Food and Edible Items (by Food Type) | |
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Useful Info | Food • Food Value • Food Type |
Food can be obtained by foraging, trapping, farming or hunting mobs. Food refills Hunger and may restore some Health along with Sanity, depending on the quality of the food eaten. Eating some foods, such as Monster Meat or Durians, can damage the player's health instead of restoring it. Some foods, such as raw Meat or Morsels, will damage a player's sanity if eaten. Mushrooms have varying effects on Health and Sanity depending on their color. Some special food items, such as Glow Berry, have additional effects when eaten.
Almost all raw food can be Cooked on a Campfire to increase the amount of Health/Hunger/Sanity restored or reduced, and sometimes remove Health/Sanity penalties from eating it. Some raw food items, most notably Meats, can be dried on a Drying Rack to produce long lasting food items with increased Health/Hunger/Sanity values. Additionally, a Crock Pot can be used for making foods that have additional benefits.
Food items also have other uses than eating them directly. Meat can be used as bait for carnivores, for the recruitment of Pigs, and as an offering to the Pig King for Gold Nuggets. A renewable way to gain Eggs is by giving meats to birds housed in Bird Cages. Bunnymen can be befriended using Carrots and will become hostile if meat is in the player's inventory. Vegetables and Fruits can be used as bait for herbivores and given to Pigs to obtain Manure. Seeds can be used to bait Bird Traps.
Being of the most important items in the game, (and part of the game's namesake, to not starve) food is typically very valuable in any world; however, given the layouts of different maps and what spawns in them, food availability can vary from being abundant, to dangerously short. Food is affected by the seasons, which likely encourages the player to take advantages of seasonal diets and also take advantages of the food's shelf life.
With the introduction of Overheating mechanic, some foods are classified as hot or cold, providing an alternative way to combat Freezing and Overheating, respectively.
When players eat Foods that count as Meats, they will have a chewing animation and are not able to perform other actions for a relatively long duration. When eating Foods that are not Meats, they will just put it into their mouth very fast.
There are two ways to categorize Food:
See also: Food Value for food value used in Crock Pot recipes.
See also: Food Type for what type of food is.
Most food and some non-edible items have a perish time, eventually turning into Rot, turning into another food or item, or disappearing completely.
Spoiling time can be affected by various aspect:
Container | Spoilage Rate (higher = spoils faster) |
Notes | |
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-0.33 | Only Ocean Fishes can be put inside, and they will regain freshness. | |
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0 | Several items cannot be put inside, such as itself and Chester's Eye Bone. | |
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0.05 | Only Crock Pot dishes can be put inside. | |
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0.25 | Only Birds can be put inside. | |
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0.25 | Only Light Bulbs, Glow Berrys and Festive Lights can be put inside, and each slot accepts a single item only. | |
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0.25 | Only Light Bulbs, Glow Berrys, Festive Lights and Mushroom Spores can be put inside, and each slot accepts a single item only. | |
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0.25 | Doesn't accept Crock Pot dishes, plantable items such as Seeds, and items that do not have a cooked form, such as Honey or Ice. | |
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0.25 | Only applies to living fish in inventory. | |
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0.5 / 0 | 0 only applies to ![]() | |
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0.5 | Only Seeds, Birchnuts, Pine Cones, Twiggy Tree Cones and Marble Beans can be put inside. | |
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0.75 | ||
In player's inventory, Chests, etc | 1 | 0.25 ![]() ![]() ![]() ![]() | |
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1.5 | ||
Player with ![]() ![]() ![]() ![]() |
1.5 | Include items in inventory and equipment slots. | |
On ground | 1.5 | ||
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losing 7% of freshness every 1 second |
In addition to above modifiers, the same items can be affected by some other modifiers if any of the condition below is true:
Condition | Spoilage Rate (higher = spoils faster) |
Notes |
---|---|---|
World temperature below 0 | 0.75 / 0 | Mostly in Winter, Ice Crystaleyezer ![]() ![]() |
World temperature above 70 | 1.25 | Mostly in Summer. |
Wet state ![]() |
1.3 | Most food floating on Ocean is wet until picked up and dried off. |
Melting near Heat Source ![]() |
30 | Only applies to ![]() |
For example, according to tables above during winter, when temperature is below 0°, Soggy perishable items in the Ice Box or Snow Chester will spoil at 0.5 × 0.75 × 1.3 = 0.4875 rate.
A food with a defined temperature effect will increase/decrease the player's perceived temperature by 40°, for varying lengths of time. This effect is not directly related to, or affected by the food's freshness.
Cold foods preserve their full effect until they rot.
Hot foods, however, will cool off over time (shortening the duration of the increased temperature effect, rather than decreasing in temperature) after being made (all hot foods are Crock Pot dishes). Hot foods will cool off four times as fast if put inside a functioning Ice Box. This cool-off increase will also happen inside Snow Chester. The Insulated Pack, Sea Sack, Chef Pouch and the Bundling Wrap will preserve the temperature effect indefinitely.
Splitting a stack of hot food will reset the temperature duration of the new stack, and combining stacks will set the duration to the same as the stack that is being added to.
An exception to the cooling-down effect of hot foods are several non-perishable food items available during Winter's Feast These foods will keep a long-lasting hot effect indefinitely, making them a great item to keep around static resurrection structures, especially during Winter:
In Don't Starve Together, characters gain an extra 15
when eating food they consider their favorite. The extra value is affected by freshness.
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