UTC-10

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  1. UTC-10

    Travois

    With this update I noticed that lamp oil from fish has been reverted to what it was a while ago - a % of fish weight with the % dependent on the fish type - instead of the fixed amounts for each fish type. You will get way more lamp oil out of the bigger fish now rather than only extended cooking time. I just did some fishing and got about 4x the lamp oil I had been expecting. What a nice surprise.
  2. UTC-10

    Travois

    Crafted a travois. It cost 3% condition off my hunting knife. It took 3 hours. It has a capacity of 75 kg. This is in addition to your pack but the extra burden does slow you down and maybe cost more fatigue. When deployed it will deploy directly behind you with the handles on the left and right. When equipped you can move forward or backwards but cannot turn in place nor strafe. You can turn slowly as you move forward or backwards. Might keep that in mind if loading the travois in a location with limited room to maneuver within. You cannot run with the travois. The command to release the travois defaults to "H" which appears briefly when you grab it then disappears. I had a few moments trying to put down the travois so I could load it. I got the "H" to show up I think by going into inventory or something. There is currently (I haven't experimented) no other way to drop the travois. You cannot interact with anything, i.e. pick up a stick, unless you put the travois down. The travois takes condition damage as it is used. Whether the weight carried affects that I do not know. I do know that in a walk with 35 kg of meat and 75 sticks from the Camp Office to Trapper's it lost about 9 or 10% of its condition. I forgot to see what it takes to repair it. I did look at harvesting it and you get back three maple saplings. In this case I was following mostly the path I normally would except I went down slope into the bowl below Trapper's as I didn't think it would cross the rocks and steep transverse slope. I play Pilgrim. For me, it seemed to have some decent value for moving stuff from place to place. At 1 kg it was not really weighty.
  3. Maybe the ingredients could be separated, with some effort, into meal packs of ingredients. I may not want to carry 1.5 kg of Old Mill Flour to a location but maybe a smaller pack (0.20 kg) sufficient for one stew or four pies would give me better incentive to add it to my load. Wonder if stew packs or pie packs where only the natural ingredient - i.e. the fish or the meat - is needed (along with the pot or skillet) to be cooked would be viable. Since the devs have a lot on their plate it might be an enhancement for the future of Frontier Cooking.
  4. Being in Pilgrim, the standard bedroll was sufficient though the bearskin bedroll was helpful for my semi-fixed locations, like fishing in Keeper's Pass South by the cave entrance. I have upgraded the standard bedroll to the improvised down bedroll which has better warmth for a small increase in the weight. I suppose I tend to find it a bit more durable for day-to-day use (sleeping) than the standard bedroll, but I do think the standard bedroll seems less durable than I'd like but I am a player of course it won't be durable enough to suit me.
  5. Beachcombing with crates or containers washing up that could be opened to reveal they contain some cooking supplies that survived the ocean. A crate or container that had one or two intact bottles of cooking oil or salt or a bag or two of flour or oats, maybe even potatoes, carrots, or some new cooking ingredient, or even a skillet or pot, would be plausible. At least as much as double and single steel lockers washing up. It would also add to the variety of things that could wash up, add to our capacity to use Frontier Cooking, and not be implausible. Of course that would just add to the incentive to base near a location with reasonable yield due to beachcombing. The travois might then help make it more feasible to be based further away if one so chose.
  6. The process is probably way too far along but I think that it would have been better to have toxic meat which could be from any normal meat source which would be meat tainted by some level of poisonous toxins. The critter shows outward signs of ill health though the meat would have the title of tainted [animal] meat. Kind of like intestinal parasites, it could be consumed as the dose is the poison and could be anywhere from something like food poisoning (an acute affliction) to something more chronic (a condition loss over time like intestinal parasites except for a period of time for the toxin to be purged from the body). Treatment for the acute affliction might be to induce vomiting to get the toxin out of the body (I know that that should not always the remedy because it come back out can be just damaging IRL but the game lacks proper medical facilities to 'realistically' do otherwise) and maybe something like activated carbon or a medication (new) that happens to mitigate the effects or maybe just have to tough it out. Much more complex to be sure. Definitely needs a lot of thought and tuning if it became a reality. Just a thought.
  7. I recently ran into a similar thing in the Foreman's Clearcut trailer in Blackrock. A deer hide and two guts were ruined with their cured state at 11%. Leaving them there and doing something else to return in a day (I thought maybe my entering the trailer would trigger something) their cured state remained static at 11%. I took the hide and one gut from the trailer and dropped the gut in the cave to Timberwolf and the hide at the Bricklayer's Retreat. At Bricklayer's I had a deer hide and guts already curing and when I dropped the ruined deer hide from the trailer I soon found that it had started to cure as well. I assume the gut in the cave may have started to cure or maybe I need to drop something that to cure to get it to start curing. I don't know as I didn't check. Timberwolves got a couple of does near the trailer and, after I dropped the hides and guts in the trailer to cure, the ruined gut (I left as a control) started to cure as well. I would suggest that bringing an item that can cure into that prepper cache might kickstart the game into causing the ruined hides there to start to cure. Ruined hides can still be used for crafting though I would not put them in containers as they might disappear per the usual rule. Good luck (even though your post was several months ago).
  8. I have worked around the problem primarily by changing my graphic settings to as low as possible since I had the thought, at the time, that maybe the game was having trouble setting up the other side of the transition (KPS) and the graphic part stopped dead though it did not disable the card from being able to switch to other screens. I really didn't think it was the problem but what else was I to do. If there was an actual bit flip that prevented the transition from proceeding visually a verify the game files wouldn't pick that up so long as the bit flip fell within the allowed parameters of the game file. Anyway, the changes required me to reload the game then load the save game and surprise! it actually worked. I appeared on the KPS side of the transition. Along the way I did notice that now the character (Will) upon entering the world/passing through a transition (that caused a save) would be gasping like he had just finished running a distance though there was no indication of such on the gauges available to me. BTW, this kind of action on his part, after passing through a transition, was a pretty frequent but not always occurrence. Good. I could go to KPS, fish, cook fish, go to KPN, go to Old Substation, fix the transmitter, find supply caches, etc. The next thing that went wrong was that when I got to the Prison and entered the Steam Tunnels (to force a save so I could quit) when I looked at the date-time of the save game it was many minutes different from the user file date-time (which was current). When I reloaded the save game I found, as expected under the circumstances, that the game had not saved and I was back at Old Substation having awakened. Taking the warning that the save game function can now fail, I went to the Prison, entered the Steam Tunnels, and repeatedly did so until I saw the hatchet saving icon appear. I also made a point of checking that the date-time of the save game file and the user file were consistent with each other. I have been running into the failure to save kind of regularly but with no indication that anything was wrong other than no Saving icon. So now I check every time I go through what should be a save point whether the game did, in fact save the game. Note that the character gasping for a short while upon passing through a transition still occurred though sometimes he didn't. I could try and mess with the graphics settings again, force the game to require me to restart the main game, then set things back to "normal" and see whether that fixes things but since I don't know what is actually wrong, I am concerned about causing even more problems. I am done with Blackrock for now and going to continue the Signal Void tale by going to Milton and beyond though, in my usual fashion, that will take a while. The rope climb is a real bottleneck so I have to prepare more. But that's just me. I did notice that the hide and guts I left in the Foreman's Clearcut trailer had gone to ruined and their cured state stopped at 11%. I tried finishing what I was doing at Bricklayer's (getting the supply cache) and when I returned the cured state had stayed at 11%. I took the hide and one gut to put the gut in the cave to TWM and the hide in Bricklayers where the hide started to cure. Later the timberwolves (I am in Pilgrim) caught a couple of does and I harvested the carcasses and took them to the trailer. There the hides and guts started to cure and when I checked the ruined gut (left as a control) I found it had started to cure as well. I get the feeling that sometimes the game forgets things and sometimes has to be kicked to remember things. I got a long story about cooked fish, level 5 cooking, and how you can lose that 25% calorie bonus depending on what you do. Good luck.
  9. Antibiotics and the like won't deal with poisoning. There would have to be a treatment for it that 1) purges the toxin from the body in a day or 2) provides support to the body (stops poisoned condition loss) while the toxin is naturally purged which may take several days. That would likely involve a new medication and possibly a new naturally occurring item that can be found (this for the long-term player). None of the existing meds available fit the bill. There might even be a salve that could be introduced to deal with exposure to these toxic waste pools to speed up healing from exposure separate from toxic poisoning due to animal bites (I think it is a stretch but this is a game, the toxin would have to be pretty potent, imo, for a bite to really injure the character that way). Have to see what the devs meant.
  10. I have encountered a transition problem once again. This time from Pleasant Valley to Keepers Pass South. The transition screen appeared but (and I went 'oh oh') the animal graphic in the lower right-hand corner did not appear. I have tried a number of time (quit and reload, even quit, cold boot, and reload) to see if it was just a momentary glitch but had no success. I would get to the transition screen and there I would be. At least once, I will have to check it several times to be sure, I detected the game music starting to play and referring to my hardware monitor I could see that the graphics card was working it heart out as if I was on the other side in Keeper Pass South and it was waiting for the character to do something. I am on day 1,948+ of this run that started in December 2022 and I don't know what I will do if I can't get through to Blackrock (peripherally related to Signal Void). I will try to reduce the graphics to as low as I can to see if that makes any difference - I had thought that since the transition does not force a save that maybe the game was loading Keepers Pass South while keeping Pleasant Valley in VRAM and ran out of graphics space but did not crash just stopped unable to proceed. Something is up. The graphics card still functions as I can swap to desktop with no problem. My last backup save was six days ago and I was doing a lot so I am not contemplating having to redo all those days with any pleasure. I did report this to support but I do not have much hope that they can do anything about it. I had this happen once before on Timberwolf Mountain when I tried to go to Ash Canyon (I had been there previously so this was not a first time entry) and the result was the transition screen then nothing more. I used backups to try and go from PV to TWM then Ash but could not get to Ash. Then I found I could not come off TWM back to PV with the same non-responsive transition screen. The most notable indicator of transition failure was that the animal graphic in the lower right-hand corner of the screen would not appear. As a note, when it appears the transition would be successful. So now I watch when I transition from region to region for if I don't see that animal graphic I get very concerned.
  11. I am, finally, on Signal Void and not looking forward to going to Milton because of the rope climb. The caches would help but being me that would still mean at least a couple of climbs to get what I might consider enough essential gear and supplies to Milton from Trapper's so a long drawn out effort just to get there. Now if I could get one of those helos at Forsaken working and fly what I need to Milton, even if the helo then failed after one trip, that would be plenty. 🚁 🛍️
  12. One cannot assume that Will or Astrid have any practical knowledge or experience with the use of dynamite. Blowing up one of the steel barriers that block off passages in the mines/cave would be incredibly dangerous in the execution, and likely quite ineffective, and in the aftermath with all the damage done to the mine/cave itself. Not sure whether dynamite would work in cutting the steel barriers we see in the mines blowing up the rock more likely. Certainly the devs would not allow for random placement of an explosive charge just to see if there was anything beyond the wall or to bypass a steel barrier unless they intended that to be done. Maybe be better to have an acetylene- oxygen rig to cut through the steel barriers, at least they might know to have a welding shield when using it (part of game implementation), which would be limited and not really transportable to other locations. It would also be easier to implement though what might be found beyond the barrier would still be a significant burden on the devs. Maybe something for the devs to consider as a usable mechanism somewhere in the game.
  13. Don't know about wiki locations but in Pleasant Valley I did survey out possible New Fishing locations and found them mostly at the junctions of the main river and tributary streams and a couple spots along the river towards the Keeper's Pass transition. Then those spots became inoperative - they show up as suitable ice but always red - presumably after one of the updates. So it seems entirely possible that there were fishing locations near Milton but that they were updated out of existence. I think that the devs need to rethink the concept of "suitable ice". If the ice is suitable then we should be able to chop a hole and fish. The color of the indicator should tell us how well the fishing is likely to go. Red means bad, green means good. There can be many reasons why ice is suitable/not suitable so just make it yes you can or no you can't. How well the fishing goes would be a separate matter. The presence of suitable ice with nowhere to chop a hole and drop a line is frustrating and defeats the purpose of New Fishing.
  14. Rate of catching fish from an ice hole out on the ice as opposed to the ice hole in an ice fishing hut definitely feels slower but not radically so (I am in vanilla Pilgrim). Using a lure seems to slow the rate a bit more but the possibility of one of the new fish types seems higher. I have found that one hour sessions might get me one fish and no fish is not that surprising. Since I can I tend to settle on six hour sessions (on the ice or in an ice fishing hut) and got careless recently and barely escaped with my life when I got hypothermia and 90% condition loss in bad weather. Haven't had to use a Stim in a long time. With the exception of whitefish the use of bait does not seem to help with weight of fish caught. As a side note I was a bit disappointed to find that the amount of lamp oil was fixed for each fish type regardless of the fish weight. Means if I want lamp oil I hope for smaller versions of the fish as the greater weight means longer cooking time but no more lamp oil.
  15. One way to work around the exactness of quantity might be for the recipe to allow for less than normal amounts but not at player discretion. Require 0.10 kg of oats? The recipe would accept 0.09 kg of oats as acceptable with no other impact to the output generated. It just won't be at the discretion of the player. This would allow for the imprecision of the way the game handles numbers when it matters but not allow a player to game the system - cooking porridge nine times (at 0.09 each) to be able to stretch the oats for one additional serving (at 0.09). The problem with imprecision of numbers has been around for quite a while and it might be easier to modify the recipe algorithm slightly than to hunt down and fix the wider problem.
  16. tl;dr For practical purposes humans do not make Vitamin C however there is some portion of the population that can make enough to stave off scurvy but that is not to say they can remain healthy under all circumstances. Not that it matters to the game. That humans do not make Vitamin C is true enough but not complete. We lack the final enzyme to catalyze the reaction that converts the precursor substrates the process produces into Vitamin C. But that broken enzyme does not preclude the natural reaction that covert the precursor substrates into Vitamin C it is just that would be at a very slow rate (1/1,000 of the enzyme assisted reaction so effectively not much or nominally non-existent). Still that would be enough to produce 10-15 mg of Vitamin C a day which was sufficient to keep those lucky people in reasonably good health in the face of a lack of any other Vitamin C source. Further up the process there can be a different enzyme that can be broken which precludes the production of the precursor substrate and thereby prevents ANY Vitamin C production at all. These folks have to get Vitamin C from other sources or they will get scurvy. A historical point was that not everyone on the long ocean voyages got scurvy. Many did and often died but some did not. Exchanged a few emails with a Professor who knew about the phenomenon and he said that there was no way to actually experiment to find out who or what percentage of the general population might have this residual Vitamin C capacity due to medical ethics. It is known that some populations, such as nomadic Arabs in the Sahara, have as a result of their way of life, a long time ago, eliminated anyone who could not make any Vitamin C from their population. 🍋✔️
  17. Brewing a tea from rose hips would produce a safe source of vitamin C from a currently non-renewable source though I do not know how the brewing of the tea would affect vitamin C content. The devs might consider requiring characters to consume essentially raw or probably lightly cooked organ meat with an attendant risk of food poisoning (since the meat was not fully cooked for the Level 5 immunity benefit) might be a reasonable trade-off to avoid scurvy. Of course that would be a modification of the normal cooking mechanic but it does pose risks and have trade-offs (i.e. for those who would constantly or very routinely consumed animal [I assume deer] organ meat) in the process. Humans normally have a 60 to 90 day store of the water soluble vitamin C and excrete any excess. Will have to see how the devs implement scurvy as an affliction and the means to avoid it. I hope their thinking does not stop at "rose hips have vitamin c so everyone can make it and avoid scurvy." Um, but rose hips are not a renewable resource what happens when there are no more? "Oh there will always be some rose hips out there. Nobody will use them all up." Isn't that a big assumption on our part that potentially dictates how the players play their game?
  18. A scrapping mechanic seems unnecessary. Most any ruined item that has no further use in the game should disappear when put into a container since that would be a deliberate act on the part of the character. If it went to ruined while in the container then it should remain which would be a change in the mechanic. Mostly applicable to foods. Anything that has actual use - ruined food for instance - should not disappear if the manner in which it was put in the container was due to GAME-related process like Lost and Found. The idea of Lost and Found being to prevent characters from losing things was ludicrous when a character's stores of often ruined food (due to the short decay time line) disappeared because Lost and Found put them into a container in an effort to prevent their loss by the character. The initial intent was good but did nobody pay attention to what would happen next? That's just me.
  19. I just get to Forsaken Airfield region and now they will spring another new region on me. 😞 Will have to see (eventually) what the new region holds in store for me. When I get there after I get through Signal Void, Part 1. 🙂 Glad to see things moving along.
  20. TBH, the instances where I end up with non-potable water would be rare and, from a possible game dev point of view, not worth working out an implementation that would bypass the fact that non-potable water was the ingredient. They might have the mindset potable water good (drinking and cooking), non-potable water not so good (useful for drinking if one is willing to risk dysentery). I would not have a problem if they did make it possible but it would almost certainly be a lowest priority thing. I do wish they let water purification tablets combine to a higher condition but I guess I can settle on some other things doing that. 😁
  21. I think that there would have to be a set of new recipes if the act of brewing for each drink would make non-potable water (as water source) into a usable drink. The expanded scope of making teas and coffee with non-potable water then bring in whether anyone would routinely carry non-potable water and if already melting snow to make non-potable water why not continue until it boils and become potable. Aside from a very minor convenience to the character, would that add to the game in any reasonable or meaningful way. A matter of the effort to implement and not get a buggy result compared to other things that have more meaning in the game. OTOH, I would like to use that teapot I see on the shelf in the Last Resort Cannery bunk trailer. Non sequitur but it would look neat on a cooking surface to make a tea or coffee. 😉
  22. The game has had a long time problem with displaying accurate numbers. They can be off by 0.01 from what they should be. I have had full lanterns that ostensibly had 0.99 liters and lantern fuel bottles that had 0.49 liter though when it came to the refilling screen the lantern would have 1.00 liters and the lantern fuel bottle would have 0.50 liters. I took a look at your posts and realize that, in this case, the discrepancy between what the inventory screen shows (i.e. 0.10 kg) and what the recipe screen shows (0.09 kg, in red) would be a more serious problem. Should be reported for it does affect actual game play (if one uses Frontier Cooking a lot).
  23. 70% is about right for intestinal parasites risk for consuming raw wolf or bear meat. Food poisoning hitting right away also sounds right as food poisoning has no time delay at the time of consuming raw meat. Level 5 cooking immunity to food poisoning and intestinal parasites applies to cooked food. Going through the radial menu, there would be a "do you want to eat this raw meat" warning message as applicable. That was added because the difference between LMB (eat/ drink it now) and RMB (begin the place it mechanic) was too narrow and even pretty careful players could easily make a mistake. It saved me a few times. Eating from inventory does not have a warning for the act is way more deliberate and if the character is not careful about what is clicked on (or double clicked) then they get the effects (and I have done this on an occasion or two).
  24. Up to the current build, it cannot be independently manufactured. Beachcombing is the only way to get more maple syrup (which I have not actually seen happen) apart from any maple syrup that is found as a drop.
  25. Sounds like a glitch in the game. It does not recognize that sleeping in a vehicle is possible without a bedroll. Since this was on an Xbox that takes remedies out of my area of any expertise. Maybe if the OP found an actual bed and slept in it that might kick the Xbox game to remember that it is possible to sleep, even without a bedroll in certain locations, and clear the problem. Good luck.