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Foraging is a survivalist skill and game mechanic that allows the player to search for food and resources.
Foraging skill
The foraging skill determines:
- Items that can be found. The chance of finding items in different categories is determined by: area searched, occupations, traits, search focus, weather, time of the day and current month.
- Search Radius while in search mode.
- Available item categories in the Search Focus.
- Chance of berries/mushrooms being poisonous,
ItemPoisonChance + ((10 - foraging level) * 5)
.
Usage
- Hidden items spawn and despawn (seemingly randomly) regardless of player skill or time of day.
- Items are more likely to spawn on features that resemble the item category; trash on trash piles, stones on cracked parts of roads, and so on.
- As a player approaches within Target Radius distance of an item which they have the requisite skill level to find, an eyeball icon will appear over their character.
- Double-clicking the item icon will gather it into the inventory. Right-clicking will give the option to gather or discard the item. Additional XP is granted regardless of which option is chosen.
- Remaining near the item for a short amount of time will make the item's icon appear. A small amount of XP will be granted at this point.
Investigate area & search mode
"Investigate Area" can be toggled with the spyglass icon (found above the map icon). This brings up a new overlay showing the terrain type, position of the sun in the sky, and a button for activating "Search Mode". The default hotkey for activating "Search Mode" is "END".
While Search Mode is activated, the screen will blur except for a "Target Radius" around the player which will grow as their foraging skill increases.
Search radius
- Maximum Search Radius is 10 tiles.
- With bonuses, the maximum radius is 15.
- Minimum Search Radius is 3 tiles. (Decreased to 1.5 tiles if the Darkness Penalty is higher than -50%)
Target Radius has various factors:
- Foraging skill level
- Occupation
- Traits
- Movement
- Weather
- Weather Effect * (100% - (Trait/ProfessionEffectReduction% added together))
- Mushrooms, fish bait, medicinal plants, and wild plants are more likely to appear during rain, after rain, and at night.
- Insects are more likely to appear at night.
- Medicinal plants and wild plants are less likely to appear when there is snow on the ground
- Darkness
- Darkness Effect * (100% - (Trait/ProfessionEffectReduction% added together))
- When Darkness Effect reaches 50%, new items cannot be spotted.
- Moodle (see below)
Herbalist trait/magazine
- The Herbalist Trait/Magazine grants the ability to detect the poison of berries and mushrooms and allows the crafting of poultices from medicinal plants.
Character bonuses
Characters with certain skills and occupations can spot some types of items from further away than others. For example, the fitness instructor has a 25% bonus to finding junk food. This means if the foraging level, location, and light level give the fitness instructor a search radius of 8, the fitness instructor will be able to find junk food at a distance of 10 (8 * 125% = 10).
Impact of various factors
Foraging skill
- Each level increases the radius by 0.7 tiles.
Occupation
Icon | Name | Points | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Veteran | -8 | - | +1.75 | 33% | 15% | 5% | - | - | - | - | - | - | - | 10% | - | 20% | - | 50% | - | 5% | - | - | - | |
Burger Flipper | 2 | - | - | - | - | 5% | - | - | 5% | 15% | - | - | - | - | 30% | - | - | - | - | - | - | - | - | |
Burglar | -6 | - | - | 5% | 15% | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | - | - | 10% | 10% | |
Carpenter | 2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 30% | - | ||
Chef | -4 | - | - | - | - | 10% | - | - | 20% | 50% | - | - | - | 15% | 15% | 15% | - | - | - | - | - | - | - | |
Farmer | -4 | - | +1.5 | 33% | 10% | 10% | - | - | - | - | 50% | 10% | 10% | 5% | 5% | 5% | - | - | - | - | - | - | - | |
Park Ranger | -4 | 2 | +2 | 33% | 15% | 10% | - | - | 20% | 10% | - | - | - | 50% | - | 75% | - | - | - | 10% | - | 5% | 5% | |
Lumberjack | 0 | - | +1.25 | 33% | 15% | - | - | - | - | 20% | - | - | - | 5% | - | 5% | - | - | - | - | 50% | - | - | |
Fisherman | -2 | 1 | +1 | 40% | 10% | - | 50% | 50% | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | |
- | Unemployed | 8 | - | +0.5 | 10% | 5% | - | - | - | - | - | - | - | - | 5% | 10% | 5% | - | - | - | - | - | 10% | 10% |
Doctor | 2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 40% | - | - | - | - | - | - | |
Nurse | 2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 40% | - | - | - | - | - | - | |
Fitness Instructor | -6 | - | - | - | - | - | - | - | - | - | - | - | - | 5% | 25% | 15% | 5% | - | - | - | - | - | - | |
Repairman | -4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 33% | 33% | |
Mechanic | -4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 33% | 33% | |
Electrician | -4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 20% | 20% | |
Engineer | -4 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | |
Metalworker | -6 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | |
Construction Worker | -2 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | |
Security Guard | -2 | - | - | 5% | 10% | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | - | - | 10% | 10% | |
Police Officer | -4 | - | - | 5% | 10% | - | - | - | - | - | - | - | - | - | - | - | - | 10% | 10% | - | - | 10% | 10% | |
Fire Officer | 0 | - | - | 5% | 10% | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 20% | 10% | - |
Positive traits
Icon | Name | Points | |||
---|---|---|---|---|---|
Cat's Eyes | -2 | +0.4 | - | 20% | |
Outdoorsman | -2 | +0.4 | 13% | 5% | |
Gardener | -4 | +0.4 | 13% | - | |
Lucky | -4 | +1 | - | - | |
Nutritionist | -4 | +0.2 | - | - | |
Cook | -6 | +0.2* | - | - | |
Eagle Eyed | -6 | +1 | - | - | |
Former Scout | -6 | +0.7 | 13% | 3% | |
Herbalist | -6 | +0.2 | - | - | |
Hiker | -6 | +0.7 | 13% | 3% | |
Hunter | -8 | +0.5 | 13% | 5% |
*Cook trait is currently broken and bonuses are not applied.
Negative traits
Icon | Name | Points | |
---|---|---|---|
Short Sighted | +2 | -2 | |
Agoraphobic | +4 | -1.5 | |
Unlucky | +4 | -1 |
- The malus from Short Sighted can be removed by wearing glasses or reading glasses, although the 2.5% penalty from wearing them still remains.
Movement type
Movement type | Multiplier |
---|---|
Aim | +33% |
Sneak | +10% |
Walk | 0% |
Sprint/Run/Sneak run* | -100% |
*Sprinting/Running after a certain amount of time will automatically disable Search Mode.
Moodles
Icon | Moodle | Effect in extreme cases |
---|---|---|
Hungry | Up to +50% (for food items only) | |
Endurance Tired Fear |
Up to -75% Takes the worst of the three. | |
Panic Stressed |
Up to -95% Takes the worse of the two. | |
Pain Drunk Has a cold Sick |
Up to -95% Takes the worst of the four. |
Weather & darkness
Maximum effect in extreme cases | |
---|---|
Weather (rain, snow, fog) |
-75% |
Darkness | -95% (if higher than -50%, cannot "spot" new items, and minimum Search Radius becomes 1.5, instead of 3) |
- Having an Umbrella equipped will reduce the rain penalty by 90%.
- Having an item that produces light (lighter, lit candle, hand torch, flashlight) will negate the darkness effect.
Some items have modified chances if it rains, after it rains, if it snows, or if it is night time or day time. See the table below:
Clothing
Type of clothing | Penalty (Search Radius) |
---|---|
Items completely covering the head, face and eyes | -75% |
Items covering the face and eyes but not the head | -50% |
Items covering the face but not the eyes | -20% |
Items covering one or both eyes (glasses, eyepatches…) | -2.5% |
- Additionally, the sum of all these Clothing Penalties cannot be higher than -95%.
Seasons
Items can have a +50% chance bonus or -50% chance malus depending on the month of the year, or they can be completely unavailable.
For example:
- Firewood has a +50% chance bonus during Fall. (September, October, November)
- Most berries, mushrooms, vegetables, medicinal plants, wild herbs, wild plants, eggs, insects, and animals can't be found in Winter. (December, January, February)
- Beauty Berries, Holly Berries and Winter Berries can only be found during Fall and Winter. (From September to March)
Nature's Abundance (Sandbox setting)
Setting | Zone Density Multiplier |
---|---|
Very Poor |
-75% |
Poor | -50% |
Normal (Apocalypse, Survivor, Builder) |
+0% |
Abundant | +50% |
Very Abundant (Six Months Later, Initial Infection, Winter Is Coming, A Really CD DA[1]) |
+100% |
Items
- Main article: Foraging items
The foraging skill determines what types of items can be found. Most items can be found in all locations, however there are several categories of items that can be found which affects where they appear and how easy they are to find. For example, vegetables are more likely to appear in farmland areas, stones appear more often in roads, and trash is more likely to appear in trailer parks and city zones. Not all items in a category are equally likely to actually appear when an item from that category is selected. See below for more specific information.
Item | Level | Description |
---|---|---|
Berries |
0 | Appear in groups of 2-8. As foraging level rises, more varieties can appear and berries are less likely to be poisonous. Characters can identify poisonous berries by starting with the herbalist trait or reading the herbalist magazine. Blackberry , Blueberry , Winter Berry and Beautyberry are never poisonous. Holly Berry will always be poisonous. Poison Ivy Berry , oddly, can be sometimes be not poisonous. Berries that are randomly poisonous will be set once the world if generated and don't change for this world. |
Mushrooms |
0 | Appear in groups of 1-4. Character can identify poisonous mushrooms by starting with the herbalist trait or reading the herbalist magazine. Mushrooms are significantly more likely to be poisonous than berries, and when they are poisonous they can be up to 5 times as poisonous as berries. No mushroom appearances are always safe or always poisonous. Can be used in stew, pie, soup, sandwich, salad, roasted vegetables. |
Wild Herbs |
0 | Appear in groups of 1-3. Herbs can be eaten for a small amount of nutrition, or added to most cooking recipes. |
Wood |
0 | Branches and twigs appear in bunches of 1-3, while logs are always singular. |
Stones |
0 | Used to make Crafted Spears and stone tools. |
Junk |
0 | This category contains a wide variety of useful materials such as nails, screws, magazines, tools, and bags. The herbalist magazine is much less common to find while foraging than any other magazine, by a factor of about 20 - this is not a good way to obtain it. |
Junk food |
0 | This category contains most kinds of nonperishable foods, such as candy, chips, and canned foods. |
Clothing |
0 | This category contains nearly every clothing item; hats are somewhat more common than other articles of clothing, and clothing is in turn fairly more common than jewelry (including watches). |
Junk weapons |
0 | This category is comprised of a variety of weapons, from the lowly pencil to the mighty katana. Firearms and high-end melee weapons are far less common (the highest tier pool has a ~1% chance of being selected). |
Medical supplies | 0 | This category is made up of several objects used for healing, such as dirty bandages, ripped sheets, thread, and all types of pills. |
Trash |
0 | This category has many kinds of trash-type objects, such as empty pop cans, balls, garbage bags and plates, as well as all weapon repair items, a few types of scrap, and cooking tools. |
Bait and insects |
0 | Worms, crickets, grasshoppers, and cockroaches can be used as stick trap or fishing bait or food for the desperate. Caterpillars, millipedes and slugs don't work as stick trap bait as of 41.77. |
Lemon grass |
0 | Appears in groups of 2-8. Eat to soothe bouts of food poisoning. Reduces sickness by a certain amount (12?). This will work even on outright poison foods, but only once per bout of poisoning. |
Medicinal plants |
0 | Appear in groups of 2-8. These plants require the character have the herbalism trait or have read the herbalism magazine. Plantain aids recovery, comfrey heals broken bones, wild garlic fights infection, common mallow relieves cold symptoms, black sage relieves pain, ginseng restores endurance. Plants that treat injuries must be made into poultices to be applied to a wound, similarly to disinfectant. |
Wild plants |
0 | Appear in groups of 3-6. Violets and sunflower seeds can be eaten for nutrition. |
Wild veggies |
2 | Leeks, broccoli, red radishes and grape leaves may be eaten for nutrition. |
Forest rarities |
2 | Campfire kits, tent kit, tarps, and tent pegs. |
Onion |
3 | Onions can now be found and eaten for nutrition. |
Wild fruit |
4 | Appear in groups of 1-4. Cherries and rosehips may be eaten for nutrition. Rosehips do not spoil. |
Ammunition |
4 | Ammunition from a wide variety of firearms. Usually loose bullets, sometimes magazines, very rarely an entire box. |
Wild plants |
5 | Oranges and daikon (white radishes) can be eaten for nutrition. |
Dead rat |
5 | Can be butchered for meat. |
Wild fruit |
6 | Lemons, limes, habaneros, and jalapenos can be eaten for nutrition. |
Wild plants |
7 | Grapes, apple, lettuce, bell pepper, peanuts, pumpkin, and mango can be eaten for nutrition. |
Wild animals | 7 | Frogs and dead birds can be butchered for meat. |
Wild plants |
8 | Strawberries, grapefruits, peaches, pears, avocados, zucchini, and eggplant can be eaten for nutrition. |
Eggs |
8 | Wild eggs and eggs can be cooked and eaten. |
Dead squirrel |
8 | Can be butchered for meat. |
Traps | 8 | Box traps, cage traps, crate traps, mouse traps, snare traps, and stick traps. |
Forest rarities | 8 | Hiking bags and big hiking bags. |
Wild Fruit | 9 | Bananas can now be found. |
Wild Fruit | 10 | Pineapples and watermelons can now be found. |
Dead rabbit |
10 | Can be butchered for meat. |
Search Focus
As characters gain levels in foraging, they can choose a focus while searching. This increases their chance to locate items in that category (at the expense of an item in the other categories). More focuses unlock as levels increase. Not all categories are equally affected by being focused, and the bonus from focusing is dependent on level. The percentages below are the chances that any given drop is overwritten by a focused item. For items that require a higher Foraging level to find in the first place, their chance of being overwritten is divided by the level requirement to find them. Some items, like ammunition and junk, are not included in any focus category.
Focus | Level Available | Minimum Focus Bonus | Maximum Focus Bonus |
---|---|---|---|
Firewood | 0 | 25% | 40% |
Stones | 0 | 25% | 40% |
Berries | 3 | 20% | 33% |
Mushrooms | 3 | 20% | 33% |
Insects | 4 | 15% | 33% |
Wild Herbs | 4 | 10% | 20% |
Wild Plants | 4 | 10% | 20% |
Trash | 4 | 15% | 25% |
Animals | 5 | 5% | 15% |
Crops | 5 | 15% | 33% |
Medicinal Plants | 6 | 10% | 20% |
Fruits | 7 | 15% | 33% |
Item types and locations
Although most items can be found in most locations, the location can influence which items are available to be scavenged in a given area. Below is a list of weights for each item type by area. Note: these are not percentages.[2]
Category Name | Deep Forest | Forest | Grasslands | Farm Land | Farm | Trailer Park | Town | Streets and Parking |
---|---|---|---|---|---|---|---|---|
Animals |
15 | 15 | 25 | 20 | 20 | 5 | 5 | 3 |
Dead Animals |
3 | 3 | 2 | 2 | 2 | 1 | 1 | 1 |
Berries |
30 | 30 | 20 | 15 | 15 | 5 | 5 | 1 |
Fruits |
15 | 15 | 15 | 25 | 25 | 10 | 5 | 0 |
Vegetables |
10 | 10 | 15 | 15 | 15 | 5 | 10 | 0 |
Crops |
5 | 5 | 10 | 25 | 25 | 5 | 5 | 0 |
Mushrooms |
30 | 30 | 20 | 15 | 15 | 5 | 5 | 0 |
Fish Bait |
10 | 10 | 15 | 20 | 20 | 5 | 5 | 1 |
Forest Rarities |
1 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
Insects |
25 | 25 | 25 | 15 | 15 | 15 | 15 | 10 |
Medicinal Plants |
30 | 30 | 15 | 15 | 15 | 0 | 0 | 0 |
Wild Plants |
15 | 15 | 10 | 7 | 7 | 2 | 2 | 0 |
Wild Herbs |
10 | 7.5 | 7.5 | 5 | 5 | 1.5 | 1.5 | 0 |
Firewood |
150 | 150 | 75 | 35 | 35 | 10 | 10 | 15 |
Stones |
30 | 30 | 30 | 30 | 30 | 15 | 15 | 120 |
Junk Items |
3 | 3 | 3 | 3 | 3 | 7 | 7 | 3 |
Junk Food |
1 | 1 | 1 | 3 | 3 | 5 | 5 | 1 |
Clothing |
1 | 1 | 1 | 3 | 3 | 7 | 7 | 1 |
Junk Weapons |
1 | 1 | 1 | 1 | 1 | 3 | 3 | 3 |
Ammunition |
1 | 1 | 1 | 1 | 1 | 2 | 2 | 1 |
Medical Items Bottle of DisinfectantCotton BallsAlcohol Wipes |
0 | 0 | 1 | 0 | 0 | 3 | 3 | 1 |
Trash |
5 | 5 | 10 | 5 | 5 | 40 | 40 | 30 |
Medicinal plants
Both the Herbalist trait and magazine will allow the character to forage for medicinal plants. Medicinal plants that treat specific wounds, rather than full-body ailments, must be made into poultices and applied to the wound, while other herbs are simply eaten. A poultice can be made with a Mortar and Pestle. Medicinal plants can be discovered even before the character has the skill to select it as the Search Focus.
Item | Description |
---|---|
Black Sage |
Provides mild pain relief. (-7 pain) |
Comfrey |
Aids recovery from broken bones when applied as a poultice. |
Common Mallow |
Eat to relieve cold and flu symptoms. (-5 cold) |
Ginseng |
Eat to restore endurance. (-2 endurance) |
Lemongrass |
Eat to soothe bouts of food poisoning. Currently, can be found by non-herbalists, and hence might not be considered a medicinal herb (bug?). (-12 sickness) |
Plantain |
Aids recovery from wounds when applied as a poultice. |
Wild Garlic |
Helps to fight against infection when applied as poultice. |
Recipes
Product | Ingredients | Tools | Requirements | Workstation | XP |
---|---|---|---|---|---|
Campfire Materials |
One of: Twigs ×1 Sheet ×1 Ripped Sheets ×1 Dirty Rag ×1 Book ×1 Magazine ×1 Newspaper ×1 Each of: Log ×2 |
none | none | none | 0.75 Carpentry |
Campfire Materials |
One of: Twigs ×1 Sheet ×1 Ripped Sheets ×1 Dirty Rag ×1 Book ×1 Magazine ×1 Newspaper ×1 Each of: Plank ×3 |
none | none | none | 0.75 Carpentry |
Campfire |
Campfire Materials ×1 | none | none | none | none |
Stake |
One of: Stone Knife ×1 Hunting Knife ×1 Kitchen Knife ×1 Meat Cleaver ×1 Machete ×1 Each of: Tree Branch ×1 |
none | none | none | 1.25 Carpentry |
Stone Knife |
One of: Ripped Sheets ×1 Dirty Rag ×1 Twine ×1 Each of: Tree Branch ×1 Chipped Stone ×1 |
none | none | none | none |
Stone Axe |
One of: Ripped Sheets ×1 Dirty Rag ×1 Twine ×1 Each of: Tree Branch ×1 Chipped Stone ×1 |
none | none | none | none |
Stone Hammer |
One of: Ripped Sheets ×1 Dirty Rag ×1 Twine ×1 Each of: Tree Branch ×1 Stone ×1 |
none | none | none | none |
Crafted Spear |
One of: Tree Branch ×1 Plank ×1 One of: Kitchen Knife ×1 Machete ×1 Meat Cleaver ×1 Stone Knife ×1 |
none | none | none | 1.25 Carpentry |
Splint |
One of: Plank ×1 Tree Branch ×1 Sturdy Stick ×1 One of: Ripped Sheets ×1 Dirty Rag ×1 |
none | none | none | none |
Frog Meat |
One of: Kitchen Knife ×1 Hunting Knife ×1 Meat Cleaver ×1 Stone Knife ×1 Machete ×1 Each of: Frog ×1 |
none | none | none | 2.5 Cooking |
Sturdy Stick ×8 |
Plank ×1 | Saw (tag) |
none | none | none |
Plank ×3 |
Log ×1 | Saw (tag) |
none | none | 0.75 (0.25 above Carpentry 3) Carpentry |
Mortar and Pestle |
Plank ×1 | Saw (tag) |
Carpentry 2 | none | 0.25 Carpentry |
Log Stack |
One of: Rope ×2 Sheet Rope ×2 Each of: Log ×2 |
none | none | none | none |
Log Stack |
One of: Rope ×2 Sheet Rope ×2 Each of: Log ×3 |
none | none | none | none |
Log Stack |
One of: Rope ×2 Sheet Rope ×2 Each of: Log ×4 |
none | none | none | none |
Log Wall |
One of: Ripped Sheets ×4 Twine ×4 Rope ×2 Each of: Log ×4 |
Hammer (tag) |
none | none | 1.25 Carpentry |
History
Build 41.60 | Replaced foraging system with "Search Mode" |
Build 41.50 | Reduced fatigue due to foraging by a large amount. |
Build 34 | Black and blue berry can no longer be poisonous |
Build 33 | Randomized poisonous berries/mushrooms. Added herbalist trait and new plants complementing the skill. |
Build 32.17 | Fixed being able to forage above ground level. (Issue #001926) |
Build 32.7 | Fixed stacks of harvested plants and foraged food items not aging until the stack is expanded. (Issue #001823) |
Build 32.4 | Added some map zones for foraging etc. Fixed overlapping zones. (Issue #001632) |
Build 31.2 | Fixed calcul in the foraging action |
Build 30 | Foraging for food during winter will be impossible, or really hard in cold months |
Build 29 | Introduced, initially named Scavenge/Scavenging before being renamed to Forage/Foraging |