UTC-10

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  1. UTC-10

    Riken light

    Perhaps for a ship that is going to be far far away from resupply (notwithstanding modern communications and aerial or surface supply drops) and have to fashion forgings from scratch, but you're right. In modern day society, unless one was specifically going somewhere out of reach of supply, which would take some serious effort, there would be no need and the facilities needed and space available (to work metal and make it usable) on the Riken would not be enough.
  2. I took a look at my profile and think that if you want to change the profile name that shows on the forums you may have to create another log in. I didn't see any option (didn't look hard) that might have led to doing what you want. Maybe account settings? Might ask on the technical discussion forum.
  3. I have noticed that animals do seem to not be around, sometimes for several days, at times. In some cases, like near Miner's Folly in Ash Canyon, the bear is generally always there but a pair of deer that sometimes browse around the slopes near the camp will turn up across a bridge more towards an area where a campfire and (sometimes) a snow shelter (ruined for me, given the passage of time in the sandbox) and (it seems) sometimes not even then.
  4. Ruined (0% condition) raw fish can be cooked to 50% condition (the act of cooking adds +50% to raw fish and meat condition) which would still be "edible" for full value. (IMO) It would be silly to waste time and effort to separately impact lamp oil content and not do something similar to the basic calorie content. In a more seriously oriented survival game, such as after story mode/Wintermute was no longer a consideration, that could change. But I don't leave raw fish to decay to 0% condition so never really ran any checks on that. 😐
  5. I would defer to other people's experience. I just know that I haven't and would admit that I wasn't even trying.
  6. I hypothesize that the moose in the game will spawn at random in one of the locations (across the entire world map) it can spawn in for a while then disappear and spawn (nominally) in another random location it can spawn in. Of course, if a moose spawns in another region that the character is not in does the character know? As opposed to a bear, which will spawn a certain amount of time after it was killed and disappeared, and then remain in its area indefinitely until killed again, the moose seemed to get shifted around to different locations and was therefore largely a target of opportunity. Take the opportunity quickly or wait until next time whenever that was. I expected that eventually it would spawn back into a given location but the wait for it to do so would be very variable and could turn out to be quite some time. The only exception I know of would be the moose in Bleak Inlet that spawns a couple weeks after it is killed and disappears and stays spawned though it can "travel" to relatively defined areas within Bleak Inlet, which I thought probably made sense since it was the only real game animal of any size on the western side (frozen delta) of the region. Notwithstanding timberwolves and rabbits.
  7. I tend to alternate though I can lean nowadays toward Astrid because of an otherwise very minor thing he sometimes does as a preface to a "gotta drop some gear" comment which sounds like clearing his throat. Most all other comments I just take in stride, but him doing a kind of clearing his throat before commenting just drives me WILD. I usually take his comments as sotto voce but that one comment just rubbed me so wrong when I heard it. A few times I have gone onto a rock and jumped off (non-lethal height) and did it repeatedly until he had all wrists and ankles sprained, lost 50% or more of condition, and damaged his clothing. I have to deal with all that but it is all I can do to get it out of my system. Other than that little idiosyncrasy in his comments, I have learned that his comments and emotes actually reflect something about the character - the load he is carrying, the state of his fatigue, of course his state of hunger and thirst. If that one comment was not there, I could say I'd have no real preference.
  8. That was the decision made by the devs a long time ago and they have not revisited that decision. I would suppose that their point of view at the time would fall along the lines of being careful and decisions have consequences including wasting time for no gain. If you could get credit for any time spent reading a book, mending clothes, or crafting something, then the obvious course of action would be to just do it and let the game (darkness) shut you down because you would unilaterally gain, from the reading, mending or crafting, for the time spent so there would be just about no risk to just forging ahead. I kind of think the devs didn't like that. That has changed to some extent over time for some new tasks. Quartering is one of the first actions I became aware of where progress in the action was actually preserved. I remember someone by accident stopped quartering a bear at literally 1:59 of 2:00 (hours) and came back the next day (he was in interloper) ready to spend 2:00 doing the quartering to have the task complete right after he started. 😲
  9. I have seen stones respawn in Ash Canyon. By the Angler's Den cabin, near the partially destroyed ice fishing hut, near Miner's Folly, among other places. Naturally I am talking about general locations like on nearby hills, icy shores, etc. It does take a while like probably at least a week but I have seen them reappear (I play in Pilgrim, btw). They seem to take longer than sticks. I haven't been outside Ash Canyon so do not know if that was an Ash Canyon specific event or more applicable generally.
  10. A lot of back-room work would be needed to be able to introduce taming any of the animals in the game. It would certainly not be a trivial development process. If the devs decide they want to add it, they will put in the effort. The problem is, with all the things they have to do, whether they consider it worth the effort, at least while story mode is in play.
  11. I think I have seen one electrical outlet in Foreman's Retreat. I do not recall seeing any other outlet in all of Ash Canyon. Ash Canyon sure could have used a more pedestrian table chimney lamp using lamp oil in a couple of places.
  12. Update to version 1.94 fixed an issue where liquids would not become “Burnt Dry”, when being cooked for too long. That probably affected canned food as well. I recall seeing in a recent let's play that a can of peaches or pork and beans was left to "heat" by the fire. It appeared to heat up, probably became "hot", then for some reason was seen as "cold". Yet when the can was placed on a cooking surface the food was immediately burnt inedible and lost.
  13. I do not know about players carrying antiseptic rather than old mans beard wound dressings, but perhaps the matter might be a practical one. They haven't found enough old man's beard lichen to make enough wound dressings to suit them. They might also inattentive enough to not notice the presence of both items in inventory until it is called to their attention. Might also be a case where the player does not realize what for experienced players would be common knowledge. No in-game help files, you know.
  14. The closest I have seen to meat supplies disappearing were instances, not encountered in a long time, where the meat (neatly arrayed at that) seemed to sink into the snow and would become inaccessible (some not all). The last distinct memory of that was at the Poacher's Camp in Forlorn Muskeg where an array of cooked venison sank into the snow and some (I believe) was lost. I attributed that to changes in the -Z- axis of the region and maybe some subtle landscape changes too. Since the bear meat seems to have disappeared after the OP had quartered then harvested the resulting bags then departed, then signed out, and then returned to continue, I suspect that there was a glitch in the spawning of the area which left the bear meat unspawned. There is probably an area that has the bear meat but the wrong area got spawned and presented to you. Might put in a bug report so that Hinterland can be alert to glitches in the game. In this case, you may not get the bear meat back, unfortunately.
  15. Lots of things that would make sense for a game solely based around survival mode play would not make it into implementation because it would not contribute (or contribute enough) to story mode which was the basis for The Long Dark. A discretionary decision on the part of the devs who would have to do all the back-room work before it could be introduced. Once freed from the scope of story mode play, who knows what might show up over time, if development of survival mode play continued?
  16. The only place on the parkour course where there could be a sign would be where what I take for process piping goes up, right where the actual truck entrance/gate should have been, then the character drops down, still following the process piping, on the other side. Shortly thereafter, the character comes to the end of the piping path and then has to jump down on to a trailer parked in front of the cannery with a plank bridge to the pretty destroyed building which is where the ground level access to the cannery grounds is. The timberwolves use that opening to access the cannery grounds. If that was the spot, I do not recall ever getting stuck there ever. At least not as I went along the route to get to the Cannery Pier. Next time I am at Last Resort Cannery I will have to take a look.
  17. I do not recall the referenced Cannery sign nor do I recall every getting stuck on or blocked by snow on such a sign. I assume the place is the Last Resort Cannery in Bleak Inlet? A selfie (screenshot) would help just stay away from the bear and timber wolves. They don't like their pictures being taken. 😁
  18. Several things, probably more QoL, maybe not all consistent with the title. 1. Extend the "place" function to items (single items/unstacked/whatevers) in inventory. E.g. so I can "take" a hacksaw from inventory and "place" it on a work bench instead of having to drop it on the ground/floor/snow then "place" it. I would assume that stackable items might eventually come under the "place from inventory" in some fashion, but single, unstackable items might be a first step. Might be a similar issue to the food part of the radial menu regarding inadvertent consumption of unsuitable food items but that could be worked out. 2. Inside a location, like the Cannery Worker's Residence or the Homesteader's Respite cabin, for instance, places like the open wardrobe should either be made functional (by default or by player action - admittedly a more complex thing to implement) or capable of being broken down into materials. There is an wardrobe with open doors, coat hanger laying in the bottom, with a drawer below that that is ajar, and it is entirely inert. Can put something in the bottom but the coat hanger can block its placement. Can't harvest it for reclaimed wood or anything. Similarly, metal bed frames (not suitable for resting) should be detectable and therefore should be available for being broken down, like the bunk bed frames, etc., at Hibernia or at the Hunting Lodge. 3. Contact with the bed in the Angler's Den cabin should not be blocked by the metal bunk bed frame. If I touch the bed or metal bed frame, unless there was some other necessity, I should be touching the "bed". After all, I am looking for the bed. It can be difficult to locate the bed in the dark as it momentarily flashes on screen as one flails about in the dark. It would be nice, but the devs do have a lot of other things to do. 🙂
  19. A perfectly reasonable idea that has been suggested by many along with flint and steel. Although what the devs do is their own business, I would not expect to see such a device until the end of Wintermute aka Story mode.
  20. The animal model used in the game amounts to critical hits, which kills instantly, and bleeding wound, which kills eventually. There was a third class of hit which basically would be trivial hits drawing no blood (even if, as sometimes seems to happen the shooter sees blood spatter). Excepting the moose (which do not bleed) and rabbits (these latter tend to die if the character looks hard at them 😉), every other creature that can be hunted will follow the described animal model. Certain locations on the animal would have a higher chance of a critical hit (instant kill) and more serious bleeding (if no critical hit) so placement of the hit does matter, but one could shoot a bear in the b**t and have it die on the spot while a precise shot to the head has it running off, maybe trailing blood drops. One tries for the best possible hit as there were no guaranteed kill shots in the game. The critical hit/bleeding wound model means that repeated shots have a chance of a critical hit but only the worst/shortest bleed out timer applies (no cumulative effects to bleeds). Hence, the advice was shoot the bear and if it left a trail of blood drops, stay safe and do something else while it bleeds to death. That said, there were certain things that a character can do that could result in the bear being "healed". The moose was the exception to bleeding out likely because bleed out was a standard fall-back tactic for any character to use against dangerous game and that the moose does not wander all over the region but sticks to a general location. It may have been seen as "too easy" for such big game. Note: I have noticed that with a good hit on a moose (I aim for the head especially while it is facing me) that as it wanders back to its haunts, it would emit repeated noises where before it would be silent, except when specifically threatening the character, and another good hit seems to drop the moose with some regularity. After taking several moose across several sandboxes, I suspect that the sounds represents the devs' substitute for bleeding as in the moose is hurting and another good hit can take it down. Otherwise there would be no indication of the state of the moose. YMMV. Good luck.
  21. How the devs choose to implement such would be the key question. Given the scope of The Long Dark which is about story-driven survival which by necessity covers a limited, a few weeks, time in winter, the capacity to build a base of any kind would be likely unnecessary in the view of the devs. They do have to pick and choose what they do. I would love to be able to craft wind breaks that I could put around a campfire site. Save me a lot of anxiety about wind direction changes. I think quite a few players might welcome such though some may not because it would make the game easier.
  22. UTC-10

    Cars

    As far as I can recall, it never happened to me. When it happens you might try a few screen shots with a view towards showing what was happening.
  23. The game's objective was story mode aka Wintermute which was set to occur in a very limited timespan, probably only a few weeks at most, during winter. We also do not know what the ultimate outcome of Wintermute will be. Survival mode was an extension of the survival sandbox used to work out the survival mechanics and proved to be so popular that the devs made it an alternate play mode. However, the objective was still doing Wintermute. There is absolutely nothing wrong with any of your and many other suggestions except they do not fit into the scope of Wintermute and anything added to survival mode would impact what happens in Wintermute, aside from the possibility that new/expanded mechanics might break something. So the devs would have no reason to try to implement any of the worthwhile suggestions until Wintermute concludes. That said, they do surprise us from time to time.
  24. Speculation: A possible problem in early access was that if one stayed inside (like a dwelling) that after a game hour the outside (world) game state was no longer considered valid so things would spawn new when one came out. Sleeping was a big problem possibly because in game terms it was in fast time so by default the game state was no longer considered valid (minimum sleep time was 1 hour) and everything spawned new. Hence a wounded bear would despawn then be respawned, under these circumstances, brand new and unwounded. Likely as a fix, the devs probably added to the code "if the animal is wounded and bleeding, then if the player reenters the world after the animal would have bled out, then it spawns and dies, else it spawns unwounded". This kind of points to if you're going to be going in and out while the animal would be bleeding out, spend less than a game hour inside at any given time (so the game state remains valid) else your actions might then cause it to spawn unwounded. So if you go inside for longer than a game hour stay inside until the animal would have bled out. I shot the bear in Miner's Folly and it ran away. I actually found the wounded bear sleeping but didn't want to expend another bullet. It was late so I got some food went into the Miner's Folly cabin and went to sleep for the night (I am in Pilgrim). In the morning the journal's bears killed entry was not incremented (what I expected). When I emerged from the cabin, the journal's bears killed entry then incremented (expected). It was dead. I had seen this happen in Desolation Point at Hibernia so was not surprised. YMMV. Good luck and good hunting.
  25. With the 1.94 update, putting things, like a drink - coffee, teas - next to a fire can now result in the drink being ruined if left too long. Canned food probably also can be ruined that way now. This does not apply to raw meat and fish - no cooking except on a cooking surface. I hope the following is an artifact of my games: Might also be aware that while cooked fish (at Level 5 cooking) gets the 25% more calories, I have found instances, sometimes consistent, sometimes inconsistent, where those 25% bonus calories seems to disappear when the cooked fish was consumed. Like you have a fish of 1,250 calories, eat it when you need 1,000 calories, and end up with nothing left instead of a piece of fish with 250 calories. Alternately, you have a 2,000 calories fish and end up with 600 instead of the 1,000 calories. Not so much of a problem with whitefish or trout since they tend to have under 1,000 calories but with small-mouth bass and Coho salmon that tend to have over 1,000 calories, sometimes well over, it might be more of a problem if you were counting on those extra calories. I suppose that, at base, one could "nibble" on the cooked fish(es) to make it lose the calories now, if it was going to happen, before one ventures out into the trackless wilderness with lots of weighty calories that might evaporate unexpectedly.