Valuable Hunting Knife

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Everything posted by Valuable Hunting Knife

  1. No screenshot sadly, but i do usually find on each run a bathroom containing a set of ruined long johns next to accelerant and matches... There's also the sign by the picnic area in Milton Park which appears 'recycled' from another sign, I've always wondered if there was any significance to the design on the reverse.
  2. The boxed areas then correspond with current (normal) wolf spawns? Maybe a clue as to where our next dose of timberwolves will be though? I seem to recall the last release stated something like timberwolves only being 'currently' found in BI, suggesting that was a bit of a test bed for further roll out.
  3. hmm, no joy. another user messaged me previously with suggestions and we couldn't work it out. I'll message admin directly as I don't want to take any more space up on this thread, but I appreciate your help JAFO!
  4. [spoiler] thanks, let's give that a go [/spoiler]
  5. Hey Turtle777 the answer to your 1st query is in my last photo 😃 The difference with this mine over the other mines is that you can't place a fire as it has been designated 'indoors' (which also then means time spent here counts towards your cabin fever risk). Also, even when using the fire drum, if you have cabin fever you can't skip time whilst cooking, and although a watched pot does actually boil it takes its sweet time... So yeah, big difference between risk of cabin fever and actually having the affliction- no, you can't advance time using either the bedroll or the playing card icon if you have cabin fever. Normally, if you have it you can just nip to the nearest cave and sleep it off, but that's not an option if trapped in this mine. So as far as I could work out the only ways to artificially advance time in this scenario were by crafting, repairing and breaking down items.
  6. It's not so much the in game risk (I got out of my 'epic' mine escapade only about 15% down on health and having lost my well fed bonus) so much as the real time drain as you can't skip time, even when cooking. There's a few crates and shelves to break down but not much, I didn't work out the real time per day ratio but would estimate between 30min-1hr per in game day. even allowing for your 14 day wait to get down so far, that's potentially helluva long session.... TLDR: pull a sicky/ wait for a bank holiday before going anywhere near this mine 😉
  7. apologies if the 'hidden contents' aren't hidden here, I'm having issues with the spoiler syntax for some reason: [spoiler]2 torches, lantern, revolver, rifle, military ration, axe, coal, bedroll[/spoiler] so yeah, worth a quick 'in and out' loot run if you can time it well.
  8. hell yeah! just went down here to see if I could find anything that may help with the quest to find the mythical cannery shortcut (see separate thread). I knew it could be a while before I got out so took plenty of fuel and food, but still... I hadn't factored in cabin fever, so ended up stranded, unable to rest or sleep or advance time, listening to drips and creaks in the dark for about 4 real time hours. I had some very well maintained guns and tools by the end of it (you can advance time quicker by repairing or breaking stuff down). I think as you can't start fires in this mine (as it is 'inside') but can in others, this was a dastardly/genius deliberate scenario put in by Hinterland. certainly one of the most atmospheric experiences I've had in the game, although I was lucky I had a day off and could let the game roll in the background- may not have been as much fun if I'd lost a long run through not being able to save (although in an emergency I suppose you could engineer a sprain to instigate the save mechanism?). I went from days 1-3 merrily chewing wolf meat and hoping to keep my well fed bonus and a store of consumables for a future visit, to day 7 with an empty store, sipping cold coffee in the dark as my vital signs slipped away, forlornly watching the strange flickering glow of the water across from the dead elevator... just in time I got lucky and it flicked into life. If you've ever wondered why so much gear was left in Scott's Antarctic hut, I now know that you do not mess about gathering up gear when a chance of escape presents itself- I was out of there! Found nothing that would relate to the cannery problem btw.
  9. Given the way that the workshop door interacts, could it be that you need to find another code on a note/memo to unlock this? I've spent the evening having another once over of the workshop area during an aurora with a rope. Couldn't find any rope deployment triggers, despite several likely girders/ beams (with the caveat that the only two non climbing rock ropes in the game, at the cannery and dam, with blue ropes, are pre-deployed- so in other words I don't think there's a precedent for the player to attach ropes to anything other than a rock). So my thoughts are it's either: - a wind up/ joke/misinterpretation of the twitter conversation- that's been well documented above but it seems reasonable to me that there is a shortcut. - not been found as yet. Given that it may involve an aurora, an item to be found in a still very new region, or a slight tweak to an existing mechanic such as rope deployment that no ones' figured out, this could well be the case. - a bug. There has been a bug already in the cannery with the work bench which has subsequently been fixed, and as far as I am aware it's the only location where you can't break down crates, which is somewhat inconsistent. I heard about other bugs with doors shutting and locking people in, so maybe with sorting all that, if the secret route is currently blocked by a bug it may have gone under the radar (no one reporting something they don't know for sure is there!).
  10. I've just had a good wander around the cannery- if there is an unlockable shortcut my money would be on this hook having something to do with it. Apart from tying a rope or smashing up boxes/ pallets, it seems to be the only bit of scenery that could be 'changed' (if it is possible to move the hook mechanism at all, presumably during an aurora and perhaps after some kind of switch in the workshop is activated). Gonna take me a while to check though, need to gather a rope or two and head back in via the radio tower to get the code. I am also intrigued by the idea that decoding the graffitti may point the way!
  11. Sceh, that was pretty much what I was going to mention, thanks- I can now stop messing about with failed spoiler formatting! 🥳
  12. [spoiler]why is this not working?![/spoiler] [.spoiler]WHY?![/.spoiler]
  13. may have some info on the 'hidden area' but i'd like to make sure I'm not dropping any spoilers. I'm fairly new on the forums, does anyone have any links to the guide to formatting posts to hide spoilers please? Just so I'm not getting anyone's hopes up, it's nowt to do with the cannery I'm afraid.
  14. Hey dude, hope you've got plenty of birch bark tea to get you through the holidays! The thread title did remind me of these two gents I read about the other day: https://en.wikipedia.org/wiki/Richard_Proenneke https://en.wikipedia.org/wiki/Carl_McCunn
  15. HRV, 453 days in, 250+ locations mapped, going for cartographer and 500 days achievements. I'm stumbling about in the snow looking for Valley Viewpoint to map. End up in the river, go to climb late in the day after an short unintended scrap with a wolf, bit low on stamina but think I can make it without coffee. I come up just short of the top, fall down battered and bruised, stamina in the red. No worries, there's a handy cave upstream, I'll just pop in there until morning then bounce up the rope... Forgot about blood loss from the wolf (I'd assumed the warnings on the HUD were sprains from the fall). Did a cocky 10 hour sleep, didn't wake up. Still my longest run so far. Restarted a new run straight away, obviously!
  16. cheers, yeah think I went early there. was there ever a 1.68?
  17. just went to launch TLD on steam, had a 359.4mb update waiting. No news of any further hotfixes in the usual channels, and I'd already got v1.67 last week. anyone got any ideas?
  18. yeah, just had this happen in Grey Mother's house too. No worries, I'll just fold it up neatly and pop it in the chest upstairs 😏
  19. I think that's the way i went first time (i was on a new run so could afford to chance it). I'm no super mountain goater so paid for it with various sprains and a touch and go run to the old cabin in a blizzard, but definitely do-able. i did take the effort to trek back round and place a rope for future access.
  20. TW pelts are just 'wolf' pelts like normal, so no new crafting options. main difference I've noticed is they seem to be on average a bit bigger than 'classic' wolves- so more meat but the trade off is a hassle to harvest if the rest of the pack is lurking...
  21. I'd fancy my chances against a timberwolf pack with a hockey stick for defense. More melee weapons!
  22. Just gone back to have a look at the first teaser we got for the workshop, the picture on the Nov developer blog. Looks different to how the workshop appears in the game, I presume that the Nov image was a bit of initial concept art? If so I'd love to see some more of these... Anyone else had an issue in the workshop where they were unable to interact with objects (similar to but not the same as the common bug that makes you have to restart when you can't interact with anything at all)? I've been unable to breakdown wooden crates in there so far.
  23. Any news on mandatory icons/ named locations to get FC achievement in BI would be much appreciated. Before the update I was stumbling around with 100% world explored and 253 locations discovered trying to find the ones I hadn't triggered properly... 🧭
  24. Glad it's not just me. Bears = Clive Mantles Rabbits = Floppsy b*stards (usually after the 18th straight miss with a pebble) Timberwolves = Justins Corpses = Dave (always accompanied by 'alright Dave?' when encountered)