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About Me

Found 1,661 results

  1. Shovels (already suggested multiple times by people, but bear with me) would be a new tool to add to the game that allow players to access areas or objects that are normally covered with snow. Currently the game has two states for buildings - whole and destroyed. It would be interesting to have buildings which are whole, but inaccessible due to snowfall, UNLESS you have a shovel - this would mean the player would have to shovel snow out of the way to open a door. Perhaps all buildings should have a chance to be blocked by a snowdrift - snow slides off of roofs all the time, so its not a hard stretch of the imagination. This concept of "snowboundness" could be extended to other things. For example, how do you thoroughly search a corpse which is embedded so deeply in a snow drift that you can only see a foot or a face poking out? You could then dig them out to search them. This would present a dilemma to the player - do you spend the calories digging up the corpse in hopes of finding decent supplies, or do you leave it and return another time? Deep snow banks would also present the opportunity to dig snow shelters with the shovel, something invaluable in a blizzard. I also think that the act of butchering a deer should come with a risk - cutting into the animal will release the scent of blood which will carry on the wind, alerting downwind wolves to your presence. You could mitigate this issue slightly by burying the corpse of the deer, reducing the chances of being detected by a wolf. Note that this would not aggro the wolf, just trigger it to investigate the source of the smell. Seeing as there is a presence of whatever the Canadian equivalent of US forestry rangers is (the lookouts, as an example), I reckon that given the environment, there would be supply caches in various places. I remember early playthroughs of TLD would often end in death if I tried to climb the mountain in ML area, to get to the Forestry Lookout, simply due to cold and starvation. Obviously, now, things have been rebalanced, however it would be nice if there was a wooden chest at the base or halfway up the mountain containing some supplies. The boxes would simply be a square, wooden chest, painted yellow or green, with a padlock on it. As an interesting change to the ordinary act of vandalism when opening containers of this sort, I'd like to introduce a few mechanics: The contents are randomly generated, but will always contain an item of clothing above 50%, some food and at least one fuel item. Rare spawns include tools and rope. The accessibility and state of the box is randomly chosen. Similar to "destroyed" buildings, some caches may be smashed in by some person previously (despite lacking any contents, this can be harvested for reclaimed wood, provided you have a hatchet). Some boxes will be frozen shut, requiring a prybar to open, some will need to be dug out due to a heavy covering of snow. All caches (except destroyed caches) have a combination padlock holding them shut. They can be smashed. Cache boxes can be used to store objects indefinitely (but has finite volume, and food degrades at the same rate as it would at the external temperature). However smashing the lock on a cache results in a 5% chance that it will be emptied by some unknown person (come on, you think you are the ONLY one out there trying to survive?). Locked caches containing your stored items have a 0.1% chance of being smashed open and emptied. Blizzards and snowfall can freeze caches shut again or rebury caches which you have uncovered, so once you've opened up a cache, there's no guarantee it will remain the way you left it. Emptied caches have a chance (5%) of sometimes be refilled by an unknown person (whom you will never see) - however the code on the lock will have been changed, and smashed locks will be replaced. If you repeatedly smash locks instead of opening them, there is a chance that upon the cache being refilled, a heavier, smash proof lock (with a 5 number combination instead of a 3 number combination) will be installed on the cache.
  2. Surprised it's not already there. Finding books could prompt an excerpt / quote or two / first sentence. Some food for thought, would be good. There are already some nice quotes to start the game... then never again.. why not? As Kafka says, "A book must be the axe for the frozen sea within us".
  3. I’ve been playing for a while now, and I see that there are a lot of missed opportunities in gameplay because of the lack of a morale/comfort need in the game. Not only will it add realism, but cure that late game boredom from redundancy. Looking forward to the future or not feeling like there is one, and having a little fun from time to time is an important reality of survival. It also encompasses much of the most commonly requested things on the forum. This new need will have to be either slow decaying or easily satisfied to avoid it overtaking gameplay and players repeating the same action many times in a row to fill the need. If the need is not satisfied, it will make the character tired, hungry, and get older easier. It won’t kill you, but it will become irritating and the player will want to satisfy the need soon. Decision making is a core game component and deciding to use items in new interactions deepens the concept. 1. Candles and Honey. a. Bees can be added to game and provide a vast variety of new interactions. i. Harvesting honeycomb will sacrifice health from being stung. ii. Can be used as bait for wildlife. iii. Honey can be eaten. iv. Wax can be melted and cloth can be added to create candles. v. Wax can be melted and herbs (rosehips and other new harvestable) can be added to make balm to treat afflictions. 1. This should need a container to be put in – maybe an old body cream tin or a craftable container. 2. Moisturizers a. Some people may think it odd, but winter is dry and makes you uncomfortable at times and cause afflictions. i. Finding lotion bottles or body cream tins in medical cabinets and first aid kits can be used to treat dry skin and bee stings as well as raise morale. ii. Lip balm in gas stations and medical cabinets can treat chapped lips and provide morale boost. iii. Balm crafting from above can be used to treat both afflictions listed. 3. Whittling and Weaving. a. Sticks, saplings, and firewood can be used to whittle. Cordage can be made with saplings (cut first, then cured in strips), reeds that grow need water, and vining plants. Perhaps a chair is required to sit in while creating an item. i. Weaving process will boost morale. 1. Weave gathering baskets to collect berries –blueberries, cranberries, and elderberries (these are poisonous if eaten before dark and ripe – good for gameplay) are all native to Canada (imagine them smooshed all over your gear and backpack if you put them inside) a. Berries can be eaten fresh or dried (like curing pelts) in their baskets. b. You will need to drop the basket in order to use other gear like a gun or bow and cannot be added to your pack; however, the weight of the contents will still be included. 2. Create log holders for beside the fireplace and stove. ii. Whittling can only be done with a knife and the process will boost morale. 1. Carve a walking/hiking stick to improve speed going uphill and decrease the likelihood of injury going downhill. 2. Whittle figurines of wildlife and use them as bookends on a shelf, a viewing interaction will provide a small amount of morale boost. 3. Carve matchboxes that hold up to 50 matches and declutter inventories. 4. Make a candleholder so a candle can be used as a lantern (but running will put the candle out). 5. Carve a birdfeeder to attract birds that (rarely) drop feathers and lay eggs in the trees nearby. a. Eggs will easily break while being harvested and require a gathering basket. b. Feeders will need filled every few days (or weeks) with seeds and nuts. i. Squirrels/raccoons can destroy feeders and take the food from inside or even become trapped or killed inside one that has fallen and be used to harvest meat, guts, and pelts. 1. Hats can be made from cured pelts. 4. Music. a. Stationary (not moveable) instruments (with sheet music) can be found in various locations are the world and a few (rare) moveable ones as well. Perhaps sheet music can be found hidden all over the world. i. Piano in the church. ii. Harmonica in the trapper’s. iii. Guitar in a cabin. iv. Cello in a school music room. 5. Alcohol. a. Drinking will make you a little sleepy, but allow you to become warmer slightly faster. It will be hard to find alcohol and you’ll want to ration it. i. Communion wine in the church. ii. Vodka in a cargo hold. more stuff from my notes that I didn't mention i. Beer in the gas station. ii. Whisky in the trapper’s. iii. Moonshine in the barn. 2. Smoking. a. Cigarettes are ultra-rare (everyone who smokes would be smoking like crazy during this terrible point in history) and will mostly be found singly or in pairs on corpses and in the gas station; perhaps a few in a motel lobby? i. With this comes the potential for a lighter. I have mixed feelings about it, but if they are very rare and decay easily it wouldn’t take too much away from gameplay, but actually add a little. They could be used as an accelerant in a pinch. Perhaps an ultra-rare zippo could be the only lighter available and use kerosene. BTW I wish we could empty lantern fuel into jerry cans and other jerry cans into each other, it is annoying. 3. Roasting/Making Jerky. a. Smoking meats to make jerky makes a lot of sense in this environment, I mean beef jerky is a staple in early gameplay. i. Perhaps a new piece of equipment is needed (found or built) to make jerky. b. Nuts can be roasted and eaten–hazelnuts and black walnuts are native to Canada. i. Trail mix can be made with roasted nuts and dried berries; perhaps mix in candy you find. 1. The process of making the trail mix and eating it after you finished will boost morale, but not change the nutrition of the food. 2. Mixing will require a container to keep it in – maybe a zip-lock bag or craftable pouch. 4. Growing Plants. a. A stationary greenhouse (in a school biology lab on its roof, a burnt down homestead, or a supermarket) should be available. Growing plants should be difficult to reduce the risk of exploitation or making the game too easy and ruin the atmosphere at turn it into a farming simulation. Each step in the process will boost morale as it is being completed. There will be no beds stoves nearby to avoid base camp potential and exploitation. i. Barely, corn, beans, onions, and herbs can be grown but will need lots of care. They will cause a stomach ache if eaten raw and will need to be cooked into stew. 1. Heat. A heating furnace (that cannot be used to cook or boil water) will need to burn nearly continuously for hours each day for many days to allow plants to grow. 2. Water. Lots of water will be needed to quench plants properly. Perhaps you need a watering can or spray bottle to complete the action. 3. Fertilizer. Fish can be added to a bin (in greenhouse) and left for several weeks to until I can be used. 5. Small Animal Interactions. a. Birdfeeders are mentioned above, perhaps craftable birdhouses as well for a slightly more likely egg nest? b. Breeding rabbits. This process will require a lot of effort to avoid exploitation and making the game too easy. i. Time. 1. WEEKS, at least two, if not three or four. ii. Supplies. 1. A craftable hutch to house them. a. Ten cedar firewood, four fir firewood, four metal scrap, nesting material, six hours (intervals of one hour) 2. Rabbits, two of them caught in craftable traps. 3. Water, given every 2-3 days. 4. Food, given every 2-3 days (rosehips, cattail stalk, nuts, berries, seeds, barely, and herbs) 5. Cleaning. Cleaning the cage and replacing the nesting material every 4-6 days (cloth, newspaper, c. Mice? I think this could have a lot of potential. Mice could be a problem inside specific shelters and not outdoors; they eat the food and decay clothing and other materials. You can catch then in a craftable trap (live or dead), and eat them or keep up to three in a craftable cage which you can interact with. They will have similar needs to rabbits and produce offspring. 6. Working on Projects. a. Build a treehouse, woodshed, food cellar – that keeps it fresher longer (in a fixed location that the supplies are sitting and done in intervals like the wolf coat). b. Patch up holes at your base shelter. 7. Stargazing and Cloud Watching. a. This action will increase vulnerability to wildlife and allow you to get very cold quickly. 8. Reading. a. Rereading will not be as satisfying to morale and books will eventually not satisfy morale if read too many times. i. Regular books can be read. ii. Textbooks (found in school classrooms) can boost and perhaps unlock craftables. iii. Manuals can be found inside the radio hut, gas station, processing plant, camp office, and in plane wreckage and can unlock craftables. iv. Bibles are immune to reread decay and can be found at the church and in motel side tables. v. Magazines will also fall apart as they are read over and over. 1. Nature magazines will unlock new whittling figurines. 2. Cooking magazines unlock new cooking recipes. 3. Pop culture magazine have less boost than other types, but have a crossword puzzle or Sudoku. (pens and pencils will be hard to find, but last a while) 9. Doodling. a. A chalkboard in a school classroom can be doodled on, but chalk must be found which quickly decays. b. A rare sketchbook can be found in a school art room and can be used up to 15 times, then can be used to make tinder plugs. 1 1. Puzzles and Games. (done without animations) a. Crosswords and Sudoku are mentioned above in magazines, but should also be available in newspapers. They shouldn’t be always available or even half completed. b. A jigsaw puzzle can be found in a specific location (perhaps the farmhouse somewhere near the crib) and will require a table to complete in several intervals. Once complete, it can be placed back in the box or left out to enjoy. c. The ultra-rare deck of cards can be used to play solitaire, free cell, and spider.
  4. Just noticed a game save editor tool mentioned on a forum post, not used stuff like this before and wanted to ask if I am breaking the Terms of Use with one? To explain why I wanted to try is to create a sandbox save PURELY for a bit of archery practise! Not interested in cheating or exploiting any kind of leaderboard, after all I'm only cheating myself. Just wanted a quick way to load myself up with a bow and a generous supply of arrows and head to the farm where there's a target to pew pew. If this is not permitted, would you perhaps consider adding an archery sandbox minigame solely for this purpose? Cheers Neil
  5. Although the UI has been vastly improved and tweaked I'm still holding out and hoping for more options. Like being able to move fuel from my lantern to Jerry can ( if available ) without destroying the lantern.. or if possible the little cans of fuel to the Jerry can. we have boxes of wood matches ranging 12 - 24. It would be awesome to combine the two 12 boxes into one box. all of this would still keep the same weight ratios with the added difference of course, but would clean up the inventory nicely! Plus with the added bonus of not having to do the math of all remaining resources and wasting valuable time ( and warmth ) I've also suggested this alot earlier in development and have seen it posted since then. A craftable only arrow quiver and corresponding UI tab. Sure the argument could be made to only carry 2-4 arrows.. But when your stuck in the middle of no where and surrounded by a pack of wolves.. 2-4 arrows does not suffice! Arrows go into the quiver tab, broken arrows go into the tool tab like usual. again thats to stop the clutter and allow You to check your things on the fly Much quicker.. dors not even have to Be a crafting recipe.. Could Just get it on loading the arrows into your inventory. another hope of mine is finding little tin boxes. Kind of like the old smoke tins. Which could be loaded up with matches etc. Up to a certain point. This could also help with "clutter" control. If these ideas are far from useable I'd understand. Someone out there let me know tho lol
  6. these topics may have been brought up before. but, interesting idea when eating my last bit of peanut butter and salty crackers earlier. how about food preparation? for instance, you can combine crackers and peanut butter to make a serving of peanut butter crackers. or cut up a kg of venison and throw in the bits in some hot tomato soup. or maybe you wanna toss a bit of canned milk and sugar in your tea or coffee. you get the idea and food preservation aswell. before there were fridges, meat was preserved with large amounts of salt. or maybe let us pack a drink cooler or small freezer in our shelter full of snow and put our meat in it, reducing degradation rate. just a couple small ideas that i think would generally make the game better
  7. A way to get more nutrition out of natural foods is to make a soup or stew. Cooking like we've been doing is grilling. The downside of grilling is that a lot of fat and nutrients is lost as drippings on the fire. If we were making soup that wouldn't be the case. Soups and stews would also allow for different types of edible foods in the game like rice, pasta, barley, or split peas. All are very nutritious and could be found in inhabited areas but cannot be eaten raw. Adding these to your stew pot would increase the calories of the final meal adding more depth to the cooking mechanic. This also gives players more choices for what they can do with the items they harvest. The drawbacks of soups and stews is that they should degrade quicker than grilled meats, require a lot of clean water, take a long time (1-2 hours) and maybe there should be a limit on how much a player can have? Infinitely spawning bottles is OK but it may be a little immersion breaking if I can have infinitely spawning Tupperware containers
  8. Quenching and tempering are important steps to forging a good knife in order to increase hardness, tempering reduces brittleness, slightly reduces hardness but improves durability. Please read the following to learn more about the process: We'd probably need to add a bucket of water to perform this operation so we might need buckets and the ability to put water in them, even hot water such as intended for wolf defense for example. We might also want to add an anvil and of course, you would need adequate ambient light in order to safely perform any actions with hot metal. Tongs would also be important.It might be nice to have the player watch the steel to see when it reaches the right temperature. Hammering and shaping could be a multi-step process of about 10 minutes for each step. The final tempering step you'd have to carefully watch the metal heat up to just the blue stage (no glowing). Overheat and you've ruined the hardening. Additional steps in forging a blade include the shaping process, hammering while red hot and then filing the annealed steel while its soft, prior to reheating, quenching and hardening (last heating stage). The final step is honing which has to be done with a whetstone. Prior to honing, the blade is not sharp at all. Typically honing is done with a progression of three stages of coarse, medium and fine carborundum whetstones. A diamond hone speeds the process. I think it would be beneficial to harden and temper our existing tools such as wood saws, hatchets and knives. It might be nice to have a forge and anvil at the fishing camp on CH.
  9. Should we have some type of saw for harvesting wood from limbs. The hack saw won't cut it. [groan] Optionally it could be resharpened using a round file or a tool kit or requiring a work bench. (please discuss) Old saws tend to be rusty and dull quickly. Heating and quenching and tempering could be added at the forge to improve the ability to stay sharp. A rusty saw can loose it's temper if it is case hardened and become dull. Is there going to be an activity mechanic added to wood harvesting like the one for cooking? Harvesting wood is time consuming with the hatchet. Fire and wood are some of the most valuable assets we have so being able to create stores of firewood is a reasonable plan for survival especially if there is an extended storm or if we find other uses for wood. We wouldn't have to cut limbs or logs to firewood length; we could make poles for all sorts of nifty things such as a cooking tripod, a teepee shelter, a ladder, a sled. A draw knife would also make a great extension for shaping things such as a handle for the axe, if it breaks. Currently it costs 45 minutes to get three pieces of cedar or 50 minutes for five pieces using the hatchet. With a buck-saw you could cut a three inch limb in half in about two minutes and a 4 inch limb in 3.5 minutes. Maybe less because I haven't found anything online about wood cutting rates. So that would net you 30 to 40 pieces of wood in an hour. If you only cut half way through, often that is enough to snap the large branch with a stout kick or angled between two trees for leverage you could go even faster. The rate would be even higher if you took down trees and cut them with a cross-cut saw and split them with a maul. It would make it possible to have a fire going for extended periods of time and perhaps to damp down a fire or bank it in order to further preserve it at night. This would make the game more interesting so that we could weather out longer storms or use shelters that were more affected by the outdoor temperatures. I'm sure there are ways to balance out the advantages such as the additional weight of a 30" buck-saw at around 3-4 pounds or a bigger cross-cut saw at 8 1/2 lbs for a three foot single man cross cut saw. Here is a useful website covering the importance of the cross-cut saw in the survival context where there is no fuel for a chainsaw. It only takes about an hour to cut and split a cord of wood with modern tools, even less with a power splitter.
  10. In the low wind conditions, it seems a bit difficult to judge the wind direction. A common trick while hunting is to pick up some dust or snow and drop it to judge the wind speed and direction. Some hunters carry a small squirt bottle to put a puff of water spray into the air for the same reason. Others carry various scents either as bait or to mask the human scent.
  11. A faster way to recover from chills and hypothermia is to just drink warm water. A favorite of mine is to heat juice; very soothing on the throat.
  12. so, when you're in a climate with bears, they are a huge risk and concern when leaving any food lying around. bears have an advanced sense of smell that can pick up food over long distances. when camping in bear country, you're urged to close your food into special bear-proof containers so that they don't come sniffing. however, in the long dark, bears aren't really that big of an issue. bears don't come looking for your food, and if you see one you can just walk around it and it won't really bother you as long as you don't get too close and don't poke it with a bullet i know that hinterland has taken liberties with wildlife behavior in this game. for instance, the wolves are overly aggressive and their senses are dulled beyond reason, so badly that you can crawl along the ground 4 feet away from them and they never know you were there but i want the added danger that if you have a long time fire, say, in the train tunnel of ML, and you're in there cooking venison over your fire for an hour, a bear is able to catch the scent and come investigate. or if you're cooking lots of food over a fireplace, the scent would head up and out your chimney and you'd walk outside face to face with a bear. i feel like bears don't present enough danger in this game, as the wolves do. basically the only way to get attacked by a bear is to poke it with a bullet, run straight up to it, or if it sneaks up behind you while you're pre-occupied.
  13. Assuming we'll never have latchable coolers, I'd like to be able to move platic or metal containers outside. Wouldn't do it near the bear, but move the container outside and put a bunch of scrapmetal, water or logs on top of it and it should keep the wolves out. That way I could get the benefit of a "freezer" without having to use the dead guys as defacto coolers.
  14. I have been playing TLD from a few month now and one mechanic I really want added to the game is snow depth and ice. Snow depth: You know when you are walking outside on the grass and you walk though deeper snow and you can't move as fast? That is what I am talking about, when walking in TLD walking though snow you should have a slower speed depending on the depth. Now you may be saying to your self "Oh! that would suck! I don't want that!"-you to counter the slow walking speed is one simple solution: Snow Shoes!!! (cheering in background) the idea with the snow shoes is that you have your normal walking speed on snow when wearing them. One other suggestion for snow travel (This will be great for pleasant valley) is skies and ski polls. when traversing large fields of snow you can put on skies to glide around. Note* when going down hill you will naturally go faster but you may be thinking how would you go up hill? just make it so you can spend like 5 in game minutes to take the skies off and put them on your back and carry on! Lastly running on ice make no sense, you can run on ice (I curl so I know you can) but with added difficulty and maybe the chance of slipping and hurting yourself, to counter this all you need is snowshoes again! most snowshoes have metal spikes on the bottom so you can grip into the ice and move faster than walking (but slower than running) I love this game and I can not wait to see where it will go! I love supporting a good Canadian game and I hope we get to that beta mode soon!!! -Harrison (The Canadian Loonie)
  15. I would suggest the adding of a new drink! Idea: Weasel's Whiskey Effect: Tipsiness; this effect makes your character almost uncontrollable. Your controls are reversed, and you cannot create fires, search etc. Other Idea: Random Medical Conditions upon spawning in a world. eg. Diabetes. Effect: Requires eating/drinking sugary items such as soda. Third Idea: Sugar Value. This idea contains sugar value on every item of food/drink. (See previous idea) If you have the Diabetes medical condition, this tells you how much sugar something has. Fourth Idea: Skills. This adds skills, which allow you to do different things. eg. Scavenging, Crafting. Fifth and Final Idea... for now: More Wildlife. This game is missing wildlife! Please add moose, Varieties of different huntable birds, and other animals you would find in Canada's snowy wild!
  16. Would it be possible for the Holster key (default H) to be a toggle that hide and bring back the last used item, so we dont have to crawl again to get the one we often use? (as long as we still have it in the inventory of course)
  17. Now I'm not talking about in game sponsorship from large corporate carbonated drink manufacturers but inventory control in game. Curious to know, how many dump their stuff in a pile and how many like me are neat freaks and take time to use shelf space etc? Being the latter, I have to say it's rather a cumbersome task putting all your ducks in a row! Currently I have to: Drop an inventory item Target said item Use the "place" hotkey Move to required location Drop item again With some items the cursor cannot even target dropped inventory, forcing me to back step to bring it into view. My recommendation would be to replace "drop" with the "place" functionality, so in all cases using drop would bring up the placement UI rather than having to go through every single item menu to include a place button and remove the place button from both the bedrolls and lantern (assuming these are the only 3 items with said button). Even if you weren't particularly bothered about where said items would end up, a simple double tap/click would work just the same... Not sure if it's at all possible but I'd also like to see the addition of a mod key/button e.g. hold down right thumbstick so the highlighted item would rotate rather than the camera view so I don't have to do a barn dance when drying out fresh guts! Love to hear anyone thoughts on this...
  18. When u drop torches in the snow they should go out immediately since they melt the snow around them, the torches drown themselves, and they get no oxygen so the fire must go out.
  19. We haven't suggested eating bark or pine cone nuts or pollen yet. The following is an overall guide to several categories of plants that can be gathered either in winter or fall or year round in some cases. Note good old cattails is right up there! I expect we may have to wait for a next product release for substantial new food sources; not really a big issue with the current first release. The forum activity seems to have died down from anticipation of Story Mode and the expected end of new functionality. Can we talk about the future after product release? Is there a future after product release? I recall that Hinterland said they planned future TLD product releases possibly for other seasons.
  20. In a game about exploring the great outdoors and finding what supplies and tools we can to survive, I am surprised that we do not have any trail mix in the game! It could be basic raisins, peanuts, and chocolate chips or it could be a fictional gourmet brand similar to Sahale Snacks with different mixes of fruits, nuts, and so forth. I'll leave the weight and calorie count up to you all, but how about some trail mix in the game??
  21. If the temperature inside is above freezing then there shouldnt be any bodies in that room since they would have decomposed. I think that there should be a temperature below freezing in all rooms. At least on the higher difficulties. Also i was walking outside in the night and it was snowing. The snow is too white in the dark of the night and i could see stars. I would expect that since it was snowing there would be clouds and so i shouldnt had been able to see stars.
  22. As a way of discouraging wolves or other wild life, what do you think of having the ability to throw pebbles or stones at the wolves? You wouldn't really hurt them but if you throw three or four stones or pebbles, it could be enough to tips the scales in the wolf AI for it to decide to call it a day. Throw pebbles at the bear and you might get a nasty surprise such as provoking an attack or maybe just get him up on his hind legs and you have seconds to move back out of attack range or risk a charge. Only fire is going to halt the charge I expect. Circling by predators is another possible behaviour so what would the defence response be? Move around to keep the fire between you and predator or even start a second fire if you can.
  23. We should be able to mark trees with our hatchet/knife. But getting lost is fun (stressful) dynamic in the game.... Im a little torn on this one. For the stove, i'm not much of a cook but i can boil water and fry up a steak at the same time. For an outdoor fire i could understand that we can only cook/heat on item at a time.
  24. Hello, everyone! Here are some suggestions of me and my friends: 1) Honey (in jars and honeycombs) is a very nutritious food that spawns in cellars and kitchens. Doesn't spoil and can be kept for ages. Honeycombs can be used as a bait for bears. After eating honeycombs you can receive wax which can be used to create candles(wax+cloth). 2)Sanity. In the first day the sanity bar is full and you need about 10 days for it do drop completely if no effects are active. Insanity doesn't decrease health but causes hallucinations of dead or alive people, music, scary sounds and desorientation. Also slows you down. Sanity increases when you drink little doses of alcohol, listen to the music on radio and grammophones or play music instruments, It decreases faster when you are in the state of illness, when you see a dead body and when you're in darkness. 2) Alcohol. Alcoholic beverages are nutritious: (about 230 calories per 100 grammes for moonshine; 50 calories per 100 grammes for beer; 250 calories per 100 grammes for vodka; 350 calories per 100 grammes for liquor; 80 calories per 100 grammes for dry wine) and add an effect ''Alcohol in blood'' which increases heat gain in buildings or near to fire and icreases loss when it's cold. After drinking a certain amout (200-300 grammes for moonshine and 1500 grammes for beer) there's a big chanse of getting ''alcohol poisoning'' offect which causes disorientation and makes your character sleepy. After drinking some more there's a big chance of getting ''severe alcohol poisoning'' which also causes hallucinations of wollves running around you and a lot of different noises appearing and decreasing sanity a lot. In little doses increases sanity. 3) Music. You can fing guitars, garmonicas and pianos all over the place. Guitars and garmonicas can be taken. You also find notes which can help your character learn music to play in instrumeents. You can also find cassetes to listen in cars (because cars have batteries inside which we cannot use at the moment). 4) Weapons. You can craft a homemade gun with a gun base made in forge + wooden components made using a workbench. Takes a lot of time to reload but can kill a deer or scary a wolf. Makes bears only angries though. 5) Goats on some locations to get some goat wool and meat. Wool can be used to make hats scarfs and pullovers. 6) Baits made of peaches to attract rabbits. Baits made of old man's beard, ''herbs''(found in kitchens); birch saplings or even rabbit meat(be careful with that, it can also attract wolves!) to attract deer.
  25. SteveP

    Deer Call

    What do you think of the idea of crafting a deer call? Calling in deer is the best hunting technique. There are just a few really good hunting videos on youtube that I could suggest (no time, rushing at the moment) Essentially the deer come in quite close wandering about. The hunter will make another type of noise such as clicking the tongue to make the deer freeze and then he takes his shot What do we make deer callers from? (more later)