An Explorer burns 120 calories per day and a surface worker burns 80. Aim for a 200+ calorie daily surplus before accepting any wanderer, and never before Day 10. Cooked meals double nutritional value and avoid the 15% Food Poisoning chance on raw food; place the Communal Kitchen within 3 grid tiles of primary food storage for ~15% extra efficiency.

What the daily loop costs

An Explorer burns 120 calories per day. A surface worker burns 80 calories per day. A settlement should aim for a 200+ calorie daily surplus before accepting any wanderer. New arrivals should not be accepted before Day 10.

Food: raw vs cooked

Raw food has a 15% Food Poisoning chance that grounds a settler for a full day. Cooked meals double nutritional value and avoid Food Poisoning. Feed settlers cooked meals before they become desperate — desperate settlers tank morale and dump into stress.

Surface vs underground food output

SourceYieldCycleNotes

Surface bushes (foraging)

10 berries

every 48 hours

Insufficient past Day 5 for any non-trivial settlement.

Subterranean Mushroom Plots

25 mushrooms

every 36 hours

Outperforms foraging within five in-game days.

Cultivated fields / Farm

Variable by crop

Oats and Dustroot documented

Unlocks after Basic Agriculture; 300 work to sow.

Where to place the kitchen and tables

Place the Communal Kitchen within 3 grid tiles of primary food storage for about 15% extra efficiency. Eating at a real dining setup with tables and food counters is a morale investment; eating on the floor or eating spoiled food tanks mood and stress.

Shelter: beds and the Slept on Ground debuff

Place Basic Beds in enclosed rooms; rooms need walls, doors and corners fully closed. Without a bed, settlers accumulate the Slept on Ground debuff (-20% work speed). Wounded settlers need 24 hours of uninterrupted bed rest to recover.

Medical recovery chain

Build a Medical Tent with an assigned Herbalist. Stockpile Medicinal Herbs in a dedicated Consumables Chest. Healing only counts if the bed rest window is uninterrupted — pull wounded settlers off any task that could wake them.

Research that unlocks the food/shelter chain

ResearchUnlocks

Basic Cuisine

Cooking Workstation

Relief Rations (follows Basic Cuisine)

Better expedition ration output

Wooden Housing

Wood Bed, Wood Table, Wardrobe, related shelter furniture

Basic Agriculture

Farm structure