In exceptional cases it is possible to get trapped in an indoor area while afflicted with cabin fever, such as in a safe indoor space with a blizzard outside, or becoming trapped in the Cinder Hills Coal Mine middle layer when an aurora ends. However, if a blizzard occurs inside an outdoors cave it is possible to freeze full even in high-quality fur clothing and dual bearskin coats, so sleeping/passing time for shorter times is safer, as well as stockpiling hot fuel (sticks, coal) to create a fire if necessary. Even with no fur clothing at all it is possible to pass time 3-4 hours in a car at the end of a day in the first 30-40 days before the world temperature begins to rapidly drop.ĭuring late game Interloper, crafted fur clothing are required due to the colder world temperatures, making the rears of caves more effective without risking Hypothermia. One can pass time using the bedroll giving a +3 degree boost for a total of +8 degrees without sleeping. On Interloper mode Cabin Fever Risk can develop immediately since there is no grace period.Ĭars are useful for warding off Cabin Fever, but must be used during the warmest hours (4-5 hours before sunset, and 2-3 hours after). Cars give a +5☌ temperature boost and are accessible early in the game. Spending 6 hours a day in cars sleeping, repairing, or simply passing time is enough to stave off Cabin Fever forever. Snow Shelters give a +15☌ temperature boost, but should be made away from areas predators frequent and require maintenance. Both allow sleeping 'outdoors' without a bedroll (through the "Campcraft" section of the Radial Menu). Spent time inside a Car or a Snow Shelter.Note: this does not apply to large transition caves that have their own loading screens, as these locations are considered "indoors" and will increase cabin fever. Spending one day out of every six inside of a cave this way will eliminate Cabin Fever risk. These give an air temperature bonus near their rear section, and with good clothing a survivor stay warm 24/7 without a fire (except during colder hours/blizzards on Interloper). Spend time in the rear of a warm cave.This method works on all difficulties and can provide food, water and lantern fuel, but requires fuel to stay warm on most days as well as Fishing Tackle (and a tool to break ice). Gather firewood and spend time inside a Fishing Huts (in Mystery Lake, Coastal Highway, Timberwolf Mountain or Bleak Inlet).These locations do not accumulate Cabin Fever Risk.Ĭabin Fever and the risk of it can be dealt with in a number of ways, even on Interloper (see below for Interloper specific tips). Note 2: Some locations are considered outdoors despite allowing the curing of guts, hides and saplings at them: these include the rear sections of some caves and the outer rooms of the Maintenance Yard and the Cannery.A reliable way to determine exterior locations is to attempt to create a Campfire, if the error message "CANNOT START CAMPFIRE INDOORS" appears then the location is indoors. Note: "indoors" includes some locations without a loading transitions to enter them, including the Mountaineer's Hut, Pleasant Valley Farmstead's porch, and the Lookouts in Mystery Lake, Coastal Highway and Bleak Inlet. The risk increases by staying indoors until reaching 100% when it is replaced by the affliction Cabin Fever.Ĭabin Fever Risk can be reduced by spending time outside, whereas full-blown Cabin Fever will expire after 24 hours spent outside.Ī grace period for Cabin Fever was introduced in version 0.326 during the first 50 days in Voyageur and 25 days in Stalker there is no risk of cabin fever in Pilgrim, and no grace period in Interloper. The affliction first appears as "Cabin Fever Risk" if a survivor has spent more than 18.83 hours per day (averaged over the last 6 days) indoors. Cabin Fever prevents survivors from Sleeping, Passing Time or Reading indoors for 24 hours.
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