{"mod":{"modid":4891,"assetid":29340,"name":"Forager's Gamble","text":"
Forager's Gamble is a mod that masks food health loss, nutrition info, and name until you've eaten at least one of that type of food. It also masks the names of plants that give food items until that item is eaten.<\/p>\r\n
<\/p>\r\n
This mod was inspired by Mushroom Roulette<\/a> by MikeTheShadow<\/a><\/p>\r\n <\/p>\r\n You can nibble food items by sneaking and eating an unknown food item. Nibbling only gives you 1\/10 of the effects of the item at the cost of consuming the whole item but is a safer way to learn what is edible.<\/p>\r\n Meals will by default always hide their safety regardless of whether you are knowledgeable about the ingredient or not.<\/p>\r\n <\/p>\r\n Slow acting toxic food:<\/p>\r\n By default toxic food will take several hours to actually do harm to you. Eating toxic food will reveal their name and nutrition info, but their safety will not be revealed until you actually take damage from them.<\/p>\r\n Building up too much toxins in your system before your body processes them will instantly kill you (unless you're a very well fed black guard). (default 30 damage worth of toxic food before you have processed any of it) <\/p>\r\n The mod comes with several config options that generate upon launching the game once with the mod installed:<\/p>\r\n <\/p>\r\n UnknownAll: If true, ALL food items willl be named \"Unkown {foodtype}\" i.e. \"Unkown Fruit\" until at least one of that food is eaten. This includes meat and dairy. (Default False)<\/p>\r\n UnknownMushrooms: If true, mushrooms will be named \"Unknown Mushroom\" until eaten and identified. (Default True)<\/p>\r\n UnknownPlants: If true, plants and their respective edible drops will be unknown until eaten and identified. (Default True)<\/p>\r\n ForgetOnDeath: Dying will make you forget what foods are named and whether they are dangerous. (Default True)<\/p>\r\n HideNutritionInfo: Hides info like satiety (or hydration if HoD is installed) until identified. (Default True)<\/p>\r\n HideCraftingInfo: Hides crafting tips of item until identified. (Default True)<\/p>\r\n LearnAmountPerEat: (Default 0.2 or 20%) How much knowledge you gain when knowledge procs<\/p>\r\n JournalConsumeOnLearn: (Default true) Journal is consumed on learning from them. If false, journals are persistent and are never consumed on use<\/p>\r\n ShuffleDamagingItems: (Default False) Randomly shuffles damage values on items to other like items. I.e. poisonous mushrooms will get their poison values shuffled to other mushrooms.<\/p>\r\n ShuffleHealingItems: (Default False) Randomly shuffles healing values on items (I don't recommend using this as several mods add food that heal, that are meant to be used as healing potion like items, and it will shuffle those healing values to other foods.<\/p>\r\n <\/p>\r\n HideMealSafety: Whether meals should show or hide how much health damage they do. (This is independent of knowledge!) (default: true)<\/p>\r\n NibbleFactor: What percentage of the foods stats you get from nibbling something. (default 0.1 or 10%)<\/p>\r\n PoisonOnset: Whether or not to use the poison onset system (default: true)<\/p>\r\n PoisonOnsetMinHours: Minimum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength<\/p>\r\n PoisonOnsetMaxHours: Maximum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength<\/p>\r\n <\/p>\r\n PoisonOnsetClassScales<\/p>\r\n MinMul: Added multiplier for minimum onset hours per poison category<\/p>\r\n Maxmul: Added multiplier for maxiumum onset hours per poison category<\/p>\r\n MinAdd: Flat time addition to min time per poison category<\/p>\r\n MaxAdd: Flat time addition to max time per poison category<\/p>\r\n <\/p>\r\n PoisonClassByDamage<\/p>\r\n MinDamage: Damage floor for this poison class (Do not let them overlap!)<\/p>\r\n MaxDamage: Damage Ceiling for this poison class (Do not let them overlap!)<\/p>\r\n<\/div>\r\n<\/div>\r\n <\/p>\r\n <\/p>\r\n Future Plans: <\/p>\r\n Potentially mask models in game<\/p>\r\n <\/p>\r\n Mod Compatibility:<\/p>\r\n Mycodiversity<\/a> by sheepon<\/a><\/p>\r\n Floral Zones by Tentharchitect<\/a><\/p>\r\n Wildcraft by gabb<\/a> and LedyanayaSonya<\/a><\/p>\r\n And pretty much any other mod that adds new food as long as they don't use custom classes like Wildcraft does. Soy beans are only learned when you eat the pickled version of soy beans as the raw versions are inedible. The pickled item is also only masked if UnknownAll is on. This is because soy beans are a protein instead of vegetable and will need specific handling in the future.<\/p>\r\n I may have missed some mod added item cases that are special like soy beans. Let me know if I did and I can get special cases built for specific items.<\/p>\r\n <\/p>\r\n Fix non english localizations still showing item info in tool tip for unknown items. ACA Glass bottle compatibility<\/p>\r\n Learning progression fix for liquid containers<\/p>"},{"releaseid":28919,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.3_21d73de2d5047f83535b30b9a28a7e82.zip?dl=foragersgamble_1.2.3.zip","filename":"foragersgamble_1.2.3.zip","fileid":63854,"downloads":281,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.3","created":"2025-11-08 21:21:45","changelog":" Fix liquid container drinking not identifying contained liquid Fix for family health values being reused multiple times in health random shuffle. <\/p>"},{"releaseid":28335,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.1_54f69abba95919a32629ad7d1b2fd376.zip?dl=foragersgamble_1.2.1.zip","filename":"foragersgamble_1.2.1.zip","fileid":62375,"downloads":199,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.1","created":"2025-10-29 10:25:02","changelog":" Initial Expanded Foods compatibility. (More advanced foods likely will not be masked correctly, theres too many items to do at once so compatibility will come in waves)<\/p>\r\n Health and name masking now happens in item \"families\" e.g. derived products from a base item will all be in the same family and identifying one will identify them all.<\/p>\r\n Randomizing health values now also happens in families, so now derived products will have consistent health values across different types of foods and their derived products. E.g. a cooked or chopped mushroom from expanded foods will have consistent health values instead of differing values for each derived product.<\/p>"},{"releaseid":27304,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.0_6ddb83484126cbf1fa8db7dfa7a5d78a.zip?dl=foragersgamble_1.2.0.zip","filename":"foragersgamble_1.2.0.zip","fileid":59811,"downloads":1465,"tags":["1.21.0","1.21.1","1.21.2-rc.3","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.0","created":"2025-10-14 00:44:04","changelog":" New:<\/p>\r\n By default items that are unidentified are now fully hidden from the handbook and can not be searched for. Clicking on an unidentified item in a recipe doesn't take you to its page anymore, making recipes including unidentified items much harder to spoil.<\/p>\r\n Masking is now even more strict. This should avoid all items that shouldn't be getting masked from getting masked. (experimental, if any items fall through that should<\/em> <\/em>be masked, please let me know what item that is)<\/p>\r\n Liquid inside containers are now properly masked.<\/p>\r\n Fixes:<\/p>\r\n Name masking no longer gets picked up during Handbook and Creative Inventory Indexing, which previously led to things not being searchable that normally are.<\/p>"},{"releaseid":27271,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.6_3b23605a8938c475f079042576175b29.zip?dl=foragersgamble_1.1.6.zip","filename":"foragersgamble_1.1.6.zip","fileid":59713,"downloads":126,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4"],"modidstr":"foragersgamble","modversion":"1.1.6","created":"2025-10-13 17:53:52","changelog":" Fix certain non edible plants from getting handbook gated. (Handbook fix 2 electric boogaloo)<\/p>"},{"releaseid":27090,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.5_affc11dd1aa671e519b886e8866bf937.zip?dl=foragersgamble_1.1.5.zip","filename":"foragersgamble_1.1.5.zip","fileid":59358,"downloads":641,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4"],"modidstr":"foragersgamble","modversion":"1.1.5","created":"2025-10-11 03:05:50","changelog":" Meal masking now correctly masks all four ingredients in a meal instead of only the first two<\/p>\r\n Handbook block now correctly allows handbook through for non-edible plants that have had their associated edible product identified<\/p>"},{"releaseid":27074,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.4_9caebdc1f77e777839794704516b1a8f.zip?dl=foragersgamble_1.1.4.zip","filename":"foragersgamble_1.1.4.zip","fileid":59331,"downloads":204,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4"],"modidstr":"foragersgamble","modversion":"1.1.4","created":"2025-10-10 21:07:03","changelog":" Fix: Handbook no longer gets blocked on non food items<\/p>\r\n New Feature: Meal contents are now properly masked<\/p>"},{"releaseid":27017,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.3_c53bb736aa3eeb7059c03602595677e4.zip?dl=foragersgamble_1.1.3.zip","filename":"foragersgamble_1.1.3.zip","fileid":59202,"downloads":290,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4"],"modidstr":"foragersgamble","modversion":"1.1.3","created":"2025-10-10 02:31:04","changelog":" Removed learn chance, learning always happens now, amount is still configurable<\/p>\r\n Added full configlib support<\/p>\r\n New Config Option:<\/p>\r\n PreventHandbookOnUnidentified: (Default True) Prevents you from being able to open an unidentified items handbook entry.<\/p>"},{"releaseid":26558,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.2_473fd9ffa2c63ee80a1ef2ffec7ace8d.zip?dl=foragersgamble_1.1.2.zip","filename":"foragersgamble_1.1.2.zip","fileid":58274,"downloads":1973,"tags":["1.21.0","1.21.1","1.21.2"],"modidstr":"foragersgamble","modversion":"1.1.2","created":"2025-10-04 00:12:16","changelog":" Ukrainian Localistion: Thanks justOmi!!!<\/p>"},{"releaseid":26012,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.1_20b2e9265121f07a548588c9f4341340.zip?dl=foragersgamble_1.1.1.zip","filename":"foragersgamble_1.1.1.zip","fileid":57145,"downloads":782,"tags":["1.21.1","1.21.2-rc.1","1.21.2-rc.2"],"modidstr":"foragersgamble","modversion":"1.1.1","created":"2025-09-27 09:19:54","changelog":" Damage randomization now ignores hydrate or diedrate water types<\/p>"},{"releaseid":25997,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.1.0_72aa7cae5154944e8c9d9a5191ae668b.zip?dl=foragersgamble_1.1.0.zip","filename":"foragersgamble_1.1.0.zip","fileid":57108,"downloads":318,"tags":["1.21.1","1.21.2-rc.1","1.21.2-rc.2"],"modidstr":"foragersgamble","modversion":"1.1.0","created":"2025-09-26 23:35:58","changelog":" New Features: Dangerous items can have their damage values shuffled to other similar items. (i.e. a damaging mushroom can have its damage value reassigned to a different mushroom making it safe to eat)<\/p>\r\n Damage values are aggregated based on item categories and by existing values, so for example in vanilla there won't be any dangerous fruits, but if you have a mod installed that adds dangerous fruits (i.e. wildcraft: fruits and nuts), that fruits damage value can be randomly reassigned to a different fruit.<\/p>\r\n This is based on world seed so different world seeds will result in different poisons foods.<\/p>\r\n <\/p>\r\n Knowledge Gain: (defaults to 50% chance and 20% learn amount (set to 1 for both to go back to original behavior))<\/p>\r\n Knowledge is now gained over time. By default you have a 50% chance to gain 20% knowledge of an item. You need to reach 100% on an item to learn that item. After which it is learned like before. Damage on an item is still learned as soon as the damage from the item procs. <\/p>\r\n <\/p>\r\n New Config Options:<\/p>\r\n LearnChancePerEat: (Default 0.5 or 50%) Chance on eating item that you will gain knowledge.<\/p>\r\n LearnAmountPerEat: (Default 0.2 or 20%) How much knowledge you gain when knowledge procs. <\/p>\r\n JournalConsumeOnLearn: (Default true) Journal is consumed on learning from them. If false, journals are persistent and are never consumed on use.<\/p>\r\n RandomizeDamagingItems: (Default False) Randomly shuffles damage values on items<\/p>\r\n RandomizeHealingItems: (Default False) Randomly shuffles healing values on items (I don't recommend using this as several mods add food that heal, that are meant to be used as healing potion like items, and it will shuffle those healing values to other foods.<\/p>\r\n <\/p>"},{"releaseid":25423,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.1_8e85fdd95e8088088bc3f2ae86652c21.zip?dl=foragersgamble_1.0.10.zip","filename":"foragersgamble_1.0.10.zip","fileid":56008,"downloads":794,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.10","created":"2025-09-18 12:56:09","changelog":" Hotfix: Journals are now ground storable.<\/p>"},{"releaseid":25421,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.9_c2bffe8dc5c5d9403a4cfe027e4685d4.zip?dl=foragersgamble_1.0.9.zip","filename":"foragersgamble_1.0.9.zip","fileid":56006,"downloads":28,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.9","created":"2025-09-18 12:49:58","changelog":" New Item: Forager's Journal Orange things shouldn't tie back to the orange fruit anymore for determining if its an unknown plant<\/p>"},{"releaseid":25254,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.7_4c19aa1fa58f3f0807fb9cc282b63804.zip?dl=foragersgamble_1.0.7.zip","filename":"foragersgamble_1.0.7.zip","fileid":55605,"downloads":243,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.7","created":"2025-09-16 00:41:16","changelog":" Derived foods are no longer masked, fixing weird situations with mystery breads. This may return if I work out a better way to hide derived foods while still making their baked status visible. <\/p>"},{"releaseid":24798,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.6_47ad47797f2b7cdcf1e7206fdf4a3971.zip?dl=foragersgamble_1.0.6.zip","filename":"foragersgamble_1.0.6.zip","fileid":54494,"downloads":430,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.6","created":"2025-09-10 03:46:27","changelog":" Bugfixes: Poisons now correctly match their source item in the warning message for getting poisoned.<\/p>\r\n Eating food item that is a single item in a stack rather than multiple now correctly identifies the item.<\/p>\r\n Poisons correctly queue up instead of getting swallowed if multiple poisons try to fire off at once.<\/p>"},{"releaseid":24692,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.5_5e61a78b0d70e896cb4a54bdcf6f3b67.zip?dl=foragersgamble_1.0.5.zip","filename":"foragersgamble_1.0.5.zip","fileid":54205,"downloads":163,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.5","created":"2025-09-09 00:34:00","changelog":" Fix nibbling still doing full damage when it happens from onset poison<\/p>\r\n <\/p>\r\n The message that appears when you take onset poison damage now shows the food that caused it, so now you know why you're rolling on the ground in pain. (This is toggleable back to the old no item name message)<\/p>"},{"releaseid":24572,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.4_66814a3133ab0bf32a3bfcefdae94d73.zip?dl=foragersgamble_1.0.4.zip","filename":"foragersgamble_1.0.4.zip","fileid":53942,"downloads":513,"tags":["1.21.0","1.21.1-rc.1","1.21.1-rc.2"],"modidstr":"foragersgamble","modversion":"1.0.4","created":"2025-09-07 11:12:46","changelog":" Fix crash when installed with other mods that hook into food eating.<\/p>"},{"releaseid":24555,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.3_8dc1092f93737164e71643b2ea41c9c8.zip?dl=foragersgamble_1.0.3.zip","filename":"foragersgamble_1.0.3.zip","fileid":53914,"downloads":108,"tags":["1.21.0","1.21.1-rc.1","1.21.1-rc.2"],"modidstr":"foragersgamble","modversion":"1.0.3","created":"2025-09-07 02:48:42","changelog":" Poison Onset system:<\/p>\r\n Fully configurable (and able to be disabled), poison items will now have onset damage instead of instant. Minimum and maximum time of when poison hits is fully configurable.<\/p>\r\n By default, poison will take anywhere from 12 to 24 in game hours to affect you for normal toxins. More fatal toxins can take longer for your body to process and can take several days before you feel its effects. (by default, this can be configured and even made to go the opposite way) Eating food will instantly teach the nutrition content and name, but until you feel any poison effects health effects are masked.<\/p>\r\n Too much toxin buildup in your body will instantly kill you, make sure your body processes all that toxic and poisonous food before you try more. By default if you consume over 30 damage of built up toxin before your body processes it, you will instantly take that damage and be killed. (unless you're a black guard with close to maximum health from nutrition)<\/p>\r\n <\/p>\r\n New config options<\/p>\r\n HideMealSafety: Whether meals should show or hide how much health damage they do. (this is independent of food knowledge, meals will still show contents and I likely will not be able to change that) (default: true)<\/p>\r\n NibbleFactor: What percentage of the foods stats you get from nibbling something. (default 0.1 or 10%)<\/p>\r\n PoisonOnset: Whether or not to use the poison onset system (default: true)<\/p>\r\n PoisonOnsetMinHours: Minimum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength<\/p>\r\n PoisonOnsetMaxHours: Maximum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength<\/p>\r\n <\/p>\r\n PoisonOnsetClassScales<\/p>\r\n MinMul: Added multiplier for minimum onset hours per poison category<\/p>\r\n Maxmul: Added multiplier for maxiumum onset hours per poison category<\/p>\r\n MinAdd: Flat time addition to min time per poison category<\/p>\r\n MaxAdd: Flat time addition to max time per poison category<\/p>\r\n <\/p>\r\n PoisonClassByDamage<\/p>\r\n MinDamage: Damage floor for this poison class (Do not let them overlap!)<\/p>\r\n MaxDamage: Damage Ceiling for this poison class (Do not let them overlap!)<\/p>\r\n <\/p>\r\n Bugfixes:<\/p>\r\n Fruit trees are now properly masked<\/p>\r\n Thirst now properly applys on nibbling food if you play with HoD<\/p>\r\n <\/p>\r\n
<\/p>\r\n
New Item: Forager's Journal
This item will allow you to save your knowledge across deaths, or pass on your knowledge of the wild to others!
To make one simply put any type of book (not lore books) into the crafting grid by themselves to convert freely between journal and regular vanilla books.
While holding an ink and quill in your off hand, right click to inscribe your knowledge into the journal. Right clicking an inscribed journal will consume that journal and grant you the knowledge inside.
Journals are otherwise treated exactly the same as books and can be stored in all the same locations as them.
<\/p>\r\n
Use Gourmand<\/a>? Try out Gourmand's Gamble<\/a> which masks Gourmand information!<\/p>\r\n
Known Issues:<\/p>\r\nBug Reports:
I will NOT provide support or assistance with bugs in the comments section of this download page<\/h3>\r\nTo get assistance, please go to the Forager's Gamble thread in the Official Vintage Story discord and provide:
1: Description of issue, and steps to reproduce
2: Your server-main and client-main logs found in vintagestorydata\/logs when pertinent<\/h3>","author":"Chronolegionaire","urlalias":"foragersgamble","logofilename":"https:\/\/moddbcdn.vintagestory.at\/fglogo_725ff3a72e9060209ae3005d6454e73c.png","logofile":"https:\/\/moddbcdn.vintagestory.at\/fglogo_725ff3a72e9060209ae3005d6454e73c.png","logofiledb":"https:\/\/moddbcdn.vintagestory.at\/fglogobanner_8c17dbfd1df0f9b810f660ead8c91119.png","homepageurl":"","sourcecodeurl":"https:\/\/github.com\/Chronolegionnaire\/ForagersGamble","trailervideourl":"","issuetrackerurl":"","wikiurl":"","downloads":11096,"follows":275,"trendingpoints":122,"comments":104,"side":"both","type":"mod","created":"2025-09-04 02:51:13","lastreleased":"2025-11-22 01:32:34","lastmodified":"2025-12-05 06:52:05","tags":["Food","Other","Tweak"],"releases":[{"releaseid":29644,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.5_80b9ae7dd256fb92e188b79ef2b3e155.zip?dl=foragersgamble_1.2.5.zip","filename":"foragersgamble_1.2.5.zip","fileid":65438,"downloads":595,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.5","created":"2025-11-22 01:32:34","changelog":"
Renamed damage and heal randomize config to Shuffle Damage and Shuffle Health to better match what its actually doing
Shuffle actually shuffles to all items in category instead of only amongst items that damage or heal
Support for wildcraft berry bush clippings.<\/p>"},{"releaseid":29028,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.4_7f47b578abaf053d1975294b35d47adc.zip?dl=foragersgamble_1.2.4.zip","filename":"foragersgamble_1.2.4.zip","fileid":64103,"downloads":693,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.4","created":"2025-11-10 20:54:00","changelog":"
More strict check for handbook and name blocking<\/p>"},{"releaseid":28445,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.2.2_9779b5081df62342440e29d90208de4a.zip?dl=foragersgamble_1.2.2.zip","filename":"foragersgamble_1.2.2.zip","fileid":62699,"downloads":669,"tags":["1.21.0","1.21.1","1.21.2","1.21.3","1.21.4","1.21.5"],"modidstr":"foragersgamble","modversion":"1.2.2","created":"2025-10-31 01:46:31","changelog":"
Health Randomization: (off by default)<\/p>\r\n
This item will allow you to save your knowledge across deaths, or pass on your knowledge of the wild to others!
To make one simply put any type of book (not lore books) into the crafting grid by themselves to convert freely between journal and regular vanilla books.
While holding an ink and quill in your off hand, right click to inscribe your knowledge into the journal. Right clicking an inscribed journal will consume that journal and grant you the knowledge inside.
Journals are otherwise treated exactly the same as books and can be stored in all the same locations as them.<\/p>"},{"releaseid":25403,"mainfile":"https:\/\/moddbcdn.vintagestory.at\/foragersgamble_1.0.8_e2ce6109008dafc3bd4d4a6144caa5eb.zip?dl=foragersgamble_1.0.8.zip","filename":"foragersgamble_1.0.8.zip","fileid":55975,"downloads":86,"tags":["1.21.1"],"modidstr":"foragersgamble","modversion":"1.0.8","created":"2025-09-18 02:32:20","changelog":"
No longer erroneously hides crafting info for non food items.<\/p>\r\n