Mods / Forager's Gamble
Author: Chronolegionaire
Side: Both
Created: Sep 4th at 2:51 AM
Last modified: Nov 22nd at 1:32 AM
Downloads: 11085
Follow Unfollow 274
Recommended download (for Vintage Story 1.21.0, 1.21.1 and 1.21.2 - 1.21.5):
foragersgamble_1.2.5.zip
1-click install
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.
This mod was inspired by Mushroom Roulette by MikeTheShadow
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.
Meals will by default always hide their safety regardless of whether you are knowledgeable about the ingredient or not.
Slow acting toxic food:
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.
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)
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.
The mod comes with several config options that generate upon launching the game once with the mod installed:
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)
UnknownMushrooms: If true, mushrooms will be named "Unknown Mushroom" until eaten and identified. (Default True)
UnknownPlants: If true, plants and their respective edible drops will be unknown until eaten and identified. (Default True)
ForgetOnDeath: Dying will make you forget what foods are named and whether they are dangerous. (Default True)
HideNutritionInfo: Hides info like satiety (or hydration if HoD is installed) until identified. (Default True)
HideCraftingInfo: Hides crafting tips of item until identified. (Default True)
LearnAmountPerEat: (Default 0.2 or 20%) How much knowledge you gain when knowledge procs
JournalConsumeOnLearn: (Default true) Journal is consumed on learning from them. If false, journals are persistent and are never consumed on use
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.
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.
HideMealSafety: Whether meals should show or hide how much health damage they do. (This is independent of knowledge!) (default: true)
NibbleFactor: What percentage of the foods stats you get from nibbling something. (default 0.1 or 10%)
PoisonOnset: Whether or not to use the poison onset system (default: true)
PoisonOnsetMinHours: Minimum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength
PoisonOnsetMaxHours: Maximum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength
PoisonOnsetClassScales
MinMul: Added multiplier for minimum onset hours per poison category
Maxmul: Added multiplier for maxiumum onset hours per poison category
MinAdd: Flat time addition to min time per poison category
MaxAdd: Flat time addition to max time per poison category
PoisonClassByDamage
MinDamage: Damage floor for this poison class (Do not let them overlap!)
MaxDamage: Damage Ceiling for this poison class (Do not let them overlap!)
Future Plans:
Potentially mask models in game
Mod Compatibility:
Floral Zones by Tentharchitect
Wildcraft by gabb and LedyanayaSonya
And pretty much any other mod that adds new food as long as they don't use custom classes like Wildcraft does.
Use Gourmand? Try out Gourmand's Gamble which masks Gourmand information!
Known Issues:
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.
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.
Bug Reports:
I will NOT provide support or assistance with bugs in the comments section of this download page
To 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
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.2.5 | foragersgamble | 588 | Nov 22nd at 1:32 AM | foragersgamble_1.2.5.zip | 1-click install | ||
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Fix non english localizations still showing item info in tool tip for unknown items. | |||||||
| 1.2.4 | foragersgamble | 693 | Nov 10th at 8:54 PM | foragersgamble_1.2.4.zip | 1-click install | ||
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ACA Glass bottle compatibility Learning progression fix for liquid containers | |||||||
| 1.2.3 | foragersgamble | 280 | Nov 8th at 9:21 PM | foragersgamble_1.2.3.zip | 1-click install | ||
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Fix liquid container drinking not identifying contained liquid | |||||||
| 1.2.2 | foragersgamble | 669 | Oct 31st at 1:46 AM | foragersgamble_1.2.2.zip | 1-click install | ||
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Fix for family health values being reused multiple times in health random shuffle. | |||||||
| 1.2.1 | foragersgamble | 199 | Oct 29th at 10:25 AM | foragersgamble_1.2.1.zip | 1-click install | ||
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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) 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. 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. | |||||||
| 1.2.0 | foragersgamble | 1465 | Oct 14th at 12:44 AM | foragersgamble_1.2.0.zip | 1-click install | ||
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New: 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. 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 be masked, please let me know what item that is) Liquid inside containers are now properly masked. Fixes: Name masking no longer gets picked up during Handbook and Creative Inventory Indexing, which previously led to things not being searchable that normally are. | |||||||
| 1.1.6 | foragersgamble | 126 | Oct 13th at 5:53 PM | foragersgamble_1.1.6.zip | 1-click install | ||
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Fix certain non edible plants from getting handbook gated. (Handbook fix 2 electric boogaloo) | |||||||
| 1.1.5 | foragersgamble | 641 | Oct 11th at 3:05 AM | foragersgamble_1.1.5.zip | 1-click install | ||
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Meal masking now correctly masks all four ingredients in a meal instead of only the first two Handbook block now correctly allows handbook through for non-edible plants that have had their associated edible product identified | |||||||
| 1.1.4 | foragersgamble | 204 | Oct 10th at 9:07 PM | foragersgamble_1.1.4.zip | 1-click install | ||
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Fix: Handbook no longer gets blocked on non food items New Feature: Meal contents are now properly masked | |||||||
| 1.1.3 | foragersgamble | 290 | Oct 10th at 2:31 AM | foragersgamble_1.1.3.zip | 1-click install | ||
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Removed learn chance, learning always happens now, amount is still configurable Added full configlib support New Config Option: PreventHandbookOnUnidentified: (Default True) Prevents you from being able to open an unidentified items handbook entry. | |||||||
| 1.1.2 | foragersgamble | 1970 | Oct 4th at 12:12 AM | foragersgamble_1.1.2.zip | 1-click install | ||
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Ukrainian Localistion: Thanks justOmi!!! | |||||||
| 1.1.1 | foragersgamble | 782 | Sep 27th at 9:19 AM | foragersgamble_1.1.1.zip | 1-click install | ||
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Damage randomization now ignores hydrate or diedrate water types | |||||||
| 1.1.0 | foragersgamble | 318 | Sep 26th at 11:35 PM | foragersgamble_1.1.0.zip | 1-click install | ||
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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) 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. This is based on world seed so different world seeds will result in different poisons foods.
Knowledge Gain: (defaults to 50% chance and 20% learn amount (set to 1 for both to go back to original behavior)) 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.
New Config Options: LearnChancePerEat: (Default 0.5 or 50%) Chance on eating item that you will gain knowledge. LearnAmountPerEat: (Default 0.2 or 20%) How much knowledge you gain when knowledge procs. JournalConsumeOnLearn: (Default true) Journal is consumed on learning from them. If false, journals are persistent and are never consumed on use. RandomizeDamagingItems: (Default False) Randomly shuffles damage values on items 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.
| |||||||
| 1.0.10 | foragersgamble | 794 | Sep 18th at 12:56 PM | foragersgamble_1.0.10.zip | 1-click install | ||
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Hotfix: Journals are now ground storable. | |||||||
| 1.0.9 | foragersgamble | 28 | Sep 18th at 12:49 PM | foragersgamble_1.0.9.zip | 1-click install | ||
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New Item: Forager's Journal | |||||||
| 1.0.8 | foragersgamble | 86 | Sep 18th at 2:32 AM | foragersgamble_1.0.8.zip | 1-click install | ||
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Orange things shouldn't tie back to the orange fruit anymore for determining if its an unknown plant | |||||||
| 1.0.7 | foragersgamble | 243 | Sep 16th at 12:41 AM | foragersgamble_1.0.7.zip | 1-click install | ||
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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. | |||||||
| 1.0.6 | foragersgamble | 430 | Sep 10th at 3:46 AM | foragersgamble_1.0.6.zip | 1-click install | ||
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Bugfixes: Poisons now correctly match their source item in the warning message for getting poisoned. Eating food item that is a single item in a stack rather than multiple now correctly identifies the item. Poisons correctly queue up instead of getting swallowed if multiple poisons try to fire off at once. | |||||||
| 1.0.5 | foragersgamble | 163 | Sep 9th at 12:34 AM | foragersgamble_1.0.5.zip | 1-click install | ||
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Fix nibbling still doing full damage when it happens from onset poison
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) | |||||||
| 1.0.4 | foragersgamble | 513 | Sep 7th at 11:12 AM | foragersgamble_1.0.4.zip | 1-click install | ||
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Fix crash when installed with other mods that hook into food eating. | |||||||
| 1.0.3 | foragersgamble | 108 | Sep 7th at 2:48 AM | foragersgamble_1.0.3.zip | 1-click install | ||
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Poison Onset system: 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. 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. 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)
New config options 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) NibbleFactor: What percentage of the foods stats you get from nibbling something. (default 0.1 or 10%) PoisonOnset: Whether or not to use the poison onset system (default: true) PoisonOnsetMinHours: Minimum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength PoisonOnsetMaxHours: Maximum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength
PoisonOnsetClassScales MinMul: Added multiplier for minimum onset hours per poison category Maxmul: Added multiplier for maxiumum onset hours per poison category MinAdd: Flat time addition to min time per poison category MaxAdd: Flat time addition to max time per poison category
PoisonClassByDamage MinDamage: Damage floor for this poison class (Do not let them overlap!) MaxDamage: Damage Ceiling for this poison class (Do not let them overlap!)
Bugfixes: Fruit trees are now properly masked Thirst now properly applys on nibbling food if you play with HoD
pt-br translation (Thank you AzuliBluespots!) | |||||||
| 1.0.2 | foragersgamble | 88 | Sep 6th at 8:49 PM | foragersgamble_1.0.2.zip | 1-click install | ||
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Now by default hides nutrition and crafting info of unknown food items. (toggleable in config) | |||||||
| 1.0.1 | foragersgamble | 141 | Sep 6th at 4:52 AM | foragersgamble_1.0.1.zip | 1-click install | ||
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Plants will now be unknown until their appropriate plant items (berries, etc) are eaten. You can now nibble at a food item to test out a food item. To do so, sneak while eating an unknown food item. Nibbling a food item only gives 1/10 of its effects but still consumes the whole item. Now you can taste death cap without instantly dying! By default, dying makes you forget your accrued knowledge of safe edibles. (Toggleable in config) Config Options adjusted: UnknownAll makes all food items (including things like meat and dairy) unknown until eaten. UnknownMushrooms Just masks Mushrooms UnknownPlants masks all plants including their related edible drops ForgetOnDeath New config option to control whether you forget knowledge on death | |||||||
| 1.0.0 | foragersgamble | 266 | Sep 4th at 2:53 AM | foragersgamble_1.0.0.zip | 1-click install | ||
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Initial Release | |||||||
Also experiencing the same issue as InvaderPork and Gosu, specifically with flowers from the Soap and Lye: Bloom and Lather mod. Since they are considered inedible but are technically ingredients to make food (tea specifically) I believe your mod considers them "unknown". I hope maybe this helps? Otherwise love the concept of this mod and have been able to work around it with some effort.
Having a similar if not same issue as Gosu, lupine seems to be marked as unknown plant. I do have a couple mods so that may be the issue.
Gosu
Non edible plants should not be getting marked as unknown, if it is, it likely erroneously found an edible item to pair to, what item/block are you seeing that is inedible but still unknown?
how do you learn normal plants you cannot eat?
Absolutely love the premise of this mod, thank you for taking your time to implement this. One thing that I think would be nice is if the Forager trait could allow you to identify plants, which would make Malefactor (or any other class using the trait) a lot more valuable.
Version 1.2.5 Released!
Fix non english localizations still showing item info in tool tip for unknown items.
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.
Paeddy
Will be fixed next version!
DrSpankoflex
I am not able to replicate this issue, please share your server-main log with me on the discord thread for FG so I can try to reproduce
Sonito
Lucky for you can turn off all of the new features, just set learn amount to 1 and turn everything else off.
I feel like the mod went overboard with features after 1.0.10 , I just want a thing that hides the effects the first time before i eat that's it, not for meals , no hiding from journal , no randomization , no learning chance, that's my opinion
There is currently a bug with this mod on a server causing all items to be unknown when using H on items (e.g. logs, sticks, hide), not just foods.
Hey little thing I noticed, juices are not identified when drunk from a jug.
Rustbound magic plant item is not identifiable because it's a non edible plant.
How does one identify Saplings from a non food tree?
Chronolegionaire
Will do! It was mostly annoying since , on year 3, none of the berries I've previously tested were being alright. I was not testing random health, but we shall see if anything else pops up!
Randwulf
Just pushed a fix, let me know if you catch anything wonky in the values in the latest version!
Actually I was able to identify the problem, I don't recommend using randomized health just yet until I release a fix.
Randwulf
Can you send me a copy of your server-main log on the discord thread? That is definitely not supposed to be happening, it might be accidentally linking more fruits together than intended with the new "family" feature in the last update. And they aren't just random value assigned, they are shuffled, doing it completely random is something I thought about doing as a separate feature but is not as of yet implemented.
Given that, with Wildcraft Fruits and Nuts Installed, most of the fruits end up with .25 or .50 hp poisonous effects (that's a recent thing that happened in my save), are the poison values truly randomized (randomly assignated a value between 0 and -n) or are they shuffled around ?
Gotta admit adding/updating the cached mods during my incorporation of other mods might not have helped it, since blueberries, who were fine 2-3 sessions ago, now poison me with -1hp.
It is most likely not your mod's fault if I am the only one to report that (with Mycodiversity, EF, New World Crops, all 3 Wildcraft and the Floral Zone suite to boot), but just wanted to make sure since, well, most fruits in Creative are slightly poisonous to eat as is.
Lovely, thanks for update
v1.2.1 released!
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)
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.
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.
Cool immersive mod, but can you add compatability for Expanded Foods cooked mushrooms? I am cooking them to make less poisonous/easier to digest, but they won't provide info for raw ones
I noticed food seeds are not hidden, while they are non-food they are food adjacent and should possibly be hidden?
Chronolegionaire i'd press H while hovering over a bear pelt to make the armor, and it'd fps drop (due to loading the journal) and give me the message right above my hotbar, but now on a fresh install it seems to not be there anymore, could it possibly be the 'Unknown All'' setting in the mod config? currently its unchecked. i dont have the issue anymore, but i'll tell if i can find a way to replicate. the logs are also not available due to everything getting purged due to other mod issues

This is a mod compatibility issue with the Butchering mod but I thought I'd should let you know. The update that hides undiscovered foods in the handbook also hides any craftable foods. This may be a issue if the game desides to add in craftable foods. Btw this mod works almost perfectly with said mod. Minus the crafting foods issue.
Thorin48
It randomizes based on item naming. So mushrooms will randomize to items named domain:mushroom- (with domain being anything to allow other mods to mix in with vanilla). Or domain:fruit, domain:herb or whatever for mods that add poisonous fruit and herbs. To my knowledge no other mods add poisonous vegetables or legumes so vegetables/legumes should be safe unless you have a mod installed that adds a poisonous variety. For the most part it will work with any mod that adds new edible items assuming they are not brand new modded categories of food or something. TLDR: Essentially if you randomize damage values they will stay in their "group" so only another mushroom will get the death cap 50 damage
Chronolegionaire
For the config RandomizeDamagingItems does this apply to mushrooms or all food types in game so soybeans could now be a deathcap value?
also does this work if i add the more mushroom mod.
DemSkrubs
I'm not able to replicate this issue, pressing H on non food items pulls up their entry just fine. Can you give any specifics on what items you are seeing this with? And if you keep having issues, sharing your logs with me in the discord thread would be helpful
Chronolegionaire 1.2.0 prevents me from looking up recipes of non-food items by hovering over the items and pressing H, giving me the red text message of 'this items is unidentified', forcing me to manually search up the items i want to craft will there be a fix for this?
v1.2.0 Released!
New:
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.
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 be masked, please let me know what item that is)
Liquid inside containers are now properly masked.
Fixes:
Name masking no longer gets picked up during Handbook and Creative Inventory Indexing, which previously led to things not being searchable that normally are.
v1.1.6
Fix certain non edible plants from getting handbook gated. (Handbook fix 2 electric boogaloo)
Looks like ferns wont show their handbook entry even though they non edible.
neobit
The meal name hiding should not impact the actual items at all. I just do some string manipulation on the name builder.
I think that your last release might be the issue I started to see with sealed crooks made with unofficial expanded foods (possibly more).
They aye basically empty now when putting onto a bowl. Could it be that is because they were made before your update? (Ill check that)
v1.1.5 Released!
Meal masking now correctly masks all four ingredients in a meal instead of only the first two
Handbook block now correctly allows handbook through for non-edible plants that have had their associated edible product identified
eerino
Thank you!
This is not for my playthrough right now but holy crap what a great mod!
v1.1.4 Released!
Fix: Handbook no longer gets blocked on non food items
New Feature: Meal contents are now properly masked
v1.1.3 Released!
Removed learn chance, learning always happens now, amount is still configurable
Added full configlib support
New Config Option:
PreventHandbookOnUnidentified: (Default True) Prevents you from being able to open an unidentified items handbook entry.
SecretFoxfire
If you wouldn't mind sharing your client/server-main log with me on the Foragers Gamble discord thread I'd love to troubleshoot that with you and find out what mod is causing this. Some others have complained of that as well.
Does the setting to obscure crafting recipes and ingredients in meals work for anyone else? They don't seem to be working for me. I double-checked and they're enabled in the config... Not sure if I should submit a report or if maybe another mod is interfering with it...
AceGoat Hold shift (or whatever your sneak button is if you've rebound it) while you eat to nibble. It's explained in the first few sentences of the mod description above.
it seems you dont learn the the plants with wildcraft if you eat the fruit.
like dogrose
So how do you nibble?
Some ideas:
Alternatively, do you think it would be hard to create a mod that could add such traits jumping in the middle of your system?
Chronolegionaire thank you for the mod update!!
There was https://news.kalataka.ru/survivalexpanded mod which had similar functionality, but also added poisioned berries (with additional images).
Mod is abandoned, author declared that assets are free to reuse.
CharlieSoulfire
Now skips HoD water types for randomization!
Be warned: If you have Hydrate or Diedrate installed, the damage randomisation can cause regular pond water to instantly kill you (-20hp/1L) due to water types added by the mod which come from poisoned wells, etc..
Would Health Randomization make a different fruit than Saguaro (cactus) heal by 1hp or does this only random negative effects?
Edit: Yes, I should have just read the whole update description. I do plan on using random damage but not random heal option (since I know all the vanilla mushrooms by model so this mod was originally kinda underwhelming).
thanks so much for making the journal persistent its def helping my immersion would be nice to not constantly lose knowledge cause some bear popped into existance XD thanks a ton - still a very happy gamer :D
also books are expensive early game haha
Version 1.1.0 released!
New Features:
Health Randomization: (off by default)
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)
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.
This is based on world seed so different world seeds will result in different poisons foods.
Knowledge Gain: (defaults to 50% chance and 20% learn amount (set to 1 for both to go back to original behavior))
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.
New Config Options:
LearnChancePerEat: (Default 0.5 or 50%) Chance on eating item that you will gain knowledge.
LearnAmountPerEat: (Default 0.2 or 20%) How much knowledge you gain when knowledge procs.
JournalConsumeOnLearn: (Default true) Journal is consumed on learning from them. If false, journals are persistent and are never consumed on use.
RandomizeDamagingItems: (Default False) Randomly shuffles damage values on items
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.
Hey everyone!
I’ve been playing with Forager’s Gamble, Gourmand, Gourmand’s Gamble, and Ana’s Taste together, and I think they already create an amazing challenge when combined. But I had this idea: what if they could be tied into one bigger “forage to table” survival experience?
Here’s the thought:
Persistent field guides → Instead of losing everything on death, Forager’s Gamble and Gourmand’s Gamble could use non-consumable books that keep updating as you discover plants (forage) and recipes (food). Death would still be punishing (you lose personal memory), but the written record would stay, which feels immersive — you can still read and write even if you “forget.”
Synergy with Ana’s Taste → cravings could reward extra points through Gourmand, while repeating meals would apply Ana’s penalties. This would make food variety matter even more.
Discovery loop → finding new foods via Forager’s Gamble could feed Ana’s craving pool and Gourmand’s diversity points, encouraging exploration and experimentation.
Optional recipes → cooking knowledge could also come from ruins/books in the world. Trial-and-error meals could even produce “bad recipes” (like nausea, zero points) — a fun bit of risk/reward.
Put together, these mods could create a loop where:
you explore to forage new plants,
you experiment with recipes,
you balance cravings with meal variety,
and you record it all in survival books that grow with your journey.
I think this would be a unique, immersive progression system that feels natural and makes every step — from finding a berry bush to cooking a feast — meaningful.
Just tossing the idea out there because I love what each of you has already made. Even without changes, these mods are great. But if they ever came together like this, I think it would be one of the coolest “survival food” experiences in Vintage Story.
Thanks again for all your hard work, and for making the game so much deeper and more fun!
—A happy player
v1.0.9 Released!
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.
v1.0.8 Released!
Orange things shouldn't tie back to the orange fruit anymore for determining if its an unknown plant
v1.0.7 released!
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.
would be nice if this also hid juices and wine and etc (liquids)
So, if I get it right, I should pick a mushroom, sneak, and eat it?
Kawsiphek
Oh lol I didn't even realize you were the one that made it lol! I included it in the mod descsiption under the mod compatibility section!
Chronolegionaire Haha yes I just created that patch to hide some of the data from the Gourmand mod GUI so that it doesnt undercut the mystery that Forager's Gamble introduces. Thanks for the reply though!
Kawsiphek
You're in luck!
https://news.kalataka.ru/gourmandsgamble
FatRefrigerator
Yep it should run on 1.21.0 no problem (definitely not on 1.20 though as a forewarning)
does 1.0.6 work on 1.21.0?
v 1.0.6 released!
Bugfixes:No longer erroneously hides crafting info for non food items.
Poisons now correctly match their source item in the warning message for getting poisoned.
Eating food item that is a single item in a stack rather than multiple now correctly identifies the item.
Poisons correctly queue up instead of getting swallowed if multiple poisons try to fire off at once.
Would it be possible to make this compatible with the Gourmand mod so that the items doesnt show in the gourmand menu until you have eaten or tasted it at least once?
I'd like to add my voice in favor of a visual "masking" mechanic (just to show that there's people out there who are interested in this), if it's eventually possible and so desired.
I don't know much about mushrooms IRL (which is why I would never touch wild mushrooms lol), but as a player I would naturally learn about the Vintage Story mushrooms as I play (and have already done so), and it would be nice to have the option to remove that "metagame" knowledge from the equation again. :)
v1.0.5 released
Fix nibbling still doing full damage when it happens from onset poison
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)
Akaston
Fixed in latest release!
Sorry, but I must be doing something wrong. Even while holding Shift and eating the Pink Bonnet mushroom, which gives -10, after a few hours I take 10 damage. Wasn’t it supposed to give just 1 HP since I only nibbled it?
Sianks - As building blocks for other mechanics, as a point of interest for those who want to play with it, and to effectively remove player skill from the scenario so that it's something your character has to learn, essentially making the player a neophyte every time they start. I can see an argument for making player skill the component; I'm even in favor of it. But realize that this kind of technology provides an immense amount of opportunities for other engaging mechanics.
The fact that there is a request for it, even if it's my request, means that there is a desire for such a mechanic. Only Chronolegionaire, in the context of this mod, can decide if it's an option they want to include. I am not so special and unique as to be the only person who desires such a mechanic, even if no one else has made such a request in this DB entry.
Chronolegionaire
Do you think we can get patch for https://news.kalataka.ru/show/mod/26437 mod?
Sure, but to what Mushroom death caps are similar to? Is this mushroom In Game already? Does the Safe Mushroom thats "similar" look completly different or similar with slight differences? Vinter_Nacht


I would 100% agree with you, if not for the fact I got no idea what this "safe" mushroom is that you're talking about.
"The Death Cap (Amanita phalloides) is deadly poisonous, and its closest safe look-alikes are the edible Caesar's mushroom (Amanita caesarea) in Europe and the paddy straw mushroom (Volvariella volvacea) in Asia"
On left is Death Cap, on right is Caesar's Mushroom, they are the most similar to the death Cap itself, altho when you look at them they are obviously different, Idk if Caesars mushroom is in the game, thats why im asking you for the musrhoom you were talking about so i can check it and compare.
making a mechanic where mushrooms looks like different mushroom is taking away realism from the game and skill from the player, as player can perfectly know the difference, he wont be able to tell cause textures are literally the same, unless Dev will create similar textures with different colours (like Yellow ish death cap and Casears Redish colour)
Ik its optional, but why bother with mechanic like that if its only gonna make two mushrooms look the same? If He's willing to take other route, of making custom textures or chaning color of the mushrooms then sure, go ahead, it might be fun when done right.
At the end, if you dont FEEL like doing it, dont do it as its not needed, but if you think it will be fun, then do it, at the end thats why we Mod the game, to have fun and unleash creativity :) Chronolegionaire
Sianks - Death Cap Mushrooms are one of the leading causes of death by misadventure, because they are indistinguishable from a safe and edible mushroom unless you're an expert on mushrooms. This is just an emulation of that. Even experienced foragers sometimes misidentify a mushroom, because they're damned near identical. This kind of camouflage is very common in nature.
Chronolegionaire - It will primarily be difficult because berries are kind of color coded in VS and there aren't any poisonous ones, so it's definitely lower priority. But an interesting technology if you can get it to work.
Vinter_Nacht That's so cool!
Last time i checked in my local forest, every time im passing by mushrooms they change their look completely to the point i dont even know what they are!
Very realistic and needed feature for this mod 👌Trust me
as cool addition, you could add ability to eat Raw meat and get some Satiety from it but also bit of poisoning, I always found it strange that you cant eat raw meat itself unlike in other games, or at least I dont know how 😂
MRGOOSE
The handbook entry being hidden is actually a side effect because the handbook fetches names from the same method the inventory does. That being said learning a food item should reveal it in the handbook as well. Don't forget dying makes you forget everything by default (can be turned off) so if you are potentially checking the handbook between deaths you will have forgotten the entry.

This is after eating flax grain and it was previously "Unknown grain" in the handbook.
can we have a config to make food in the handbook not all show as unknown? even if i discover it it still says unknown in handbook upon searching
I've been waiting for this expansion on mushroom roulette! Thank you so much!
Vinter_Nacht
I might be able to pull that off as an optional feature on mushrooms, berries might be a bit tricker but I'll definitely toss it on the old todo pile, interesting idea!
My players are mad at me now. 10/10 mod
Would it be possible for mushrooms and berries to have them use a different model in the world and in your inventory until you have identified them? For instance, Death Caps could look like Field Mushrooms or a generic "white" mushroom, Jack-O-Lanterns could look like Chantrelles or a generic "yellow" mushroom until identified.
Perhaps have a custom ItemStack type so that they mask the fact that they're "different" until you consume them?
MineAnPlay
You can actually already do so! You can just set the multiplier for the poison tier to be less than 1 to make them happen quicker.
Can you also make a reverse option for the poison onset system? Fatal poison is more immediate, while weaker poisons take longer to have an effect (or the more poison you have in your system the more you are affected). This will make the nibbling helpful to find fatal poisons but time is best for finding less fatal poisons.
Just found an incompatibility with slow tox. A fix is incoming but no eta. (and xskill, both cause crashes when nibbling food items) Or rather fg causes crashes when installed alongside them
v1.0.3 released
Thank you AzuliBluespots for the pt-br translation!
Poison Onset system:
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.
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.
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)
New config options
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)
NibbleFactor: What percentage of the foods stats you get from nibbling something. (default 0.1 or 10%)
PoisonOnset: Whether or not to use the poison onset system (default: true)
PoisonOnsetMinHours: Minimum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength
PoisonOnsetMaxHours: Maximum hours that need to pass for poison onset to occur will be multiplied by a configurable multiplier based on poison strength
PoisonOnsetClassScales
MinMul: Added multiplier for minimum onset hours per poison category
Maxmul: Added multiplier for maxiumum onset hours per poison category
MinAdd: Flat time addition to min time per poison category
MaxAdd: Flat time addition to max time per poison category
PoisonClassByDamage
MinDamage: Damage floor for this poison class (Do not let them overlap!)
MaxDamage: Damage Ceiling for this poison class (Do not let them overlap!)
Bugfixes:
Fruit trees are now properly masked
Thirst now properly applys on nibbling food if you play with HoD
pt-br translation
This mod is evil.
I love it.
Here's a pt-br translation :) save it as pt-br.json <3
https://pastebin.com/qgYUcLqb
THANK YOU ❤️

Yeah my bad, i misunderstood it. One thing to point out tho, it shows Dehydration level of the food, which I think should be hidden as it's related to Health effect.
Hydrate or Diehydrate mod needs compatibility patch i guess, if you ever feel like it, it might be worth to take a look
Like I said, it hides health effects, so you won't be able to see if something will hurt you or not until you try it.
Bruh, whats the point of hiding the names of food when you see if it kills you or not
Sianks
If you mean satiety and food group, it will always show those, the mod doesn't mask that at all. (New versions masks that info too) It only hides health related effects of the food. (also if you are testing in creative mode, I specifically do not hide anything in creative mode, you have to be in survival mode)
I dont understand, whenever I pick up Food, either fruits, plants mushrooms, you name it, it says "Unknown Food" BUT when I hover over it with mouse i get full desciption of what is does.

I dont get any Errors while loading in, so doesnt seems like anything is conflicting it Chronolegionaire
Sianks
Yup, any mod added food will count as well. Same goes for plants and mushrooms, mod added plants and mushrooms should be recognized as well.
osayra
Yup, I play with a version of Mycodiversity I updated to 1.21 for personal use and actually used that mod to test this one lol. Also has specific compatibility with floral zones and wildcraft added stuff.
Daskarion
I actually hope to release a content mod companion that adds a bunch of new poisonous "false" versions of existing mushroom and fruits in vanilla. No eta on that though as its a lot of modelling and texturing.
that reminds me, IS it compatible with Mycodiversity? I don't think that mod has been updated for 1.21 but I don't think its broken either
This mod sounds perfect if someone adds a mod with many, many more mushrooms.
I assume ALL food items means anything that's categorised as Food by developers of the Mods counts as well?
Like Wildcraft Berries or any other food mods
This gives me Green Hell vibes
v1.0.1 released
Plants will now be unknown until their appropriate plant items (berries, etc) are eaten.
You can now nibble at a food item to test out a food item. To do so, sneak while eating an unknown food item. Nibbling a food item only gives 1/10 of its effects but still consumes the whole item. Now you can taste death cap without instantly dying!
By default, dying makes you forget your accrued knowledge of safe edibles. (Toggleable in config)
Config Options adjusted:
UnknownAll makes all food items (including things like meat and dairy) unknown until eaten.
UnknownMushrooms Just masks Mushrooms
UnknownPlants masks all plants including their related edible drops
ForgetOnDeath New config option to control whether you forget knowledge on death
you're onto something really great
I do plan to do a nibble feature that consumes the item but only gives a tiny fraction of the items effects. I also do plan to do knowledge sharing but that will need planning out on how to pull it off.
I really like the idea of this, but how would you play it on 1 life Hardcore without just a random chance of death?
I feel like adding a "nibble" really increases the scope and complexity of the mod.
If you feel like putting it on github, i'd be willing to help out.
I agree that randomization should be configurable.
But have a request as well, would you think about a way of sharing such knowledge between players? Maybe by writing some books, or making some signs with the knowledge as it work with tapestries now.
Love seeing a mod like this again. Not sure if old code can be of help but this mod here did something similar https://news.kalataka.ru/survivalexpanded
Looking forward to actually needing to be careful about which foods I eat again!
To be honest, i'd add a way to sample food - like we did in olden times.
We didn't just eat a mushroom, we tried little amounts and how we felt after eating it, then ate more.
You'd still get some negative health effects, but not the full amount.
Would also be funny to time the effects of mushrooms and other plants - since poison does not work immediately - so it seems like you are less hungry, but after an hour you die.
No worries, I always make just about everything configurable in my mods.
If you do add the whole randomization, please make it be a config option as I like the mushrooms being akin to their real life counterparts.
AMAZING. Also if you do add your randomizing feature I hope you could make it configurable. I like that I can use my real-life knowledge to know what mushrooms are safe to eat.