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What is the name of the cabin by Unnamed Pond?
Salty Crackers replied to Salty Crackers's topic in General Discussion
It's really weird because I absolutely could've sworn that it was the agreed-upon name back in the day, but I have zero evidence to back it up. I made this account over 8 years ago and have been posting on and off over the years, maybe somehow I saw the name somewhere and just assumed that's what everyone called it? The search result I did get for 'murder cabin' was in 2021, many years after I first started looking at the forums and referring to the cabin by that name. -
I've always called it the 'murder cabin' as that's what I seem to remember everyone on the forums calling it years ago. Back then I think there were more corpses outside the cabin, but when the ML map updated for Wintermute the number was reduced. However a search of the forum only shows 1 instance of someone referring to the cabin by that name. I'm pretty sure some of the really old forum posts have been lost to time? Did I make this all up in my head? What do people call that cabin now?
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Frontier Comforts Update Rebalancing and Initial Thoughts
Salty Crackers replied to Larryfine's topic in General Discussion
I'm currently working onsite in Alaska and won't be able to play the update for a couple months, but I've been looking over the forum and the wiki and have noticed a few food items I feel could use a bit of tweaking. Keep in mind I'm going entirely off the wiki. -At cooking 1, 4 acorns are worth 320 calories. Ground up and cooked in oil for acorn bannock, the acorns are now worth 250 calories and dehydrate you, with no advantage in cal/kg or beneficial afflictions. I see no reason to ever cook it. -Porridge should be able to be cooked in recycled cans. It would make sense to be able to make gruel with flour and water too. -As mentioned above, carrots should be worth less calories. -Skillets should be able to boil at least 0.5L of water. I didn't see anywhere whether they could or couldn't, but I'm not able to test for myself currently. -Salt should be able to be rendered from seawater in a cooking pot. With salt being renewable, broth will also become renewable, giving late-game survivors another option food wise rather than just meat and fish. -Why can't we cook anything with tomato soup? Canned corn and ham would also make good ingredients, especially as corn is such a bad food by itself. Looking over the changelog, this looks like a really cool update! I'm a little concerned about the balance on being able to place ice fishing holes anywhere, as I feel the ability would boost DP (and the Riken in particular) to being objectively the best place to stay long-term. I'll wait until I try the system for myself before I make any judgements. It certainly makes some spots a lot more viable for long-term stays, like the Milton Basin and the Bleak Inlet prepper cache (if we can fish by Summit at Ravine's End) -
I play with healing during sleep disabled, so I never noticed. Still a viable strategy, but if you really need the condition back, just wait until you're healthier.
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Before Cooking V I eat as much food below 20% as possible immediately before bed, as long as I have antibiotics. No matter how many instances of food poisoning you get, you only need 2 antibiotics and 10 hours of sleep to cure it, and you lose no condition while sleeping. There isn't much of a point in conserving antibiotics as the only use after Cooking V is treating Infection, which is very easy to prevent that late in the game. If really desperate, this also works on raw meat and fish, which can cause food poisoning even after Cooking V (but raw predator meat will give you a TON of parasites risk, so don't eat it under any circumstance!)
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That's great to hear! I've been following your posts since the early days of the Man in the Dam and was really sad to hear that you were quitting TLD for good. Your posts are some of the most entertaining and well-written stories on the forums, and have been for over 5 years.
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You said that you had several runs before your 103 day run that were really short. If you were sprinting around and died in less than a day, it would inflate the average calories per day. I believe the statistics choose the largest number over all runs and not just the statistics from the longest run.
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This brings me back. I started playing around the Timberwolf Mountain update, and remember complaining on the forums every time something changed about the game. Looking back, it's pretty clear that change was for the better. I still miss a few small things about the old TLD, like the time being displayed as 'about X hours of daylight left' and being unknown during blizzards, and loot when searching appearing at any time on the search bar, rather than always at the end. I believe around this time you still need a hatchet to harvest saplings, so you should probably make for DP ASAP (as FM doesn't exist until the next update). I didn't play much Interloper around this time, so your best bet for advice would probably be reading some of the old Survival Stories from 2016.
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The weather is truly awful. While there is plenty of wood to stay warm while fishing, the walk back to the trailer is long and you have to get around two wolves on the river. I see the region as a good place to get lamp oil while living in Blackrock.
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Blackrock - lack of specific objective
Salty Crackers replied to peteloud's topic in General Discussion
To be fair, it might not be the best idea to idolize Mallory. His Everest expedition didn't go too well for him. I've found Blackrock to be an excellent region to survive in long term, with the Penitentiary as the main base. You have wolves and bears inside the prison yard, deer outside the entrance, and a pack of timberwolves outside the Power Plant easily hunted from behind the closed door. The workshop has an ammunition workbench and a milling machine (without the obstacle course!). You could live in the Staff Quarters without a bedroll, but I find it easier to live in the gate house or workshop. -
BP. The new BI as far as interloper. No reason to go
Salty Crackers replied to Lord of the Long Dark's topic in Survival Mode
Enjoy waiting 30 minutes to add coal and needing a hatchet to harvest saplings. Do a write up, if you can! And say hi to Fluffy for me! -
BP. The new BI as far as interloper. No reason to go
Salty Crackers replied to Lord of the Long Dark's topic in Survival Mode
The game was a lot harder back in early access, when the sandbox was mainly for testing mechanics rather than a game in its own right. I'd like to challenge all the hardcore Interlopers to boot up Vigilant Trespass through the Time Capsule and give Interloper a shot there. -
It still takes over a week to recover from a bear mauling. Even if I enabled cabin fever, I could just wait a week in a cave with top-tier clothing without cabin fever risk at all. My thinking is that of your character is willingly living in a cave out of fear of going crazy indoors, they're probably already crazy. I just wanted to get rid of the single most annoying thing to micromanage in the game. Hibernation as a strategy was big back when I first started playing, when there were still public leaderboards for days survived. My goal isn't to get to an arbitrary number of days survived, but to explore the world and actually enjoy my time surviving.
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No, it's not easier than Stalker. Most settings are at Interloper level, while some are at Stalker level. By definition, the difficulty lies somewhere between the two modes. I explicitly said the difficulty is probably less than Interloper, depending on how you factor in the very slow condition recovery versus the fast recovery of Interloper. The reason I use medium base loot availability is that I want to be able to find knives and hatchets, but there is no individual setting for that. Otherwise, I would be on low base loot availability. With Interloper settings for loose items and empty container chance, I get a lot less loot than in Stalker (while still more than Interloper) with the exception of the cargo containers, which is why I have the house rule of leaving behind half the loot in the cargo containers.
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My settings are based on Interloper, with base resources set to medium, no at-rest condition recovery, no cabin fever, no birch bark tea, decay rate set to high and rifle spawns enabled. Is it easier than Interloper? Probably. But with no at-rest condition recovery or tea, I have to carefully manage my condition, only gaining around 10-12% a day when all needs are positive. It makes the game more enjoyable for me than being able to gain half my condition back every night.