You guys really encouraged me. Thank you for the big game feedback. Small game plans are up now, first 75 free.

You guys really encouraged me. Thank you for the big game feedback. Small game plans are up now, first 75 free.

Thank you all for the feedback on the elk and deer plans. Some of you went through every pin and told me what was right and what was off on ground you know, and that's exactly what I needed. One of you caught a water source the plan should have used, and I'm fixing it because of that.

Same deal again, this time for small game: the first 75 small game plans are free.

Grouse, ducks, doves, rabbits, squirrels, pheasant, quail and the rest of Colorado's small game. Pick your species, your unit and the day you're hunting. You get the patches of the right habitat for that date on public land in your unit, each with a legal place to park and the walk in from the truck, plus the season rules and bag limits.

It takes about a minute, and there's no card and no catch. All I ask is that you tell me afterwards what matched the ground and what didn't.

https://www.filledtag.com/?utm_source=reddit&utm_content=cohunting-smallgame#signup

What it won't do: it doesn't know where birds are today and it can't promise you a limit. It's public land only, so no private or Walk-In Access parcels.

Happy to answer questions here.

u/TheSaltySailor_ — 12 days ago

I built a hunt planner for my own Colorado elk hunt. Free for other hunters this season.

I posted this in another hunting sub earlier this week and a bunch of guys asked for plans within the first hour, so I'm opening it up to more people while I still have spots.

I'm newer to hunting and none of my buddies hunt, so I built a tool to do the scouting homework for my own elk hunt: figuring out where I could legally park, camp and hunt on public land without spending days driving around. It worked well enough for me that I'm hoping other hunters get some use out of it this season

You tell it your tag, where you're driving from, how far you're willing to drive and walk, and how you camp. It gives you one plan for your hunt: where to park, where to camp and where to sit or glass. Every pin is checked against public land, road and camping rules. You get a map, coordinates you can drop into onX or your GPS, and a printable version.

It's free this season. All I ask in return is a quick report after your hunt on what matched the ground and what didn't, so I can make it better.

What it won't do: it doesn't tell you where animals are, and it can't promise you'll fill a tag. It handles the homework so you spend your days hunting.

I also put up free pages for every Colorado elk and deer unit with harvest numbers, whether the unit is over the counter in 2026, how much of it is public land, and the official boundary. Use them even if you don't want a plan.

Sample plan and sign-up: https://www.filledtag.com

Happy to answer questions here. If you hunted a unit last year and think the numbers look off, tell me. That helps too.

u/TheSaltySailor_ — 13 days ago
▲ 76 r/SurviveIcarus+1 crossposts

Icarus Craft from Chests Mod

Hey everyone! Sorry for the delay — I've been creating a game on the side and got pretty caught up in it, but I had some time tonight to finish the mod.

It'll pull exactly what a recipe needs from nearby chests when you press P, and send everything in your pack back to the right chests with O (tools, food, ammo and armor stay on you).

It also turns an ingredient's tile yellow when you don't have it but a nearby chest does — so you can see at a glance what's one keypress away.

Needs UE4SS, and there's a one-click setup script in the download. Message me if you have any issues with it and enjoy :)

I put a lot of work into this. The mod is free and always will be, but if you want to donate towards me continuing to improve it, anything is appreciated.

https://www.nexusmods.com/icarus/mods/276

Update: My mod got flagged on Nexus, here is the explanation as to what was flagged (and why and how the mod works/ copy and pasting from my email to support) and will happily give any of you guys my GitHub repository if you want to look through it the files

Why they exist: the mod needs ICARUS's crafting recipe data. Rather than
bundle a copy of the game's data (which would mean redistributing
RocketWerkz's copyrighted content, and would go stale every patch), the
setup script reads that data from the user's own installed copy of the game
and writes it out as two Lua tables the mod reads at runtime.

What generate-data.ps1 actually does, in full:
  1. Reads HKCU:\Software\Valve\Steam to find the Steam install path
(read-only; the script makes no registry writes).
  2. Reads the file Icarus\Content\Data\data.pak from the user's own game
install and decompresses the data tables inside it.
  3. Writes exactly two files, both inside the mod's own folder:
Scripts\recipes.lua and Scripts\keep.lua.

It makes no network connections of any kind - there are no download,
web-request, or socket calls anywhere in the file. It starts no processes,
creates no services or scheduled tasks, installs nothing, and writes nothing
outside its own directory.

I expect these are the specific patterns that tripped the scanner, so I want
to be upfront about each:

  - The .bat calls PowerShell with -ExecutionPolicy Bypass. This is only
because the script arrives inside a downloaded zip, so Windows blocks it
by default and users see a red error. The flag applies to that single
process and changes no system settings.
  - The .bat calls Unblock-File on the mod's own folder, to clear the
mark-of-the-web on the files it just extracted.
  - generate-data.ps1 uses Add-Type to compile a small C# helper in memory.
This is purely for speed: it inflates the compressed data streams inside
data.pak, which is far too slow in pure PowerShell. The C# source is
plain text in the file and does nothing but decompress bytes and find
JSON object boundaries.

Both files are plain text and readable in full - nothing is obfuscated,
encoded, or minified. The mod is MIT licensed and I'm glad to provide the
source for review, or to walk through any line that looks concerning.

u/TheSaltySailor_ — 3 months ago
▲ 1 r/IndieGamers+1 crossposts

I've been rebuilding my survival game in Unreal Engine 5 for the past couple months. Does the core idea sound interesting, would you guys play it? Cryptids / Weather / Building / Survival

I've been rebuilding my survival game, Stormstead, in Unreal Engine 5 after deciding to start over from my previous version. I'd love some honest feedback on the concept.

It's a first-person survival/building game, but I'm trying to make it feel different from most survival games.

The real enemy isn't a boss. It's the storm.

You inherit an old mountain homestead and end up stranded in a remote valley. Every day is a balance between gathering resources, improving your shelter, exploring farther into the wilderness, and deciding whether you have enough time before the weather turns.

Storms aren't just visual effects. Wind, flooding, hail, lightning, temperature, and even where you decide to build all matter. A shelter isn't something you build once—it's something you constantly prepare before the next storm arrives.

The valley is also home to cryptids inspired by North American folklore: Bigfoot, the Wendigo, Mothman, Skinwalkers, Not Deer, Crawlers, the Thunderbird, and a few others I'm keeping secret for now.

What I'm trying to avoid is treating them like normal video game enemies.

Most survival games ask, "How much health does this monster have?"

I want players asking, "Why is it here?"

The creatures aren't randomly spawned around the map. They have territories, behaviors, and things that attract or repel them. Clearing too much forest, spending too many nights in one place, wandering too far during certain weather, making too much noise, or ignoring old warnings you find throughout the valley can all change what you encounter.

The idea is that the valley has rules, but nobody hands you a rulebook.

You learn by paying attention.

Maybe you notice birds suddenly stop making noise before something appears.

Maybe you find claw marks that weren't there yesterday.

Maybe you realize one area always feels strangely quiet after a storm.

Maybe the old journals scattered around abandoned cabins aren't superstition after all.

As you survive longer, those little observations slowly start fitting together into a much bigger picture. You begin to realize the cryptids aren't isolated monsters—they're all connected to whatever is happening in the valley. The deeper you explore, the more that mystery unfolds.

The progression isn't really about getting stronger.

It's about becoming familiar with a place that doesn't want to be understood.

I want players to reach the point where they instinctively know when a storm is going to be bad, where they hesitate before cutting down one more stand of trees, where they recognize that something in the forest has changed before they ever see it.

If I can pull that off, I think surviving Stormstead will feel less like beating a game and more like learning how to live somewhere that's been alive long before you arrived.

I'd love to know if that sounds like something you'd actually want to play, or if there are parts that sound too ambitious or unclear.

I'd love honest feedback. Does this sound different enough from other survival games, or does it still feel like something you've already played?

u/TheSaltySailor_ — 3 months ago

New Game

Starting development on something new, looking for folks that would like to test it, I’m a solo developer, 0 funding

u/TheSaltySailor_ — 3 months ago
▲ 19 r/ICARUS

New mod

I am building a shared storage mod; the thought is that from crafting benches you can auto pull in and distribute back (add to stacks) to nearby chests for crafting is anyone have any specific thoughts on features?

Update:

So it works right now, but it only works for one item type at a time so you have to keep hitting the hot key to pull the next item. You’re missing from local inventory working on getting it to be able to send items back. Pull all items at once that are needed, and Autocraft missing ingredients if the base ingredients exist

Also the missing piece as to why this was possible is because of the games existing shift click mechanics

reddit.com
u/TheSaltySailor_ — 3 months ago
▲ 2 r/ICARUS

Prometheus

Anybody wanna play with me? I’m just starting a new permit map. - lvl 60 Mountain standard time; I play like 6-8/9pm

reddit.com
u/TheSaltySailor_ — 3 months ago