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cooking_wiki

Gnosis Cooking Wiki

This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces. For exact live catalogs and tuning values, use the source-driven...

Updated
2026-04-19T11:06:55+00:00

Gnosis Cooking Wiki

Documentation Freshness (2026-04-19)

  • This page has been reviewed against the current terminal/server build and the latest portal documentation surfaces.
  • For exact live catalogs and tuning values, use the source-driven portal compendiums:
    • /bestiary
    • /spell-omnibus
    • /technique-omnibus
    • /item-omnibus
    • /recipe-omnibus
  • In-game references are available through the W wiki menu (including generated spell/component compendiums).
  • World/floor map reference is in-game via P; the website map page is intentionally hidden.
  • Multiplayer host/deployment details live in docs/multiplayer_server_wiki.md and docs/server_portal_setup.md.

Current Build Delta (2026-04-19)

  • Deep floors now have a depth-scaled chance to spawn Lizard Kingdom Gates (FeatureLizardKingdomGate).
  • Using a Lizard Kingdom Gate enters Lizard Kingdom side sites (SiteLizardKingdom) with lizard society-biased populations.
  • Lizard Kingdom floors use dedicated cave themes (Outer Warrens -> Royal Sinkhalls) and integrate with map/examine/senses/clairvoyance text.
  • This update is live in terminal mode and server mode; hosted clients inherit the behavior from the game build.

This is the implementation-level cooking reference for the current Go terminal build.

It covers:

  • campfire and cookpot access
  • ingredient sources (hunting + gathering + farming)
  • meal composition rules
  • food placement/bait usage

1. Access and Controls

  • e to harvest corpses and gather field resources
  • r to open workshop
  • campfire or sanctum unlocks cookpot composition
  • inventory food prompt supports:
  • consume now
  • place as bait on current tile

2. Ingredient Sources

Hunting

  • corpse harvest -> raw meat stacks by enemy family
  • larger carcasses can yield Bone Shards

Gathering

  • fungus -> Fungal Cap (+spore chance)
  • mold -> Mold Filament, Adhesive Paste (+seed chance)
  • water -> Water Flask (+seed chance)

Farming

  • sanctum plots produce fungal/herb/ashroot lines

Loot/Crafting

  • shelving/chests and recipes can feed secondary ingredient flow

3. Cooking Modes

A. Direct food consumption

Consumables can restore:

  • hunger
  • HP
  • stamina/focus
  • ward/regen/invisibility/muffle
  • toxicity relief or toxicity load

B. Cookpot composition (free mix)

  • choose up to 5 ingredients
  • mix profile is derived from ingredient categories
  • result is a generated meal item with combined effects

Core influences include:

  • meat + water -> stronger heal/nutrition
  • fungus + herbs -> sustain and focus balance
  • mold components -> stronger utility/toxicity interactions

4. Mold and Adhesive in Cooking/Support Craft

Mold Filament and Adhesive Paste are survival-core resources:

  • medicine/salve preparation
  • trap and security kit construction
  • alchemy blends and stability binders

Mold is treated as a gather-and-craft resource, not a direct player food line.

5. Bait and Food Placement

Food can be placed on tile instead of consumed.

Use cases:

  • lure hungry enemies
  • stage poison bait when toxicity-bearing food is used
  • redirect pressure away from sanctum lanes

6. Practical Survival Routing

  1. track and hunt
  2. harvest carcasses/features
  3. convert at campfire/sanctum
  4. stock movement food + emergency medicine
  5. place bait where tactical redirection is valuable

7. Related Docs