Perishable Resources Guide
Perishable resources are a logistics system, not just a food system. If you treat spoilage as a route-planning problem, your runs become safer and your crafting pipeline stays stable.
What Actually Spoils
The core perishables commonly tracked in runs are:
rawMeatrawFishberriesfood
These resources are tracked in timed batches (spoilsAt, removesAt).
You are not managing one big stack; you are managing many mini-stacks with different spoil
timers.
Important scope note:
- The live perishable system is driven by
COOKING_DATA/ perishable definitions, so additional food-type entries can also be perishable depending on current data tables
Spoilage Rhythm and Temperature Rules
Spoilage and rotten cleanup are processed through active time/tick systems (hourly gameplay flow), with periodic cleanup paths for expired batches and rotten item removal.
Baseline spoil speed differs by category:
- raw meat: fastest decay pressure
- raw fish: very fast decay pressure
- berries: medium decay pressure
- cooked food: slowest of the listed perishables, but still finite
Temperature then shifts those rates:
- hot conditions above
25Caccelerate spoilage - cold conditions below
5Cslow spoilage
If a powered fridge is active, spoilage protection applies only in the relevant powered/local context checked by game logic (not as a universal global freeze across all storage everywhere).
Rotten Stage and Hard Losses
After spoilage, food can remain as rotten for a short window, then is purged. The cleanup window is short (default fallback around 36 in-game hours), so rotten stock is not long-term backup.
Practical meaning:
- “I will use it later” usually fails unless “later” is very soon
- salvage-first thinking is better than hoarding-first thinking
Safe Usage Rules for Players
- Convert raw into cooked quickly unless it is for immediate use
- Keep expedition food lightweight and short-horizon
- Keep deep reserves in powered storage at base
- Rotate oldest batches first after every return trip
- Before a long route, do a perishables audit before ammo/tool checks
Why Eating Spoiled Food Is Usually a Bad Bet
Spoiled consumption has high poison risk, especially for unsafe/raw states. In practice, this is emergency-only behavior, not normal sustain.
If you must risk it:
- do it near shelter
- keep treatment ready
- never chain multiple spoiled consumptions
Expedition Food Architecture (Recommended)
- Layer 1 (always carry): stable foods with predictable effects
- Layer 2 (route carry): 1-2 meal equivalents for mission length
- Layer 3 (base reserve): bulk perishables in power-backed storage
- Layer 4 (processing queue): raw intake waiting for cooking/preservation
This four-layer model reduces both waste and panic-foraging.
Common Fail Patterns
- bringing all fresh meat on a multi-day route
- harvesting big and processing late
- treating fridge power as optional during harvest season
- using backpack inventory as long-term pantry
Quick Checklist Before Leaving Base
- oldest perishables consumed or processed first
- raw stocks either cooked now or intentionally sacrificed
- powered storage online
- return-date plan matches your food freshness window