Search the Community

Showing results for tags 'suggestion'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • SUPPORT
    • Contact Hinterland Support
    • Technical Discussions
  • THE LONG DARK
    • News and Updates
    • How To Play
    • General Discussion
    • Survival Mode
    • Wintermute
    • Tales from the Far Territory Discussion
    • Modding & UGC
    • Wish List
    • Time Capsule
    • Discussion Archives
  • SURVIVOR LODGE
    • Introduce Yourself
    • Fan Creations! Art, Fiction, Music, Etc.
    • Gameplay Videos & Streams
    • Survival & Outdoor Activities
    • General Discussions & Misc Topics
  • INTERNATIONAL COMMUNITIES
    • Deutsch
    • Español
    • Filipino
    • Français
    • Italiano
    • Magyar
    • Nederlands
    • Norge
    • Português
    • Pусский
    • Română
    • Suomi
    • Svenska
    • Türkçe

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. I can sometimes (IRL), see something in the side-view of my eye very quickly, then I turn my head, then it's not there anymore - can be scary sometimes, if you're alone. So the game developers should add. "side view vision what the heck was that moment", rare moments when out alone + worst snow condition when it is completely dark. Added to all of the game modes. The side-view mechanics may be that you see one bonfire 800-1000 meters away in all the snow, then you turn your character a bit, then turn back - then the bonfire is gone!( Yikes ). Should maybe appear at random spots in the game, and very rare. So: *Last 10 seconds. or. *gone if you rotate the vision out of your players view, and back. * Adds the effect of Peripheral vision "ghosts" * Not overnatural, and adds a bit of wildlife spirit mystery. (there is plenty of mystery in story mode, but I want some mystery in challenge and survival mode) What do you think?
  2. I really enjoy playing Custom but i just recently found out you get no feats progression! Why??? This just seems like an unnecessary punishment for Custom players. Is it because you want us to 'earn' feats?? Then why have feats progression on pilgrim?! I just do't understand why Custom players like myself are so unnecessarily punished for wanting to playing a slightly modified game experience...
  3. Hello everybody. I think this post belongs here at the wishlist. I've been playing for some time, and I've always wanted a couple things added to the game, so I'll explain my ideas here. This is a long post, so please, be patient. We know Hinterland has a lot of ideas to add, and that work isn't easy. One of the main points is, if they want to add something to the game, it has to add something new, and it has to be meaningful, not just a detail. Starting from this point, we must take a look at Bear Island itself. There are 9 main regions at this moment, with several transition areas. One of the ways to divide the regions is water (for example, from HRV->MT->FM, or from TWM->PV). The other way to see the map is with the railroad that crosses the map E-W (or the other way, depends how you want to look at it). Mystery Lake is a central region, ant the rest of the world is crafted around this idea. Ibelive that by the end of the development, no region will be isolated (every region will be connected with at least 2 other regions). This brings me to the point of....Desolation Point. We have a whale processing area there, and a broken bridge that goes to the east. What I predict is that the area north-east from DP could be the main train station of the island, where we could see a train station, houses, and a new coastal area (no fishing huts, sorry guys). It would also be the end of the road that crosses CH and DP (at least that side of the road). But there's more to this idea. It is known that seal hunting was a thing in Canada, so that bring us to...the new animal, the SEAL. At this new region (also at the other coastal regions) you could find this animal. I imagine two ways to hunt it. One would be traditional, shoot at it with your bow or rifle, the drawback being that they will stay close to the thin ice, so it may escape from you, so you would loose your arrow/bullet (but they would be really slow while inland). The other way to hunt them could be under the ice of the coastal regions. Some visual effect, like a shadow under the ice, and some sound effects to give you a clue about the position of the seal. You would need to make a hole, use fish as bait and a new weapon: the Harpoon. We know that the bear spear is coming eventually, so I thought I could be nice (and relatively easy, I know Hinterland hates this word, sorry) to reskin the bear spear to have another option. It could be used at struggles also. To craft this harpoon you would need a forge for the head of the harpoon with 3 scrap metal, then some guts and wood (maybe maple/birch, to make it a more serius decision) to craf the final product. So, in order to hunt the seal, you would need this and use it at the right time, not like fishing, where you stand still until a fish comes by. This (I believe) would make fishin a bit more important (at this moment is just a food and oil free source). But what's the point of adding seals to the game? New clothing and resources, of course. First of all, the seal would give around 10-15-20 kg of meat. You can also harvest guts from it, and of course seal pelt. And also, a new resource: FAT (more on this later). The seal pelt would be used for 1 clothing item, the seal fur vest. It would be an inner torso clothing item, as currently we don't have a craftable item for that area. For the stats, I imagine something like 2ºC temperature, 2ºC windchill, 60% water resist, 5% defense, 5% sprint decrease, and 1,5 kg (pure speculation). But that's not the end of it. Seal pelt can be used to craft a new accesorie: snow rackets. The snow rackets have been requested a number of times, but here's my point with the item. In real life, you use them at places with lots of snow where you would just sink into the snow, to make traversal easier. What I suggest is snow rackets giving a slight bonus movement speed (10% maybe) at the cost of no sprint ( it's difficult to run with these things on). It woul also reduce the sprain risk when walking up/down slopes (reduce, not eliminate). The cost would be 2 cured seal pelts, 20 sticks and 6 cured guts aprox, They could weight around 2 kg, maybe more. And the last thing: FAT. It could be harvested from any animal, not just seals. It could be eaten raw, with a risk of food poisoning, or cooked alone (must have a cooking pot). Also, it could be added to any meat you cook with a cooking pot to increase the calories of the meal, at the expense of doubling the scent emited by the food. Another use for the fat would be using it with your clothing to increase water resistance by 10% for a while (4-6 ingame hours) at the cost of increase the weight of the item 0,5 kg. I know this was a long post, but needed to say all of this. TL, DR: new coastal region with a train station, new animal, the seal, new hunting weapon, the harpoon, new craftables: seal fur vest, snow rackets. New resource: fat, edible, and used to increase water resistance on your clothing.
  4. These may sound idealistic, but... 1. Cans: the best alternate use I've found is trail marks, specifically at Coastal highway, for finding your way to the fishing huts from a shelter during a blizzard and vice-versa, but what if you could break em down into scrap, or a new type of metal that can be used to reinforce your clothing? I imagine having to use a toolbox and/or a heavy hammer to create it, increasing your protection rating but adding weight as well. 2. Oil: A simple one that's probably been asked for before, but making oil work similarly to water, ie. all fuel stacks, can be dropped/stored in specific amounts. Also being able to drain filled lanterns. 3. Mirrors: the most idealistic, but being able to see yourself in the mirror; a fully rendered version of your character, complete with whatever clothing you may be wearing. While we're at it, might as well throw in 3rd person view in there, too. I'll leave it at that for now
  5. This exploit of starving tactic makes survival too easy even on Interloper level. It lets you pass the 500+ days mark with very few resources. (And let me remind that 500 days = 1 year and 4 months). You just can't starve yourself for so long without getting any permanent damage. In real life, if you starve yourself by this method, you will last for long enough, but after around 50 days you will get to the point when you lose about 25-35% of your body weight which, puts your life in danger. It's the stage when your body have consumed all the fat you had in you, and now starts consuming muscles, including your hurt, which grants you the risk of organ failure and the following death. My proposal of how to fix this exploit is to add body weight in the game, which will affect the survival experience in the long run. The Idea if you starve for 72 hours, you will get the opposite effect of "Well fed" - "Starving" (-5kg carry, minus some amount of permanent health and you start to lose weight) When you continue to starve for long periods of time, you will reach your minimal weight and on your status bar will occur "Organ failure risk", which will gain percents (similar to "hypothermia risk"). As the 1% of the "organ failure risk" occurs, you are no longer able to regain fatigue at all. It means, you become very weak and your health bar will drain quicker. It will make this situation very dangerous and players will not be able to exploit it so much as they do it right now. And so on. If you keep yourself fed for 72 hours+, there occurs the known bonus for additional health and weight that you can carry. Now in addition to it, as long as you keep this bonus active, you will gain the weight back to the normal mark and maybe even more (?) Cheers.
  6. or commonly called Wolf Lichen. Lichen grows on conifers in the pacific north west in all elevations. Has many potential applications as future addition in TLD. Has medicinal uses "as a poultice for swelling, bruises, sores, and boils, and boiled it as a drink to stop bleeding" Vulpinic Acid, the substance that gives the lichen it's bright coloration, is also toxic to meat eating mamals, so double use as poison to control wolf population The lichen extract can also be used to dye clothing, useful for character customization if implemented in the future. it also looks cool and adds a nice dash of color to the TLD palette. What do you say Hinterland, nudge nudge wink wink
  7. Currently the game has electric, gas (natural or propane), and wood-fired stoves. How about a kitchen stove that uses kerosene (or its replacement, lamp oil)? It would provide an alternative to places, like the the prepper caches, draft dodger, and the lake cabin, where there is no visible sign of a utility connection. It would also seem consistent for the houses on Misanthrope and Jackrabbit for similar reasons. Not every house that it might make sense would have one, and it would require the player to have lamp oil to use it. It would only have one setting for its burners unless or until the much requested recipes and more elaborate cooking was ever implemented. A variant would be something like a Coleman camp stove which has two burners and is mostly portable. Uses lamp oil, is relatively wind-resistant, and needs regular maintenance. One major reason against it would be that to have a level stove, there would have to be the capacity to place it (temporarily) or modify the landscape temporarily. The game does not currently allow for that, much, but as long as that problem is understood, the stove could be placed on any generally flat horizontal surface. Of course, we've gotten along with holes in the reality for a long time, so probably something once Story Mode is concluded.
  8. LoneWolf5841

    Tape

    Tape we need some kind of tape not for crafting but for marking basically you can use this tape to mark places you been to for example if you search the entirety of a specific house you could go to the door equip the tape and there would be an option to apply tape to the door and it puts a big X on the door letting you know the next time you come across it that you already searched it and maybe if you leave an item inside that you want to come back to you could lay 1 piece of tape on the door so a \ instead of an X this would let you know hey I searched this building but left something inside that I wanted to come back for. Obviously the tape would have to be found in the world like any other item but will be fairly common and it has a durability to simulate running out of tape and this item would be unrepairable so once its condition drops to 0 you have to find more. This is a simple idea and would like to see its' addition to the game if you want to it could be used to craft something but I just want to mark doors with it lol. And yes I know you could drop something in front of the door but I really don't like doing that because every resource in the game is valuable so that item in front of that door will be picked up later and used so this idea with the tape would solve that.
  9. Would old fashioned wind-up watches and clocks function in the scenario described in TLD? The reason I ask is that there is such a thing as a wind up (clockwork) torch, and a radio. And if that works, would a small dynamo, as you would find on a bicycle, work too?
  10. Hi, will there ever be a co-op mode so will and Astrid could survive together instead of my wife and I playing separately we could co-op together to survive ?
  11. Description: A bottle of brandy that gives you a temporary warm boost during cold weather or blizzards. Pros: completely stops hypothermia and the chance of frostbite for an hour, gives you a chance to run away from a blizzard to indoors. Cons: - After one hour: if still outdoors and temperature still feels like at least -1C; sudden hypothermia and frostbite at 2x speed. -25% drop from sleep condition -headache Use: A bottle that consists 0.50lt brandy; 0.10lt is consumed per use. What do you think?
  12. I and many other (seasoned) players really enjoy interloper mode. It's a real challenge to play it successfully. But I have noticed a sentiment that the mode has become a bit too easy, how strange that may seem. That's one of the reasons a custom mode such as deadman is popular. I think that commercially speaking an even harder mode than interloper, a built in mode, that has a catchy name (interloper is a very good name) and can be recognised makes a lot of sense. The interloper players are a minority but are rather vocal and passionate about the game. Many popular long dark streamers play this mode and are popular exactly because they play interloper and are good at it. I regularly see people commenting on a live TLD stream that they bought the game because the streamer was playing it and very enthusiastic about it. I personally bought it a couple of years ago because I saw someone play it on a stream. I believe an additional, harder, and very challenging mode would no doubt help in promoting the game through channels such as streamers and create more sales. And of course it'd be more fun for players. Something like deadman, but with some condition regain and minimal loot, increased predators, and increased sense of predators, only one guaranteed spawn of essential items, worse weather etc. If a harder mode is not practical due to time and resource constraints, perhaps tune interloper to be harder (maybe make it optional). Such as only have one hammer and hacksaw in the game. I heard there used to be only one hammer and hacksaw in interloper before I played it, or possibly when interloper was in a testing release and testing releases were still accessible (by some). Thanks for your consideration and I can totally understand if this is not something which can be implemented at all or any time soon. Though I believe it would benefit the game a lot.
  13. Could there be a strength skill added to the game? It would work like the other skills where you have 5 levels of a particular skill each level giving you a different benefit. This skill will increase slower than all the other skills (for balance) and it increases by simply just walking, sprinting, rope climbing, walking while encumbered, and spriting while encumbered. Spriting increases it a little faster than walking, and walking while encumbered also increases it faster than walking but not sprinting, if you can still sprint while encumbered it will increase the skill faster than just spriting whilst underweight. The last one is rope climbing which will increase it a bit faster than walking. My point is, the character does a lot of physical activity he/she has to be getting stronger so this skill would make sense. the following is the benefit each level gives. 1st level gives you no benefits 2nd level gives you faster rope climbing 3rd level gives you the ability to climb down or up ropes while encumbered as long as you still have the ability to sprint 4th level allows you to walk against the wind a little faster or removes the slow down from walking against the wind completely 5th level increases your carrying capacity by 5kg (11lbs) If this is added you can eventually have 15kg (33lbs)of extra weight capacity if you have the well-fed buff, moose hide satchel and level 5 of this skill. What do you think of strength skills being added to the game? And what do you think of the benefits I listed are they too OP or do they sound like they could work without removing too much challenge from the game. Looking foward to hearing others thoughts on this ☺
  14. This may be an odd suggestion for the game but as a person who is fascinated by thunderstorms, I am interested in this. my suggestion is can there be lightning in the game during snowstorms, especially during blizzards. Lightning could also happen during light snowfall as well. I would love to be next to a nice warm fire listening to the fire crackle with the occasional flash of lightning then the rumble of the thunder produced by it. This could mostly be an ambiance thing more than anything but if you wanted to you could add a very low chance of getting struck by lightning this would have a 99% fatally rate but if you're lucky you could survive it with major burns but would have almost no condition so you would have to recover this would obviously be a extremely low chance to both survive a lightning strike as well as to even get hit by it just like in real life but it would motivate you to find shelter until it passes. The second bit isn't entirely necessary though I would be fine with just the lightning itself just for an ambient effect. Now my 2 questions are would a geostorm like the one in the game prevent lighting from occurring? If so make lightning only possible during the Aurora, secondly, can lightning even occur during a snowstorm? I live in an area where snow is not very common but the occasional times it does snow there has been no lighting involved. I feel like lightning could occur in a snowstorm but if can't occur in snowstorms could someone perhaps explain the science behind why it can't?
  15. Hello all, the name is Swope and I’ve got another idea for The Long Dark. Just wanted to say thanks for the awesome game😊, now for the suggestion of my four ideas. - Insulated Cars 1. Cars as we know it act as a way to protect ourselves from animals and a way to sleep. The only problem is that cars offer little to no armor from the cold (which makes since). But what if we could cover the windows of the vehicle with, say cardboard, or even a blanket to better insulate and make a more adequate place to sleep. - Beds 2. Beds are my wing man, they offer me sleep when I’m starving, playing cards when I’m tired, and as well as some protection from the cold. Beds are great, but almost every bed is the same, as in insulation values of course. Maybe like the clothing system, their can be a variety of bed sheets and blankets, or even animal hides to better arm yourself against the cold. And maybe even be able to make a makeshift bed from bed sheets to be able to sleep on the floor. - Misc ideas 3. Light sources are great, but what about a primitive one? A stick on fire might be too primitive, so how about being able to make candles from the fat of animals, A more controlled way to illuminate the area, but the down fall is how weak the flame can be, meaning sprints or winds could knock the flame out. 4. What if we could be the hero and save someone’s life, maybe their could be encounters with people, like a person being attacked by wolves, or a person crying for help and holding onto a cliff edge and about to fall. Would it be possible to have encounters were we wouldn’t just be taking care of ourselves, but as well as another person? That’s all for me, until next time sincerely- - Swope25
  16. I have no clue if this has been suggested before but I personally would like to see a new craftable fire starter, if I remember correctly we only have 4 ways to light a fire those being matches, magnifying glass, lit flare, and the fire striker why don't we have a primitive method of fire starting for example why can't we craft a fire drill to start a fire or by finding 2 rocks and smashing them together to create a spark? Would be nice to see this addition.
  17. Hello, Since I could not find any "search function" in this forum. I had to start a new one. Apologies if this question was made some time before. Objective: To find the Buffer Memory at the "Mystery Lake - Lower Dam". Situation: The game mode is "Archivist". Currently at Carter Hydro Dam - Lower Level (past the dead guy with the broken arrow & lantern). I have spent 5 days, 4 nights in Carter Dam. Mostly at the lower levels. With depleting food (and patience). I have walked as far as the map would allow me to go. Without having to take the "Emergency Exit Only" door. I figured it would lock me out, once I do. The furthest room (the one with broken window, and snow that have drifted in). I've spent a night there to tick off this objective. But sadly, none of the computers there were it. I've back tracked from that room. Where there's a walkway bridge on far left. There is a desk with two monitors, very close to the live electrical wire that is exposed during the special time. That too was a no go. Now, I'm having to find food, boil water, and trying to time the irregular aurora events to find the pesky objective computer. Basically, I'd appreciate if someone could direct me towards the right direction. Have I missed something? The title of the mission, err objective is "Mystery lake - Lower Dam". I'd presume that the objective computer monitor is on the "lower level"? Thanks in advance.
  18. So as most everyone ought to know by now, during the Aurora you can activate a radio to play some classical music. It stands to reason that this music is coming from somewhere, it's not like the Aurora brought the music with it. Enter the Radio Shack, not a place where you can buy assorted electronics, but a literal shack (or building) in which all of Great Bear's radio broadcasts originate. At the minimum, it would be a small enterable area (though I wouldn't be opposed to something similar to the Mountaineer's Hut only a little bigger) in which you can find a bunch of radio equipment and some sort of automated system playing the classical music on repeat. A cool feature would be the ability to switch between different genres, finding some CDs or vinyl records with other genres of royalty-free music. Clicking on the music system would grant you the classical music CD, which could then be swapped out for something like rock/pop/metal/etc. Henceforth, whenever the Aurora comes and you activate a radio it plays that music instead. If it were in a specific region, I imagine something like Timberwolf Mountain but toned down with no requirement for rope climbing to reach the summit (where the radio shack would be). You would have three or four different levels, each of them accessed by either a long and arduous hike up steep terrain or a rope climb. Like TW, interior locations would be scarce, limited to caves, the Radio Shack, maybe a nearby tool shed, and a small house or two at the bottom. Maybe it belonged to a grouchy old mountain man. It might also be fun to have multiple notes scattered about the area, belonging to the grouch and whoever operated the radio system. They might tell a story, something similar to the notes left by the Survivalist Randall Clark in Fallout New Vegas: Honest Hearts. Each might have a clue as to where you can find the next one, culminating in the player finding two frozen corpses where the two characters finally perished. I almost want to try my hand at some TLD fanfiction concerning this last part.
  19. A sawn off double barrel shotgun used for close range defense. It's very powerful but the downside is that it ruins the pelt and meat of the animal killed making it unusable.
  20. I'd like to see further refinement of the cooking mechanic. For instance, right now an item is either raw or cooked; if it has achieved the required cooking time it is cooked, anything else, even 1 minute less and its raw. More could be done with this - Items (particularly animal meats & fish) can go through stages of cooking such as raw , rare, medium-rare, medium, medium-well, well-done and burnt depending on how long it has been on the fire. In addition to this, the available calories from the item can vary with the cooking time along with the potential risk of disease; items could perhaps have their most calories at raw or a low cooked level like rare and then gradually lower throughout the cooking process inversely with disease risk. This becomes a survival choice for the player - do I cook the meat to a medium-rare to boost calorie intake but risk incurring a increased chance of disease (lower than raw but more than well-done) due to food shortages? Or is eliminating disease risk more important to the survivor? I'm sure more can be done than I'm not thinking of but this would be a pretty cool start!
  21. Okay so I have already emailed some of this to HinterLandGames and they said I should post them up here so here goes. You have your normal skills that level up as you use them (for example your sharpening skill and sewing skills) but what if you also had key skills that you ernt points to update while playing the game? They would be as follows: Strength - Levelling this up improves your carry capacity and how long you can run. You can carry more weight maxing out at Xkg (I know it is currently maxed at 30kg) and you can run longer distances before your stamina runs out. Dexterity -Levelling this skill improves how fast you can craft and break things down into components. You get faster at crafting items and fixing items as well as you become better at breaking down things like logs for firewood and curtains for cloth. Charisma - Levelling this skill means that you become better at talking to people, people trust you faster. Intelligence - By Levelling this skill you learn faster, you learn more from reading books and from what people teach you in the world, your crafting skills level up quicker. Wisdom - Levelling this skill gives you more insight into the world around you, you can learn where things are and it marks on your map after a while. at higher levels you become resistant to infections. You could also have after the full story is complete add in wondering survivors into the survival mode, both good and bad, so all the groups you learn about and the people you meet in the story mode you can find in the survival mode and interact with, and depending on what you say/do towards them they will either help you or try to hinder you in some way. You could have it so that when you meet someone you can either try talking to them or straight out attack them which would start your relationship with them. If you attack them they would start hating you, but if you talked to them you might get a task to do and eventually might learn new skills that would help you in game. You could also have settlements of small groups of people that you could choose to help or leave for death, even possibly adding in children. Well that's all I've got for now, if I think of anything else I will add it later.
  22. lem4ge

    Tipi (teepee)

    In survival mode, after 50 days, we can have a lot of animals skin, etc. It would be great to be able to make a rustic tipi in homeless areas. Compared to the bivouac tent, it would be more solid and allow to make fire inside. ( images for example from https://www.teepeejoy.com/teepee-history/)
  23. Okay so I was playing survival mode the other day, I shot a bear as you do but then lost it. I eventually found it again still alive to popped two bullets in it killing it. I harvested what I could and then went on my merry way back to my camp, only to find my dead bear, turns out I killed two of them. I then realised that I couldn't harvest both of them so spent several hours going back and forth to collect all the meat. Which got me thinking... What if the game had sled dogs? Which you could either find in the wild and befriend (I know a dog is mentioned at the farm in wintermute) or that you could barter for from other survives? (one bear pelt for one dog?) You could then get a dog team together that could pull a handcrafted or found sled, this would make collecting large amounts of food easier as well as collecting building materials. ~ Another thing that would be really cool would be in survival mode having the seasons change and having different resources available at different times of year. SO in spring you could collect bird eggs and in autumn you would have a boost in deer population as they migrate. You could also have it possible to after a set amount of time possibly, be able to own chickens or even ducks. ~ Something else I think would be really cool would be having set places on the maps where people could make their own frontier, they would have to go out in the right seasons (spring/summer) and collect the needed materials to build the players very own home. The player would be able to decide what shape, how many rooms and also be able to build furniture to go inside the house once it was complete. I would actually really love this as an update as I would love to build my own "home" in survival mode which would have everything I needed (workbench/forge ect) so I wouldn't have to constantly run around the maps. ~ My next suggestion would be adding in other animals like Ptarmigans, lynx, wolverine. Even changing the animals depending on what season it is. You could do a salmon run in autumn where people could potentially catch lots of fish to survive over winter. ~ My last suggestion is putting in drying or smoking racks as I've noticed meat goes bad pretty fast in the game but smoked meat lasts a very long time. You could have it so the player has to smoke the meat for a week or something for it to stay fresh almost indefinitely. I also thing adding things like generators would be cool to power electrical equipment.
  24. Would it be possible to get a tip on the current weather when you’re in a house with windows? Would save going out in foggy conditions etc to check
  25. Calico

    Blue Jays

    I don't think these little guys have been suggested before. Blue Jays - They are foragers who search for seeds, berries and insects around the trees. They spend the late summer and fall months caching food around their habitat, often covering it up with leaves or brush, for retrieval during the winter months when resources are scarce. They have an incredible memory for remembering the locations of their caches In addition to addicting a tiny flash of color on the landscape they could be another source of plan'-based food - but the player has to decide if the calories expended tracking the bird is more or less than the potential calories gained. Also, is the Jay heading towards a cache, or away from it?? Follow Jay to find cache containing 1-4 “seed clumps” each worth ~1 granola bar’s worth of calories. May collect fallen feathers like crows (maybe slightly better for arrows? that would be reasonable??)