UTC-10

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Everything posted by UTC-10

  1. The Coleman Elite Propane Lantern says matchless starting (push button Instastart). I had to look specifically at the description because many have a dial but that is for gas flow and needed a match to start. There are a few more Coleman lanterns that include "instastart" in the product name. What seems to make the TLD storm lantern different from most lanterns is that it looks roughly like a Coleman lantern, but has a flame not a mantle as well as mechanical ignition. It is probably a secret developmental lantern that Carter Hydro or Breyerhauser developed and were testing on Great Bear before things went to heck.
  2. I get apprehensive about boiling a pot dry. Normally it takes me 84 minutes to make two liters of water. I have tried making pots of water in succession while sleeping one hour at a time, but I could see the benefit from that short sleeps was rather limited. I have also been surprised (I don't know why) when a blizzard rolls in and the rate of cooking food/making water can increase up to double normal (42 minutes to make two liters of water). I have left a pot on a stove with enough burn time to make boiled water and, since it was inside, not worried about it boiling away.
  3. Don't know about guaranteed revolver spawns but it seems likely that you would find at least one in any major region. I typically seem to find two or three in a major region. At least, you should check caves where a corpse has spawned. All the cars and the man-made structures seem "likely" places to find one. My first revolver was in a flower pot in the maintenance yard front office (in another sandbox there was none). Not all caches will have a revolver and/or ammunition spawn but in other caches than the hunter/weapon cache, I have found a revolver and, usually, a box or two of ammunition. But no guarantee.
  4. 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.
  5. I hope that players are not mistaking the notification that they are at risk for sprains which appear when when encumbered (i.e. over the carrying capacity which is affected by the state of fatigue) and can be healed by merely reducing the amount of stuff being carried as indication that they have gotten a sprain or that it magically healed. I have seen the warning about risk appear as I am next to a bed about to turn in, as my fatigue worsened so carrying capacity went down, and can see the healed notification appear after I have rested. The wording about getting the risk and healing the risk seems to be a bit misleading.
  6. I think this was with the update release of the redux but this is not specifically a redux question. I just remember being surprised to see stuff do this. So this has been around for awhile. When I drop meat, fish, most any canned good, or tea, the item lands on the snow (only the snow not ice or rock, etc.) and lay in strange ways. The attached jpg is for dropped bear meat. The four pieces that lay flat I had picked up and laid down from the pile of meat I had dropped. So far this happens consistently on any snow surface. Just wondering if this is Working As Intended or an actual minor glitch in how the game is functioning? One secondary effect is that when I use the pick up and place function, sometimes the meat will rotate in the horizontal plane "unpredictably" rather than remain in a fixed orientation. Once I place it anywhere then pick it up again with intent to place it, it will again have that fixed orientation. So it is not like there isn't a work around of sorts.
  7. All I know is that I have journal entries covering the vast majority of 1,000+ game days in each of my three sandboxes. They tend to cover maybe a page, sometimes two for each day. It would be nice to be able to export them in some fashion.
  8. 1. Can players get the ability to remove a campfire (any one they created)? The campfire is about the only item that players can "construct" making a permanent change to the landscape. Its permanence is generally a good thing, but not always a good thing (or maybe not always desirable due to aesthetic consideration). Sometimes the landscape snow surface shifts (or the position of the campfire changes) or maybe the player thinks that moving the campfire 'just so' would suit him better. An expansion on the question above. 2. Can the old-style campfire be reintroduced as a "temporary" campfire, maybe with more flexibility as to surface conditions (i.e. can be placed on more uneven or sloped surfaces) with one cooking surface or perhaps none, for heat only? By "temporary" I mean that once it burns out it can despawn, for example, similar to that of fully harvested carcasses. #2 would make #1 less necessary but I have no idea how difficult either would be to implement.
  9. The in-game journal/diary that the player can use (or not). 1. Are there any size limitations either for a given entry or for the journal as a whole? 2. Any intention to modify the UI so that the latest entry can be accessed without having to scroll through the entire journal from the beginning? This might be as minimal as introducing one, two or more locations where the latest day and one or two or more preceeding days could be accessed and reviewed or edited. 3. Any intention to allow for the journal to be exported to a text file so the player can keep a personal record of what was written during the sandbox run? An extension of this would be to also export the particular sandbox stats as well.
  10. This may be rather far out, but has there been any thought to a tutorial using a similar model as challenges? It would be an existing sub-region like Crystal Lake on Timberwolf or the lake in Mystery Lake, and the player would go through a Survival School squared experience. The tutorial would be reasonably comprehensive and rather restricting. This is not intended to be a free-exploration area but a training ground.
  11. FROSTBITE Costs you 10% of permanent condition loss with each occurrence, can happen multiple times, even to the same extremity. It can happen when there is no clothing item covering the extremity (i.e. gloves or mittens for the hands) or if the clothing item is 100% frozen. The game makes an initial warning about frostbite RISK when it starts and that's it. When RISK reaches 100%, the frostbite affliction (condition loss) occurs. So monitor the risk, the game will not give any other warnings. It can be avoided/prevented by equipping any clothing item over the extremity (i.e. baseball cap for head, driving gloves for the hands) or thawing the frozen clothing item (best to get it completely dry but less than 100% wet would be enough for a short time). Be aware that frostbite is not connected to the warmth meter or Feels Like Temperature. You can be warm, have Feels Like Temperature well above freezing, and still get frostbite. It is the Air Temperature that matters. If Air Temperature is below freezing, regardless of the Feels Like Temperature, your frostbite risk is not getting better but getting worse. For uncovered extremities, to reduce RISK the Air Temperature has to rise above freezing. A fire has to be hot enough. If the Air Temperature, in a building is -1 or -2 or -3 C, then sleeping or passing time in a bed or even bedroll which had a warmth bonus enough to raise Air Temp to above freezing, would do it. The warmer the Air Temperature, the faster the RISK will dissipate. Remember, Feels Like Temperature is not enough, it is Air Temperature that has to be overcome (or find clothing items for the at-risk extremity. I think I got this right. Hope this helps explain the exclamation, "FROSTBITE!?!, How could I get frostbite? I was warm".
  12. There really is no need for the jerry can. As a matter of personal taste, I suppose I find putting a 4-liter jerry can on the floor or a shelf or counter somewhere (except in a container where it becomes just an item in 'inventory') easier and more visually appealing than the 8 lantern fuel bottles I'd have to place in position. Actually, I do not ever recall seeing a 4-liter jerry can in reality, I am sure there probably are, but I would have expected it to be a 5-gallon (20 liter) jerry can but that would be for gasoline and a bit heavy to tote around in the game.
  13. Is there any consideration to expanding the cooking utensils? While the cooking pot is great... when you find one, it is disappointing to go through a region like Coastal Highway, explore all the houses, and not find one. Maybe a less durable, lighter pot, i.e. lightweight aluminum, which takes some damage with ordinary use, a lot of damage if meat is burned or water boiled away, and repairable by tool kit and scrap metal? If having it poses a problem, maybe make it 1 liter in capacity (still fits a fish of any size and a kilo of meat). Maybe see if a work-around for New cooking can be worked out where the player can find or fashion say a pan (frying pan?) which allows twice the amount of meat/fish to be cooked BUT forces the player to hover over the fire with a much shorter margin once cooked (can use one pan per cooking surface) i.e. you really don't go do something else that will take time. I find that I have made use of the in-between time to get more raw meat, deposit cooked meat outside or place it out of the way, get more sticks from stores, and the tuned (shortened) cooking times really helped, but I otherwise might spend a lot of time staring at the fire anyway. Maybe not workable, but a thought. If nothing else, maybe (inline with requests to "clean up a table" for example), how about allowing conversion by player action of say a metal pail to a metal bucket that can be used to melt snow and boil water in larger quantities? It can be heavy and not something routinely carried around. I realize that changing stuff can be hard but thought I'd ask. I asked a lot, answer what is reasonable. Thanks.