<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://thelongdark.darksciencelabs.com/index.php?action=history&amp;feed=atom&amp;title=Hibernation</id>
	<title>Hibernation - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://thelongdark.darksciencelabs.com/index.php?action=history&amp;feed=atom&amp;title=Hibernation"/>
	<link rel="alternate" type="text/html" href="https://thelongdark.darksciencelabs.com/index.php?title=Hibernation&amp;action=history"/>
	<updated>2026-04-22T07:23:44Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://thelongdark.darksciencelabs.com/index.php?title=Hibernation&amp;diff=885&amp;oldid=prev</id>
		<title>imported&gt;TheCoolCario at 17:11, 15 May 2024</title>
		<link rel="alternate" type="text/html" href="https://thelongdark.darksciencelabs.com/index.php?title=Hibernation&amp;diff=885&amp;oldid=prev"/>
		<updated>2024-05-15T17:11:08Z</updated>

		<summary type="html">&lt;p&gt;&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;Hibernation&amp;#039;&amp;#039;&amp;#039; is a community term (similar to [[Mountain Goating]] and [[Daisy Chaining]]) used to describe any course of actions that combine benefits taken from [[condition]] drain when [[needs]] are not met with restoring condition by satisfying needs briefly while [[sleep]]ing. Primarily, it is a method to conserve limited resources.&lt;br /&gt;
&lt;br /&gt;
==Rationale==&lt;br /&gt;
*Needs cannot be drained below zero. Once a need reaches zero fulfillment, it stays at zero until some satisfaction is again available.&lt;br /&gt;
*Game actions like harvesting or traveling or even being awake drain needs.&lt;br /&gt;
*Game actions like harvesting or traveling or even being awake do not require needs to be satisfied to be taken.&lt;br /&gt;
*Drain on needs is lowest during sleep. Further, sleep actually replenishes the needs of [[fatigue]] and [[warmth]] when used properly.&lt;br /&gt;
*Condition loss from most unmet needs is slow relative to how quickly sleep replenishes.&lt;br /&gt;
*Activity is difficult at night with no natural light, so most nights include sleeping.&lt;br /&gt;
*Sleep often requires no resources. Satisfying needs usually does.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
2800 calories would be consumed during 14 hours harvesting carcasses. But if no calories are available (Hunger is empty), about 15% of condition would be drained instead. Only 750 calories are required during 10 hours of fully replenishing sleep (interloper difficulty). So eating only 750 calories prior to sleeping can maintain a character with only briefly lowered condition taken as a trade-off. This is a great reduction from the 3,550 calories that would have been required to keep hunger satisfied the whole day.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
The name &amp;#039;hibernation&amp;#039; comes from this tactic&amp;#039;s most common early use: to extend survival time to earn high placement on community leaderboards. Players would stock pile [[Food and drink|food]] and [[Water (potable)|water]] and then procedurally starve then replenish themselves. Sleeping until condition reached as low as they dared, they would eat just enough to then sleep 12 hours, recover back to 100% condition, and repeat the cycle until all food and water was exhausted. Eating little staying in one place and sleeping lots, along with the game&amp;#039;s winter setting and inclusion of bears, granted rapid acceptance of referring to this practice as &amp;#039;hibernation&amp;#039;. The term is now used for any tactics that similarly use condition loss and sleep to replace satisfaction of needs.&lt;br /&gt;
&lt;br /&gt;
{{Survival Mode}}&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>imported&gt;TheCoolCario</name></author>
	</entry>
</feed>