Strelok

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Everything posted by Strelok

  1. Although i have now around 1000 days total of ingame time inlcuding various difficulty settings ranging from voyager to interloper, i still dont have a clue in terms of temp values by region, daytime and weather, let alone what is the starting temperature. The only thing i am sure about the exact values are the following ones. Please correct me if i am wrong. 1. There is a limited temperature drop phase for voyager, stalker and interloper That is, and i just want to talk about the temperature, not the time, -5°C drop on voyager, -10°C on stalker and -20°C on interloper. But i only found out those numbers because i use the mod called ExtremeTempDrop which gave me insight to the values of the different temperature drop phases. 2. To fight the cold there are specific temperature warmth bonuses from clothing, bedroll, consumables like teas etc and light sources like strom lantern, torch and flares. The consumables and the light sources give all +3°C afaik. The bedroll is +4°C. Clothing just adds up an can reach up over +30°C bonus depending on your choices and the condition. For me it is most of the time around +30°C where i know i am now at the most upper limit in my playthrough for example. Now it starts to be vague. There are temperature differences by region which i only heard of after starting my first play and i was able to recognize it while playing. Like PV, DP and BI felt significantly colder than for example ML or CH, which i consider mild regions. Also AC and TWM and Blackrock i would say are rather cold than mild. But by how much i could not say. Even a rough estimation i fail to think of. Because also the weather and wind plays a big part in temperature differences it makes it even harder to have values to compare. Additionally the daytime comes also into play. Obviously the wind is easy to read as simply: more wind = colder, as is the daytime. Night and early morning are really harsh in relation to the rest of the day. Weather on the other side is not that straight forward for me. While Blizzard is the king of cold weather, other types of weather are not that obvious to me. Fog i could swear feels somewhat mild, but is it really because of the fog or is it just because there is no wind? But dont get me wrong, i dont need to know any exact values of each region or any other aspect of weather and daytime. I only want to have a rough estimation of temperature from you players reading this and have some good estimations of those. To make it short, there are some questions i have about the rough estimation of temperatures which i want to gather in this post. Some of them i could answer myself by testing it, but i rather put them here to have a disscussion in the forum first. 1. What is the roundabout starting temperature in the game world. Could be ranging from rather cold to warm region without counting in the wind on a normal sunny day. (afaik there is no difference in starting temperatures by difficulty, only the temperature drop phenomenon is.) 2. What is the roundabout difference by daytime. Just take the rather cold daytime vs the warmer one. Night/morning vs Noon/afternoon. (i know that its gradual not suddenly) 3. Does foggy weather differ from other weather types by itself in terms of temperature? Or is it just the missing wind which gives the impression? 4. How much does beeing inside a car protect from cold? (Eventually i want to live for some days in a car with a bearskin beadroll but i dont know if i can survive that.) 5. Does snowing impact the base temperature? Does clear weather indicate rather cold? To remind you again, no need for exact values. I only need some +-5°C estimations. Eventually there are some ingame meterologists who are excited to share their thoughts. I ask those questions because i use the ExtremeTempDrop mod and i dont want to have to warm or too harsh conditions. So i can evalutate the right settings there. For now i went for a -30°C drop, which is -10°C more than interloper. But i dont know if this is too harsh. My last setting was -15°C temp drop by the mod which is in between stalker and interloper but i had the vague impression that this was not that harsh. But now at -30° i am afraid that i did too much. Thanks for reading and commenting.
  2. Blanket Mod from https://xpazeman.com/tld-mod-list/ Below is my personal settings. Vanilla is quite strange because you can use 3 blankets with 1°C each. So i changed it to only one blanket with 3°C. Needs 10 cloth i think. "bedrollWeight": 1, "bedrollWarmth": 4, "blanketWeight": 1, "blanketWarmth": 3, "blanketMaxBonus": 3
  3. Even though i did my loot hauling again via the short route through the down then up rope and the transition cave directly to ML Trapper Cabin, i would argue in your scenario that it would be better to move one package in one go through FM to ML and then going back through the cave, so you only have 1 rope up and the much shorter way. What do you say about this? Because you have alot more rope up climbs in your scenario. The distance difference is huge. The direct way is around the half distance in comparison to the longer route through FM. If i am not wrong, MT to ML is quite the most difficult haul. Btw i needed 7 days with one package each day.
  4. There is mod where you can alter the skill point requirements for all skills. Quick Witted https://xpazeman.com/tld-mod-list/
  5. Agree. Also storm lanterns i would say should decay by usage. So repairing them would make sense.
  6. Both of my last playthroughs, i just moved my precious loot from MT and HRV to ML by just going back where i entered MT which is the two ropes (up and down) and the transition cave which is at Trappers Cabin. But now i consider to move it through the south of MT (lake) with also two ropes, but both down, and then moving through Forlorn Muskeg. Now i am asking myself if its worth to have a longer plain walk or to use a shorter path but with a rope going up. How would you argue about which of those routes would you go for and why?
  7. They have different conditions when you find them. That could lead to think they can decay. But they dont. https://thelongdark.fandom.com/wiki/Decay
  8. RelativeConsumptionTime mod at least can alter eating. "drinkTimeMultiplier": 1, "foodTimeMultiplier": 3, "drinkMinDuration": 1, "foodMinDuration": 1, "foodMinTreshold": 200,
  9. Custom with settings ranged from pilgrim to Interloper.
  10. Here are some values of wildlife, from the mod called AnimalBehavior. Those values are representing medium ingame settings. Eventually it can help to get an impression on distances. Beware that i only have the values for the medium setting by this mods standard setting. I dont have values for higher or lower settings. "wolf_smell_range": 100, "wolf_charging_range": 15, "wolf_detection_range": 75, "wolf_hear_range": 60, "wolf_detection_range_while_feeding": 20, "wolf_hear_range_while_feeding": 25, "timberwolf_smell_range": 120, "timberwolf_detection_range": 90, "timberwolf_hear_range": 120, "timberwolf_detection_range_while_feeding": 35, "timberwolf_hear_range_while_feeding": 35, "deer_detection_range": 40, "deer_hear_range": 60, "moose_detection_range": 50, "moose_hear_range": 60, "rabbit_detection_range": 12, "rabbit_hear_range": 7, "bear_smell_range": 150, "bear_charging_range": 25, "bear_detection_range": 60, "bear_hear_range": 60,
  11. Either Broken Railroad or Blackrock i think.
  12. Nice. This is Hushed river valley. Right?
  13. Thanks. But i did a 500 day voyager run and a 300 day custom run with mostly stalker settings. E.g i just now started a custom run with low spawn but very high/long respawn time. 40 days in now. For now it seems that the difference is not that great in those cases. The problem is that we dont know if e.g. medium to high means only 5%, 15% or even 50% more spawn. Hard to find out.
  14. @piddy3825 Something i fortot about here is the mod NorfolkClothingPack. But i guess you know that already. This is so nice to have more options for crafting. And i think they are quite ok balanced.
  15. Thanks for your quick respond. I think you are right that both low would be best. I go for your suggestion then or even try all low. Btw if you dont mind, would you share your custom settings to me? I have a hard time to get my game going because i need so much time to think about the custom settings because i dont want to start multiple times to try out any nuance of settings. So i want to have a throughout thoughtfull setup before i start a game.
  16. What would you say which of those two opposing settings is more realistic and which one more difficult?
  17. Thanks. So different conditions doesnt prevent stacking. So far so good. But what would be the outcome if i have a stack of different condition flare shells, which will loose condition over time and i seperate them again because i dont want to have the whole stack on me only a couple of shells. Does the mod remember the individual condition of the sperated item? Or to put it very simple. With this mod i can stack 1 flare gun shell with 100% condition with a second one with 90%. Which doesnt work if i dont use this mod. But what happens if i seperate them. Does the mod then change any of the original condition of those indiviudal shells?
  18. I know them all, but only use better night skies atm. I will try free look in cars for sure. This is a very good idea. Thank you reminding me of this. I wanted that too. I just forgot to download it. I am not sure about better stacking in how it handles the condition differences of items in the stack. Like guts, but especially with guts, it doesnt matter at all. But what about flare gun shells? What happens if i have couple of 100% flare gun shells stacked with some 90% condition flare shells? Eventually you can share your experience of that mod.
  19. First i want to thank all modders out there who did this amazing work and give the opportunity to alter the game further besides the custom settings. 🧑‍💻👏 Furthermore please correct me if i am wrong. There are quite a good amount of stable, very well made mods out there which can alter your game in a very interesting way. I will give you now some examples of those nice mods i use and will use, and a short explanation of what they can do and why i use them. Please beware that i cannot fully explain in depth all possible settings of those mods. I will rather pick some settings of those mods which i use to show what is special about them. I skip settings which just change some values already adjustable somehow in game by custom settings. Last thing is that some aspects of some mods i only explain theoretically and are not tested out ingame by myself, because i just downloaded and not tested them but only read through the description carefully. So in such case i could be wrong about it and have a misconception. But i doubt this. Because til now all those i already tested are perfectly doing what they promise. 1. AnimalBehavior Mod 🐇🦌🐻🐺 This mod alters all wildlife by changing distance of senses and flee duration etc. But the most interesting part for me are 2 particular settings. "wolf_stalking_behavior": "Nothing" This setting causes to have wolves which wont attack and then charge you because you just aim at them while they are stalking you. They only attack/charge if you get to close, which you also can alter in this mod by setting the charge distance as you like. E.g. you could set wolves charging at you at 50 instead of 15 (vanilla) after stalking and getting to close. So now the distance and not your weapon aiming determines if wolves attack and charge you. 🐺↔️🧍⚠️ "wolf_holding_ground_flee_chance": 0, Here, if you set the chance like me to 0, wolves will not flee just because you aim any weapon at them while there is a fire between them and you. No more "drop your torch and then pointing your weapon" to make them flee. They still wont attack if you use deterants like torch, flare or campfire, which if thrown at them still can make them flee. So now if you are stalked by a wolf, you have to deal with it by either throwing your torch or flare to make them flee, by killing, or you have to live with a wolf constantly stalking you until you enter indoor shelter or car. Short: Both settings lets wolves ignore weapon aiming at them completely.🏹🔫🐺 2. AnkleSupport Mod 🧗‍♂️🧤 👢 "BootToughnessFactor": 2, "GloveToughnessFactor": 4, "OverEncumbranceValue": 3, "ExhaustedValue": 30 This is quite simple. Your protection value of gloves and boots help you fight the chance of getting sprains. Also over encumbrance and fatigue can be set at how much they weight in on that aspect. 3. ExtremeTempDrop Mod 🥵⏳🥶 "initialDrop": 0, "declineStartDay": 0, "maxDrop": 30, "declineEndDay": 200 Even though there is nothing really special about this mod, it can alter your temperature drop setting to a great amount and to a much more long term difficulty increase in contrast to a harsh short term drop like in interloper, where the max drop is additional -20° but in a relatively short time. So if you set it like me with the above settings, you have a much smoother temp decline but ending up with additional -10° at day 200 at -30° total. So now making a bear skin beadroll and use more torches or even to make more often fires while sleeping outdoors to help fight the cold is more important. Note that the decline starts from day 0 of the game in this case. Btw the decline end day cannot be more than 200 afaik. 4. FireImprovements Mod 🔥 "tinder_not_required_level": 6, This means you wont get the lvl 3 achievement to start fire without tinder. Because there is no lvl 6 firestarting skill. You need tinder for every fire. Genius setting. "no_tinder_penalty": 80, This means even if you could pass on tinder with lvl 3 firstarting skill, you wont make a 100% fire at above value without tinder with the exception if you have max firestarting (5) and use full potential and the best firstarting items available, which are firestriker + book + accelerant = 90 + 15 + 35 + 40 = 180% - 80% = 100% (this is just my idea why i set penalty to exactly 80!) "no_more_fire_boost": true Burn time of fire doesnt care about indoor or outdoor any more. This makes outdoor fires more demanding and easier to calculate fire burn time. 🔥⏳🏠 = 🔥⏳🏕️ 4. HungerRevamped 🥩 "canEatRuinedFood": false, Ruined food (red X) cannot be eaten anymore. Its ruined. Its just trash now for real. No more fear to loose ruined MRE if accidentely stored and therefore disappear. Even the contrary. Now there is a secondary usage of trash cans 🥩❌➡️🚮. "canCookRuinedFood": false, You cannot get cooking skill advance by cooking something that you cannot eat. "delayedFoodPoisoning": false, You wont get food poisoning immediately after eating. You have to wait until you know if you need treatment.🥩 😋 ➡️⏳ 🤢 💊? "fixCookingSkillExploit": false, This means that you only get a point for cooking skill with 100% chance if your cooking object is 1.0 weight or more. A piece of meat at 0.5 weight wont get you the same. 0.5 weight reads like 50% chance of getting that point now. So you cannot exploit cooking by little 0.1 weight slices anymore so easy. 🧑‍🍳 🥩 > 🧑‍🍳 🥓 "cookingDoublesCondition": true Vanilla cooking gives you flat +50% food condition. You can get a 50% condition meat if you cook a 0% ruined food and even get skill for that (see above). Now you only double the condition. So you can still get 100% if you cook a 50% meat, but if you cook a 10% meat, it only will be 20% after. 🧑‍🍳 ⚖️ 5. KerosenLampTweaks Mod 🪔⏳ "placed_burn_multiplier": 0.1, "held_burn_multiplier": 0.1, There was a post about a realistic burn time for Stormlanterns. Here you go. But it would be wise to balance this out by setting fish spawn to the lowest possible if you still want a need for oil. 🎣 = 🤏 I hope you did get good impressions of those mods. They deserve attention. And not only those. Feel free to comment or correct me. Have fun.
  20. 🐈 🥩 👍 ! 😋 🐟 🤮 ? 😋 🐟 👍 ?
  21. Well. As i am a believer, i have to exaggerate a little bit. 🚱 + 🔥 = 🚰 at 🕖 🌜 🚱 + 💊 = 🚰 at 🕡 🌞
  22. Really just now i found a new one i will try. Its called BandageOverhaul. Could be intresting. There it says: Featurers: This mod adds a new DirtyBandage item in the game. It can be used in the same way as a regular bandage for sprains but if you apply it to an open wound (ie. when bleeding), it increases the chance of getting an infection. This new item can be sterilized in boiling water to create a Sterilized Bandage which is safe to use on open wounds. Crafting regular bandage is disabled: only dirty bandages can be crafted or harvested from clothes. You may still start with sterilized bandages or find some while scavenging. You can also find dirty bandages in first aid kits, backpacks or on corpses.
  23. Even more. You can use more mods to make it more difficult again. Mods are awesome. My favourite ones are Extreme Temp Drop and Hunger Revamped.