01
Supply the settlement and expedition
Steam and CanOpener describe feeding adventurers and preparing supplies as part of the game loop. Farming can contribute to that supply. These statements establish the need for food, not an exact ration calculation for every journey. The collected sources do not provide a complete current table of hunger recovery or food lifetime.
02
Cooking and mood
Prima recommends cooking meat at a campfire and researching additional recipes. It also connects low-quality raw food with reduced Mood. This is single-source guidance, supported only in broad direction by older footage about poor meals and stress. It does not establish that every raw ingredient has the same penalty.
03
The Lizardman diet conflict
One guide says Lizardmen do not eat vegetarian food, while an older Wiki describes a mood penalty after eating it. Preview subtitles also discuss a plant-food penalty. Those claims may describe different policies or conditions, so they cannot be collapsed into an absolute inability to eat plants. The exact current restriction and recovery values remain 待确认.
04
Farming
Farming is an officially described part of settlement food supply. Exact current crop timers, yields and a complete farming unlock chain remain 待确认.
Unlock and material bottlenecks
An Early Access recording shows agriculture not yet unlocked and Clay missing for farmland. That is a concrete example of both progression and materials limiting construction. It is not proof that every start has the same bottleneck. An older video recommends farms and better cooking as management priorities, but cannot establish current timing.
Crop records need version checks
The older Wiki lists Oats and Dust Root and distinguishes seeds, growth and harvest. Its progress values cannot be converted into real minutes without a verified time unit. Current maturation times, yields and racial food suitability were not established. Those details remain 待确认 instead of becoming an invented crop-efficiency table.
05
Stress
Check the character's Mood information for negative factors when Stress rises. The exact current conditions for repeated mental collapse and death remain 待确认.
Read the cause before guessing a cure
The collected survival guide connects Mood with Stress and recommends inspecting the character's mood information. Hunger and sleep are among the factors it discusses. Release-day footage separately shows Energy, Hunger, Stress and carrying load as management concerns. That supports treating these as distinct checks rather than assuming food solves every problem.
Recovery evidence has limits
Older footage discusses poor meals and sleep as influences on mood. It is useful background, but it does not establish present recovery rates or safe expedition durations. The research contains no current difficulty-specific threshold table. A precise number of rest periods or meals cannot be prescribed from the available material.
Repeated collapse is unresolved
Prima summarizes another collapse as fatal, while the older Wiki limits that outcome to a continuing mental-break state. The available footage does not settle the duration or full condition. These statements should remain a visible conflict rather than a simplified rule. Current thresholds, state duration and the exact fatal trigger are 待确认.
