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A simple snare, used to capture small game.
In-game description

The Snare is a type of tool.

Overview[]

A snare is a trap you can set up to catch rabbits. Snares are only effective when placed in a rabbit-rich place. Once a rabbit is caught, the snare can be re-used if it did not break and its condition is greater than 0%. If it breaks, it can still be harvested for one reclaimed wood.

Snares are viable for long-term play as the gut harvested from the rabbit and its harvesting, once broken, is enough to create new snares.

Setting up many snares in a rabbit grove often has high yields; however, catching too many rabbits may reduce their respawn rate in that area. Waiting several days will restore the rate.

The snare needs time to catch something, so it isn't possible to set up the snare right in front of a rabbit and expect to catch it instantly. It is advised to set up several snares and come back later.

Crafting[]

Cannot be repaired. Harvesting yields 1 × Reclaimed wood.

Snare Mechanics[]

  • When you put down a snare, a 12 in-game hour timer starts. After 12 hours have elapsed and you can no longer "see" the snare, the snare will check whether it should spawn a dead rabbit. If it hasn't produced a rabbit or broken, it will start the timer again.
  • "Seeing" a snare: If you're within 2 units (meters?) of the snare, you can see the snare. If you're further than 250 units away, you cannot see the snare. If you're between the two, you can see the snare if there's a line of sight between you and the snare, and you're not looking away.
  • If the 12-hour timer elapses while you can "see" the snare, the check happens as soon as you no longer see the snare. That means that you could look at the snare when the timer goes off, do a 360°, look back at the snare, and there might be a rabbit.
  • If the player is not in the area the trap is placed (i.e. if they are in an area separated by a loading transition), the trap will wait to check for rabbits until the area loads. This can be used to make all traps check for rabbits simultaneously.
  • Being separated from the snares by a loading transition and/or a long distance seems to lead to high multiple yields over a close/non-transition setup (i.e. 5/10 vs 0/2 caught bunnies). However for this to take effect, spending the night/longer time period indoors behind the loading transition seems to be required.
  • If the trap is not within a rabbit spawn region, it will never catch a rabbit. However, any area that rabbits spawn can be used for trapping, not just those marked on the map as "rabbit groves."
  • "Depleted": there are at least as many trapped rabbit corpses within the spawn region as the spawn region could spawn. Greatly reduces the trapping odds. There is still a non-zero chance of catching rabbits in a depleted spawn, however.
  • On checking for a rabbit: with a 50% probability, a dead rabbit is spawned, else with a 15% probability (for a total probability of 50%*15% = 7.5%), the snare breaks, else (for a total probability of 50%*85% = 42.5%) nothing happens.
  • The Expert Trapper feat greatly increases the odds of any given snare producing a rabbit. (The exact mechanics of this are unclear, but it may involve checking for rabbits twice and using the better result.)

Notes[]

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