Foraging

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Foraging is a survivalist skill and game mechanic allowing the ability to search for food and resources.

Investigate area & search mode

"Investigate Area" can be toggled via the spyglass 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". 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.

Usage

  • Hidden items spawn and despawn (seemingly randomly) regardless of player skill or time of day.
  • 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
  • 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.
  • 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.

Herbalist trait/magazine

  • The Herbalist Trait/Magazine grants the ability to detect the poison of berries and mushrooms.

Foraging skill

The foraging skill determines:

  • Items that can be found
  • Search Radius
  • Chance of berries/mushrooms being poisonous <--ItemPoisonChance + ((10 - foraging level) * 5)

Search radius

  • Maximum Search Radius is 10 Squares.
    • With bonuses, the maximum radius is 15.
  • Minimum Search Radius is 3 Squares. (Decreased to 1.5 squares 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.
  • Moodles

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).

Chance of finding items

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.

Impact of various Factors

Foraging skill

  • Each level increases the radius by 0.5 squares.

Occupations

Name Cost Foraging skill Radius increase Ignore Weather (%) Ignore Darkness (%)
Burglar.pngBurglar - - 5 10
Farmer.pngFarmer 2 - +1.5 33 10
Fire Officer.pngFire Officer 0 - - 5 10
Fisherman.pngFisherman -2 1 +1 40 10
Lumberjack.pngLumberjack 0 - +1.25 33 15
Park Ranger.pngPark Ranger -4 2 +2 33 15
Police Officer.pngPolice Officer -4 - - 5 10
Security Guard.png Security Guard -2 - - 5 10
Unemployed +8 - +1 10 -
VeteranVeteran -8 - +1 33 10
Name Points Foraging skill Radius bonus Ignore Weather Ignore Darkness Animals Fish bait Insects Berries Mushrooms Crops Fruits Vegetables Wild Plants Junk Food Herbs Medical Ammunition Weapons Forest rarites Firewood Junk Trash
BurgerFlipper.pngBurger Flipper 2 - - - - +5% - - +5% +15% - - - - +30% - - - - - - - -
Burglar.pngBurglar -6 - - -5% -15% - - - - - - - - - - - - +10% +10% - - +10% +10%
Carpenter.pngCarpenter 2 - - - - - - - - - - - - - - - - - - - +30% +10% -
Chef.pngChef -4 - - - - +10% - - +20% +50% - - - +15% +15% +15% - - - - - - -
Farmer.pngFarmer -4 0 +1.5 -33% -10% +10% - - - - +50% +10% +10% +5% +5% +5% - - - - - - -
Park Ranger.pngPark Ranger -4 2 +2 -33% -15% +10% - - +20% +10% - - - +50% - +75% - - - +10% - +5% +5%

Positive traits

Trait name Points radius modifier Ignore darkness (%) Ignore weather (%)
TraitLucky.png
Lucky
-4 +1 - -
TraitHiker.png
Hiker
-6 +1 - 7
TraitFormerScout.png
Former Scout
-6 +1 - 13
TraitHunter.png
Hunter
-8 +0.7 5 7
TraitEagleEyed.png
Eagle Eyed
-6 +0.5 - -
TraitGardener.png
Gardener
-4 +0.4 - 13
TraitOutdoorsman.png
Outdoorsman
-2 +0.4 7 13
TraitCook.png
Cook
-6 +0.2 - -
TraitCatsEyes.png
Cat's Eyes
-2 +0.2 20 -
TraitNutritionist.png
Nutritionist
-4 +0.2 - -
TraitHerbalist.png
Herbalist
-6 +0.2 - 7

Negative traits

Trait name Points cost Radius modifier
TraitUnlucky.png
Unlucky
+4 -1
TraitAgoraphobic.png
Agoraphobic
+4 -1.5
TraitShortSighted.png
Short Sighted
+2 -2
  • The malus from Short Sighted can be removed by wearing glasses.

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

Moodle Effect in extreme cases
Moodle hungry.png Hungry Up to +50%
(for food items only)
Moodle endurance.png Endurance
Moodle tired.png Fatigue
Fear
Up to -75%
Takes the worst of the three.
Moodle panic.png Panic
Moodle stressed.png Stress
Up to -95%
Takes the worse of the two.
Moodle pain.png Pain
Moodle drunk.png Drunkeness
Moodle cold.png Has a Cold
Moodle sick.png Sickness
Up to -95%
Takes the worse 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, 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:


Item / Category Bonus if it rains Bonus after it rains Bonus if it snows Bonus at night time Bonus at day time
Stones Stone.pngRockSharpened.png +None None -50 None None
Berries
BerryBerryBerryBerryBerryBerry
+None None -10 None None
Mushrooms
MushroomGeneric1.png MushroomGeneric2.pngMushroomGeneric3.pngMushroomGeneric4.pngMushroomGeneric5.pngMushroomGeneric6.pngMushroomGeneric7.png
+35 +50 None +20 None
Fish Bait +50 +50 None +100 None
Medicinal Plants
PlantainComfreyWild GarlicCommon MallowBlack Sage
+50 +25 -50 +100 None
Wild Plants
Violets.png
+50 +25 -50 +50 None
Wild Herbs
Item HerbBasil.pngItem HerbChives.pngItem HerbCilantro.pngItem HerbOregano.pngItem HerbParsley.png
+50 +25 -50 +50 None
Fruits
Lemon.pngLime.pngPepperHabanero.pngPepperJalapeno.png
None None -10
-20(Watermelon)
-100(Banana)
None None
Vegetables None None from -10 up to -50
depending on the vegetable
None None
Sunflower Seeds -50 None -100 -100 None
Rosehips Rosehips +20 None -100 None None
Eggs & Wild Eggs
Wild EggsEggs
-20 None -20 None None
Worm Worm +100 None -100 +50 -50
Frog, Slug, Snail +100 None -100 -50 +50
Dead Animals
Dead RatSquirrelDead.pngRabbitDead.png
-10 None -10 None None
Insects
CricketGrasshopper.pngCockroach.png
+10
+20(Grasshopper)
+50(Cricket)
None -20 +200 None

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 with holes for the eyes -20%
Items covering one or both eyes (glasses, monocles...) -2.5%
  • Additionnally, 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 herbs, 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
(A Really CD DA)
-75%
Poor -50%
Normal
(Apocalypse, Survivor, Builder)
+0%
Abundant +50%
Very Abundant
(Six Months Later, Initial Infection, Winter Is Coming)
+100%

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. See below for more specific information.


Item Level Description
Berries
BerryBerryBerryBerryBerryBerryPoison BerryBlackberryBerryBerry
0 Appear in groups of 2-8. As foraging level rises, more varieties can appear and berries are less likely to be poisonous. Character can identify poisonous berries by starting with the herbalist trait, reading the herbalist magazine, or reaching level 7 in the cooking skill. Blackberry, Blueberry, Winter berry and Beautyberry are never poisonous (BlackberryBerry). Holly berries will always be poisonous ( Berry ).
Mushrooms
MushroomGeneric1.png MushroomGeneric2.pngMushroomGeneric3.pngMushroomGeneric4.pngMushroomGeneric5.pngMushroomGeneric6.pngMushroomGeneric7.png
0 Appear in groups of 1-4. Character can identify poisonous mushrooms by starting with the herbalist trait, reading the herbalist magazine, or reaching level 7 in the cooking skill. Can be used in stew, pie, soup, sandwich, salad, roasted vegetables.
Wild Herbs
Item HerbBasil.pngItem HerbChives.pngItem HerbCilantro.pngItem HerbOregano.pngItem HerbParsley.pngItem HerbRosemary.pngItem HerbSage.pngItem HerbThyme.png
0 Appear in groups of 1-3. Herbs can be eaten for a small amount of nutrition.
Wood
Branch.pngTwigs.png Logs.png
0 Branches and twigs appear in bunches of 1-3
Stones
Stone.pngRockSharpened.png
0 Used to make Crafted Spears and Stone Axe.
Junk
MATERIALScrew.pngEmpty Notebook
0 This category contains a wide variety of useful materials such as nails, screws, magazines, books, and bags
Junk food
Junk Food
0 This category contains several kinds of edible foods, such as candy, chips, and canned foods
Clothing
BaseballCapRed.png
0
Junk weapons
Pen
0 This category is comprised of a variety of used or low-quality weapons, such as pens, plungers, shovels and umbrellas
Medical supplies 0 This category is made up of several objects used for healing, such as dirty bandages, ripped sheets, thread, and vitamins
Trash
PopEmpty.pngBrokenBottle.pngBaseball.pngAluminum.png
0 This category has many kinds of trash-type objects, such as empty pop cans, balls, garbage bags and plates
Bait and insects
WormCricketGrasshopper.pngCockroach.png
0 Worms, crickets, grasshoppers, and cockroaches can be used as fishing bait or food for the desperate.
Lemon grass
Lemon Grass
0 Appears in groups of 2-8. Eat to soothe bouts of food poisoning. Reduces sickness by a certain amount (12?)
Medicinal plants
PlantainComfreyWild GarlicCommon MallowBlack Sage
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.
Wild plants
Violets.png
0 Appear in groups of 3-6. Violets and sunflower seeds can be eaten for nutrition.
Wild veggies
Leek.pngBroccoli.pngRadish.pngGrapeLeaves.png
2 Leeks, broccoli, red radishes and grape leaves may be eaten for nutrition
Forest rarities
Forest rarites
2 Campfire kits, tent kit, tarps, and tent pegs
Onion
Onion.png
3
Wild fruit
Cherry.png Rosehips
4 Appear in groups of 1-4. Cherries and rosehips may be eaten for nutrition. Rosehips do not spoil
Ammunition
Ammunition
4 Ammunition from a wide variety of firearms
Wild plants
Orange.png
5 Oranges and daikon (white radishes) can be eaten for nutrition
Dead rat
Dead Rat
5 Can be butchered for meat
Wild fruit
Lemon.pngLime.pngPepperHabanero.pngPepperJalapeno.png
6 Lemons, limes, habaneros, and jalapenos can be eaten for nutrition
Wild plants
Grapes.png
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
Strawberries.pngGrapefruit.pngPear.png
8 Strawberries, grapefruits, peaches, pears, avocados, zucchini, and eggplant
Eggs
Wild EggsEggs
8 Wild eggs and eggs can be cooked and eaten
Dead squirrel
SquirrelDead.png
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
Banana 9
Wild Fruit 10 Pineapple and watermelon
Dead rabbit
RabbitDead.png
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.

Focus Level Available
Firewood 0
Stones 0
Berries 3
Mushrooms 3
Insects 4
Wild Herbs 4
Wild Plants 4
Trash 4
Animals 5
Crops 5
Medicinal Plants 6
Fruits 7
Medicine 8

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 percents.

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
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 0 0 1 0 0 3 3 1
Trash 5 5 10 5 5 40 40 30

Medicinal herbs

The herbalist trait is the only method that will allow the character to forage for medicinal herbs. A poultice can be made with a Mortar and Pestle. There is no skill requirement to find medicinal herbs (unconfirmed as of 41.60)

Item Description
Black Sage
Black Sage
Provides mild pain relief. (-7 pain?)
Comfrey
Comfrey
Aids recovery from broken bones when applied as a poultice.
Common Mallow
Common Mallow
Eat to relieve cold and flu symptoms. (-5 cold sickness)
Ginseng
Ginseng
Eat to restore endurance. (2 endurance)
Lemon Grass
Lemon Grass
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
Plantain
Aids recovery from wounds when applied as a poultice.
Wild Garlic
Wild Garlic
Helps to fight against infection when applied as poultice.

Recipes

Product XP Gained Skill(s) Recipe Ingredient 1 Ingredient 2 Ingredient 3
TZ CampfireKitWood.png
Campfire Materials
0.5 CP none Logs.png
Log x2
(consumed)

(consumed)

TZ CampfireKitWood.png
Campfire Materials
0.75 CP none Plank.png
Plank x3
(consumed)

(consumed)

Campfire.png
Campfire
0 XP none TZ CampfireKitWood.png
Campfire Materials
(consumed)


Stake.png
Stake
1.25 CP none Branch.png
Tree Branch

(keep)

KnifeFlint.png
Stone Knife
0 XP none Branch.png
Tree Branch
(consumed)
RockSharpened.png
Chipped Stone
(consumed)

(consumed)
AxeStone.png
Stone Axe
0 XP none Branch.png
Tree Branch
(consumed)
RockSharpened.png
Chipped Stone
(consumed)

(consumed)
HammerStone.png
Stone Hammer
0 XP none Branch.png
Tree Branch
(consumed)
Rock.png
Stone
(consumed)

(consumed)
SpearStick.png
Crafted Spear
1.25 CP Max condition scales with player's carpentry.
(consumed)

(keep)

Splint
Splint
none
(consumed)

(consumed)

Frogmeat.png
Frog Meat
2.5 Cooking none
(keep)
Frog.png
Frog
(consumed)

TZ WoodenStick.png
Sturdy Stick x8
0 XP none
One of:
Saw.png Saw
Handsaw.png Saw

(keep)
Plank.png
Plank
(consumed)

Plank.png
Plank x3
0.75 CP
(0.25 above level 3)
none
One of:
Saw.png Saw
Handsaw.png Saw

(keep)
Logs.png
Log
(consumed)

MortarPestle.png
Mortar and Pestle
0.25 CP CP = 2
One of:
Saw.png Saw
Handsaw.png Saw

(keep)
Plank.png
Plank
(consumed)

Logs2.png
Logs Stack
none Logs.png
Log x2
(consumed)
Rope.png
Rope x2
(consumed)

Logs3.png
Logs Stack
none Logs.png
Log x3
(consumed)
Rope.png
Rope x3
(consumed)

Logs4.png
Logs Stack
none Logs.png
Log x4
(consumed)
Rope.png
Rope x4
(consumed)

LogWall Carpentry.png
Log Wall
1.25 CP none
(keep)
Logs.png
Log x4
(consumed)
One of:
Ripped Sheets.png Ripped Sheets x4
Twine.png Twine x4
Rope.png Rope x2

(consumed)

History

Alpha
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

See also

Skills vde
Passive FitnessStrength
Agility SprintingLightfootedNimbleSneaking
Combat AxeLong BluntShort BluntLong BladeShort BladeSpearMaintenance
Crafting CarpentryCookingFarmingFirst AidElectricalMetalworkingMechanicsTailoring
Firearm AimingReloading
Survivalist FishingTrappingForaging