ArchimedesLP

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Everything posted by ArchimedesLP

  1. You mean this? Also, someone did a frying pan version that should be easier to execute reliably.
  2. Tip-ups! Setting up a few and then cooking/crafting/sewing/harvesting/sleeping while periodically pulling in fish is so cozy. Feels much more "active" and engaging than the original/default fishing system
  3. I actually tried to use "curing in place" for this first but unfortunately it only works "indoors" and the defined indoors area for the hut is a rectangular solid that excludes the triangular roof!
  4. Pretty sure I got Cabin Fever IRL figuring this one out. Using some of the new Tales items to get up onto the roof and patch up the hole with moose hides. Full tutorial here:
  5. Some additional ideas for robust, seamless integration with existing saves: - When loading a saved game, if the burn clock doesn't exist, it is initialized to the current value of the game clock. - When loading a region, if there is no saved burn clock value, the (existing) game clock fire calculation method is used as a fallback.
  6. One more thought, I forgot to say that I'm thinking about taking this series to 500 days, that's part of the reason I'm so interested in this. It would be pretty fun to do all those crazy treks and would give me something to work on instead of just whiling away the time in ML.
  7. First of all let me just say that I expect nothing. I'm probably the only person in the world who cares about this, and therefore it wouldn't be justified to put any Dev time into this unless someone is really interested and wants to make it their pet project for a few hours(Also I know everyone is very busy with TftFT and bugfixes etc.) So some of you may know that I'm currently doing a permanent fire challenge on youtube. I have a fire named Frankie that I've kept going in the fishing hut in ML for 75 days so far. The gameplay loop is basically fueling up to 12 hours, then going out to harvest wood, hunt, loot regions, etc. on trips that last 12-24 hours(more on that later.) On return I refuel the fire and then usually sleep. I can get deep into MT, PV, CH, BR, or BI, do some stuff, then return within the 12 hour time limit. I can also use the burn bonus from cold temperatures to spend more than 12 hours away from the fire in ML. I was planning to use this burn bonus to do crazy 23-hour trips to do stuff like summit, HRV, and even the Far Territories. The problem is that the burn bonus does not work when you have gone through a load screen from where your fire is. So for example, I can spend twenty hours chopping wood in Mystery Lake and then return to Frankie and she is still lit. But if I step into Ravine and do the chopping there, Frankie would go out by the time I return(this nearly happened when I discovered this issue.) I've spent a lot of time thinking about this and I believe I'm come up with a relatively straightforward fix. The idea would be to track a stat that would just be theoretical burn time of a theoretical fire(at all times.) So it would just be a clock that would run from the start of the game, increasing at 1 minute per minute when inside and at warm temperatures, and increasing at 1 minute per 2 minutes when at cold enough temperatures for maximum burn bonus(and everything in between, using the same calculations that already exist for tracking burn time on existing fires.) Then, whenever a region is unloaded, the value of this clock would be saved. Later(no matter how many region transitions in between) when the region is reloaded, when updating any fires it would be done with this clock(comparing against the saved value) instead of the game clock. If you made it to the end, thanks for reading! I'd be happy to provide additional details or clarification if anyone is interested in this. And even if it does get done, I know it probably won't be for a while until things with Tales start to quiet down. Looking forward to exploring the Zone of Contamination soon! -Arc
  8. Yes, it's not bad if you have the option to camp out in the climbing area cave(and the transition cave.) But according to OP's rules they can't make new campfires, only use existing fire locations. I don't remember for sure if either of those caves have existing fire pits. That's a long way to backtrack if you make it 80% of the way there and then the wind blows your torch out.
  9. Definitely the restriction on firestarting locations will make things difficult, but I think you can still get some ropeclimbs in as long as it's carefully planned and you always retain the option to backtrack to your last fire. Milton is a tough place to start, to leave you'll need to transport the fire all the way from the farm to the broken building in the basin, or from the park building all the way to trapper's. I'm not sure which is more difficult.
  10. I've done a few versions of this. Definitely fun to play around with and see what's possible and how far you can push things. I guess you are allowed to chain torches on your way to the next fire location?
  11. Oh good point. I remember seeing that on the roadmap and being worried about the possibility of a fire update unintentionally breaking my permanent fire run... I think this is a pretty reasonable thing to drop. While firestarting could use some changes and improvements here and there, it's not exactly necessary and wouldn't be particularly exciting to most of the players compared to stuff like the fishing and cooking updates and new wildlife/gear.
  12. I'm very late to the party here but I think this is about as good as it's going to get:
  13. Guessing you are looking for this guy: https://www.youtube.com/@foxbird240 I couldn't find it via search either(even though I knew the name, probably because of the language.) Fortunately I remembered u/gotmilkanot linked one of FoxBird's videos recently on reddit so I was able to find the link by looking through his comment history.
  14. I was one of the people who (privately) thought there was no way you would make the 8-10 week release cadence. But you know what? I still bought the expansion, and I'm not unhappy. Hinterland is a reliable company that has demonstrated they will do right by their customers. I'm perfectly happy to wait a bit longer for the content, especially if it means a bit less stress for the people working so hard so that I can be entertained.
  15. I don't think I've seen this before, anyone else experiencing it? Easiest to see with the big rock in front left, but all over the other terrain in this shot(view in fullscreen.) The effect is intermittent and seems to depend on direction of travel. Windows build running on linux via proton. terrain glitch.mp4
  16. This is a tough one.. I have up to 24 hours grace period to start Frankie(my fire companion) and then I have to keep her burning forever...
  17. Climbing Area Skip: https://youtu.be/XMrh5J0kWXk Multiple shortcuts including Homesteader's in AC: https://youtu.be/sa7w_MgCZGg The Mountain Town skip is very useful for bringing a lot of heavy gear in, especially if your base is Paradise Meadows(the shortcut comes out near there.) I'm working on a video now that will show how these can be done without getting any sprains. The sprains usually aren't a big deal but they can be annoying especially at the beginning of a run when you don't have bandages yet.
  18. Thanks everyone! I had a lot of fun with this. (Also a lot of time invested... lol)
  19. I've been working on this route for a while! I knew how to reach most areas in the game without using the climbing ropes. After I discovered the Climbing Area skip(which opened up Milton and most of HRV to rope-free travel) the Summit was my next big target. A couple big breakthroughs recently: The skip up to deer clearing means we don't have to go through Ash Canyon anymore, and I found a much more direct route past the rope climb near Eric's Falls(my previous route went alllllll the way across the face of the mountain over to Secluded Shelf.) Curious to know what everyone thinks! I'm (relatively) newer to the game with most of my playtime in the last 1-2 years so I'd be interested to hear from anyone who knows what this was like in the past. I found a couple of obscure references to people trying this years ago but it seems the game has changed substantially since then in terms of sprains and what slopes are even climbable. The general consensus seems to be that the old routes no longer work.
  20. I keep safety fires in windproof locations when I'm transporting the fire to a new location via torch. So far I've mostly lost to predators: Usually I don't have an issue with wolves and bears but the additional challenges here have forced me to take risks and put me in bad positions I wouldn't normally experience.
  21. I'm doing daily videos in a new challenge of my own invention: Everflame. Rules below! I'll be playing in NOGOA(No One Gets Out Alive), a tough custom setting, but you can run the challenge in any difficulty you choose if you want to try it! Rules: (1) After starting your first fire/torch, all subsequent fires/torches can only be started using fires/torches. (2) You must start your first fire/torch within the first six hours of daylight. (3) If all your fires/torches go out, you immediately lose. (Your character despairs of their long-term survival.)