

Forager's Gamble
Masks food information names until after eaten. Also introduces a toxin onset feature.

Description
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.
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)
Optional Poison Item Shuffle (Off by Default)
If you turn on ShuffleDamagingItems in the config, all items will have their poison values shuffled to other items in their category (i.e. poison mushrooms will shuffle their damage amount to other mushrooms). In vanilla, there are no poisonous vegetables or fruit so with just FG installed, only mushrooms should get shuffled. However if you install alongside other mods that add more fruit variety that include poisonous versions, (for example WildCraft) that will introduce poison values that can start getting shuffled into that item category.
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
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