Plan the task

Choose food for the recipient and job before cooking a batch. This guide compares the 53 acquired buff consumables, including medicines and a raw mushroom. Plain food without a recorded buff is outside this set.

The original table fields now match the acquired Pocketpair 1.0.3.101283 input. Native consumers establish the finite effect units and channel rules below. Original raw labels, independently captured recipes and internal catalog flags remain separate source records; later-version parity is not assumed.

Match the meal to the worker or trip

For a protected production worker, Dumud Chowder or Mozzarina Hamburger ties at the highest sustained WorkSpeed value in this acquired set. They solve different secondary needs: Chowder adds HungerResist 25; the Hamburger adds SANResist 25. Choose the supply chain and secondary effect you can maintain rather than calling either the universal winner.

JobChoose forPractical check
Base workA sustained WorkSpeed effectCan the kitchen keep this recipe supplied without stopping another essential line?
CombatAttack for damage or Defense for the actual survival problemFeed the intended recipient shortly before the fight and confirm the status icon.
Keep Pals workingHungerResist or SANResistFix food access, beds, routing and workload as well; a buff cannot clear a blocked path.
LevelingExp_Increase with enough duration for the routePrepare the trainee, carry and route first so buff time is spent earning EXP.

Sustained work food and ten-second juice are separate choices

Mysterious Mushroom Juice gives a +600% Work speed food-stage modifier (nominal ×7) for 10 active game-time seconds. Dumud Chowder gives +50% (×1.5) for 600. Twelve times the raw bonus is not twelve times final work speed or completed production; suitability, other factors, task startup, feeding and station availability remain separate.

The juice SANResist values are signed loss modifiers, not flat SAN points. Mysterious Mushroom Juice, Strange Juice and Suspicious Juice multiply eligible negative SAN changes by 1001, 501 and 251 respectively, before other modifiers and the final SAN cap. Their WorkSpeed bonuses are +600%, +400% and +200%. Use a deliberate burst comparison with recovery available; these ten-second records do not replace a sustained food supply.

ConsumableWorkSpeed valueDurationRaw SANResist
Mysterious Mushroom Juice60010 active game-time seconds-100000
Strange Juice40010 active game-time seconds-50000
Suspicious Juice20010 active game-time seconds-25000
Dumud Chowder50600 active game-time secondsNot listed

Leading recorded choices by effect

Compare food-stage percentages within the same effect and recipient. Sustained WorkSpeed choices remain separate from ten-second bursts. These native subfactors do not guarantee the same percentage gain in final production, damage or survival.

EffectRecorded leading choicesNative unit and active-time duration
WorkSpeed, sustainedDumud Chowder; Mozzarina Hamburger+50% food-stage Work speed for 600 active game-time seconds; Minestrone +40% for 600
AttackMammorest Curry+25% food-stage Attack for 600 active game-time seconds; the listed alternatives are +20%
DefenseGaleclaw Nikujaga+25% food-stage Defense for 600 active game-time seconds; the listed alternatives are +20%
HungerResistGratin; Mozzarina Cheeseburger; Mushroom Quiche50% less eligible satiety drain for 600 active game-time seconds
SANResistFried Kelpsea; Mushroom Quiche; Spring Rolls50% less negative SAN change for 600 active game-time seconds
Exp_IncreaseSeafood Salad+20% eligible recipient EXP for 1,800 active game-time seconds; Fried Gloopie Balls +10% for 1,800
Regene_HpAdvanced / High Quality / standard / Low Quality Recovery MedsFlat 15 / 10 / 5 / 3 HP per eligible one-second activation; each recorded duration 600

Use the less common effects for a specific problem

Recovery Meds provide flat 3/5/10/15 HP per eligible one-second activation, not a percent of maximum HP. The native path requires positive current HP, caps the result at effective maximum HP, and may perform its final activation when the remaining counter reaches zero. These medicines use the independent regeneration channel.

ConsumableRecorded fieldDurationBoundary
Nutrient TonicFullStomachKeep 100600 active game-time secondsThis numeric field alone does not establish a universal no-hunger guarantee.
Salt-Grilled SkutlassLeanBackAndKnockbackInvalid 1600 active game-time secondsA flag-like value; do not read it as one percent.
Seafood PastaExplosionResist 100600 active game-time secondsDo not assume all incoming damage or self-sacrifice effects are covered.
Jelliette / Jellroy jellyExp_Increase 10 plus Attack 10 / Defense 10600 active game-time secondsShorter than the 1,800-second Gloopie and Seafood Salad options.
Mysterious MushroomHungerResist −2560 active game-time secondsA negative modifier, not an ordinary sustained work meal.

Price the ingredient chain before choosing the bigger number

Each recipe below makes one serving in the v1.0.3 crafting snapshot. The resource planner can expand several dishes together and subtract ingredients already in storage. For a ten-serving Chowder batch, the direct bill is 10 Raw Dumud, 20 Lettuce and 20 Tomato; this does not include the farming, hunting or cooking time.

ServingDirect ingredients
Dumud Chowder1 Raw Dumud; 2 Lettuce; 2 Tomato
Mozzarina Hamburger1 Mozzarina Meat; 1 Flour; 2 Lettuce
Minestrone3 Tomato; 2 Carrot; 2 Onion; 1 Potato
Seafood Salad3 Gloopie Tentacle; 4 Lettuce
Fried Gloopie Balls2 Gloopie Tentacle; 3 Flour
Mushroom Quiche1 Flour; 2 Mushroom; 2 Onion; 2 Egg; 2 Milk

Check the full food record before feeding

  • Filter the full consumable browser by the desired effect, then compare duration and all secondary effects. Search an item ID when two names look similar.
  • Open the item record for the recipe and acquisition details. A high buff value does not mean its ingredients are renewable at the current base.
  • Prepare the intended recipient before the task. A later ordinary meal replaces the current one; repeating it refreshes the full duration. Recovery medicine and keep-full use independent channels.
  • For a work comparison, keep the same Pal, job, settings, ingredients, storage and test duration. Measure completed output including feeding interruptions. For combat or EXP, compare the same encounter or route.

Food questions answered

Dumud Chowder and Mozzarina Hamburger share the largest sustained WorkSpeed bonus in this acquired set: +50% for 600 active game-time seconds. Chowder adds 25% less eligible hunger drain; Hamburger adds 25% less negative SAN change. Pick the ingredients and secondary need the base can maintain.

Seafood Salad gives the recipient a +20% eligible EXP-food factor for 1,800 active game-time seconds; Fried Gloopie Balls gives +10% for 1,800. These are alternative ordinary meals: the later one replaces the earlier meal, even if weaker. Two jelly foods last 600 recorded active seconds and carry their own secondary effects.

Eating the same food refreshes its channel to the full row duration. An ordinary meal, a recovery medicine and keep-full can coexist in separate channels. The browser covers these 53 acquired buff rows rather than the entire cookbook or later game patches.

Choose the task and finish the next step

Select food for the work, travel or combat effect you need, then check ingredients and duration. Separate satiety and sanity restoration from temporary buffs when assigning food to a base or party.

Work from a reproducible starting point

  • Check the prerequisite, selected game revision and the current state of the save.
  • Use the actual linked Pals, item recipes and map/tool entries for the next step.
  • Verify the intended outcome, then record the inputs so another player can repeat the task.

Linked crafting requirements

Recipes are from the acquired default recipe catalog. A missing recipe or unlock does not imply the item is unavailable by every other method.

ItemStable IDDefault ingredient quantitiesTechnology records
Mysterious Mushroom JuiceMushroomJuice20 Mysterious Mushroom, 10 Beautiful Flower, 10 Horn, 5 Bone, 5 Aquatic Pal Fluids0
Strange JuiceNarcotic5 Beautiful Flower, 5 Horn, 2 Bone, 2 Aquatic Pal Fluids0
Suspicious JuiceOpium3 Beautiful Flower, 3 Horn, 1 Bone, 1 Aquatic Pal Fluids0
Dumud ChowderChowder1 Raw Dumud, 2 Lettuce, 2 Tomato0

Evidence boundary

The factual tables preserve the stated source snapshot. Source-specific recommendations and mechanics have not been independently reproduced in the current game. Exact gameplay rule gaps remain in the coverage notes rather than being filled with invented quantities.

Separate item guides from internal food records

The complete acquired buff table contains 53 records. Exact stable-ID joins identify 46 with published item guides; 45 of those have a crafting recipe in the fixed v1.0.3 catalog. The remaining published record is raw Mysterious Mushroom, which has a vendor source and no recorded recipe. The seven records below are marked canonical:false in the creator-ID table and have no exact-ID recipe or published acquisition route in either crafting catalog.

Keep these seven visible for source coverage and identifier research, but do not plan a production line around them. Internal catalog is the observed source classification: it does not establish whether a record was removed, used for debugging or obtainable in the current game. The original public captures have unrecorded exact revisions; these 53 food rows now also bind to the acquired Pocketpair 1.0.3.101283 input.

Source food labelExact IDCatalog classificationAcquisition evidence
BLTBLTInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
Bolognese SauceMeatSauceInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
CheeseburgerCheeseBurgerInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
HamburgerHamburgerInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
Hot DogHotDogInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
Mushroom StewMushroomStewInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs
Stir-Fried VeggiesFriedVegetablesInternal catalog (canonical:false)No exact-ID published route or recipe in fixed catalogs

Similar food names can have different recipes and effects

A familiar name or matching icon is insufficient evidence for an alias. FriedVegetables and StirFriedVegetables use the same image in the creator catalog, but the former records Attack 10 while the latter records WorkSpeed 10 and Defense 10. Assigning the latter recipe to the former would change the food being described.

The four canonical items below already have their own rows in the full buff browser. These are distinct alternatives with independently matched item records, not replacements for the seven internal IDs. Each ingredient bill makes one serving in the fixed v1.0.3 recipe snapshot. Open the named item to inspect its actual recipe and acquisition sources.

Similar source recordDistinct published itemRecorded buffsOwn recipe ingredients
Cheeseburger / CheeseBurgerMozzarina Cheeseburger / Cheeseburger_2Attack 20; HungerResist 50 for 600 active game-time seconds2 Mozzarina Meat; 1 Flour; 2 Tomato; 2 Milk
Hamburger / HamburgerMozzarina Hamburger / Hamburger_2WorkSpeed 50; SANResist 25 for 600 active game-time seconds1 Mozzarina Meat; 1 Flour; 2 Lettuce
Hot Dog / HotDogRushoar Hot Dog / HotDog_2Defense 20 for 600 active game-time seconds1 Rushoar Pork; 1 Flour; 2 Lettuce
Stir-Fried Veggies / FriedVegetablesStir-Fried Vegetables / StirFriedVegetablesWorkSpeed 10; Defense 10 for 600 active game-time seconds2 Onion; 2 Carrot

Fullness, SAN and illness prevention — native 1.0.3.101283

Hungry means fullness is above zero but below 30% of maximum. Zero fullness is Starving. Feeding to at least 30% clears this hunger state.

Base Pals can start looking for food below 50% fullness; the Hungry threshold is 30%. The inspected natural SAN recovery branch also needs at least 50% fullness. Keep meals and routes available.

This Sick event requires SAN<40, then worker eligibility, skip ticks, priority competition and random selection. A 90-second event interval and 50% worker gate are not an unconditional disease chance. Clinics use fixed staff and illness-specific Medicine levels 1–7; configured bonuses cover levels 1–10.

HP recovery, revival and Palbox sickness checks

Place an ordinary incapacitated Pal in Palbox storage. The vanilla revival threshold is 600 elapsed game-world seconds (10 minutes), then it returns at 1 HP and still needs health recovery.

Palbox sickness recovery is separate: every 3600 elapsed game-world seconds a due check uses 20% for Sick/Sprain/Overfull, 15% for Ulcer/Fracture or 10% for Weakened/Depressed. It does not guarantee recovery within one hour.

Recovery Meds add 3/5/10/15 flat HP per eligible activation, capped at effective maximum HP. Reapplying them replaces the independent regeneration countdown; the ordinary meal-buff slot remains separate.

Durations count eligible natural updates. The acquired default player, mounted Pal, deployed AI-controlled Pal and basecamp paths update once per active game-time second. Timer phase, catch-up and native eligibility guards apply; these are not universal wall-clock expiry forecasts. Timing for stored or unsummoned individuals without a valid pawn is not established.

Native food units, replacement and active time

Food uses three independent channels: ordinary meal, HP regeneration and keep-full. The latest food replaces its own channel, even if weaker; eating the same food refreshes that channel to its full recorded duration. Ordinary meals do not stack with other ordinary meals. The three channels can coexist.

Durations count eligible natural updates. The acquired default player, mounted Pal, deployed AI-controlled Pal and basecamp paths update once per active game-time second. Timer phase, catch-up and native eligibility guards apply; these are not universal wall-clock expiry forecasts. Timing for stored or unsummoned individuals without a valid pawn is not established.

Attack, Defense and Work speed use separate food stat factors; ordinary passive sums are a different stage. EXP food follows the recipient in the traced party-award paths. Direct base-worker crafting awards use a separate route without this food lookup.

Recovery Meds restore flat 3/5/10/15 HP per eligible one-second activation, capped at effective maximum HP and requiring positive current HP. They do not revive. Nutrient Tonic stops the traced satiety drain through its own channel. Salt-Grilled Skutlass enables leanback/knockback resistance checks; its raw 1 is not a percentage chance. Seafood Pasta has zero eligible normal explosion damage factor, with the original damage guards.

The no-effect JamBun row has duration 0 and returns before overwriting a channel. It does not clear an existing meal. Food application does not establish an item recipe or availability.