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Everything posted by KD7BCH

  1. Congrats on hitting the 1000 hours club!
  2. Was thinking about an object missing in TLD that would be needed at most of the structures in the game. But shouldn't there be wood sheds? Certainly at the Homestead, at the Trappers Cabin, and some of those "outlying buildings, Draftdogers maybe or maybe not, but shouldn't there be a place where wood would have been in a drying stage stacked in a cord? Obviously not much left after most of the locations would have seen it burned through but at one time the Camp Office would have been a firewood hub for the various lake cabins and fishing huts, and maybe not coastal highway's areas except for Jackrabbit and Misanthropes, but there is no propane at the majority of structures in Pleasant Valley. I'd suggest maybe a small shed structure where a few pieces or maybe a cache of a few dozen could be found.
  3. E coli is the one I would point to as a very serious however any food-borne or waterborne illness to my knowledge is going to subject the body to infection or intoxication. Infection would be when the organisms are introduced into the body through ingestion or inhalation. Infections occur when the organisms survive the acidic climate of the stomach and make it to the intestines where they wreak havoc on the body and attack it. Intoxication is due to the waste products created by the organisms consuming the food product and leaving their waste products to be digested by the body and distributed by the blood stream. In any event, food that has been exposed to temperatures inside the temperature danger zone of 40-140 for more than a few hours, and has the right ph zone can have serious risk of contamination from just the airborne bacteria. This is because inside this temperature zone some of them die but most of them live a few generations, dividing as often as every 20 min, In effect, 1000 bacteria on a steak left in this temperature zone, can become on the order of 10's of millions of bacteria, another 8 hours and there would be billions of bacteria. Even if you cook this food, most of the waste products, those that mobilize in the food juices and did not drip off while cooking would be ingested even if there was no infection risk. Which is why refrigeration, cooking food properly, food safety is so important. Here is a really good article with some good graphs on the whole concept of bacteria growth and risk rates. http://www.foodsafetymagazine.com/magazine-archive1/februarymarch-2004/the-danger-zone-reevaluated/
  4. I grew up in the tail end of the Cold War so my education was based on US system, I relate to temperature much easier outside of metric. I apologize in advance for that. I am very comfortable with metric when it comes to 100C, and 0C, understanding where they are on the comparative scale with Fahrenheit, Fun fact while we are on the subject, -40F = -40C so the colder things get from 0C to -40C the more closely Fahrenheit and Celsius approximate.
  5. Actually no, there is no point on the surface of the Earth where the air pressure enables water to reach the boiling point at a temperature inside that danger zone. According to this chart in the pew research on Mt. Everest water would boil at about 160F, which is far enough outside the danger zone to kill any bacteria. You have to cook a turkey and get it to an internal temp of 165/160 to ensure that the whole thing is cooked through because it has a variable density and is solid, but water if it is boiling anywhere the liquid is connected to other liquid water rapidly diffuses heat, which is why water cooling is so effective at removing heat. Anyway, I do believe it would take longer to boil potatoes, as well as cook pasta etc. There are pressure cookers which reduce the time cook things and they work by increasing the boiling point so you can achieve temperatures of 110C 120C even higher. If you cook with oil rather than water, even higher since oil melts at a higher temp and doesn't boil for a much higher point than water does.
  6. http://www.pewresearch.org/fact-tank/2015/09/14/does-waters-boiling-point-change-with-altitude-americans-arent-sure/
  7. Water boiling temp is a function of pressure. Lower pressure, lower boiling point, higher pressure, higher boiling point. The reason you bring water to a rolling boil is to ensure you have actually reached the boiling point. At sea level with 14lbs per sq inch water will boil at 100C. Bacteria can endure temperatures and thrive in the temperature dangerzone of 40-140, this is where they grow the fastest, and it is true that above 160 they die. What the article doesn't mention is, in a camp cooking situation or survival situation you have no way of knowing, typically, what the temperature of the water is at any time when it is between 0C and 100C all you can verify for sure is that it is liquid, cold, cool, warm, or hot, but if it is not boiling which is at a known temperature you can't determine if you hit the 160 level or not without a scientific measurement device. All liquid water has to be between 0 and 100C, water below 0 C is ice, or solid, and water above 100C is all gaseous which is water vapor. So the reason you boil water which is suspect of containing bacteria is because you have no way of knowing for certain if the water is 50C, 60C or 70C. The boiling temperature falls but even if the boiling point falls to 80C that is still hot enough for the water to have reached a safe level as soon as it begins to boil and can immediately begin allowing the water to cool. There is no need to continue to apply additional heat indeed doing so only reduces the total amount of water you will secure doing this because that liquid water doesn't get hotter it vaporizes i.e. it becomes a gas, evaporates and isn't recoverable in a survival or camp cooking situation. Another concept to know is that water takes more energy to heat while liquid than it does while gas or solid. This is called specific heat. Here is a chart showing a constant heat being applied to an amount of water. You can see that while the H20 is ice, i.e. solid it will heat up faster from -100C to 0C than from 0C to 100C even though the same rate of energy is being applied. This is due to the molecular nature of the universe or something. Anyway the moral of the story here is, that while things may not seem to be realistic there are many factors affecting the real world and many of them are beyond the scope of the game. H2O also undergoes a phase change at 0C from solid to liquid and 100C from liquid to gas, it also takes much more energy to free the same amount of liquid from being a liquid to gas, than from solid to liquid. However, due to the nature of the molecule, it takes less energy once it is a gas to raise it's temperature than it does while it is liquid. Really cool stuff this water that we have on Earth. There is also a study that was done regarding different insulating materials for boiled tea and how fast the temperature would decay from boiling, you can search for that online or on these forums as I posted that a while back as well.
  8. Some of these concepts maybe weren't fully fleshed out with specifics by the developers. Though the train derailments support the idea of an earthquake, there aren't too many other signs of an earthquake such as downed bridges which largely remain intact, the exception being The Old Island Connector which had many trees which have sustained trauma to the roads and bridges and almost look as if the impact site was very near here, perhaps in the water, but unknown. Desolation Point and Coastal Highway have some damage, but not really earthquake damage. Desolation Point hosts a few buildings which look like they have taken light earthquake damage but could be just as easily explained as disrepair by abandonment. The derailment in Mystery Lake looks as though it might have happened in real-time because of the distance between the rail cars from each other, hard to say. In any event, this all may just be "plot device" type crafting. The Caved in tunnels could just be that way because they need an endpoint to the maps. Some of the boarded up structures like at the Log Sort are weird though. Why so much boarding up? Game is still in Alpha and the primary idea though is the stellar event and that could trigger other natural effects as part of the story.
  9. Lots of speculation. It will be interesting to see what the story mode brings.
  10. Just that electricity doesn't work but there is a hydroelectric dam, a radio tower, and power lines, power conduit, and car batteries in every vehicle along with what might appear to be a functioning electrical component to the game in the story mode. There is too much focus on those things to be a coincidence in my opinion. The only place which was devoid of any electrical was the camp office originally, which only had a wood stove, but now it has conduit and outlets, a radio, and lights, overhead lights too. Most or all of that wasn't there in the original builds.
  11. It is clearly a WIP. The original rock textures were not really scaled to the objects well at all.
  12. I think you are right about an earthquake occuring as well as the global stellar event.
  13. Rocks look like all kinds of different things depending on their exposure to environment and their origin. So yes I think they do look more realistic than the original version. That said I'm not a geology major and you might be right. https://www.britannica.com/media/full/46474/96022
  14. I think they look more realistic.
  15. There are beaches as in areas where the weak ice approaches open water that came with the latest update. An interesting improvement. On these "beaches" things wash up on the icy shore. Fish, wood bullets, matches, etc.
  16. So each of these cards I've been thinking up, Injury/Food/Weapons & Ammo could use user submitted photos of the items on the card or user taken photos of the dead guys for when something bad happens. I've been thinking up the mechanics and have the majority of the mechanics in my head but would need a few play-threws with players to see if they are any good. Is anybody interested in getting on Discord and discussing? I'll create a Discord channel is you all want. Or does TLD have an official Discord server already?
  17. Sacred they have moved Fluffy out in the latest build so far as I can tell, have made 2 trips in Interloper through the dam expecting Fluffy but never seeing her. Maybe she only appears in your sleep.
  18. Mystery lake has seen some really interesting upgrades and made it a bit larger. Back in January when I called it my favorite, well I have to up-rate it at this point. A great map.
  19. Clarifying the Game About the game "It is the near future. The Earth has suffered a catastrophic stellar event. Electricity does not function the way it did prior to this event. Humanity has abruptly entered into a new age called "The Long Dark". The civilization which relied on electricity has faded away. The goal of the game is to survive this new age, much as humanity survived, long ago before civilization existed. Players stay alive by trading with each other foraging for Food, Wood, Weapons and Ammo, and Forest Medicine to meet their character's needs. When they are unable to meet one or more of their needs they need to return a condition point. Once a player has lost all of their condition points "They fade into the Long Dark" and the player removes their token from the map. Preparing the game Separate all cards into piles by card type, Food, Forage, Forest Medicine, Injury, ?, and Weapons and Ammo. Shuffle all piles of cards. Place piles face down. Each player draws 3 Food, 3 Forage, 3 Forest Medicine cards. These cards that you have are said to be in your "backpack" and your backpack can store an unlimited number of cards. More things to know Each "day" includes a "turn" by all players. Each player turn always starts by the player declaring if they are going to "move" or "stay". If they are moving they roll the dice to determine how far they can move from where they are. If they stay they roll the dice, and perform an action. Actions include foraging, hunting, fishing, trapping. Some actions can only be performed in certain squares on the map, such as ice fishing. Each action involves rolling dice to determine outcomes. Cards are taken or returned based on the outcome of the rolls. Some cards also have directions which also must be followed. Players who occupy the same location can choose to trade any card except ? and Injury cards. Players can assemble snares, a hunting bow, arrows, or find a gun and ammo or hooks. Found items can be used to help players hunt, trap, star fires, ice fish, and can be traded as well. Starting the game Start the game having each player rolls the D20. Whichever player rolls the highest number will start the first day. At the beginning of each day any player will roll the dice twice, once for weather and once for aurora. These rolls modify the rolls for the entire turn day. Once all players have taken their turn day then these rolls are performed again by any player for the next day. Weather affects travel, fire starting . Aurora affects how active animals are. Taking the Turn
  20. Why not create a discord channel, get together every Friday nite for a few weeks and talk about how to build a game as a team? Seems to me that everybody able to show images and talk on a mic might be more productive at tacking what is a series of small-medium sized problems in building a board game. The whole concept of a 90 minute multi-player game of the TLD might be best captured as a last man standing game, or a shorter 45 min games based on the challenge modes of the Long Dark. To build on @ChillPlayer's concept so far I'd propose the following ideas. "It is the near future. The Earth underwent a catastrophic stellar event. Electricity does not function the way it did prior to this event. Humanity has abruptly entered into a new age called "The Long Dark" The goal of the game is to be the last player alive. Players stay alive by trading and collecting, Food, Forage, Forest Medicine cards for the purpose of playing them to meet their characters needs. When they are unable to play a card they then have to play a condition card, once the player is out of condition cards "They fade into the Long Dark" and the player needs to remove their token from the board. A. Objective: The objective would be survive of course longer than your opponent. B. Materials 1 Game Map, Starter map, Pleasant Valley 1 Six sided die 50 Condition cards 50 Food-Clothing-Medicine Cards 50 Fire-Firewood-Water Cards 50 Weapons-Ammo Cards 50 Injury Cards 50 Medicine-Health Cards 50 ? Cards C. Gameplay: Setting up the game: Separate all cards by color, shuffle then place face down in the respective color piles. For each player playing choose a token. (Tokens are Wolf, Bear, Mountain Lion, Crow, Rabbit, and Deer. Each player then draws 10 condition cards, 3 Red, Blue, and Yellow cards. Each turn is a "day" and each player will decide what to do on their turn in order to advance their character play a series of cards roll a die to determine outcomes, taking any cards they are entitled and returning cards as the rules specify. First, All players pick a starting location indicated by the purple X's on the board. Only one player per starting location. Next, Each player rolls 1 die. The player who rolls the lowest starts the game. If two or more players tie, those player continue to roll 1 die until one player rolls the lowest. This player becomes Player One. Starting with the Player One and continuing to the left of Player One with Player Two, Player Three the game will progress by each player taking their turn. Each Player has to take their turn and this is considered to be a day. All players must play through a day sequentially before the next day begins. Before the first turn, Player One performs the Daily Observation Rolls. Player One will roll the dice once for a weather observation, and the a second time for an aurora observation. These value of these rolls is recorded a piece of lined paper and remain in effect for all players during the day until every player has performed their rolls. The next day Player Two will perform these rolls, and Player Three the following day. If a player dies then the Daily Observation Roll is made by the next player in the order. Weather modifies how far players can travel, and modifies the likelihood of injury. Aurora, increases the likelihood of animal activity, both aggressive and foraging making it more likely to both catch wildlife in snares, via hunting, or be hunted by wolves or attacked by bears. Larger rolls indicate more risky conditions, smaller rolls indicate risky conditions. Taking the turn: First, each day, each player starts their turn by drawing one tan condition card. If no tan condition cards are available, they may draw one red, blue or yellow card to substitute the condition card. Next a player has to decide if they are going to move or stay put. A player might decide to move to find a better area to hunt, or a shelter, or to trade with another player. A player might decide to stay put to heal an injury or if conditions are not favorable for travel. A player deciding to stay put can then perform actions depending on where they are. If and only if a player is in any type of shelter, they can heal an injury. If a player is on any passable ground they can choose to forage. If a player is in a deer or rabbit square they can choose to forage or hunt. If and only if a player is on a fishing square then, they can fish. Hunting, Fishing, or Foraging require action rolls to determine the outcome of the attempt to perform those actions. Example, For hunting deer, a player must be on a square on the map with the deer symbol, and then reference the instructions on the Action Rolls Card. Moving requires a roll of the die, always add base 4 to the value of your roll, then subtract the total of any injury card modifiers you have, and the weather observation roll for the day. Lastly, anytime you cross an ice square you must make an Injury roll. Three examples... Example A. Roll a 3, add base +4, then subtract -1 for injury, and subtract the weather observation, -2, So 3 + 4 - 1 - 2 = 4 This means you can move up to four squares. Example B. Roll a 5, add base +4 subtract -2 for 2 injuries, and subtract the weather observation -3, So 5 + 4 - 2 - 2 = 5 This means you can move up to five squares. Example C. Roll a 2, add base +4 subtract -1 for injury, and subtract the weather observation -6, So 2 + 4 - 1 - 6 = -1 This means you cannot move at all. However you must still roll your action and injuries rolls as if you had attempted to move. Card Rules: While performing your rolls you may play weapons cards which aid you in improving your roll outcomes. If you moved to a spot where another player is located, you may trade with that player any cards except injury or condition cards. You may also give or receive a gift where you give or receive a card but do not give or receive a card as well. After you have completed all of your rolls, you must eat & return a food card each day at the end of your turn. If you do not have a food card you must return a condition card. If you do not have a condition card "You fade into the Long Dark" and remove your game piece from the board. If you stayed put, or moved to any shelter you may return one injury card. If you moved to an exposed outdoor shelter you must return a forage card. If you do not have a forage card you must return a condition card. If you do not have a condition card "You fade into the Long Dark" and remove your game piece from the board. For any protected shelter you do not have to return a forage card.
  21. KD7BCH


    Can we get this sound to taper a alot? Maybe cut to 1/20 repetitiveness after the first audio volley?