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Various Environmental factors in ATLAS can affect the way the game is played. These events can be beneficial or detrimental to the survivor.
- 1 Temperature
- 2 Weather
- 3 References
- 4 Gallery
|“||In ATLAS you must Eat Food and Drink to survive, with different kinds of plants & meat having different nutritional properties, including human meat. Ensuring a supply of fresh water to your home and Inventory is a pressing concern. All physical actions come at a cost of food and water, long-distance travel is fraught with subsistence peril! Inventory weight makes you move slower, and the day/night cycle along with randomized weather patterns add another layer of challenge by altering the temperature of the environment, causing you to hunger or thirst more quickly. Build a fire or shelter, and craft a large variety of customizable clothing & Armors, to help protect yourself against locational damage & extreme Temperature using the dynamic indoor/outdoor insulation Weather calculation system!||„|
|~ Publisher Studio Wildcard comments on survival mechanics in the "ATLAS" game description on|
Temperature is one of the core survival mechanics players have to contend with in ATLAS. It is arguably one of the more challenging mechanics, due to the vast number of environmental factors that make it difficult to accurately track. In addition, the Status Effects that affect the player in extremes Temperatures are subtle enough that the dangers of them are often unapparent until they've already put the player in significant danger.
In essence, the goal to this mechanic is for the player to maintain an optimal Temperature, or otherwise prepare for the side effects when unable. Maintaining a working knowledge of the many factors that affect Temperature is necessary to be successful.
There are many different environmental changes and player actions that can affect the Temperature of a player(s).
Current Air Temperature
This is the global stat that affects any and all players on an ARK Server. It can be viewed at any time on a player's Inventory Screen in the 'Character Stats' on the right side, under °(C), or pressing and holding h. This stat will constantly fluctuate during game play, and will sometimes raise/lower to extremes on its own, forcing players to constantly adapt and change strategies.
- Currently, extreme temperatures are seen at the bottom of the screen as a graphic, and the character will sound like panting or shivering. Another way a player can tell is by acquiring Status Effects or stopping to check the Inventory Screen. Additional to the sounds and graphics, your vision blurs, and either a purple or red haze surrounds the screen. The developers are currently working on additional cues to alert players to oncoming hot or cold spikes.
- The Air Temperature is different from region to region, so prepare for some drastic changes, for instance the south is hottest, the north is coldest, but the east/west fluctuate between both hottest and coldest.
- Water- Standing/swimming in water lowers a player's temperature. Ocean waters are colder than inland lakes, and will lower a player's temperature more. Some mounts help with the cold in some situations. Deeper water is colder than shallow water. In some cases the water temperature is higher than the normal temperature.
Anything that uses some sort of flame will give off Heat nearby, raising the Temperature of any players near it. This includes:
|Fire Source||Hypothermal insulation||Hyperthermal insulation||Range*|
* The range is given in the in-game units. ?? units is about 2 and a half foundations. The closer you are to a fire source, the more insulation you get (given insulation numbers can be met when standing closely to the fire source).
The effects from multiple heat sources can stack. Consider the (dis)advantages when placing Heat-generating structures close together.
Tip: Campfire and Torch give the same hypo and hyperthermal insulation, so it is better to use Standing Torches when you decide to warm up in cold areas because they are cheaper to craft and consume less fuel.
Standing under a ceiling, or inside an enclosed structure, provides Temperature mitigation (lowers Temperature when hot, raises Temperature when cold).
It will also negate the effects of inclement weather. (+112 hypo and +56 hyperthermic insulation)
You ship gives the Shelter Buff too.
Any Armor that a player equips has the potential to improve (or worsen!) their Temperature under the right conditions. This is represented by the "Hypothermal/Hyperthermal Insulation" stats listed on a Clothing's item description.
- If the player has positive Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are lessened.
- If the player has negative Hypo/Hyperthermal Insulation, the effects of an extreme Temperature are worsened.
Each type of Armor has different impacts on a player's Insulation levels. The Armor page details each set's insulation against heat and cold. You can Upgrade your armor with Fortitude to fight the weather elements.
A player's Fortitude stat grants an amount of passive Temperature mitigation (lowers Temperature when hot, raises Temperature when cold). The higher the stat value, the more mitigation it will provide.
Food and Drinks
Spicy Roll helps with high Temperature.
Grog negate cold.
- Sitting on a Wolf negate cold
- The AoE from the Penguin too. (it seems that it is broken aktually)
- sitting on a Ostrich cool you a little
Severe weather can have an adverse effect on members of your tribe.
|Cold Temperatures will cause a Status Effect that increases the rate at which a player's Food stat will decrease. This will dramatically worsen in extreme cold, potentially causing player Starvation. Commonly seen at higher elevations, such as mountains, and at night.|
|Hot Temperatures will cause a Status Effect that increases the rate at which a player's Water stat will decrease. This will dramatically worsen in extreme heat, potentially causing player Dehydration. Commonly seen at lower elevations near, such as the coast, and during mid day.|
In addition, please note that in both extremes, the player will experience direct health loss in addition to other effects. Combined with the increased rate of Water/Food depletion in severe weather, this can turn a regular situation deadly very quickly.
Currently, extreme temperatures/weather affects the players' water meter. As of the time of writing, there are seven easily recognizable weather events:
Rain & Storms
Rain, which irrigates crops, refills water consumption, and allows the player to fill water containers like waterskins from anywhere outside. Rain also slightly decreases the temperature of the island, by only 3-5 °C / 5-10 °F. Note that the player get the condition Wetness too.
Storms are regular rain storms. With cyclones. You and your ship or building take damage when you got into the cyclones. Watch out that you need to repair your ship after that. Sometimes the cyclones can get your mounts. They flew away...
Cyclones have a 33% of spawning when it rains - Previously this was 100% chance.
Causes the wind speed to max out and change in random directions
- IF CAUGHT IN CYCLONE - Causes 50 damage to your ships planks every time the damage ticks.
Anchoring your boat prevents cyclone damage. If you raise anchor in the rain and they spawn, immediately lower anchor.
Fog, which seems to do nothing aside from reducing player vision immensely, which is plenty dangerous as is. Fog also makes clouds lower and thicker and takes around 5 minutes to dissolve.
Heat & Cold Events
Heat events, which drastically increase the temperature of the whole island by between 16-28 °C / 30-50 °F, and as a result cause faster dehydration and health damage at or above roughly 50 °C. Cold events, which are the exact opposite of heat events, drastically decrease the temperature, again by 16-28 °C / 30-50 °F causing higher food consumption and at sub freezing temperatures health damage (careful in those mountains).
Warms the player up immediately and immensely, Beware!
Hold h in game and look at the top left of your screen to see the current day and season. It change very often ... so don't know ...
|Season||Start Day*||Length||Daytime Minute Length (WIP)||Nighttime Minute Length (WIP)|
|50% Day / 50% Night||0||4 Days||2.5 Seconds||2.5 Seconds|
|90% Day / 10% Night||4||3 Days||4.5 Seconds||0.5 Seconds|
|10% Day / 90% Night||7||3 Days||0.5 Seconds||4.5 Seconds|
*Days that end in this number. Example: Day 0 means day 10, 20, 30, etc. and Day 4 means day 4, 14, 24, etc.
How Time is Affected
at the moment it change very often.....
You get the Debuff . A dark cicle arrives in the HUD. The cicle are getting bigger the longer you get the debuff.
You get the Debuff . You can not see anything. You need to hold a Lantern or something else
See Status Effects for more information and more effects.