my Exploration 1.5 map. I'd love to see your feedback. Cheers guys! Rob
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I’d like to see larger sea beasts to hunt for. It would be nice to give harpoons a reason to be craftable. Whale/shark hunting would be a welcome addition!
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Flintlock Mansion (Grand Design for Exploration 1.5
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Update! I've been hard at work again developing my personal residence! I must say, it's really coming along nicely. Due to certain architectural conflicts between the exterior and interior floor plans, I've had to alter the layout of the interior slightly. I think it still looks great however and Im well on the way to capturing the Dishonored feel! After all, I need to give the impression that I'm a mad inventor don't I? I've taken the liberty to throw in some furnishings here and there to further demonstrate the finished project. Once I have built this legitimately in Exploration, then I can start populating it with furnishings and goodies! -Main atrium interior North. Display cabinets are constructed from blueprint friendly blocks and will spawn as part of the blueprint. Cunning use of lighting was the key to creating a Dishonored-like atmosphere. -Main atrium interior South. I've created and applied my personal Monogram *Flintlock Trading Company*, which adorns the doorway to my private quarters. I've taken to using this monogram as a type of 'signature' for my work. =D -Main atrium interior from above. The sweeping staircase was more tricky than it looks. Quite frequently, characters can get stuck due to the high elevation. I'm pleased to say that this has been resolved and boy does it look good! The main Atrium will function as the primary function room in my home. I will have various trinkets and relics on display from my adventures here. The second tier will be accessible via the sweeping staircase which will grant access to my laboratory and all my crafting stations therein. As previously mentioned, the monogram adorned doorway will lead to my private chambers. I will be installing various security systems to ensure certain areas remain off limits to guests. -Library Balcony. Whilst not part of the original concept design, I liked the idea of a balcony that would lead to some sort of garden. It was born from a failed attempt to link the top floor atrium with the bottom. I still like it though! That's it for now! I'm hoping to complete the upper tier atrium next, including another skylight, display units and the doorway to the laboratory! Exciting times! -
Can people chop down trees inside of protective barrier
Deadeye_Rob replied to Butifnot's topic in General Discussion
I’ve not really tried myself, but I have noticed that a lot of players have planted tall trees on the limits of their protective barrier. If it is now indeed impossible to cut down ‘owned’ trees, they now make for a very cheap, effective natural fortification. -
Flintlock Mansion (Grand Design for Exploration 1.5
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Update! Its been a while since I've posted any updates but i'm still going! Like a greedy child, i have too much on my plate in the form of multiple projects! Both running Karnaca and working on my mansion have kept me busy! Heres a little teaser of the external improvements. I have introduced further decorations including a pleasing skylight that will form part of the main atrium to my house! I intend to have my various relics and oddities on display from my travels! More interior pictures soon! -
Shame about the icicles but hey those doors looks great!
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Just a quick one, what’s the dimensions of that iron door? I want to make a new type of vault and I want ‘that’ door! oh and will the icicles be craftable? It would make for a lovely addition to my winter home!
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Suggestion- PVP bounty contracts.
Deadeye_Rob replied to Deadeye_Rob's question in Suggestions & Feedback
It's a feature I've seen whilst playing the Avorion, a space-based survival game. I was also inspired by the Wanted Posters found in random encounters! Whilst you could make a manual declaration on a format like the forums, there would be no guarantee that a hunter has fulfilled his objective. It's a big suggestion and definitely one for the 'pipe-line'. It's more of a brainstorming idea to get the social/antisocial element of the game going. It would surely mark out known griefers and pirates! =D -
Not my usual subject of suggestion so please forgive me for what I’m about to suggest! Is there someone out there you want dead? Some griefer or rival? How about taking a contract out on them? If my suggestion is implemented, then Players will have the ability to search someone on the social tab, and place a bounty on their head. Placing a bounty will require the player to pay a sum of gold which will be transferred to the first person to kill the target. Players/bounty hunters who ‘accept’ the bounty will have access to a list of other bounty hunters who have also accepted. Accepting the bounty will also highlight the location of the target with out him/her knowing that you’re coming. Players who have had a bounty placed on their heads will be aware of it, but won’t know who is actively hunting them. Hows that for a suggestion guys? How feasible do you all think this is? I’m taking into account that targets won’t always be online or in multiplayer accessible worlds of course. But it adds a little tension to the game.
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Suggestion- More hide-based clothes.
Deadeye_Rob replied to Deadeye_Rob's question in Suggestions & Feedback
Thanks @Adam Snellgrove, I'm looking forward to the new polar gear. The polar biome is one of my favorites simply because it's challenging to live there. If you're not freezing to death, you're getting eaten!