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Language
aa - Afar
aae - Arbëresh
ab - Abkhazian
abs - Ambonese Malay
ace - Achinese
acm - Iraqi Arabic
ady - Adyghe
ady-cyrl - Adyghe (Cyrillic script)
aeb - Tunisian Arabic
aeb-arab - Tunisian Arabic (Arabic script)
aeb-latn - Tunisian Arabic (Latin script)
af - Afrikaans
aln - Gheg Albanian
alt - Southern Altai
am - Amharic
ami - Amis
an - Aragonese
ang - Old English
ann - Obolo
anp - Angika
ar - Arabic
arc - Aramaic
arn - Mapuche
arq - Algerian Arabic
ary - Moroccan Arabic
arz - Egyptian Arabic
as - Assamese
ase - American Sign Language
ast - Asturian
atj - Atikamekw
av - Avaric
avk - Kotava
awa - Awadhi
ay - Aymara
az - Azerbaijani
azb - South Azerbaijani
ba - Bashkir
ban - Balinese
ban-bali - Balinese (Balinese script)
bar - Bavarian
bbc - Batak Toba
bbc-latn - Batak Toba (Latin script)
bcc - Southern Balochi
bci - Baoulé
bcl - Central Bikol
bdr - West Coast Bajau
be - Belarusian
be-tarask - Belarusian (Taraškievica orthography)
bew - Betawi
bg - Bulgarian
bgn - Western Balochi
bh - Bhojpuri
bho - Bhojpuri
bi - Bislama
bjn - Banjar
blk - Pa'O
bm - Bambara
bn - Bangla
bo - Tibetan
bpy - Bishnupriya
bqi - Bakhtiari
br - Breton
brh - Brahui
bs - Bosnian
btm - Batak Mandailing
bto - Iriga Bicolano
bug - Buginese
bxr - Russia Buriat
ca - Catalan
cbk-zam - Chavacano
cdo - Mindong
ce - Chechen
ceb - Cebuano
ch - Chamorro
chn - Chinook Jargon
cho - Choctaw
chr - Cherokee
chy - Cheyenne
ckb - Central Kurdish
co - Corsican
cps - Capiznon
cpx - Pu-Xian Min
cpx-hans - Pu-Xian Min (Simplified Han script)
cpx-hant - Pu-Xian Min (Traditional Han script)
cpx-latn - Pu-Xian Min (Latin script)
cr - Cree
crh - Crimean Tatar
crh-cyrl - Crimean Tatar (Cyrillic script)
crh-latn - Crimean Tatar (Latin script)
crh-ro - Dobrujan Tatar
cs - Czech
csb - Kashubian
cu - Church Slavic
cv - Chuvash
cy - Welsh
da - Danish
dag - Dagbani
de - German
de-at - Austrian German
de-ch - Swiss High German
de-formal - German (formal address)
dga - Dagaare
din - Dinka
diq - Zazaki
dsb - Lower Sorbian
dtp - Central Dusun
dty - Doteli
dv - Divehi
dz - Dzongkha
ee - Ewe
efi - Efik
egl - Emilian
el - Greek
eml - Emiliano-Romagnolo
en - English
en-ca - Canadian English
en-gb - British English
eo - Esperanto
es - Spanish
es-419 - Latin American Spanish
es-formal - Spanish (formal address)
et - Estonian
eu - Basque
ext - Extremaduran
fa - Persian
fat - Fanti
ff - Fula
fi - Finnish
fit - Tornedalen Finnish
fj - Fijian
fo - Faroese
fon - Fon
fr - French
frc - Cajun French
frp - Arpitan
frr - Northern Frisian
fur - Friulian
fy - Western Frisian
ga - Irish
gaa - Ga
gag - Gagauz
gan - Gan
gan-hans - Gan (Simplified Han script)
gan-hant - Gan (Traditional Han script)
gcf - Guadeloupean Creole
gcr - Guianan Creole
gd - Scottish Gaelic
gl - Galician
gld - Nanai
glk - Gilaki
gn - Guarani
gom - Goan Konkani
gom-deva - Goan Konkani (Devanagari script)
gom-latn - Goan Konkani (Latin script)
gor - Gorontalo
got - Gothic
gpe - Ghanaian Pidgin
grc - Ancient Greek
gsw - Alemannic
gu - Gujarati
guc - Wayuu
gur - Frafra
guw - Gun
gv - Manx
ha - Hausa
hak - Hakka Chinese
haw - Hawaiian
he - Hebrew
hi - Hindi
hif - Fiji Hindi
hif-latn - Fiji Hindi (Latin script)
hil - Hiligaynon
hno - Northern Hindko
ho - Hiri Motu
hr - Croatian
hrx - Hunsrik
hsb - Upper Sorbian
hsn - Xiang Chinese
ht - Haitian Creole
hu - Hungarian
hu-formal - Hungarian (formal address)
hy - Armenian
hyw - Western Armenian
hz - Herero
ia - Interlingua
ibb - Ibibio
id - Indonesian
ie - Interlingue
ig - Igbo
igl - Igala
ii - Sichuan Yi
ik - Inupiaq
ike-cans - Eastern Canadian (Aboriginal syllabics)
ike-latn - Eastern Canadian (Latin script)
ilo - Iloko
inh - Ingush
io - Ido
is - Icelandic
it - Italian
iu - Inuktitut
ja - Japanese
jam - Jamaican Creole English
jbo - Lojban
jut - Jutish
jv - Javanese
ka - Georgian
kaa - Kara-Kalpak
kab - Kabyle
kai - Karekare
kbd - Kabardian
kbd-cyrl - Kabardian (Cyrillic script)
kbp - Kabiye
kcg - Tyap
kea - Kabuverdianu
kg - Kongo
kge - Komering
khw - Khowar
ki - Kikuyu
kiu - Kirmanjki
kj - Kuanyama
kjh - Khakas
kjp - Eastern Pwo
kk - Kazakh
kk-arab - Kazakh (Arabic script)
kk-cn - Kazakh (China)
kk-cyrl - Kazakh (Cyrillic script)
kk-kz - Kazakh (Kazakhstan)
kk-latn - Kazakh (Latin script)
kk-tr - Kazakh (Turkey)
kl - Kalaallisut
km - Khmer
kn - Kannada
ko - Korean
ko-kp - Korean (North Korea)
koi - Komi-Permyak
kr - Kanuri
krc - Karachay-Balkar
kri - Krio
krj - Kinaray-a
krl - Karelian
ks - Kashmiri
ks-arab - Kashmiri (Arabic script)
ks-deva - Kashmiri (Devanagari script)
ksh - Colognian
ksw - S'gaw Karen
ku - Kurdish
ku-arab - Kurdish (Arabic script)
ku-latn - Kurdish (Latin script)
kum - Kumyk
kus - Kʋsaal
kv - Komi
kw - Cornish
ky - Kyrgyz
la - Latin
lad - Ladino
lb - Luxembourgish
lbe - Lak
lez - Lezghian
lfn - Lingua Franca Nova
lg - Ganda
li - Limburgish
lij - Ligurian
liv - Livonian
lki - Laki
lld - Ladin
lmo - Lombard
ln - Lingala
lo - Lao
loz - Lozi
lrc - Northern Luri
lt - Lithuanian
ltg - Latgalian
lus - Mizo
luz - Southern Luri
lv - Latvian
lzh - Literary Chinese
lzz - Laz
mad - Madurese
mag - Magahi
mai - Maithili
map-bms - Basa Banyumasan
mdf - Moksha
mg - Malagasy
mh - Marshallese
mhr - Eastern Mari
mi - Māori
min - Minangkabau
mk - Macedonian
ml - Malayalam
mn - Mongolian
mnc - Manchu
mnc-latn - Manchu (Latin script)
mnc-mong - Manchu (Mongolian script)
mni - Manipuri
mnw - Mon
mo - Moldovan
mos - Mossi
mr - Marathi
mrh - Mara
mrj - Western Mari
ms - Malay
ms-arab - Malay (Jawi script)
mt - Maltese
mus - Muscogee
mwl - Mirandese
my - Burmese
myv - Erzya
mzn - Mazanderani
na - Nauru
nah - Nāhuatl
nan - Minnan
nap - Neapolitan
nb - Norwegian Bokmål
nds - Low German
nds-nl - Low Saxon
ne - Nepali
new - Newari
ng - Ndonga
nia - Nias
nit - కొలామి
niu - Niuean
nl - Dutch
nl-informal - Dutch (informal address)
nmz - Nawdm
nn - Norwegian Nynorsk
no - Norwegian
nod - Northern Thai
nog - Nogai
nov - Novial
nqo - N’Ko
nrm - Norman
nso - Northern Sotho
nv - Navajo
ny - Nyanja
nyn - Nyankole
nyo - Nyoro
nys - Nyungar
oc - Occitan
ojb - Northwestern Ojibwa
olo - Livvi-Karelian
om - Oromo
or - Odia
os - Ossetic
pa - Punjabi
pag - Pangasinan
pam - Pampanga
pap - Papiamento
pcd - Picard
pcm - Nigerian Pidgin
pdc - Pennsylvania German
pdt - Plautdietsch
pfl - Palatine German
pi - Pali
pih - Norfuk / Pitkern
pl - Polish
pms - Piedmontese
pnb - Western Punjabi
pnt - Pontic
prg - Prussian
ps - Pashto
pt - Portuguese
pt-br - Brazilian Portuguese
pwn - Paiwan
qu - Quechua
qug - Chimborazo Highland Quichua
rgn - Romagnol
rif - Riffian
rki - Arakanese
rm - Romansh
rmc - Carpathian Romani
rmy - Vlax Romani
rn - Rundi
ro - Romanian
roa-tara - Tarantino
rsk - Pannonian Rusyn
ru - Russian
rue - Rusyn
rup - Aromanian
ruq - Megleno-Romanian
ruq-cyrl - Megleno-Romanian (Cyrillic script)
ruq-latn - Megleno-Romanian (Latin script)
rut - Rutul
rw - Kinyarwanda
ryu - Okinawan
sa - Sanskrit
sah - Yakut
sat - Santali
sc - Sardinian
scn - Sicilian
sco - Scots
sd - Sindhi
sdc - Sassarese Sardinian
sdh - Southern Kurdish
se - Northern Sami
se-fi - Northern Sami (Finland)
se-no - Northern Sami (Norway)
se-se - Northern Sami (Sweden)
sei - Seri
ses - Koyraboro Senni
sg - Sango
sgs - Samogitian
sh - Serbo-Croatian
sh-cyrl - Serbo-Croatian (Cyrillic script)
sh-latn - Serbo-Croatian (Latin script)
shi - Tachelhit
shi-latn - Tachelhit (Latin script)
shi-tfng - Tachelhit (Tifinagh script)
shn - Shan
shy - Shawiya
shy-latn - Shawiya (Latin script)
si - Sinhala
simple - Simple English
sjd - Kildin Sami
sje - Pite Sami
sk - Slovak
skr - Saraiki
skr-arab - Saraiki (Arabic script)
sl - Slovenian
sli - Lower Silesian
sm - Samoan
sma - Southern Sami
smn - Inari Sami
sms - Skolt Sami
sn - Shona
so - Somali
sq - Albanian
sr - Serbian
sr-ec - Serbian (Cyrillic script)
sr-el - Serbian (Latin script)
srn - Sranan Tongo
sro - Campidanese Sardinian
ss - Swati
st - Southern Sotho
stq - Saterland Frisian
sty - Siberian Tatar
su - Sundanese
sv - Swedish
sw - Swahili
syl - Sylheti
szl - Silesian
szy - Sakizaya
ta - Tamil
tay - Tayal
tcy - Tulu
tdd - Tai Nuea
te - Telugu
tet - Tetum
tg - Tajik
tg-cyrl - Tajik (Cyrillic script)
tg-latn - Tajik (Latin script)
th - Thai
ti - Tigrinya
tk - Turkmen
tl - Tagalog
tly - Talysh
tly-cyrl - Talysh (Cyrillic script)
tn - Tswana
to - Tongan
tok - Toki Pona
tpi - Tok Pisin
tr - Turkish
tru - Turoyo
trv - Taroko
ts - Tsonga
tt - Tatar
tt-cyrl - Tatar (Cyrillic script)
tt-latn - Tatar (Latin script)
ttj - Tooro
tum - Tumbuka
tw - Twi
ty - Tahitian
tyv - Tuvinian
tzm - Central Atlas Tamazight
udm - Udmurt
ug - Uyghur
ug-arab - Uyghur (Arabic script)
ug-latn - Uyghur (Latin script)
uk - Ukrainian
ur - Urdu
uz - Uzbek
uz-cyrl - Uzbek (Cyrillic script)
uz-latn - Uzbek (Latin script)
ve - Venda
vec - Venetian
vep - Veps
vi - Vietnamese
vls - West Flemish
vmf - Main-Franconian
vmw - Makhuwa
vo - Volapük
vot - Votic
vro - Võro
wa - Walloon
wal - Wolaytta
war - Waray
wls - Wallisian
wo - Wolof
wuu - Wu
wuu-hans - Wu (Simplified Han script)
wuu-hant - Wu (Traditional Han script)
xal - Kalmyk
xh - Xhosa
xmf - Mingrelian
xsy - Saisiyat
yi - Yiddish
yo - Yoruba
yrl - Nheengatu
yue - Cantonese
yue-hans - Cantonese (Simplified Han script)
yue-hant - Cantonese (Traditional Han script)
za - Zhuang
zea - Zeelandic
zgh - Standard Moroccan Tamazight
zh - Chinese
zh-cn - Chinese (China)
zh-hans - Simplified Chinese
zh-hant - Traditional Chinese
zh-hk - Chinese (Hong Kong)
zh-mo - Chinese (Macau)
zh-my - Chinese (Malaysia)
zh-sg - Chinese (Singapore)
zh-tw - Chinese (Taiwan)
zu - Zulu
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<languages /> <div lang="en" dir="ltr" class="mw-content-ltr"> == Nutrition == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> There are five different categories of food: Fruit, Vegetable, Grain, Protein, and Dairy. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| class="wikitable" cellspacing=10 |- !rowspan=5|Fruit | {{GridImage|Banana}}Banana | {{GridImage|Blackberries}} Blackberries | {{GridImage|Blueberries}} Blueberries | {{GridImage|Bunchberries}} Bunchberries | {{GridImage|Cherry}} Cherry | {{GridImage|Cloudberries}} Cloudberries |- | {{GridImage|Cranberries}} Cranberries | {{GridImage|Elderberries}} Elderberries | {{GridImage|Gooseberries}} Gooseberries | {{GridImage|Green Apple}} Green Apple | {{GridImage|Lemon}} Lemon | {{GridImage|Olive}} Olive |- | {{GridImage|Orange}} Orange | {{GridImage|Peach}} Peach | {{GridImage|Plum}} Plum | {{GridImage|Raspberries}} Raspberries | {{GridImage|Red Apple}} Red Apple | {{GridImage|Snowberries}} Snowberries |- | {{GridImage|Strawberries}} Strawberries | {{GridImage|Wintergreen Berries}} Wintergreen Berries | {{GridImage|Grapes}} Grapes | {{GridImage|Melon}} Melons | {{GridImage|Banana}} Banana | {{GridImage|Papaya}} Papaya |- | {{GridImage|Date}} Dates !colspan=5| |- !height=1 colspan=7| |- !rowspan=3|Vegetable | {{GridImage|Cabbage (Harvest)}} Cabbage | {{GridImage|Carrot (Harvest)}} Carrot | {{GridImage|Garlic (Harvest)}} Garlic | {{GridImage|Greenbean (Harvest)}} Green Beans | {{GridImage|Green Bell Pepper (Harvest)}} Green Bell Pepper | {{GridImage|Onion (Harvest)}} Onion |- | {{GridImage|Potato (Harvest)}} Potato | {{GridImage|Red Bell Pepper (Harvest)}} Red Bell Pepper | {{GridImage|Rutabaga (Harvest)}} Rutabaga<sup>1</sup> | {{GridImage|Sea Weed}} Sea Weed | {{GridImage|Squash (Harvest)}} Squash | {{GridImage|Tomato (Harvest)}} Tomato |- | {{GridImage|Yellow Bell Pepper (Harvest)}} Yellow Bell Pepper | {{GridImage|Black-Eyed Peas}} Black Eyed Peas !colspan=4| |- !height=1 colspan=7| |- !rowspan=2| Grain | {{GridImage|Barley (Bread)}} Barley Bread | {{GridImage|Barley (Grain)}} Barley Grain | {{GridImage|Corn (Bread)}} Cornbread | {{GridImage|Maize (Harvest)}} Maize Ear | {{GridImage|Oat (Bread)}} Oat Bread | {{GridImage|Oat (Grain)}} Oat Grain |- | {{GridImage|Rice (Bread)}} Rice Bread | {{GridImage|Rice (Grain)}} Rice Grain | {{GridImage|Rye (Bread)}} Rye Bread | {{GridImage|Rye (Grain)}} Rye Grain | {{GridImage|Wheat (Bread)}} Wheat Bread | {{GridImage|Wheat (Grain)}} Wheat Grain |- !height=1 colspan=7| |- !rowspan=2| Protein | {{GridImage|Cooked Beef}} Cooked Beef | {{GridImage|Cooked Calamari}} Cooked Calamari | {{GridImage|Cooked Egg}} Cooked Egg | {{GridImage|Cooked Fish}} Cooked Fish | {{GridImage|Cooked Horse Meat}} Cooked Horse Meat | {{GridImage|Cooked Mutton}} Cooked Mutton |- | {{GridImage|Cooked Porkchop}} Cooked Pork | {{GridImage|Cooked Chicken}} Cooked Poultry | {{GridImage|Cooked Venison}} Cooked Venison | {{GridImage|Soybean (Harvest)}} Soybeans | {{GridImage|Scallop Raw}} Scallops | {{GridImage|Seastar Raw}} Seastar |- !height=1 colspan=7| |- !Dairy | {{GridImage|Cheese}} Cheese | {{GridImage|Wooden Bucket (Milk)}} Milk !colspan=4| |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> # Only spawns if the onionsAreGross configuration option is set to true, and completely replaces Onions. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> *''Other food items are listed under these categories in-game for searching purposes, but are inedible (e.g. Dough & Raw Meat)'' *''While some foods are biologically different from their categories (tomatoes are actually a fruit), they have been placed in the category that is typically used by society. "Knowledge is knowing that a tomato is a fruit, wisdom is not putting it in a fruit salad." ― Miles Kington'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:HealthTab.png|Health Inventory Tab]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> When spawning, [[The Player]] starts with each category of nutritional value completely full. Each of these categories' levels are represented with a visual bar on the health tab of the player's inventory. As the player's hunger depletes, their nutrition bars will slowly deplete as well. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> In order to replenish the bar, the player must eat some food in that category. When the player is satisfied, they will gain residual nutrition based upon the player's current nutritional levels with more nutrition gained when the player is malnourished than if they aren't. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The first four categories account for 25% of the player's max health, with the dairy bar giving an additional boost of up to 25% the possible max health. ''For example, a starting player with no levels has a possible max health of 800HP with all four of the first categories filled. If one of these categories are empty while the other three are full, the player will have a max health of 600HP. If the player has a full dairy bar in addition to all four of the main categories being full, they will have a max health of 1,000HP.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> As the player's max health changes, the numbers overlayed on the health bar will update to match. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Weight == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Every piece of food will have a weight value on its tooltip. This value is also represented with a white bar overlayed on the item, filling from left to right as the weight increases. The maximum amount that a single slot can hold is 160 ounces(oz). Food sources that provide more than 160 oz of food (such as animals) will drop as many max-weight pieces as possible before dropping a single, non-max weight item. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:FoodWeight.png|Apples of different weights, sorted smallest to largest.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Hovering over a single food item in the player's crafting inventory and pressing {{key|S}} will combine all of that specific food item into larger stacks. Multiple key presses may be required for larger quantities of individual stacks. Alternatively, multiple pieces of food that are underneath the maximum weight can be crafted together to create a single piece of food of the combined weight. Up to 9 pieces of food can be crafted together at once, and the output slot will produce single max weight pieces, consuming individual pieces in the grid until all that is left is a single non-max weight piece in the grid, or all the remaining pieces can combine into one of less than or equal to max weight (e.g. combining four 100 oz pieces will result in two 160 oz pieces and a single 80 oz piece left in the grid). If a piece of food that has no decay is crafted with a knife, it will be cut in half. This is useful for sharing food with multiple players, splitting food to store in vessels, and splitting food for use in barrel processing. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> When eating any food other than a sandwich, the player can consume a maximum of 5 oz at a time. When eating a sandwich, the player will attempt to consume the entire weight. The player's stomach can hold a maximum of 24 oz of food, and if their stomach level is above 19 oz, they will only consume enough to fill their stomach. This means that it is impossible to over-eat, and saturation is therefore only acquired through eating tasty food. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Taste == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Every piece of food consists of five separate taste categories: Sweet, Sour, Salty, Bitter, and Savory. These taste values are affected by changes to the food such as cooking, salting, pickling, etc. For crops, the taste of the harvested product is dependent on the pH and drainage levels of the area. For animal drops, the modified taste values are completely random. Combining two pieces of a single food with different taste values will result in an item with the default taste values for that specific food. ''Note: The text displayed in the tooltip is entirely relative to the player's taste profile. A food that says "Not Sweet" means that the sweet value is less than the player's desired sweet value, it does '''not''' mean that the food has no sweetness to it.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Each player has their own individual taste profile, which changes depending on the username and world seed. This profile is a number for each of the categories that the player finds perfect. Depending on the player's [[Skill#Cooking|cooking skill]], the advanced tooltip (Default: {{key|L-Ctrl}}) on a piece of food will be more or less descriptive of how close the taste of that food is to the desired taste profile. For prepared food such as sandwiches and salads, the tooltip is dependent on the skill level of the player that created the meal. This means that a player with a low skill level will be able to see the highly descriptive tooltips of a meal that was created by a player with an expert skill level. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Preparation === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Sandwiches and salads are a way for players to mix and match foods to create a dish which is tastier, and therefore gives the player saturation. The tastier the food, the more saturation it will give. When making a sandwich or salad, all of the tastes of the individual ingredients are added together to determine the taste of the final result. In order to create a food prep surface, the player must {{key|RMB}} with a knife on the top of a solid wood, stone, or metal material. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ''Note: Sandwiches and salads do not behave like other foods in that they cannot be crafted with a knife to remove decay, combined into larger stacks, or split into smaller pieces. This is the trade-off for being a multi-nutritional food that can give saturation boosts. Sandwiches also have the benefit of being able to be consumed entirely at once.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Sandwiches ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing=10 |width=352|[[File:SandwichGUI.png]] |valign="top"| #Selector Tabs - Toggle between sandwich and salad creation. #Bread Slot - Input slot for the bread required to make sandwiches. #Ingredient Slots - Input slots for additional sandwich ingredients. #Weight Indicators - Displays how many ounces of food will be consumed in each slot when a sandwich is created. #Output Slot - Output slot for created sandwiches. #Create Button - Creates a sandwich. If an invalid combination of food has been placed in the interface, or there is an item in the output slot, this button will be greyed out so the player cannot press it. #Storage Slots - Unused additional slots for miscellaneous storage. |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Sandwiches have a minimum required weight of 7 oz. The type of bread used in the bread slot determines the icon of the finished sandwich. The remaining four ingredients can be any combination of food that means the minimum weight requirement that does not repeat a specific base ingredient. ''For example: Carrot, Carrot, Tomato, Potato is not a valid combination because Carrot is repeated twice. Smoked Beef, Salted Beef, Pickled Beef, Brined Beef is not a valid combination because Beef is repeated four times.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Salads ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing=10 |width=352|[[File:SaladGUI.png]] |valign="top"| #Selector Tabs - Toggle between sandwich and salad creation. #Bread Slot - Unused storage slot for the bread required to make sandwiches. #Ingredient Slots - Input slots for salad ingredients. #Weight Indicators - Displays how many ounces of food will be consumed in each slot when a salad is created. #Output Slot - Output slot for created salads. #Create Button - Creates a salad. If an invalid combination of food has been placed in the interface, there are no bowls in the storage slots, or there is an item in the output slot, this button will be greyed out so the player cannot press it. #Storage Slots - Input slots for bowls required to make salads. |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Salads have a minimum required weight of 14 oz, and there must be at least one ceramic bowl in the storage slots. The ingredients can be any combination of food that means the minimum weight requirement that does not repeat a specific base ingredient. ''For example: Red Apple, Green Apple, Banana, Banana is not a valid combination because Banana is repeated twice. A bacon salad consisting of Smoked Pork, Salted Pork, Cooked Pork, Brined Pork is sadly not a valid combination because Pork is repeated four times.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Decay == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> For the majority of food, the decay level is represented via the durability bar on the item, as well as a numerical percentage on the tool-tip. The exception to this rule is milk, which has a tool-tip message of ''Fresh'', ''Old'', or ''Sour''. The durability bar is green during the first 10% of decay, and then turns red. The rate at which a piece of food decays is dependent on the item, as well as the ambient temperature. Light levels affect temperature, so the best place to store food is in a cool, dark place. These general types of food decay for non-preserved items in order of fastest to slowest: Raw Meat & Cooked Eggs --> Fruit --> Whole Grains, Flour, Dough, Bread, Vegetables & Soybeans --> Cheese, Raw Eggs & Refined Grains. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> [[File:FoodDecay.png|Raw beef of different decay amounts, sorted smallest to largest.]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Regardless of the type of food, decay rates are compounding (i.e. An apple with 50% decay will decay faster than an apple with 5% decay). To circumvent this, the decay can be trimmed from all food in a player's crafting inventory by keeping a knife in the inventory or crafting grid, and pressing {{key|D}} while the crafting inventory is open. Alternatively, a piece of food that is decayed can be crafted with a knife to remove the decayed portion (e.g. crafting a 100 oz potato that is 25% decayed with a knife will result in a 75 oz potato with 0% decay). ''Milk cannot have its decay removed.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The tracking of decay is based off of the calendar date and time, so skipping time forwards through the use of a bed or commands will result in the food decaying the same amount as if that time frame had passed normally. This also means that items in environments that do not tick properly (such as on the ground, or in other mod's containers) will instantly update and make up the lost decay as soon as it enters a player's inventory. ''For example: A player kills a pig, and then walks away so that the items are in unloaded chunks. The player returns a few weeks later to pick up the pork that did not despawn because the chunks were unloaded. As soon as the pork enters the player's inventory, it will rapidly make up for the lost time, quickly decaying until it disintegrates in the player's hands.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Preservation === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> There are many different ways to preserve food and change the rate at which it decays. Each method results in a decay modifier, meaning that if two methods stack together, the resulting effect on the decay is a multiplier equal to the two method modifiers multiplied together. When multiplying these two numbers together, it results in a smaller number, meaning that the food will decay slower. The majority of preservation methods can be used in combination to stack the modifiers. The combination of pickling and salting, and the combination of cooking and drying are the only two combinations of directly altering food that will not stack multipliers when used. Storage decay modifiers such as the ceramic vessel obviously cannot be used in combination with other storage decay modifiers such as storing in a barrel of vinegar. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== {{GridImage|Ceramic Vessel}} [[Vessel|Ceramic Vessel]] & {{GridImage|Burlap Sack}} [[Burlap Sack]]==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Ceramic Vessels and Burlap sacks will preserve certain types food stored in them. Grain stored in a small ceramic vessel, or any other food in a burlap sack will have a decay modifier of 0.15. Burlap Sacks cannot contain grain. ''Note: Large ceramic vessels have no effect on decay rates.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Cooking ==== </div> <div lang="en" dir="ltr" class="mw-content-ltr"> All foods can be cooked in either a [[firepit]] or on a [[Forge#Grill|grill]]. Food heated to temperatures over {{Font color|#aa0000|'''Very Hot'''}} result in burning and loss of the item. Cooked meat falls into one of five stages: Rare, Medium Rare, Medium, Medium Well, and Well Done. All other foods have cooked stages of: Very Light, Light, Medium, Dark, and Very Dark. The cooking stages of a piece of food simply affects the taste. The fuel used to cook the food also has an effect on its taste. All cooked foods have the same decay modifier, regardless of the stage it is cooked to. While cooked food has a decay modifier of 0.75, it affects the effectiveness of other preservation methods. ''For example, salted raw beef will simply have the salted 0.5 modifier, while salted cooked beef has a modifier of cooked 0.75 * salted 0.75 = 0.5625.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ''Note: Cooking dried food removes the dried decay modifier.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing="10" |{{Grid/Firepit |Input= Raw Beef |Output= Cooked Beef }} |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Salt ==== {{main|Powders#Salt|Salt}} Salt is used to extend the shelf life of meat, and increase its saltiness. Salted raw meat has a salted decay modifier of 0.5, while salted cooked meat has a salted decay modifier of 0.75. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing="10" |{{Grid/Inventory Table |shapeless=1 |A1= Raw Beef; Cooked Beef |B1= Salt |Output= Raw Beef; Cooked Beef }} |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Pickling ==== {{main|Barrel#Pickling|Pickling}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> All foods except those in the grain category can be pickled to preserve it. Food must first be [[Barrel#Brine|brined]] before it can be pickled. Pickled raw food has a pickled decay modifier of 0.5, while pickled cooked food has a pickled decay modifier of 0.75. As long as pickled food is sealed within a barrel of vinegar, it has an additional decay modifier of 0.1. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing="10" !Pickling !Storage |- |{{Grid/Barrel |L1= Vinegar |Ratio= 1,000 mB |Input= Cabbage (Harvest), 16 |Output= Cabbage (Harvest), 16 |Time= 4 hours |L2= }} |{{Grid/Barrel |L1= Vinegar |Ratio= 1,000 mB |Input= Cabbage (Harvest), 32 |Output= Cabbage (Harvest), 32 |Time= Forever |L2= }} |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ==== Smoking & Drying ==== {{main|Smoke Rack}} Cheese and meats can be hung on a smoke rack to smoke and/or dry the food, and all food can be cooked over a [[Forge#Grill|Grill]] which adds the smoke modifier while cooking. All dried food has a decay modifier of 0.25. Smoked foods have a decay modifier of 0.75. If a food is both dried and smoked, these modifiers stack. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> ''Note: Cooking dried food removes the dried decay modifier.'' </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Obtaining == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Agriculture === {{main|Agriculture}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> The primary way of obtaining food in Terrafirmacraft+ is through agriculture, i.e. farming. Wild crops generate in the world between Late Spring and Late Summer, and can be harvested for crops (if they are grown fully) and seeds. These seeds can be planted for a renewable source of food. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Fruit Trees === {{main|Fruit Trees}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Fruit Trees occasionally generate in the wild, and will generate fruit when they are in season. This fruit can be harvested, and eaten, or can be turned into Saplings to grow more fruit trees. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Fishing === {{main|Food/Fish}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Various types of fish and [[shellfish]] spawn in rivers and oceans and can be killed or caught with a [[Fishing Rod]] for food. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Animal Husbandry === {{main|Animal Husbandry}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Animals can be butchered to obtain Meat, [[Hide]], [[Fur]], and [[Wool]]. Cows and their undomesticated variety, [[Aurochs]], can be milked once familarized for [[Milk]], which can be used to make [[Barrel#Cheese|Cheese]]. [[Chicken|Chickens]] will lay eggs in Nest Boxes, which can be fertilized by hens, or harvested and cooked for food. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Beekeeping === {{main|Beekeeping}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Bee Hives will occasionally spawn on tree branches or trunks in the wild. Smoking the bees with a [[Firepit]] will allow the player to open the beehive and remove the Fertile Honeycomb, which can be placed in Basket Hives in order to produce more honeycombs. Honeycombs can be cut in order to produce honey, which can be drunk in order to fulfill hunger. Honey can also be used to make [[Alcohol]]. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Fungiculture === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Red and Brown mushrooms can be found by breaking Leaf Litter under trees. These mushrooms can be planted in shady areas to spread, or can be [[#Mushroom Refining|refined]] to be used as food. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Refining == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Grain Refining === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> For cereal crops (except Maize), the harvest must first be refined by crafting it with a knife to get grains. These refined grains have a much slower decay rate than all other stages of cereal crops (Harvest, Flour, Dough, Bread). </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| cellspacing="10" |{{Grid/Inventory Table |shapeless=1 |A1=Stone_Knife |B1= Barley_(Harvest); Oat (Harvest); Rice (Harvest); Rye (Harvest); Wheat (Harvest) |Output= Barley_(Grain); Oat (Grain); Rice (Grain); Rye (Grain); Wheat (Grain) }} |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Mushroom Refining === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Red and Brown mushrooms can be cut with a knife to make them edible. Red mushrooms must be cooked before they are eaten, or they will poison the player. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Grid/Inventory Table |A1={{Any Knife}} |A2=Red Mushroom; Brown Mushroom |Output=Red Mushroom Cut; Brown Mushroom Cut }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> === Coconut Refining === </div> <div lang="en" dir="ltr" class="mw-content-ltr"> Green coconuts can be obtained from Coconut Palms in Spring (or Autumn in the southern hemisphere). The green coconuts can be cut with a knife to produce brown coconuts and straw. Brown coconuts can be cooked, but cannot be eaten as-is. Raw brown coconuts and cooked brown coconuts can be broken with an axe to produce Coconut Meat, which will be raw/cooked same as the originating brown coconut. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Grid/Inventory Table |A1={{Any Knife}} |A2=Green Coconut |Output=Brown Coconut }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Grid/Inventory Table |A1={{Any Axe}} |A2=Brown Coconut |Output=Coconut Meat }} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Configuration == {{main|Configuration}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {| class="wikitable" |- ! Option ! Default<br>Value ! Description |- | {{TFCOptionGroup|food decay| |Options which affect food decay.}} |- | {{TFCOptionVar|FoodDecayMultiplier|1.0|This is a global multiplier for food decay. Unlike FoodDecayRate which only modifies the base decay and not the environmental effect upon decay, this multiplier will multiply against the entire amount. Set to 0 to turn decay off.}} |- | {{TFCOptionVar|FoodDecayRate|1.0170378966055869|This number causes base decay to equal 50% gain per day. If you wish to change, I recommend you look up a y-root calculator 1.0170378966055869517978300569768 ^ 24 {{=}} 1.5}} |- | {{TFCOptionVar|decayProtectionDays|24|If a food item has not been ticked for greater than or equal to this number of days than when it is ticked for the first time, only a small amount of decay will occur.}} |- | {{TFCOptionVar|useDecayProtection|true|Set this to false if you want food to auto decay when a chunk is loaded instead of limiting decay when a chunk has been unloaded for a long period.}} |} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == History == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{History|b}} {{History||Build 53|Added Meals.}} {{History||Build 58|When holding a Meal or Food in your hand, your hunger bar will now show a preview of how much of the hunger bar will be restored if you eat that item.}} {{History||77.0|Creating a meal prep area now requires a bowl in your inventory along with the knife.}} {{History||78.0|Added nutrition system and food decay.|Overhauled meal creation mechanic & removed potion effects.}} {{History||79.0|Added 2 new meal types, Sandwiches and Salads. Removed the old generic Meal and redesigned the food prep interface.|Sandwiches have a higher max food weight value than other meal types and the entire thing is eaten in one use instead of increments. Additionally sandwiches give a 25% boost to filling over other food types.|Salads on the other hand are your basic meal and are incredibly easy to create.|All foods have tastes associated with them. Each player also has a specific preferred taste profile that is determined by the players name and the world seed.|All foods have a base taste profile which is then modified by various factors.|When making a meal, all of the tastes are added together to determine the taste of the meal.|Added Smoke racks for smoking and drying foods. The food must first be brined. After a food has been brined it can be stored in a container full of vinegar to pickle the food and drastically increase its shelf life.|Added wrought iron grill for cooking up to 6 food items at once.|Food has two different indicator bars. The top bar indicates the amount of decay on the food (Green for the first 10% of decay. Red for the other 90%). The bottom white bar indicates the weight of the food out of 160 oz.|Added Hotkeys for quick food management. Press S in the inventory while hovering over a piece of food to combine all like food pieces. Press D in the inventory while it contains a knife to trim all decay.|Cooked meat can be salted.|Disabled taking damage when the player is starving. Instead, nutrition levels decrease at 3x normal rate.|Seaweed is edible.|All foods including fruits and vegetables can be cooked. Foods can be cooked to different levels of done-ness, each with different flavors.}} {{History||79.4|The Size/Weight of food stacks changed so that full food stacks weigh less in the inventory. As a result, they fit in more slots without needing to be split.}} {{History||79.7|Taste no longer directly affects the nutrition gained from eating a meal. Instead, it affects only the satisfaction gained, with more satisfaction being added the closer that the meal's taste is to the players preferences.|When the player is satisfied, they will gain residual nutrition based upon the player's current nutritional levels with more nutrition gained when the player is malnourished than if he isn't.}} {{History||79.11|Less than 1/4 full hunger results in weakness and mining fatigue.|Tweaked food prep UI layout.}} {{History||79.12|Added visual heat bar to food icons.}} {{History||79.13|Slowed decay for Wheat, Barley, Oat, Rye & Rice Grain (item, not category) to decay at the same base rate as eggs and cheese.|Cheese can be smoked. It does not need to be brined first.}} {{History|foot}} </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Trivia == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> *The combining of food through the crafting table is meant to represent creating a bundle of multiple pieces, and not mashing the items together to create a single super food that weighs more than the average newborn child. *Raw fish is the only food that is inedible on its own, but can be used as an ingredient in sandwiches and salads. *While brining is required in order to use other preservation methods, it has no decay modifier of its own. </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == Gallery == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> <gallery mode="packed" heights=150px> File:BLT.png|A successful BLT - Bacon (Pork), Lettuce (Cabbage), Tomato - sandwich on oat bread. File:FruitSalad.png|A successful fruit salad combination. File:BaconSalad.png|The "Create" button is grayed out due to pork being used in multiple ingredient slots. </gallery> </div> <div lang="en" dir="ltr" class="mw-content-ltr"> == See Also == </div> <div lang="en" dir="ltr" class="mw-content-ltr"> *[[Agriculture]] *[[Animal Husbandry]] *[[Berry]] *[[Fruit Trees]] </div> <div lang="en" dir="ltr" class="mw-content-ltr"> {{Blocks}} </div> [[Category:Agriculture & Livestock]]
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