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  1. I don't use snow shelters, but as far as using hides go, perhaps instead of a fixed number of hides in lieu of cloth, the alternate animal hide form of a snow shelter might require a certain weight of hides in lieu of cloth. For the sake of discussion, the weight of hides required to substitute has to be twice that of cloth required. So say one kilo of hides so that would equate to two deer hides or two wolf hides or one bear hide or one moose hide. As far as rabbit pelts go, perhaps twice that for rabbit pelts (e.g. twenty) since those are "small" and maybe add a few pieces of line (used only for fishing tackle) to tie the pelts together. How much is recovered depends on whether the hides are cured (50% chance) or uncured (0%). This would provide some cost to using animal hides for a snow shelter. Of course this would be a lot of work for Hinterland, but if they ever have "free" time , they might look at it.
  2. UTC-10

    Put charcoal away

    It used to be for cedar and fir pieces after chopping a limb that they would be scattered on the ground, along with any tinder plugs that may have resulted, and have to be picked up piece by piece. That was way back in early access and was changed to automatically go into inventory because it was a real bother. I think people were chopping up limbs then walking away and forgetting the pieces of wood were still on the ground. Most suggestions tend to involve Hinterland having to come up with new graphics, new processes and a lot of thought to implement. In this case, having all the charcoal go into inventory might be, dare I say, "easy to implement".
  3. When I harvest charcoal from a campfire or stove, I really would like to not end up holding a piece in my hand. Sure it is easy to hit "H" to put it away, but we don't end up with a stick in our hand when a branch is broken down or a chunk of cedar or fir wood in hand when chopping up a limb. All the charcoal pieces should go into inventory leaving the hand free. Okay I had sworn to myself I would post something. Thanks for reading.
  4. UTC-10

    Cooking pots

    I would like to have a crafted (work bench or forge) improvised pot since in my older sandboxes I tend to find most regions have none. So, obviously, I would rather have the option to not have to carry them around in order to have a "pot" to cook meat faster, make more water at one go or have more "pots" in a given location. I would not mind if they were somewhat heavier, had the same capacity (as the current pot), and were susceptible to damage from ordinary use (it would be nice if they were then repairable, but okay if they were not). An improvised pot that had the same basic characteristics as the current pot (i.e. weight, capacity, etc) would probably be okay and the "improvised" nature of the pot could be that it degrades with normal use (and even more substantial degradation if water is boiled away or food burned in it). If one wanted to differentiate between a "forged" versus a "crafted" improvised pot, could be defined in how much degradation each type suffers and how they may be repaired and the material cost (to make and repair). But this is all wishes and while I only have two (at last count) pots in my oldest sandbox, I can get along anyway. But it would be nice.
  5. Birch bark tea: As opposed to Reishi mushroom or Rose hip teas (antibiotic or pain killer), the new birch bark tea is primarily a condition restorative on a more limited basis than herbal tea. Shouldn't it them be listed in the consumable list just like herbal tea and coffee instead of the medical list? Soup: I find myself reluctant to use the brewed birch bark tea solely as a drink or hot drink because of the condition restorative factor, but that's just me. It would be nice to be able to convert a kilo of any meat and a liter of potable water into two to four cups of a soup that could be heated (or drunk cold) which supplies only calories and warmth bonus (if heated). Or maybe one or two large mugs (bowl) of soup that give a bit more calories and a somewhat longer warmth bonus (when heated). But thanks for the birch bark tea, I was even more reluctant to use herbal tea or coffee since those were not reproducible like birch bark.
  6. For whatever the reason, things laid on snow can still eventually find themselves deeper in the snow. Not quickly but it happens. This has happened to meat and campfires. That may have been a previous bug, but I still feel it is happening still. My understanding about wet/frozen clothing was that frozen clothes was like not having anything on (i.e. no protection) while wet clothes still was some protection. Once clothing gets 100% wet it starts to freeze. I don't leave meat bags around or carcasses unharvested so finding out (or confirmation) that wolves (and bears?) can come across and eat them is somewhat new to me. I won't say totally new because I thought I ran into an instance of that a long time ago on Mystery Lake and but never since.
  7. If you consider the possibility of accidental discharge when cleaning a firearm where generally the muzzle would tend to be pointed away from you, try placing a firearm from the radial menu and watch as you handle the firearm by the muzzle so the revolver and rifle is pointed right at you. At least up to now.
  8. There are a number of things that can be crafted in the dark (they don't need a work bench) but whether you would want to do that depends on circumstances. You can mend stuff if the moon is up and you're outside. But you will likely find yourself often with nothing to do during the night. Do the best you can.
  9. UTC-10


    I think the real problem will be the trade-offs Hinterland would make to balance the value versus the costs of any animal companion and this does not take into account the animal AI that would be needed. This would be akin to introducing a NPC that would work with the player. The cost to Hinterland would be great while the benefit with respect to the survival game (and it would have to be only survival mode, at least so far) would be minimal.
  10. The key part of level 5 cooking's food poisoning and intestinal parasites benefit is that food (meat and fish) has to be cooked. As the description (paraphrase) says, "You don't get sick from food you prepare". As far as game play goes, level 5 cooking does allow a player to cook meat and fish, leave it in the snow or even inside, and consume it safely at any time. This would suggest that distributing extra cooked meat and fish to other locations, along with adequate amounts of water, would help in the survival game. You don't have to take advantage of being able to consumed ruined (0%) cooked meat and fish with impunity (given level 5 cooking), but that is up to the player.
  11. To clarify, I should have said that things will start to sink into the snow. I am not sure why but I have had (ones I created and some that were spawned in the sandbox) campfires noticeably sink into the snow. Sometimes enough to have only one cooking surface. I have also had cooked meat laid on the snow become less visible and with 1.48 or 1.49, had a bunch of cooked meat on the snow at Poacher's Camp sink far enough to be barely visible and some was not (so those were lost for now). I don't attribute the sinking to the current set of updates, this has been happening for a long time. So the snow does not really rise but darn it I do lose stuff under it. This is separate from certain situations where the snow, like on that trailer near the Pleasant Valley farm house, do not actually constitute a surface so stuff dropped on it will "disappear" under the surface but you can still find and pick them up.
  12. I don't mean to belabor the question of being able to remove campfires. But this is an example of a campfire (Carter Dam baseyard) being affected. Granted, a campfire can no longer be placed where this one is but its presence would affect where another campfire could be placed (if the intent was to be as close as possible inside that nook for wind protection). Things starting to sink into the snow (or as the case may be, float above ground-level) has been around quite a while so not just with the recent updates. If the snow level caused it to disappear then no problem perhaps but there would be collateral things. Note part of the pile of sticks were under the snow surface but still accessible mostly. Thanks for the response.
  13. The problem with a campfire that cannot be removed is that if anything should happen to the campfire, such as the snow level changes (or the campfire settles beneath the snow) the campfire can become limited or useless. It is already established that items on the surface of the snow can sink into the snow and sometimes disappear beneath the snow surface becoming inaccessible. It might not be so bad if we could dig into the snow, even a foot or less, to get to the campfire or items that sank into the snow though if there was no hard limit to how deep something could go then it would still be a problem. After the 1.48.1 or 1.49 update, I went by Poacher's Camp where I had left a bunch of cooked venison, fish, and moose meat to find this... I checked. Maybe half the meat was below the snow surface and therefore inaccessible. I know that snow levels can change while item levels don't, but I wasn't expecting this, more or less.
  14. Did you check the game log about how many bears you killed? That would confirm, if you knew what it was before the bear could have died, whether the bear carcass is decaying away somewhere. There was an old problem back in early access where a player tested out what happens when a player slept while the animal was bleeding out and found that that animal tended to be "healed". Advice therefore was never sleep until the animal has bled out. That may have been fixed, changed, or something but nobody (afaik) has tried to recreate that kind of testing. YMMV of course. When I do shoot a bear, I use the game log to see whether it has died or not. I try to stay outside. I don't sleep. I don't pass time (or maybe I did, I forget). When the log shows either the bear died or enough time has passed that it was not going to, I could relax and carry on. If it is late for the character and he has to go to sleep, I do so with the expectation that I may be forfeiting the kill. I am also in Pilgrim. In general, for me, bleed out seems to work okay. Finding the carcass can sometimes be a chore. Good luck and good hunting.
  15. Not used the two Go Drinks I found in my longish running sandbox. They were in the medical cache. Both were at ruined (0%) or near ruined (4%) states. I expected to find them in better condition given the recent spawn, but then I tend to find Energy Bars at ruined (0%) condition (even on the occasion I played 4DON a couple years back when it was an inline event, in a different sandbox that no longer exists).