sierra 117
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I haven't had much time to test out interloper with regards to the trader. Does anyone know if some items are excluded when playing on loper or custom loper settings? I personally would like all the items to be available on loper(including guns) Seeing as the trader doesn't become active until like 20 to 30 days and the requirements to unlock some items will take quite some time to gather. I personally feel like this won't upset the early game struggle much, but it does give a sense of accomplishment and more to work towards. So if anyone has tested the trader on loper, let is know what (if any) items are excluded.
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Warm up teas for travelling, before setting off have a fire going then warm up as many teas as you can. Put some in a thermos (if you have it) and carry 2 in inventory. Just in case you are not aware, you can warm up lots of teas at once if you place/drop them next to the fire , you don't need to use the cooking slot. Start walking and wait until warmth meter gets down to about half then drink your first tea, then just keep drinking warm teas as you go. Rinse and repeat. And you'll get a lot further before getting cold Also you should try to always carry 2 or 3 pieces of coal for warming fires. For sundered pass in particular try tk carry /bring as much coal as you can carry. This also applies to .misery mode if you give it a go, coal is key and teas are life. Hope this helps
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Recently moved in to my first house and it's now TLD ready as I've just had a wood stove installed. Really happy with it and I get way too immersed when playing now. Nearly froze to death (in game) because I was stoking the fire and forgot to pause the game ,lol
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...we need to talk about the machine...
sierra 117 replied to AdamvR's topic in Tales from the Far Territory Discussion
I don't have much of a theory about the machine , however I was a bit disappointed at the end of the tales , as I thought we would maybe be able to deactivate the glimmer fog. I thought seeing as the glimmer fog only happens in the far territories, that it might have something to do with rudigers machine. But sadly no, still have to deal with glimmer fog. -
Hey folks, I'm curious if any one else has experienced this,or if it is just my game. So I've been through the cave leading to the final rope climb on TWM, twice on Misery and once on Stalker. Each time there was no coal, not a single piece. At first i thought this was an intentional removal for misery mode, however after being there on stalker and still finding none. I'm wondering if this is a bug or intentional change. If it's a bug i will submit a bug report.
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I think it would be really cool when they add new craftables for base decoration, if we could build a small rabbit cage. Then when you stun a rabbit and pick it up instead of the release/kill option , if you have a cage in inventory we could capture it instead. Then take it back to you're base and let it roam around. Would also be cool if we had to keep it fed with cattails and/or rosehips or something. What do you all think. Good idea or ridiculous idea?
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No fix for special recipes that restore condition on Misery? I wonder if these recipes are supposed to allow condition recovery ?
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Has anyone found flare shells down in the ravine on misery mode? Or any other location? I found the distress pistol in the barn in PV. So far haven't found any shells for it including the summit of TWM. Just curious if anyone has been down in the ravine and found any, before I decide if I want to head down the rope.
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Yeah totally I'd love to collect these for base decoration also. Of the top of my head I can think of : the horseshoe in Broken railroad, the truck in PV , the teddy bears and I'd really love to be able to pick up the posters of mystery lake in the Hydro Dam . Hopefully we'll get this ability as part of the base customisation.
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What's your favorite Custom Mode playthrough/settings?
sierra 117 replied to Smellyfries's topic in General Discussion
Interloper difficulty with guns enabled, and cabin fever turned off Although I find there is too many firearms and ammo. I'd really like a custom setting for the collectibles only on interloper difficulty and an option to have one hatchet and one knife spawn in the entire world as well. Unless they add a special/collectable knife and hatchet . Then i could just play with these special/collectable items enabled. -
Never thought about having the game themes play through the radio. That would be amazing. 🙏
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Not sure if we are allowed to recommend other games on here. If you like TLD then I reckon you will like my new addiction that is: Hobo tough life. Some similar mechanics to TLD keeping warm , hunger etc It's a pretty basic game on the surface but once you get in to it, is surprisingly an in depth survival rpg. anyway let me know what you guys think.
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Yeah that's a point, speaking of normal lanterns though. That's not a bad idea ,we could have a lantern be attachable to some kind of wall mounted shelf with extra fuel capacity. Not sure what we could use for a makeshift /craftable one 🤔. Maybe some recycled cans with a longer wick or something. Or just sacrifice a spare lantern for the crafting process. Even if its just a basic old school style of oil lamp.(like the pre industrial type, can't think of the name) I'm just really hoping we get some kind of longer lasting lightsource once we get base customisation.
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So we fist saw these in story mode in Blackrock, and now we have them in survival mode as well. I would like to be able to craft these when we get base/safe house customisation. Would be OP If they are infinite like they work in Langstone mine. Therefore I think it would be a good idea to require us to fill it up with lamp oil and when filled can last for up to 24 hrs on a full tank(or however long hinterland thinks would be fair) And obviously be able to turn it on or off when leaving on a long journey. What do you all think? Good addition or too OP?