How spoilage works
Every perishable item has two timers: days until it turns stale and days until it turns rotten. Each one ages at a rate set by the Food Rot Speed sandbox option, and cold storage slows it further. Sealed cans and dry goods usually have no timer at all. See the food list for any item's numbers.
| Stage | Effect when eaten | Sickness risk from age |
|---|---|---|
| Fresh | Only the item's own mood values | None |
| Stale | +10 unhappiness and +10 boredom | None |
| Rotten | +20 unhappiness and +20 boredom | Can cause food sickness |
| Frozen (eaten frozen) | +30 unhappiness and +30 boredom | None from age |
The stage penalties above come from 42.20 data (one source), and that source notes that older tables with different values do not match current builds. Rotten food also restores less hunger. The Iron Gut trait lowers the chance of getting sick from it.
| Food | Days fresh | Days until rotten |
|---|---|---|
| Steak, chicken, fish fillet | 2 | 4 |
| Apple | 5 | 8 |
| Potato | 28 | 280 |
| Opened canned beans | 2 | 4 |
| Pot of cooked rice | 3 | 6 |
These are base values before sandbox and fridge modifiers. Cooking a raw item usually does not reset its timer. Rice and pasta pots are the exception, because the pot is a new item. With high Cooking skill you can add a small share of rotten ingredients to a dish: about 5% at level 7 and 10% at level 9 to 10.
