Retro Seamstress

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Prepper

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  1. I've had the same issue. My suspicion is that either there is a small amount "lost" each time you use the ingredient (perhaps when we measure stuff up we spill a bit or are just guessing), or it has something to do with rounding. Since the game allows you to chose either metric or imperial units, I don't know which one is the "base" unit for items. If conversions are involved then it makes sense they'd only display a certain number of decimal points, but the true weight would still be there. For example if the box of oats shows 0.80kg, but is actually 0.79kg. That's my best guess. We should probably report it as a bug anyway, since it is confusing and annoying when you expect that you're going to get 8 serves of porridge from 0.8kg oats and you only get 7.
  2. I was playing Interloper and only had two arrows (hadn't made it to a forge yet, but had found two broken arrows). I shot the first wolf and the arrow broke. I hit the second wolf and it ran off with my one remaining arrow. As the wolf ran past me I noticed the "simple arrow" prompt pop up briefly which prompted the dumb decision to attempt to grab the arrow out of the wolf. I followed it and it looked like it was stuck running into a rock face so I snuck up to grab the arrow. Technically I succeeded in getting the arrow, but the wolf immediately attacked. I was already under half health and this finished me off.
  3. Has anyone ever had a torch blow out on them while inside a car? Just happened to me in one of the cars on the bridge in Bleak Inlet. I knew it was getting gusty outside and expected the torch would probably go out when I exited the vehicle, but didn't expect it would go out while I'm still inside the vehicle. It didn't happened immediately on entering the vehicle either. I had time to search the glovebox and open a visor before it went out. It didn't run out and the "sheltered" icon was on the whole time. Weird. Anyone else experience this? Maybe someone left one of the windows down in the car... Torch blown out inside car.mp4
  4. There is the cave that's to the east of Frozen Delta that has a bed in it, which is handy if you haven't found a bedroll. It has a small frozen pond out the front of it that usually has a deer carcass. There's also some lichen and rosehips. I can usually get there from the washed out trailers by skirting around the edge of frozen delta and avoid the wolves. And don't forget snow shelters (assuming you can actually find 15 sticks) as you can sleep in those without a bedroll. Don't forget to harvest spent torches for sticks as well. There is also an odd spot underneath the warehouse closest to the road that seems to have the same temp as inside the warehouse. I discovered by accident once when I was sneaking under the piers to avoid the wolves.
  5. Nope. The Signal Void bunkers can only be uncovered after repairing the corresponding tower then using the receiver during an aurora. You can see the mound where the bunker will be beforehand, but it won't give you the "uncover" prompt until you've done the other stuff. Once uncovered you can re-enter it at any time. You might be thinking of the prepper cache bunkers, which are unrelated to Signal Void. Bleak Inlet also has a prepper cache bunker, but it's in the bit you can only access via The Ravine initially, so not much help in this scenario
  6. I've just realised that 50 days starting in Bleak Inlet means no work bench for 50 days, since the only work bench is inside the section of the Cannery that requires the door code to enter, and the door code is at the Echo One Radio Tower that is only initially accessible via The Ravine. The only other work bench in Bleak Inlet that I'm aware of is the one in the Signal Void bunker, which you can't access unless you've picked up the receiver from Forsaken Airfield and fixed the tower in Forlorn Muskeg. I reckon I might I be able to handle 50 days without forged items, but not having a work bench to make fishing lines and warmer clothing is pretty tough. Look forward to hearing how you go though.
  7. I've checked every single vehicle. I've done Signal Void on my previous Interloper game and found the battery in one of the cars on the bear bridge. This time, nothing. I've checked all the vehicles in town, the ones near the garage, the one at the farm, the ones on the road out of town up to the church, the ones on the road to bear bridge, the one underneath the bridge. I even went down into Milton Basin to check the truck down there (which has a busted hood, so no battery). I've checked all the buildings, all the barns, the crash site. Only thing I can think of is that I checked everything before I actually picked up the receiver in Forsaken Airfield and started the challenge, since you can repair the towers before you actually start the challenge. I was able to do the towers in Pleasant Valley and Forlorn Muskeg no problem. Is it likely that a battery would have spawned after accepting the challenge? There weren't any batteries in Mystery Lake, already checked. Closest place I know that definitely has a battery is Broken Railroad.
  8. Oof, Bleak Inlet will be tough. I had a hard enough time just getting out of there when doing As The Dead Sleep. I swear I didn't find a single stick on the ground from the Lighthouse to the cave to Forlorn Muskeg. I'm tempted to give it a go just for something different. I'm currently on day 279 of my current Interloper run and am doing Signal Void. Unfortunately it looks like not a single car in Mountain town has a battery, so now I'm probably going to have to go haul the battery from Broken Railroad. Not really looking forward to that. But after trying to survive a start in Bleak Inlet it might seem better
  9. There's usually some stuff under the crates inside the Maintenance Shed in Broken Railroad. The bit where you need to climb up some planks. Sometimes ear wrap or stim from memory. There is also some accelerant under a crate in the room adjacent to the bathroom and some cured leather under a crate just outside the office. The crates in the Cannery in Bleak Inlet often have tins of sardines under them. I was just in Milton Basin and I think there was some accelerant and a firelog under the crates in Hermit's Cabin.
  10. I found Zaknafein's advice really helpful. Have a torch/flare/fire, then aiming something will make them run towards you and stop a short distance away, then aim again and they'll run. So to deal with them quickly, drop the torch/flare, aim a rock (or other weapon) briefly to get the wolf to run over, then aim again to get them to run away (or shoot them if you have a weapon). However, fire won't keep them at bay indefinitely. If you wait too long they will eventually charge in and attack. Something I didn't figure out until recently is that carrying any meat, cooked or raw, produces scent and will attract predators, even if it isn't showing a scent status. The detection range isn't as great as when there are scent markers, but if there are wolves nearby they will still detect it and come investigate. I also suspect some of the new meat based recipes have a much higher scent than just cooked meat as I swear rabbit and venison pies seem to attract every wolf for miles. I've also noticed that once a wolf detects scent, it will usually beeline in that direction. But if you keep moving and they don't spot you, they seem to keep heading towards where you were when they first detected the scent, and once they get there then they recalibrate. This gives you a narrow window to leg it and try to get far enough away that they don't spot you. A big thing I've learnt is DON'T RUN. Once you hear the warning bark that you've been spotted, you often have a reasonable amount of time to get to a better position. Just keep walking. Don't run. If you run, the wolf runs. If you aim a weapon, the wolf will charge at you. But if you can keep calm you can often just keep walking until you reach a place where you can light a torch or escape. I can usually walk from the fishing huts on Mystery Lake to either the camp office or one of the lake cabins with wolves following me the moment I step out of the hut with a load of fish. It also helps to learn where the wolves tend to be and be more cautious in those areas. I do a lot of wolf avoidance where I can, especially in the early stages of a game when I don't much in the way of weapons or fire. I will do a lot of crouching, sneaking around, and throwing rocks to get the wolves to move away from where I want to go. Sometimes I'll be freezing and have to force myself to stay calm, stay crouched, move slowly, and make sure I'm in the clear before standing up and legging it. I'm a lot better at handling wolves now, but I still try to avoid them when I can. One of the reasons I like playing Interloper is that there are less wolves than Stalker. I played Stalker again recently to check out the new weapon variants and had forgotten how "wolfy" it is.
  11. I recently discovered that Timberwolves make a sound like a dog shaking it's fur! I'd never noticed that before.
  12. I learnt the same thing recently with a low condition hacksaw and the cargo containers in Timberwolf Mountain. I'd only found a low condition hacksaw and like you, thought it would just break and I'd have to find another hacksaw to open the container. Nope, container was ruined.
  13. I was recently in Forlorn Muskeg and popped into the Prepper cache above Spence's to escape a blizzard one night. While groping around in the dark for the bed I saw "Stored Water" pop up, which I thought was strange as I didn't remember there being any stored water in this bunker. I'm playing on Interloper and the bunker that spawned was the usual minimal one with one tiny room and just a bed and a few cardboard boxes. I pulled clicked on the "Stored Water" and got 0.60L of water. I pulled out my lantern to have a look and couldn't see anything. Maybe there's a hot water bottle hiding under the blanket Anyone else found this before?
  14. Some of the recipes are interesting. The main challenge I've found is getting all the ingredients together without having to lug a bunch of them around. Also annoying that I always seem to end up with tiny amounts leftover. For example Running River Oats comes in a 0.8kg container. Porridge uses 0.10kg. However, I always end up less than 0.10kg left in the container after making a bunch of porridge. I'm guessing it's something to do with rounding or the game having options for both metric and Imperial units. They definitely deteriorate very quickly. I usually get to level 5 cooking fairly quickly so that doesn't bother me too much. I feel like the meat dishes seem to attract every predator for miles though, even if you're not showing a scent marker. Way more so that just carrying some cooked meat. I think the buffs/debuffs could be made clearer. Something I found confusing initially were the dishes that affect cabin fever. The beneficial buffs are generally blue and shown with an up arrow, while the detrimental buffs/debuffs are red with a down arrow. Things like the Prepper's Pie have a symbol for cabin fever in blue with an up arrow. When you hover over it, it just says "cabin fever". I mistakenly took it to mean that it would have a beneficial effect on cabin fever, ie reduce risk of cabin fever or cure cabin fever. Turns out I was wrong and it actually increases your cabin fever risk. I checked the wiki and it just made me more confused. Both Prepper's Pie and Breyerhouse Pie have the same buff icon for Cabin Fever. However the wiki describes the Prepper's Pie buff as "+ Increased Cabin Fever (positive)" and the Breyerhouse Pie buff as "Cabin Fever Reduction". I think the information displayed in game should be altered to make it clearer. Something like making all beneficial buffs blue and all detrimental buffs red. Or changing the hover over text to read "increases risk of cabin fever".
  15. I like that the game keeps me on my toes. To answer your question, I don't feel it breaks my immersion. It's forcing me to think strategically about how to survive and take into consideration things like the temperature drop at night, even indoors. The game didn't lie to you, you assumed the indoor temperature would remain the same. Whenever you go to sleep, it shows you what the temperature feels like right now, and any bonus that may apply. It doesn't mean that the temperature will stay like that over however many hours you sleep. It's only an issue if your "feels like" temperature is already very low. And as others have said, mainly an issue in the early part of a game. Once you're able to make warmer gear you don't need to worry about it so much. My first attempts at Interloper ended with a lot of frustration. It took me a lot of attempts to just get the "survived 1 day on Interloper" achievement. After all those bad starts, I took a step back and reassessed my approach. My problem was that I was still playing like I had on Stalker, where you don't have to think about a fire starting source or bed roll when you start. Resources are more abundant, higher tier clothing, tools, weapons, are available. And the weather isn't as cold (thought there are more wolves). I also had only explored half the maps, so often my Interloper starts were spent running around completely lost. I decided to do the Faithful Cartographer challenge on Stalker to familiarise myself with maps. I achieved several of the feats, like Cold Fusion, Efficient Machine, and Snow Walker, which are very helpful for an Interloper run. I also watched videos of experienced Interloper players and took note of their key tips (using torches to light fires to conserve matches, using teas to warm up, learning you can use a snow shelter as a bed if you don't have a bedroll). When I decided to try Interloper again, I was more strategic. I would figure out where I'd spawned and pause to think about where I wanted to go. Where might there be a match spawn? Where is the nearest sheltered location? Where is the nearest bed? Is there a cabin/trailer near with curtains that I can rip into cloth so I can make a snow shelter and hand/head coverings if I find a sewing kit/fishing tackle? Like anything, it gets easier with practice.