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      Rules and Guidelines for the Hinterland Forums   02/24/2016

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. NOTE: Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction. Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: • Flame or insult other members • Bypass any filters • Post personally identifiable information (i.e. name, address, email, phone number, etc.) • Bump threads • Derail a thread's topic • Post links to phishing sites • Post spam or Re-post Closed, Modified, Deleted Content • Repetitively post in the incorrect forum • Openly argue with a moderator Off-Limit Topics/Replies Do not post any topics/replies containing the following: • Porn, inappropriate or offensive content, or leaked content or anything else not safe for work • Any discussion of piracy will result in a permanent ban from the Hinterland Community including, but not limited to: Cheating, hacking, game exploits • Threats of violence or harassment, even as a joke • Posted copyright material such as magazine scans • Soliciting, begging, auctioning, raffling, selling, advertising, referrals • Racism, sexism, homophobia, or discrimination • Abusive language, including swearing • Religious, political, and other “prone to huge arguments” threads No support will be given to those using cheat tools, or hacked/pirated copies, and any forum users who discuss pirated/pirating software will be removed. Please note that these guidelines may be edited or added to by Hinterland Studio as needed. If there is something you do not agree with, please email info@hinterlandgames.com
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      The Light at the end of The Long Dark -- Launch Date, WINTERMUTE, Next Sandbox Update   05/16/2017

      For the latest information on WINTERMUTE (story mode in The Long Dark), as well as details on the final sandbox update prior to our August 1 launch, check out our recent Dev Diary here: http://www.thelongdark.com/news/posts/light-at-the-end/ And while you're there, be sure to have a look at our new FAQ as well: http://www.thelongdark.com/news/posts/frequently-asked-questions/
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      The Long Dark Sandbox **May 2017 Test Branch** [OPT-IN, FORUM PASSWORD, SPOILERS]   05/19/2017

      Hello community, 

      As we did with the December 2016 Sandbox Update, we are implementing a TEST BRANCH for The Long Dark's MAY/JUNE 2017 Update, FAITHFUL CARTOGRAPHER. This reflects the fact that we have a huge diversity of players on a variety of hardware configurations, and as a small studio we just can’t test them all! 

      The idea here is to provide an early version of the next update, about a week or so before we’d like to launch it officially in the Release branch (i.e. where you are currently getting it), so that we get some extra time to find bugs, crashes, and any other issues before it goes lives for the rest of our community. 
        >>> IF YOU DO NOT OPT-IN TO THE TEST BRANCH, YOU WILL NOT GET IT. I.e. You will not get the Test Branch build "by accident". This should help keep spoilers to a minimum. Here on Official Forums the Test Branch Discussion subforum requires a password to access. The password is: test_branch
      Some details. READ THESE CAREFULLY: 

      * The Test Branch is for STEAM ONLY. It is available for Windows, Mac, and Linux. 
      * The Test Branch is full of SPOILERS. If you don’t want to see what’s in the next update, stay out of the Test Branch and all its discussions. 
      * The Test Branch is a tool for us to find issues with Work In Progress features. We’re primarily looking for feedback on bugs, crashes, and any major balancing issues. 
      * When reporting on bugs or issues, please use the appropriate TEST BRANCH sub-forums on Steam and in our Official Community. DO NOT DISCUSS TEST BRANCH FEATURES outside the Test Branch sub-forums. Those posts will be moved or deleted. 
      * When reporting on bugs or issues, please use the posted bug submission procedures. This will help the development team filter the feedback, eliminate duplicates, and in general ensure we can act on the feedback in a more timely fashion. 

      Our hope is that this new Test Branch process will allow us to ensure we can continue to put out stable Sandbox updates well into the future. 

      We’re very hopeful that the people who choose to opt-in to this Test Branch will approach this as a way to help ensure the updates are as smooth and stable as possible, and not use the Test Branch discussion as a forum to lobby for or against certain features or content. 

      As always, The Long Dark is a community-informed, not community-driven, project. We look forward to enlisting your help in identifying whatever issues we’ve missed in our own internal testing! 

      For more details, please check out the TEST BRANCH discussion forums [SPOILERS!] http://hinterlandforums.com/index.php?/forum/81-test-branch-spoilers/ (See password info above for access)

      Thank you! 

      The Hinterland Team 

Troxism

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  2. My goal isn't to have stuff. The only things you really need in this game to live 'comfortably' (You can even live without these in theory but it's a lot more annoying esp on Interloper to play without clothes/be mortally terrified of wolves/hunt without a weapon) long term is a Magnifying Lens, some Cloth, a few saplings and a few fishing tackle to fix clothes. Oh and either some OMB or Reishi Tea in case you get attacked by a wolf and get unlucky (but the only real threat of wolf attacks is clothing damage anyways if you don't exploit by stripping naked). And I've become such an absurd miser in this game that I don't use matches past day 20-25 on any difficulty. In fact I can't think of anything I would do with all that stuff I collected in that game in terms of actually trying to use even half of it (14 hacksaws? 10 rifles? 25 Storm Lanterns? 708 matches? 53 Flares? What do you even do with all that garbage?). Like I said, the only plan I ever really had for any of it was to just set it out on display and take some screenshots of The Long Dark Shopping Mall. As for your idea of playing without consumable resources, you can simply ban yourself from using them, no need to destroy them all. I might do such a playthrough for illustration purposes at some point (to show how little stuff you REALLY need once you have maxed skills). *The reason I don't mention tools is you don't really need them once you have Carcass Harvesting 5. Rip that bear flesh from it's frozen corpse with your bare hands like a true wild man/woman! Or you could turn the absurd amount of scrap metal in the game (even on Interloper there is an absurd about) towards becoming the world's greatest fisherman and you can even skip bothering with a bow for a very very very long time. You can break the ice with a hammer, which only takes Fir to repair. While yes you would need a very tiny amount of scrap metal to keep repairing your tools you use to repair the Hammer, the reality is you would be burning through scrap to make hooks much faster then you would be burning through scrap to keep the hammer alive so it becomes mostly irrelevant. Which is kind of why my main goal was more to record how much Cloth/many Saplings there are, as those are the real limiting factor on any playthrough (and even then, Beachcombing can arguably make them last forever if conserved carefully). Really it's just more interesting for me to see how much useless garbage you get to make the game easier.
  3. Yeah I have it recorded. I also have a bunch of 'cross reference data' for certain loot on Interloper, so I can say that for example stuff like Cattails, Herbs and Saplings have the exact same spawn amounts on every difficulty (but they are slightly random and fluctuate the exact amount game to game, but the total won't change much). And I can give a pretty good estimate for how much Cloth there is on Interloper (considerably less then Stalker mostly because certain buildings are always burned down on Interloper unlike lower difficulties). But I would have to fix it up and make it readable which would be a decent bit of work. It's a mess of personal notes mixed in (since I played that save over the course of about a month IRL I had to keep notes on where I had been on each map so I didn't miss anything), plus I did stuff like record how much cloth you can harvest in each 'type' of building (different indoor layouts), so it's literally a mess of stuff written all over the place. A lot of it would need context because of how 'note form' it is. Plus there is a lot of 'related information' that I would need to write out that would be relevant/interesting too. So it's not quite as simple as just linking it.
  4. I have a Stalker game where I have looted absolutely every single item on all the maps (even FM), and catalogued the results. I am considering now hauling absolutely everything to the PV Farmstead and putting it on display (Think spelling out a giant 'HELP' in the snow with 100+ arrowshafts and such). Guess I have to decide how much IRL time I feel like investing on that and if it's even worth the effort it would take before the save is wiped. Would make for cool screenshots, and maybe I could post the results of exactly how much of each item there is (on average) in a game world (I literally recorded EVERY item of any relevance, even stuff like how many berries/mushrooms there are). But not sure if worth it. Hard earned Trivia: Did you know that FM has over 300 cattails (I found 329) out of a total of over 700 in the game world (I found 772)? Or that there is nearly 1000 scrap metal in the game world (at least on Stalker, on Interloper you would get a bit less since you don't get Prepper Caches)? Or that FM is a forsaken wasteland that I pretty much despise at this point (not because of the thin ice that everyone complains about, but mostly because there is basically nothing there but cattails and herbs and wolves)? Tbh none of my other saves have that much value to me. I have a bunch of late game Interloper games, and a Mega Hard Mode save, but I can always play them again (late game is kind of boring anyways). And I even have detailed notes on one of the Interloper games, if I ever wanted to post a story about that game (I was playing with some extra restrictions to make it harder), although I think it's a bit late for that/I don't think anyone would want to read it.
  5. To be honest, while I obviously don't disagree with adding more skill books in general, they would only be a band aid in the case of the Sewing/Mending skill, and further changes are (IMHO) required to that skill specifically. For anyone who is unaware, it takes a combined total of 350 skill points to raise Mending from lvl 1 to lvl 5. This means 350 clothing repairs. For reference, almost every other skill requires around half or even less then half of that to get to lvl 5. The most comparable skill is Cooking, which also requires a total of 350 skill points. But the problems are that A: Cooking 5 is far far far far more useful then Mending 5, so having Cooking be 'grindy' doesn't feel bad because at least it's rewarding. B: Without any badges, if you only eat meat and don't abuse starvation (ie don't exploit), you will eat about 3-4kg of meat a day on Interloper (3 for Bear, closer to 4-4.5 for Wolf, even more for Rabbit). So this means simply to stay alive, you will probably average at least 3-4 cooking actions per day past the early game (where you can live off Cattails). That doesn't even include making tea/low value rabbit meat or small fish which would all give you even more skill per day. Obviously, you do not repair your clothes 3-4 times a day, or anywhere near that (if you did, you would run out of cloth absurdly fast for anything but crafted clothing, and even for crafted clothing, obviously killing 3-4 animals a day would be unsustainable). Which means Mending both feels terrible to level (and frustrating because you randomly fail 4-5 times a row to repair your stupid socks and for some reason I guess you toss the cloth in the fire after you fail instead of reusing it?), and is insanely slow to level. And like I mentioned, the 'reward' for level 5 Mending is basically 'no more random fails on repairs', which isn't really worth all the trouble (the other benefits are all really minor; sewing kit durability doesn't matter because fishing tackle is basically limitless anyways and you would run out of cloth long before you ran out of scrap in the current state of the game even if you played thousands of days). Books wouldn't help much, because you would probably only find 4-5 books in the entire world for Mending, and they would likely only give 10 skill points each, like Cooking Books. Meaning they would only be a drop in the bucket anyways. So to be honest the core problem is more that Mending is just a really badly tuned skill. Edit for a bit more clarity: My point with Mending is that it's simultaneously by far the most difficult skill to max, skill books or no skill books, and also at the same time the least rewarding lvl 5 skill in the entire game (you get 95% success rates by lvl 3 which is most of the reason to even level this skill). The only other skill even close to being this weak is the Rifle skill (which basically doesn't give anything important at lvl 5), and even that is far more useful overall. As for Archery, well TBH lvl 5 archery needs to lose the 'can shoot while crouched' (because it's completely broken) before skill books are added for it IMHO. And while I'm on the topic of 'OP lvl 5 bonuses', Cooking 5 should probably only make you immune to Food Poisoning from 50%+ food, not from food at any condition level, so that Antibiotics don't become completely useless (well other then using them as poor man's antiseptic vs infections). And also for reasons of 'why can I eat almost completely rotten meat without any risk?'.
  6. Sprains are always ridiculously random. Just today had both my ankle and wrist sprained on an almost flat surface (only a slight incline) while crawling while only carrying 22kg and not tired. Meanwhile can walk up and down steep hills with 40kg of weight repeatedly for hours and not get a sprain at all other times. Have even gotten sprains walking out of fishing huts a few times (again without carrying excessive weight or anything like that). It's kind of why you can 'sleep them off' relatively easily; if you couldn't it would be super frustrating to be totally at the mercy of RNG.
  7. Actually once you get this 'max rest penalty' you can sleep as much as you want regardless (as your bar is never full, the game lets you sleep as much as you like). This is one of the reasons starvation means you can drink less water (it takes less water to sleep then pass time). At least it was this way 2 versions ago, I haven't really tested starvation again since then, so if that has changed, it's a nice step in the right direction. But honestly it's very simple to fix starvation; allow calories to be negative (with no cap). That way if you starve for a long time you have to eat enough to compensate for the energy your body is still burning (crudely simulating the loss of body weight from starvation). This would completely end starvation as a beneficial thing as it would be a pure negative to starve (which makes sense). And it wouldn't be very complex. But all this talk of starvation is kind of off topic.
  8. There is enough loot to live on Interloper for thousands of days, so idk why people complain about loot scarcity. There is plenty of stuff, just not really any 'luxuries'. You need surprisingly little to live in this game once you are established, esp with lvl 5 in a few specific skills. The only item you have any realistic chance of running out of would be cloth and only if you are constantly wasting it repairing fast degrading clothes like Sports Socks/Shirts for hundreds of days as there are literally hundreds of pieces of cloth you can harvest even on Interloper. Or you could run out of matches if you actually use any (but you can get away with never using any matches past the first few days). But to be more on topic: I agree that condition regain is absurdly fast. Even on Interloper (you can just constantly freeze and sleep it off). The way I deal with this is by sleeping only 1 hour at a time to minimise healing (when I am below 90%, obviously it's kind of a waste of time to sleep 1 hour at a time above this). This is because the way sleep healing works, the longer you sleep in a row the more you get overall, so if you do 'micro-sleeps' like this, you will regain condition FAR more slowly per hours spent sleeping. While this isn't too bad on Stalker (some beds will still give you 3-5% per hour doing it this way on Stalker, Bedroll is 1% and 'common' beds/cars are 2%), on Interloper it means you only regain 0.5% condition an hour sleeping in a bedroll, and 1-1.5% in most beds. That means only 5-15% per night of sleep depending on where you sleep and this makes condition far more of a big deal; if you get low you will spend days recovering and herbal tea actually becomes a useful item unlike normally where it's nearly useless. This makes the game feel much better to play as getting attacked by animals or freezing half to death actually has consequences for longer then a day. You can't really do anything about the constant 1% condition gain for 'being healthy' even when awake, but it's the best you can currently do. I also couple this with a few more rules (no staving, no using micro baits, no abusing wolf AI to kill deer for you ect) and it makes the game much more interesting and immersive esp on Interloper mode. I actually might do a write up on this at some point. So if you are looking for a partial solution to the issue I suggest trying this. Obviously it would be better if you didn't have to do this tedious 'sleep one hour at a time' thing, but that will come with the ability to mod once the game is released.
  9. Depends what mode you are asking on. I see people have given answers for different modes above without mentioning what mode they are talking about. Hammer spawns are (100% chance as far as I'm aware as I've seen them many times over in those places) at Hibernia/Old Pence Farmstead on Stalker and below. I think you also always get on in Quonset, but that may not be a 100% spawn. If it isn't in Hibernia it should be in the Riken nearby, On Interloper they are far more varied and random (there are no 100% spawn locations for hammers in Interloper). There are 4 Hammers in every Interloper game world but they are semi randomly distributed. Possible Interloper Hammer spawns (This isn't all of them; there are some other places that can probably have them but these are just the ones I've run into. You will almost certainly find a hammer at at least ONE of these): PV Farmstead Basement, near the workbench PV Outbuildings (in the Barn near the workbench) ML Trappers Cabin near the workbench ML Lower Dam workbench (in the big huge open room in the 2nd part of the dam) TWM Mountaineer's Cabin Ravine in the crashed traincar CH near the outdoor workbench at the Fishing Camp TWM In the tail section on the summit CH in the car near The Tooth CH In the far far far fishing hut beyond Jackrabbit Island NONE OF THESE are 100% spawns. I have been to these locations more then once and not seen a hammer sometimes. As you can see in general they are near workbenches although not 100% of the time. I have a hunch you can also get them in the ML fishing huts, Quonset Gas Station, Camp Office, the ML and CH forestry lookouts, and one of the blinds in FM, but I could be wrong about that (I swear I remember getting one in Quonset once but I never explicitly recorded it as I didn't start bothering recording until months after Interloper was out, and it could just be me remembering a Stalker game). Also Three Strikes Farmstead or Signal Hill might be possible spawns (or one of the random cars in PV on the corners of the map). But I haven't confirmed those locations, they just make sense to me that they would be possible spawns. Signal Hill isn't likely though (I've been there a few times on Interloper and no dice yet).
  10. It has to do with outdoor vs indoor fires and it has something to do with the fire and air temperature on exactly how much bonus duration (or I should say, less duration consumed) you get. It doesn't have anything to do with sleeping; you will notice this bonus doing any activity. Generally fires at a 'stove location' don't get the bonus, but Fishing Hut stoves almost always do. Also, to further make it more confusing; making a campfire in the warm back part of a cave doesn't get this bonus, but a fire made in the cold outer part does. TLDR: This has been in the game for a long long long time (over a year now) and it seems like it is intended.
  11. I actually think the review misses the mark on a lot of stuff (it falsely claims the late game is super compelling, NOPE)*, but the comments are just pure gold. *Not going to go into it here as it's been talked to death/not the place for it, but I will say this: for all the flaws of this game the fact that people bother to stick around to complain about them shows the core of this game is very solid even if there are some problems. For example this is the ONLY GAME I have seen to handle weather 'properly'; weather in this game is not just cosmetic/mostly irrelevant like it is in basically every other game. I've always been amused by people complaining endlessly about Early Access and the comment section in that article is no exception. The way I always treat EA is I look at gameplay footage on youtube and if I like the game 'as is' I'll buy it. If there are updates after this point, well that is just pure gravy. I've bought into plenty of EA games (most still aren't 'finished') and I don't really regret any of my purchases because of this policy as even if they are never 'done', I've already had enough fun to justify the money I spent and any enjoyment I get from coming back to those games in future updates is purely a free bonus. I don't understand why people think there needs to be some arbitrary 'finish line' for games or why they think every game should be playable 24/7/356 and still stay fun. I would RATHER keep getting free updates then have the game be 'finished' tbh if you really want to look at it from a selfish PoV. And if the game is terrible then why bother buying in at all? The mistake people tend to make with EA is buying a bad game with some concept they like hoping it gets better (it usually won't; adding more content or features doesn't fix crappy core gameplay). Instead if you buy good games to begin with, all the 'problems' with EA basically don't exist because even if the game is abandoned, well you still have a decent product on your hands and you didn't waste your money. Most of these games are 5-20 dollars. I don't know how someone can play a 5-20 dollar game for over 100 hours and then complain they were 'ripped off' because it's not released 'after X years in EA'. The best EA games (like this one) are better then half the 'released' games you will find out there and only keep improving over time. Also amuses me when people call games like 7 Days to Die/Subnautica 'survival games'. Seriously? 'Surviving' in those games is trivial, esp 7 days to die. You can literally just live in a little box/hole forever and just come out every few days to collect a bit of food. I mean I'd go more in depth as to how funny that statement is (there are so many ways to completely break that game's 'survival' aspect including the zombies that are supposed to be the main attraction with almost no effort) but yeah... That doesn't mean they are terrible games (they have fun aspects and I enjoy them for other reasons) but calling them 'survival games' is a real stretch. Tacking a food/water/temperature meter onto a game and then having it be utterly trivial to satisfy these needs doesn't make something a 'survival game' (but even in those types of games people commonly complain about having to eat too much ect which actually boggles my mind considering it's so trivial to begin with). TLD is one of the only 'survival' games where survival is actually a challenge in any way, and ironically it's the most complained about part of the game. 'What do you mean I have to eat a lot? What do you mean I can actually realistically die of starvation/dehydration/freezing even if I am not a raw beginner with no clue at all? What do you mean there is perma death and I can't just respawn an infinite number of times therefore completely rendering all the survival mechanics utterly moot regardless of how they might be tuned?' Almost all of these 'survival' games should be renamed 'building games' because that is exactly what they are. Again that isn't some jab at them: they can still be very fun to play, but lumping them in with TLD is laughable and the fun parts of a game like that are totally different then the fun parts of TLD. Honestly the whole 'survival' genre really is a silly label. 80% of the games with that label don't deserve it and ironically this is what makes TLD interesting; it is basically the only legitimately challenging 'survival' game out there. There are some other games that are similar but they lack high end difficulty modes and are much easier to 'solve'; Don't Starve is a great example of this as it actually tries to make the survival aspects relevant but still falls FAR FAR FAR short of what TLD does on Interloper or even the much easier Stalker mode. Perhaps ironic to hear this from me, since I often complain that Interloper is generally a little easy/about starvation/all kinds of things about this game, but to be blunt I complain about it because this is the only game that even comes close to getting it right; ie I could actually see it being 'perfect' with a little more work. Other games don't even try/come close at all so there is zero point even talking about it.
  12. I think what you ran into was that cabin fever risk only seems to 'update' periodically, usually only after a loading screen (but I'm not sure of the details, it does seem to update normally sometimes but not others). I'm always crouched when I boil water and it prevents/clears risk just fine. Also you can relight the same fire to keep levelling up after it burns out (looks like you were stacking them but maybe I'm just seeing it wrong in the screenshot). Reduces clutter/issues trying to click on the fires. Not that it matters now since you said you probably are done for now.
  13. It's possible I am wrong about it not counting down indoors (or maybe it was patched at some point and I'm remembering an old version), but even if so it still means no sleep for 24 hours which is a problem. I'm not sure if it would 'reset' if you waited it out indoors; my gut tells me you would be safe after the 24 hours and it would give you a fresh slate but I couldn't tell you for sure as I've never tried that. Honestly I've actually gotten cabin fever like... twice since it was added. Generally the best way to deal with cabin fever is to not get it to begin with (because getting it at an awkward time can be bad). From my experience spending at least 30-35% of your time outdoors is sufficient to never develop risk, but it might be possible to spend less then that; I've never really tried to push the limits with it as it's not something I ever run into in normal gameplay. I also mentioned a way to stretch your sticks: Basically higher level firestarting = more fire duration at levels 2, 4 and 5 (10/25/50% respectively). It takes 20 fires to get to lvl 2, 30 to get from 2 to 3, 50 to get from 3 to 4 and 100 to get from 4 to 5. Obviously you don't have that many matches, but what you can do is: start a fire (preferably outdoors in a wind sheltered area like in the outdoor part of a cave or a fishing hut), add a bunch of firewood to it, then take brands from it and spam light single stick fires with it via a bunch of sticks you have on you. You can get 1 fire per stick this way, and this is a method you can use to get Firestarting 5 before day 10 on 'standard' Interloper quite easily. Obviously the problem is you need to both feed the fire you are taking sticks out of (so that you can stay warm enough while you are doing this), and also spend sticks making these 'training fires' (you can cycle 3-4 and keep relighting them as they go out depending on skill btw, so you don't need to clutter the whole area with a million fires). But it's a way to spend surplus sticks NOW to both reduce your chance of failing to start fires (ie wasting matches for no reason) and to make every stick count for more later. And it would couple well with clearing cabin fever outdoors, as this also takes a lot of time (fires start very slow). Now obviously it's not likely you can get that many spare sticks in your situation very easily. But it's an idea to consider at least if it might be feasable, because getting lvl 5 firestarting would mean a lot more flexibility to not have to gather so many sticks, and you could MAYBE even get a perma fire going outdoors (between 50% duration and the outdoors duration bonus it MIGHT barely be possible even in your situation) and live past your matches. At worst you could use the windfall from having higher level firestarting early on to gather up a surplus of sticks until you run out of matches and then slowly expend it during the 'permafire' phase after you run out of matches to live another 5-10 extra days past where you would die. Another problem is this is super tedious and boring as it takes a lot of 'IRL time'. I recommend doing it in a totally safe place like a cave and just turning off game sound and watching something on another monitor.
  14. If that is the case then the devs have done a poor job of that; it's quite possible to live 5000 days on Interloper (probably longer but that was just a rough estimate using some resource usage rates in 'late game' Interloper with conservative play) if you had the patience to bother. Even with extra restrictions. It's kind of why I wish you started with a Bedroll on Interloper; although it would make it easier (which would suck), it would enable you to play Mega Hard Mode on Interloper which would be pretty fun.
  15. Once you get cabin fever you cannot rest/pass time indoors until you spend 24 hours outdoors. Doesn't have to be consecutive. It doesn't have any other effects. You can just stand around indoors if you want, but then it will never go away. Cabin fever is based on being indoors too long out of the last 6 days (144 hours). The exact amount of days might vary but the general idea is the same (it might not exactly be 6 days but around that range). Basically if you have spent more then a certain % of those hours indoors (This % MIGHT, I'm not sure, be based on difficulty level) you get cabin fever. The best way to clear cabin fever/prevent it completely is to do boiling/cooking outdoors. This btw is where a snow shelter would come in handy for you regardless as it would let you sleep outside next to a fire during those sessions. Or you could just make a fire in the fishing hut, but it would be awkward to transfer it back to the cabin and get it warm enough there as well. Ofc the advantage of outdoor fires like in the Fishing Hut/outdoor parts of caves like I mentioned is the improved fuel efficiency as the fire lasts longer too. However I'm not sure how much this helps as I realise you have the problem of 'I actually don't have anything to do next to a fire because I don't live long enough to need to go on boiling marathons constantly with a mag lens like standard interloper'. Like I said, this challenge is very much like Mega Hard Mode almost in every way. Rabbits: Different zones have different yields. AFAIK it has nothing to do with difficulty (I got absurd amounts in the Ravine on Interloper and your experience here on TWM is about average for me on both Stalker and Interloper, but it depends on the exact rabbit run you are using AFAIK and I don't know the abundance of all of them as there are a lot of different ones (maybe try the one on the beach?). Finally: I never actually checked this, but you should check if the three-way cave is counted as 'indoors' and also doesn't drop temperature. I doubt it (since afaik you can't cure there so it's not 'indoors') but worth double checking if you get a chance.