Shadox

Members
  • Posts

    144
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Shadox's Achievements

Pathfinder

Pathfinder (4/4)

73

Reputation

  1. It would be really cool if one could harvest Hides to get cured leather in return, to make the Aviators Hat more Interloper friendly without Beachcombing. I'd like to use that little bit more Windproofing with minimal less weight, but cured leather is pretty hard to come by unless one does alot of beachcombing. Aviators hat is a straight upgrade to the Rabbit Hat, and one of the few really good clothing Items for us Interlopers. I imagine it could be something like this: Cured Rabbit Hide - 1 Cured Leather Cured Wolf/Deer Hide: 2-3 Cured Leather (especially the Wolf hides would finally have an use on lategame Interloper!) Cured Bear/Moose Hide: 5 Cured Leather (not that harvesting those would make any sense, just for completion :D) Im absolutely clueless on programming stuff, but i think this little QoL Feature shouldnd be overly complicated to implement
  2. Great Idea! I would absolutely love that. Broth is the cooking recipe i use the most on my Interloper. Giving the Ptarmigan Meat ~200 kcal more and removing the smell while also making it lighter is absolutely amazing. Especially given that the only non-renewable cost is 0.01 kg Salt. Theres plenty of Salt, but unfortunately not renewable. And making own jerky (and maybe even be able to put it in a recycled can to remove smell) would be even better! Also great ideas on how to generate Salt here, i hope hinterland reads this
  3. Thats interesting, because ~30 day per percent is also what my guess/observation was, but im playing on Interloper and that has alot faster decay rates. That feels like a bug than, because if decay is intended, shouldnd it decay alot faster on interloper? Strange.. And yep, i could rule out the damage due to falling. Because i stored some in the red medical box in trappers, and seen the decay there as well. Same for prepared and unprepared ones, just the Tea wont decay. But thats normal
  4. Yes, theres alot more maple. Even in Spots without maples before. Same for Burdock, there are often 3-4 in Places where just a single burdock was before. A change that i like alot. The Travois just needs maple for crafting though, so you dont need to invest more than 4 maples in it. It degrades pretty quick, at least on interloper, but its easy repaired with just a deer hide and a gut.
  5. Scurvy seems very easy to handle. I play aware of it, consume some extra birch tea here and there for extra vitamins, not too much focused, but with preparation to deal with it if necessary. My Day 303 Interloper got the risk for the first time today, after mapping DP => PV => TWM => AC with only 2 or 3 fishes. I brought a Thomson stew, 2 potatos and 2 thermos, 1 with birch tea, 1 with rosehip tea for prep. The Stew, a potato and a Rosehip tea cleared the risk already. Not too much of a concern, even on interloper.
  6. I aquired most of the variants with my gunloper second character, but i dont want to use the bow variants all the time because they are not repairable. Which makes them rather trophys, and not as useful as the revolver/rifle/lantern variants. So my ideas for these bows are: Woodwrights Bow should be craftable after you found the first one (and maybe on pure interloper too!), similar to how you can craft Noisemakers after aquiring some. Make them more expensive, like 2 acorns, some birch or whatever. As long its renewable via beachcombing, that would be much more convenient to use And Sport Bow looks like its made of metal, which means it should either be repairable with scrap metal, tool kit and a work bench, or at least at the milling machine Excited to hear what you people think about that idea
  7. The Zone is amazingly well done! Explored only like half of it and had to back off to recover, but like half of it has HRV Vibes while the other half is industrial. Searching the buried echoes signal doesnt seem to difficult because of the frequent glimmerfog, but beware of the dogs
  8. Im thinking about buying it on Switch as well now. ~1.6k hours played on PC, cant get enough of TLD and i could play TLD on train trips etc, while supporting hinterland for this amazing game. Sounds like a good deal now, when TLD on that console is up to date soon
  9. Ohhh, i didnt use the search function. Okay, that means its known already. Thanks
  10. Today im playing a Gunloper Custom, looted the barbs rifle, left it in the travois while looting the other houses around... and when i was back to Quonset, there was another barbs rifle leaning to the wall. I dont think thats intended, since there is no respawn of items apart of beachcombing. Any1 else experienced that?
  11. Amazing, glad that you find some there! Hauling one to MT is probably even worse because of the Climbing. Dropping 15 kg of stuff to move a battery up is annoying. At least safer 🤣 Signal void reward is worth it though. Looks so cool
  12. Absolutely. We should have specialized acessory slots. The problem is, nothing beats down vest + moose satchel with crampons swapped on for ropes. Everything else is just inferior. To solve this, we should have: Head acessory - wool wraps Torso acessory - ballistic vest / down vest Feet acessory: crampons (you hardly want them on all the time anyways, because of sprint malus) Utility acessory: satchel, rifle holster, tool belt, every weight acessory shares this slot (so maybe buff the holster/tool belt) 1 each for every slot, that would be nice. I understand its about choices, but ive heard of noone choosing anything else other than down vest+satchel anyways
  13. Well, to be fair, its just the Miners Clothes that are pretty bad and could use a Buff. Aviators Hat is pretty new as well, but its the best hat in the game, even slightly better than rabbit hat. Much harder to repair since leather is more precious while rabbit pelts are easy to get, but it has a half degree better windshield while being slightly lighter, therefor straight upgrade. I agree though that none of the Miners cloths are really useful, combat pants are waaaay better than miners pants and available on loper as well, probably much easier to get too, and thats even the best of all the miner clothes
  14. Yeah, thats a problem for runs that have been created before the transmitter gameplay was released. I also had that problem with my ~700 day loper that was created on the day Totft was released, some containers have guaranteed ones in them (FM i think) some could have one, but if you have looted them before the patch, they are empty and that creates problems, even though the overworld spawns are there, even for long runs. Before ZoC, i only had the PV Signal left and thought i could never finish the tale. Luckily, in ZoC there have been 2 batterys. I hauled one via travois all the way back to PV. Was a bit of a pain, but im a completionist Theres also another 1 in the PV Bunker for the optional others. Have you searched the barns in PV as well? Sometimes there are batterys in them, pretty well hidden. You could also check the cars in keepers pass south for batterys, that would also be alot faster (and safer) than hauling one from ZoC back.
  15. Thats my main use for the travois, its so handy. Also quartering a bear or moose and take all back to the main base. Using it to bring more loot back to the main base is a little difficult and only an option of no climbing is required on the entire trip, but with being so easy go repair, easy to deploy and put back for only 1 kg, its such a great addition