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	<title>Curing - Revision history</title>
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	<updated>2026-04-21T23:11:52Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://thelongdark.darksciencelabs.com/index.php?title=Curing&amp;diff=504&amp;oldid=prev</id>
		<title>66.158.151.112: Can only cure raw meat in the game</title>
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		<updated>2025-05-08T04:49:44Z</updated>

		<summary type="html">&lt;p&gt;Can only cure raw meat in the game&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Curing&amp;#039;&amp;#039;&amp;#039; is a mechanic in [[The Long Dark|&amp;#039;&amp;#039;The Long Dark&amp;#039;&amp;#039;]], which converts raw resources into crafting items.&lt;br /&gt;
==Overview==&lt;br /&gt;
Some raw resources from [[Wildlife#Plant and Fungal Species|plants]] and [[Wildlife|animals]] cannot be used for crafting in their initial state, and must first be cured: these include [[Green Birch Sapling|Birch Sapling]] and [[Green Maple Sapling|Maple Sapling]], all types of [https://thelongdark.fandom.com/wiki/Materials#Fresh_Hides Animal Pelts/Hides], and [[Fresh Gut]] from animals.&lt;br /&gt;
&lt;br /&gt;
These items may be cured by dropping them on the floor or otherwise placing them inside an &amp;#039;indoors&amp;#039; location (most caves and artificial structures, including many without a Loading Transition, such as the [[Stone Church]] and [[Mountaineer&amp;#039;s Hut]]). As these raw items continue to lay on the floor indoors, they will display a &amp;quot;X% Cured&amp;quot; progress by looking at the item, showing their current status until they become fully cured. This increases until the item is 100% cured, where the item will automatically become fully cured will change to a darker texture, and is ready for crafting use.&lt;br /&gt;
&lt;br /&gt;
* Curing takes place over in-game time, even if the player is not present (such as outside of a building, or in another region).&lt;br /&gt;
* Fresh Hides and Guts [[Decay]] their condition over time, becoming destroyed upon reaching 0% Condition (&amp;quot;Ruined&amp;quot;). This is especially a problem when playing on Interloper, as fresh items can be lost if not cured fast enough. Curing items fully prevents them from further decaying condition. The item&amp;#039;s remaining condition has no effect on item(s) created by it.&lt;br /&gt;
* Fresh items which are partially cured may be picked up, resuming their decay but retaining their &amp;quot;X% Cured&amp;quot;, which is can progress as soon as they are dropped/placed indoor again.&lt;br /&gt;
&lt;br /&gt;
* Curing items placed inside a container indoors will also cure, but at a slower rate. Many small caves can also be used for curing, but items should be placed as far as possible from the entrance; if they are curing, the &amp;quot;Cure%&amp;quot; will appear on the item.&lt;br /&gt;
&lt;br /&gt;
==Curing Time==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;border: 1px solid grey;&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background: #3C3A53;&amp;quot; | Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background: #3C3A53;&amp;quot; | Days to cure&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Rabbit Pelt]]&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Green Birch Sapling]]&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Deer Hide]]&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Gut]]&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Leather]]&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Green Maple Sapling]]&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Wolf Pelt]]&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Cougar Hide]]&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Moose Hide]]&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|[[Fresh Black Bear Hide]]&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* In-Game time is required to cure items, and is a fixed rate, not dependent on temperature.&lt;br /&gt;
* &amp;quot;Curing&amp;quot; is a real-world process which includes salting, drying, and smoking. It is the process of preserving items or materials, often through desiccation (drying out) or treatment with a chemical/compound (such as salt).&lt;br /&gt;
* In &amp;#039;&amp;#039;The Long Dark&amp;#039;&amp;#039;, raw meat and fish can be cured using a [[Meat Curing Box]], to make [[Cured Meat]], which  has a much slower decay rate.&lt;br /&gt;
* In early builds of &amp;#039;&amp;#039;The Long Dark&amp;#039;&amp;#039; (alpha/beta), Deer Hides provided &amp;quot;Fresh Leather&amp;quot; when harvested; this item could be converted into &amp;quot;Cured [[Leather]]&amp;quot; by curing it, and then used for repairing clothing. Cured Leather is still present in &amp;#039;&amp;#039;The Long Dark&amp;#039;&amp;#039;, but is only obtainable by Harvesting leather footwear, gloves, the Moose-Hide Satchel, and [[Beachcombing]].&lt;br /&gt;
* The &amp;quot;Fresh Leather&amp;quot; item is still present in The Long Dark, and may be still be cured into Cured Leather over 5 days, but is extremely rare and cannot be created in any way outside of world generation at game start. Fresh Leather also decays over time, like animal hides and guts, making it even more difficult to find the already rare item before it decays to 0% condition inside a container and is deleted.&lt;br /&gt;
{{Survival Mode}}&lt;br /&gt;
[[RU:Сушка]]&lt;br /&gt;
[[category:gameplay]]&lt;/div&gt;</summary>
		<author><name>66.158.151.112</name></author>
	</entry>
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