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119 Pathfinder

About Kaisentlaia

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  1. More Warning Messages

    I actually always liked the fact that I could do stuff like that by mistake. I remember back when the radial didn't exist yet, so many deaths by non-potable water. I took the habit to always drop it to avoid drinking it by mistake. For me, at least, it's very realistic, because irl: I threw away things that I had to keep and kept the stuff I had to throw away, more times than what I care to admit I drank from a bottle thinking it was something, and it was something else (usually something gone bad, or with a horrible taste) I don't usually start fires, but I could definitely see myself throwing in the fire a precious book I'm reading while carefully keeping an useless yellow pages book from 1996 The only thing that I'd never do is eat raw meat by mistake, but still I don't find it very upsetting. If it was for me, I'd get rid of the book-burning warning as well. I do understand tho that this kind of mistakes can be upsetting for some players. On one hand, the game is against hand-holding and those alerts are a bit hand-holdy, on the other hand having more alerts could save some people much frustration. I wouldn't mind if they were added, but only if there was the possibility to disable them in custom mode (like the wake up on freezing one).
  2. Fire Modification:

    I'm forced to agree with 1, even though I like the multiple cooking spots. 2-3-4 I like the idea but I agree with @Psybin and @Stone, I think that the player should have the possibility to make a cooking fire even at level 1. I'd love to see a regular campfire just for eating, that could then be improved adding stones (and time). This is brilliant and I need it so bad (I agree with 6 too). 7, yes please. I wished for it as well in this thread (with a few ideas on how to manage the UI for fire-removal).
  3. Share your screenshots

    A cozy place to rest your head...
  4. Milton Mailbag -- Dispatch #3

    What confuses me the most is that there is no option to drink unsafe water from the radial, but there is an option to eat raw meat. Is this inconsistency a deliberate choice you made or is it just a leftover of an old mechanic that will be tweaked? Maybe just removing the option to eat raw meat could be a good solution. (not that I mind... I learned immediately to drop meat on the ground first, or cook from the pot interface )
  5. Candles!

    Another good reason to avoid using them in the open!
  6. Candles!

    This could be a very nice addition, I often miss some light in the evenings. I think that obtaining fat from cooking meat would be the best thing, since the mechanic is already in place with lantern fuel from fish cooking, the devs would "only" need to add only one new item. As for crafting, I love the tinder as wick idea, which would be really useful when you don't need tinder anymore for fire starting (even though cloth as a wick would probably make more sense, and could work if the devs wanted to make the candles more costly). I'm not sure about the need of two different statuses for the fat tho (hot and cold). For simplicity's sake I think it would be better to have only the "animal fat" item obtained from cooking (so a straight copy-paste of the lantern fuel from fish mechanic), and assume that it's squishy enough to cram it into a can. After all it's not wax which gets pretty hard when it cools down, usually the fat residue you get in a pan after cooking fatty meat is pretty soft even when cool. I like the idea of using a recycled can to make a candle, not as a tool but as a permanent piece of the candle itself, like a tea light. I think it would make sense to have it sitting in a container, especially if we assume that animal fat would be soft and squishy: when burning it would melt so a container would be needed. So to craft it you'd need a can, a tinder plug and a decent (0.5L?) amount of animal fat. Another thing I'd like to see if candles were added is a mechanic to avoid moving them if they have been burning for a while, because they would be too hot and easy to spill (like tea lights). Could be nice to avoid using them to explore, rendering the torch/storm lantern obsolete, but would be another added complication so I'm not so sure about it. Edit: I found many images of can-candles. How cool would this be?
  7. Remove/destroy burned-out campfires

    I know this has already been asked many times (like here, here or here), but I didn't want to necro so I'm starting a new thread. Since the possibility to start again burned out campfires was added the situation got better, but it's still annoying to have old campfires littering the landscape and I guess it's bad for performance on long runs. While some campfires are useful and deliberate, like when you place them in a cave or outside your base for outside-cooking, others are useful only on a single-use basis, like those you start near a carcass to harvest it safely. When the carcass is gone the campfire will remain forever. I think that some burned-out campfires are necessary (like the one you can find at the beginning of story mode) so a timer that makes them despawn when elapsed wouldn't be a good solution. I can think of two ways to solve this: make them despawn automatically after a while like carcasses, but only if charcoal is removed first (like the mod) or add a button that appears in place of the "take charcoal" one, something like "dismantle" or "destroy", available only when the charcoal is taken to avoid misclicks I think 2 would be the best solution. Removing a campfire would be completely optional and difficult to do by mistake, and the player would be in control of what happens to their burned out campfires. It should be relatively easy to implement as well, so not a big impact from a development point of view for a pretty nice QoL addition. What do you guys think?
  8. Red bar over fatigue

    I starve all the time in a simil-loper custom sandbox, and it happened to me only once. Eating a bit more than 600 calories and sleeping it off for 10 hours made it go away.
  9. Crafting bug or intended behaviour?

    If you do, I want to see a screenshot of that!
  10. Crafting bug or intended behaviour?

    Exactly, and it can be exploited. For example, I was in CH sitting on a pile of moose and bear meat, with plenty of time for crafting. I crafted both as I said and then I moved to ML. Now I have to invest my time in getting food, but since I almost finished crafting the moose satchel when I was comfortable and well fed, I'll be able to finish it in less than 10 minutes as soon as I'll get another moose hide instead of having to invest the full 7.5 hours in it.
  11. Taking items in complete darkness

    I think it wouldn't even be more realistic... after all in real life we're able to find things even in a pitch black place, by feeling around with our hands.
  12. Things that were better IMO

    I agree with everything but the last point: I like the new UI, I found it highly immersion-breaking to know exactly how much hours of sunlight I had left without a clock, and the icons are equivalent to the bars once you get used to them. About the container search, I liked it better the old way as well but I think they had to do it for some technical reason related to consoles? Not sure about that. Regarding brandishing and brands I still wonder why they went back to the old system (yes, the current system was the old old system as well) but I can't complain too much since torches help a lot with temperatures, light and match-saving when playing low loot runs.
  13. Taking items in complete darkness

    I don't know, I like it as it is... it makes me imagine my character fumbling in the dark and feeling around to find that item. The UI prompt is a nice way to compensate the fact that in game we don't have a sense of touch.
  14. Hello guys, I stumbled on a weird thing and not knowing if it's a bug or intended I thought I'd ask here first... I hope it isn't the wrong section! Anyway, I was halfway through happily crafting a moose cloak when I noticed that I could start crafting a moose satchel as well, with the same hide! I tried and it actually worked: I crafted both until they had only some minutes remaining (hitting esc is pretty useful in this case) and now I have an almost complete satchel (1 gut, 1 moose hide and 8 minutes remaining) and a completed moose-hide cloak. As expected the moose hide disappeared when I finished crafting the cloak. I'll put screenshots and details inside a spoiler tag to make the post more compact: The spoiler tag messed up and I can't edit the text so I'll copy it here: Nice way to invest in crafting when you have time to spare and lots of food, but is this intended or should I submit a bug report?
  15. Binoculars

    I guess that a compass wouldn't be of much use since there's all this geomagnetic event thing going on and messing up with the earth's magnetic field...