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  1. UTC-10

    Reloading Kit

    Asking for consideration of a reloading kit that would has the dies and tools to actually reload the spent cartridges given a supply of necessary components - bullets and gunpowder. The reloading kit would tend to produce less than commercial "perfect" quality ammunition compared to what the player could produce at the ammunition work bench. The components can come from two sources - homemade at the ammunition work bench in Bleak Inlet or found in rare small packages (two to five rounds worth) of commercial components here and there. Homemade components would have a skill level decrease of -2 while commercial components would have a skill decrease of -1. Player skill can never be below level 1. If you do go back to the ammunition work bench to reload cartridges the -1 and -2 don't apply. Whether use of a reloading kit has the same credit as reloading ammunition at the workbench is up to the devs. Under this proposal there probably wouldn't be enough commercial component packs to make that much of a difference and using up commercial components at low skill level might be not desirable except for emergencies. This might be something for the future. It would add to the workload of the devs to implement so I am hopeful, but don't expect anything soon. We just got the ability to make ammo and now I suggest being able to make ammo anywhere. Reason: I achieved Level 5 Gun Smith by reading a number of Practical Gunsmithing books and making ammunition at the ammunition work bench. Not too difficult when you play in Pilgrim. As I leave Bleak Inlet, it struck me that my gunsmithing skill, even though maxed out, would be functionally completely useless because I need the ammunition work bench to make bullets, gunpowder and to even load the cartridges. As opposed to using a forge, where I didn't have to have a skill to forge items (hmmm, another possibility?), I now have a specific skill that has no real use away from the ammunition work bench. I realize that I want to be able to use my skill elsewhere in some fashion which is why I make this suggestion. I assume the devs had thought of it too. They're pretty smart folks.
  2. In general, I see four possible spots for a "shortcut". I would assume that the "shortcut" can only be "activated" by someone who has already made it to the Cannery Pier (duh). I also assume that the "shortcut" would be at the Cannery Pier or the two buildings leading to it to qualify as a "shortcut". I would also assume everyone has seen the following: 1. There is a broken stairway in the first building you enter, after crossing the pipes and trailers, that just seems to beg for something to get you one step higher to bridge the gap. There is a small post along the wall between the broken section and you can get to it and stand on it, but you cannot quite get the additional height to be able to reach the upper end of the gap. It is possible to get yourself trapped in part of the stairway structure (at ground level) which forced me to quit and reload. I tried using car batteries to try and get my "step" up and seemed tantalizingly close but no cigar. You cannot stack car batteries on top of each other and they only went on the lower section of stairs. 2. There's the crane in the second building. Move the crane and lower the hook a bit and you can stand on a post sticking up out of the snow/ground or just lower the hook to ground level. No apparent controls anywhere visible in the building. Maybe that was on one of the columns that fell when the building center collapsed meaning that the crane would have to manually controlled from the crane mechanism itself. 3. There is the ramp down to a boat dock from the Cannery Pier. Of course, everyone has looked at this and what is lacking is some kind of plank, ladder, or pallet(s) so that one can climb up from ground level to the dock. One problem would be that it would allow (technically) timberwolves to get onto the Cannery Pier unless a climb maneuver was needed. 4. If you consider the footprint of the workshop, you can see on the inland side of it that there are piers and beams that are not covered by the building. The beams may be out of reach from the ground, but it would be a place for a rope, except I went there and there is nothing to attach a rope to. There was also no way through the windows to get "into" the outer office area at the current time. We cannot move stuff that is substantial, like planks, pallets, or ladders, except car batteries, so I guess that "something" has to happen.
  3. That's interesting. I recall (a long time ago) there was some thoughts and discussion about depletion of rabbits if over hunted. I recall (back in early access I think) where I put out three snares on Jackrabbit island and took three a day for quite a while then the visible rabbits seemed to disappear and the snares started to turn up empty. I went to another zone, Desolation I think, for a month, came back and even then the rabbit population didn't seem to have recovered. That experience had always affected how many snares I would put out (only one to three and take them down after several days of snaring). I did find that throwing stones was easier to get rabbits than snaring but I am working on getting my badge. I may lay more snares now.
  4. I think that the temperatures you expect it to deal with would have some relevance to whether car seats have enough material to form an improvised bedroll. IMO, in a warm environment, the car seats may well have enough material to be comfortable bedding, while in freezing conditions that may well be utterly inadequate. The game does not allow someone to separately augment the warmth bonus from a bedroll (excepting the clothing you're wearing) so the possibility of forming a bedroll or rather a pile of things to sleep on is probably true but, in the given environmental circumstances of the game, not particularly useful.
  5. I have come to think that perhaps the "shortcut" exists but is not operational at this time. Something has to happen, like the crane has to move, and that will likely be in episode 4 or 5 update. That would probably be the triggering event for us in survival mode. I would be quite happy if someone were to prove me wrong by finding it now.
  6. @Armiora Welcome to the club. The issue of interior lighting has been going back and forth for a long time. I remember way back when it was dark as heck inside and people complained it was too dark. Then was lightened up so that the outlines of interiors could be dimly seen (as a kind of blue light) and people complained it was too lighted. Then it got darker again. Then it got lighter again. Now it is darker again. It may well lighten up in the hotfix or update until the followup where it may then darken again. There is no way to make an interior visible if the game algorithm says it is too dark to see. Running up the brightness on the monitor or even the game settings tends to not make a big difference. The screen gets brighter, turns a tint of green, and everything remains invisible in the dark. The collateral effect of changing game settings is that now when there is light, it is all very bright. Not unlike, wearing low-light goggles then entering a well lit situation. Me, I cope as best I can. In places I go to regularly - Camp Office, Farm House in Pleasant Valley, the Quonset garage in Coastal Highway, etc. - I will keep an eye on how I am oriented when I enter (when there was light to see) so that when I come in when it is dark, I can use my movement keys and move in a squared pattern not wandering around. Interior landmarks help too, even the visible windows. Despite all that I still get lost and disoriented. Light my lantern and find I am in a corner, looking up at the ceiling. Sigh.
  7. Since reloading ammunition is now a fact, if a reloading kit was introduced, as an incentive for the player to use the ammunition work bench, using the kit might always produce slightly lower condition ammunition (i.e. the game treats the kit as imposing a -1 level on your skill, with level 1 being the lowest anyway) so even level 5 gunsmithing is equivalent to level 4 when using the kit. Hmmm, Pilgrim and Voyager -1, Stalker -2, Interloper (if firearms were custom allowed) -2 or -3. Just a thought. I had not imagined that Hinterland would introduce the ammunition work bench which would incorporate bullet casting, powder manufacture, and reloading cartridge cases all in one spot. It is kind of like the forge on the Riken when Desolation Point was added.
  8. I had thought that Hinterland would introduce a reloading kit with all the dies and measures as well as a components kit that contained bullets, powder and primers. Even ignoring the issue of primers, a components kit would allow for high quality ammunition because of the factory produced modern components and there could be a separate line similar to what was introduced in EP where the bullets and gunpowder could be crafted. The component kit yields 100% ammo, while the hand-made components, while easier and more available, would take time to get to 100%.
  9. UTC-10

    Dried Meat

    Hinterland would have to decide that food preservation, which is conspicuously absent from the game mechanics, is necessary for general game play. For story mode, it really wasn't necessary and for survival mode, it was up to the player what he or she does with food management. I think that, for the time being, they would want to concentrate on getting story mode done and giving incremental things to survival mode, rather than introduce what would be a brand new game mechanic, but they might surprise us yet.
  10. Ravine has no structures in it to place the regional lost and found box. Hence it went to where the player can enter the zone. Now, in Broken Railroad, where there is the Maintenance Shed (or the Hunting Lodge) the regional lost and found box ended up at the tunnel from Forlorn Muskeg. Which required a lot of effort to move stuff back to the Maintenance Yard or further on to the Hunting Lodge. I can understand about stacking, but no stacking might be a concession to the possibilities of people who gather a lot of same kind stuff. In my regional lost and found boxes (I abbreviate as RLF with LLF for the lost and found inside an interior cave/mine, a building, etc.) I think I can end up with a stack of sticks amounting to 2,000+ (300+ kilos). I'd hate to hit by accident, Transfer All, and end up crushed to death under the pile of sticks suddenly in my backpack. What a novel way to end a run. Death by sticks.
  11. I don't think I came across EP-specific drops in Carter Hydro. I would not be surprised to find stump remover and dusting sulfur there but I was disappointed and not surprised to find nothing like that there. In searching Mystery Lake, Forlorn Muskeg and Broken Railroad, I think I have two bags of dusting sulfur, no stump remover, and six lead plates. I think I have more in Pleasant Valley but didn't bring it because I figured I'd find more in the above named places.
  12. In Forlorn Muskeg, the regional lost and found box should be by the tunnel mouth to/from Mystery Lake. In Broken Railroad it should be at the tunnel mouth to/from Forlorn Muskeg.
  13. I have found deer and wolves (I play Pilgrim) run in rather strange patterns. They also tend to get 'hung up', i.e. mill around, when they reach an impassable place like a rock face. This can be extremely frustrating compared to before. I guess that with the increased availability of ammunition that the devs decided they could make us have to use it more. Big game needs to be pretty close to the building if it is to be caught up in the respawn of the landscape when you go inside and coming back out. At the farmstead in PV, the bear has to be closer than the car that is parked there for me to expect it to still be there if I were fetching a rifle. Any further out and it becomes iffy.
  14. I have checked the Hunting Lodge and the only things I am taking from Broken Railroad would be the one bag of sulfur and one book on gunsmithing. I also got a car battery from the car parked near the Hunting Lodge, so six lead plates from harvesting it. None of the Breyerhauser trucks, nor the pickup truck by the Lodge, had car batteries. I might have expected that the Maintenance Shed would have had a few car batteries in the storage area or scattered about the shed but there were none. Luck of the draw I guess.
  15. Excepting a more thorough going over of Carter, I have not found any gunpowder components in Mystery Lake. This includes the once over on Carter, checks on the trailers near it, hunters blinds, Camp Office, Lake Cabins, Ice fishing huts, Trappers, Lone Cabin, Logging Camp, and the prepper cache. Nor have I found any in Forlorn Muskeg though I only looked at Poachers and Old Spence. I did find sulfur in the Maintenance shed in Broken Railroad and haven't yet checked the Hunting Lodge. I play on Pilgrim.