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Meat
MeatFarket
Meat
Description
Also known as
Large Generic Meat
Large Meat
Large Meats
Meat
Added in
v0.11
Item type
Food
Item
Location(s)
Peninsula
Obtained through
Hunting
Equipable
Yes
Upgradable
No
Throwable
No
Consumable
Yes
Stewable
Yes
Spoils
Yes
Storage
Drying Rack
Statistics
600
Burnt:300
Speed 
Slow
Damage 
Low
Block 
No
Range
Short
Max. Stack
4


Meat is a food item, that was added in update v0.11 to The Forest.

Gameplay[]

Meat is one of the products of killing deer, crocodiles, tortoises, turtles, boar or raccoons. It was previously known as Generic Meat though its name was changed in v1.0. The meat can be placed on a drying rack, cooked over a fire, or added to a stew. Inventory can hold a maximum of 4. Every animal that supplies meat contains a specific amount plus other items:

1
IconDeer
=
4
IconMeat
+
1
IconDeerSkin
+
1
IconHeadDeer
Deer Meat Deer
Skin
Deer
Head
1
IconCrocodile
=
4
IconMeat
+
4
IconLizardSkin
+
1
IconHeadCrocodile
Crocodile Meat Lizard
Skin
Crocodile
Head
1
IconTurtle
=
2
IconMeat
+
1
IconTurtleShell
+
1
IconHeadTortoise
Turtle Meat Turtle
Shell
Tortoise
Head
1
IconBoar
=
2
IconMeat
+
1
IconBoarSkin
+
1
IconHeadBoar
Boar Meat Boar
Skin
Boar
Head
1
IconRaccoon
=
2
IconMeat
+
1
IconRaccoonSkin
+
1
IconHeadRaccoon
Raccoon Meat Raccoon
Skin
Raccoon
Head
1
IconTortoise
=
1
IconMeat
+
1
IconTurtleShell
+
1
IconHeadTortoise
Tortoise Meat Turtle
Shell
Tortoise
Head
1
IconGoose
=
1
IconMeat
+
5+
IconFeather
+
1
IconHeadGoose
Goose Meat Feathers Goose
Head

When cooking meat on a fire, it can become burnt. This dramatically lowers the benefits of the meat to about 10% of what it would be originally.

Using a drying rack is often the best option for meat as it prevents it from becoming spoiled. meat and all meats take 8 minutes and 20 seconds to dry on the drying rack. Mutants can steal meat and other meats off the drying rack, they can also destroy the rack which will cause all the meat to disappear.

Storage[]

Meat can be stored and dried on drying racks:

1
IconDryingRack
=
5
IconStick
Drying
Rack
Stick

Meat mechanics[]

Meat can be dried, cooked, and stewed. They also have different states being fresh, edible, spoiled, and burnt. The meat can be selected from the inventory (except stews) or cycling through on the fire or drying rack, here is what each icon represents for each meat:

Cooking[]

  • All meats can be cooked on basic fires and fire pits
  • Meat on a fire will burn if it is left for 90 seconds or longer
  • Burnt meat has only one state, regardless if it was spoiled or fresh it will have the same value. This can make spoiled meat more viable. However, burned meat will reduce hydration by 10 in normal and hard mode
  • If a fire dies while cooking meat, the meat will respawn as fresh
  • Legs and Arms won't burn, they will turn into bones instead
  • Heads can be placed on a fire though it cannot be consumed and it will turn into a skull

Drying[]

  • All meats can be dried with the exception of small meat
  • It takes 8 minutes and 20 seconds for meat to dry once placed. If it is removed, it will reset the timer
  • Dried meat can be removed from the rack and placed in the inventory by pressing the E key
  • Dried meat can be eaten from the rack by holding down the E key
  • The meat can sometimes appear 'black' in color on the rack. If this is eaten from the rack, it will have very minimal benefit. This appears to be a bug. To prevent this, place it in your inventory first
  • Dried meat can not be assigned to a quick select slot, this can catch players off guard and they can accidentally eat the meat instead
  • Dried meat will reduce hydration by 5 in normal and hard mode. In hard survival it will reduce it by 20.

Stewing[]

  • All meats can be placed in stews
  • Meats are classed as a meat ingredient, out of the three known ingredients for stews. Oysters aren't classed as meat
  • All meats have their current state properties removed when stewing, this means that spoiled meat is exactly the same as fresh meat
  • Calories of meat are exactly the same in stews as they are normally

Known Bugs[]

Gallery[]

Update History[]

Version Changes
v1.0 Small generic meat renamed to small meat and Generic meat renamed to meat

Fixed all meats not in caps

v0.71b Fixed dried meat eaten from inventory having the calories applied twice

Fixed blue berries, soda, fish, generic meat and oysters yielding wrong calories amount or having wrong displayed amount

v0.70 Eating dried meat now gives 5% thirst in Normal mode and 20% thirst in Hard Survival

(Hard Survival)Meat spoil time same as normal mode

v0.69 It is now possible to cook a stew with the cooking pot ! After adding the pot filled with water on a fire, add a choice of 20 ingredients (8 meats, 6 mushrooms, 4 herbs and 1 berry and oysters), it will start a 30s cooking period after which stew will be ready to eat, providing hydration, fullness and other benefits based on recipe. Can remain on the fire up to 10 minutes. Note, you can also add ingredients to pot without water, however this will not provide hydration and will burn food extremely fast.
v0.68 Fixed meat not collectable from dead geese
v0.65 Improved snap to items in inventory with a gamepad feature, it now targets groups of objects with same properties (so that it goes through the pile of sticks in 1 click but allows to target fire arrows amongst normal ones, decayed meats etc.)
v0.63 (Translation) Added missing translations keys in title scene, options menu, MP Screen, Hints, pause menu, items/meats inventory tooltips, todo list, tick off system, available recipes list

(multiplayer) Fixed bug with generic meat on fire turning into small generic meat for client

v0.58 Fixed player movement getting locked sometimes when grabbling log sled while eating meat
v0.56 (Multiplayer)Fixed some issues with meat left on fires after saving and loading not syncing correctly
v0.54 Closing inventory with metal tray and decayed meat not combined on the crafting mat no longer loses the meat decay state when it returns to the inventory

Fixed some issues with restoring meat decay state after loading a saved game

Fixed already cooked meat reverting to raw if the fire runs out

Meat left on fire when saving the game now delay resuming the cooking until the black screen has gone away

Drying rack “rotate icon” now is properly positioned to avoid enter the meat placed on the rack

(Multiplayer) Fixed some cases of meat reverting to raw after using it on crafting mat with metal tray

v0.53 Meat cooking on fire while the fire runs out of fuel is now returned as raw meat that can be picked up (instead of continuing to cook)
v0.50 Fixed a case of “Fire1″ action icon not showing in inventory tooltip for hybrid equipment/edible items (like waterskin or meats)
v0.49 Fixed dried meat added to fire before eating it not yielding anything

(Building) Drying rack has been revamped to use slots for each drying meat piece

Fixed eating burnt meat not playing eat sfx

v0.48 (Multiplayer) Added support for syncing meat decay state when shared with tray

(Building) Added new way to interact with fires: it is now possible to cook meat without holding it, when prompted press the “Rotate” button to select which meat you wish to cook, you may also choose to fuel the fire this way. Holding the meat item you wish to cook still works, it will lock the targeted meat type to whatever meat is currently held

(Building) Added new way to interact with drying rack: it is now possible to store meat without holding it, when prompted press the “Rotate” button to select which meat you wish to add for drying. Holding the meat item you wish to add still works, and will lock the targeted meat type to whatever meat is currently held

Increased meat on fire overcook duration to 90s (from 60s)

v0.47b Fixed cases of camera locking vertically when attempting to eat meat whilst cold
v0.47 Fixed attacking with held meat items not doing any damage

Fixed eat meat animation not playing while player was on fire

Fixed eat meat animation not playing when eating burnt meat

(Multiplayer) Setup steal item feature to transport extra data such as meat decay state

(Multiplayer) Fixed case of dropped meat reverting to previous decay state

Fixed head cooking bug after using a decaying meat item

Fixed meat not set to back to the saved decay state after loading a saved game

v0.46 (Multiplayer) Fixed client dried meat not being dried when taken by host
v0.46 Fixed some item naming issues since the introduction of carryable dried meat
v0.46 Dried meat put down on a fire can now be eaten immediately

Dried meat can now be properly put back on drying rack and retain decay status

Fixed eating dried meat from inventory not yielding fullness

v0.45 (Multiplayer) Fixed a case of fake drop causing duplication in MP, fixes duplicating animals meat when full

Dried meat on rack can now be collected with a simple press of the “Take” action (instead of holding it for 0.5s which will still eat it)

It is now possible to eat dried meat in inventory

Player can now attack with held items such as fish, dead rabbits and generic meat

(Multiplayer) Fixed meat client gets on drying rack always fresh regardless of actual decay state meat had for host

(Multiplayer) Fixed client adding edible/spoilt meat on rack turning to fresh meat

v0.44c Fixed dropping meat leaving a broken unusable view in inventory
v0.44 (Multiplayer) Fixed meat decaying state resetting when dropped and grabbed by another player
v0.43 Audio – fixed timing of meat eating to fit new animation

Mutants will now attempt to eat food from drying racks, once there is no meat left they will destroy the rack

Increased cooked meat trigger size, should make it easier to target meat over the fuel fire trigger

Fixed meat clipping into player body while eating

v0.42 (Performance) Fake drop feature now re-uses existing instance whenever possible (only when used pickup is dynamic, otherwise we have to spawn a dynamic one), also fixes fake drop cleaning up decaying meat

Added ‘eat meat’ action to player when consuming cooked meat

v0.39 It is no longer possible to add meat to drying racks built in water (like fires)
v0.37 Fixed meat on rack not properly syncing status updates with clients

Meat placed on drying rack by clients no longer goes away when client disconnects

v0.36 Meat picked up from multi thrower is now always spoilt

Fixed some issues loading saves with meat in inventory

v0.33 Added right click to drop from inventory action on spoilt meat
v0.31 You can now skin crocodiles and receive both skin and meat.
v0.31b Dead birds no longer provide meat
v0.31 Birds and squirrels now yield 1 meat
v0.30 (Balance) Halved amount of meat turtles provide
v0.29 New “Sanity” system. Sanity goes down when killing an enemy, chopping limbs, a lot when eating an enemy and slowly while in caves. Sanity goes up when sleeping, listening to music, eating fresh non limb meat and slowly while restoring energy on bench. Viewable in stats page of book.
v0.28 (Multiplayer) Fixed issue where meat from animals would duplicate
v0.22 (audio) Unique sounds added for eating meds, eating meat and drinking water

Fixed turtle meat not spawning when already owning a turtle shell while picking it up

v0.20 Decay system added! Meat now ages over time in inventory, going from fresh to edible to spoilt and providing less and less benefits and eventually becoming harmful. (meat appearance as well as inventory tooltip title change to reflect decay state)

(multiplayer) Raw meat dropped by a player is now seen by others too !

v0.19 (multiplayer) Fixed bug where killed turtles would give infinite shells and no meat for client players
v0.18 Fixed generic meat pickup icon having stick picture
v0.16 Added generic meat burnt

Fixed drying generic meat

v0.14 Turtles now provide 2 delicious pieces of generic meat
v0.12 Fixed generic meat floating above fire
v0.11 Generic Meat added to the game

New item added: Generic meat (can be sourced from deer or raccoons)

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