xanna

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Everything posted by xanna

  1. I also have the impression that if you're hunting when night falls and an aurora starts, the bear you're tracking doesn't become aurorified, so much as it despawns and is replaced by an aurora bear so there's no history of any damage. I remember this is what happened to 22atreyu22 on his final Neo-native run recently, even though he never went indoors or through a transition screen. Shot a bear, it ran, night fell with aurora, bear disappears (with arrow), eventually find bear (now green), no sign of arrow, bye-bye atreyu 😔 video here:
  2. Yes, Trapper's!! Or possibly Mountaineers', with the lake in the front. Home for me is Camp Office, but it's not in a nice clear area like Trapper's and Mountaineers'.
  3. 22atreyu22 https://www.youtube.com/channel/UC7vwkCUr9O8ezdVROAqvMpg Very chill streams (uploaded from Twitch channel), some great challenges. Relaxing and very welcoming, friendly style. Current challenge is playing The Hunted Part One but never going to Trapper's, just seeing how long he can survive while pursued by the Old Bear, it's a lot of fun.
  4. Sorry to say, I don't like this idea. The benefits we get from other clothing is all pretty plausible for our realistic-but-simplified universe (aurorae notwithstanding), but this has more of a feel of a magic amulet or artefact from a fantasy game. There's no connection between wearing a necklace and becoming more agile or more stealthy. The most special effect we get from clothing right now is scaring wildlife, and I have no idea how 'real' that is, but at least I can draw a line from wearing a wolf's murdered head on my belly and unsettling the wolves around me. I do like the idea of getting animal products other than guts and hides, though.
  5. Agree. I dislike the maps that feel like they've been level-designed, you know?
  6. I would for sure find this useful, but I'm not sure if it's a bit more immersion-breaking than the other indicators (which is not a dealbreaker, just a thought)
  7. I had a similar thought, for the acorns or burdock. All the other non-craftables with health effects have craftable equivalents: herbal tea->birch bark, painkillers->rosehip, antibitics->resishi, but there is no craftable equivalent for coffee or GO! juice. It's something I think would therefore fit in nicely
  8. I like this, it makes sense
  9. There's a mod that changes the way the sky looks. I don't know if it uses real constellation placements, though. We don't have seasons in TLD, but if we had real star placement, we could roughly work out the date! https://github.com/ds5678/Better-Night-Sky
  10. I've successfully stopped bears in their tracks using campfires. I can't imagine torches work, though.
  11. OMG, I almost forgot one of the most silly and annoying ones: If you don't have any charcoal, you can't pick the surveying option from the radial menu. But if you don't have a paint can, you can go all the way through the painting interface, including showing the player holding the can ready to spray before the game tells you you don't have one. This is obviously inappropriate on its face, but also it's inconsistent behaviour, and that does bother me.
  12. (Playing on Linux) We ought to be able to easily copy custom codes to clipboard. It seems a bit ridiculous and unnecessary that they aren't selectable. Also, the font sucks for something like a code; I can't tell if that's a lowercase-L, a capital-i or a numeral-1, and since I have to manually type it, it matters. The custom code also seems to reset on me from time to time, usually to something like AAAA-AAAA-AAAA-AAAA or whatever. I wish it could persistently remember my last used custom settings. Or even to save different settings somewhere, with a name I choose. The journal notes suck, sorry to say. I lose my cursor all the time, often manage to exit without saving, and if I copy in notes from a text file, the journal ignores all my line breaks. I wish I could treat lamp oil the same way as water. If it's possible to summon little cans from nowhere to keep my fish run-off in, I want to also be able to drop half of the oil from a 3L jerry can. When carrying more than one bedroll, I'd like to be able to select which one I want to sleep in from the sleep interface, like I can select which sewing kit I use in the repair menu. Or no bedroll, if in a vehicle. ATM, I have to drop a bedroll outside or stuff it in the glovebox to sleep without it in a car. One of my big gripes is that there are too many different UIs for cooking, eg cooking up rosehips gives a different menu for a pot vs a can. Also that clicking on 'cook' won't let me make water, even though the button in the water menu is labelled 'cook'. This gets me all the time, even after years of playing. I'm tentatively hoping that cooking is one of the overhauls to existing systems that the new dev diary has mentioned. With more complex recipes being added, it's easy to imagine that it is. Some of the suggestions above are good. But really I don't mind too much what the menu is, I care more that it's consistent. Big agreement with the comment above about mouse focus when transferring into containers, so that the scrollwheel does what you expect. I bump on that all the time. Everything said with love and appreciation for everything that HL get so very right. None of these little gripes injure my enjoyment of this magical game. Really looking forward to seeing the UI changes in December! ❤️
  13. Ha ha! Remember that I've been playing for years but only on the forum for a week or so, so my meming rate is in fact very very low! I've had these three in the bank for ages... not sure I have another one due for a long while yet! Maybe the new update will inspire me...