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Nutrifruit

Category
Food
Contraband level
Legal
Base value
12 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

Created by pastel Inc., the Nutrifruit is a highly modified tuber that is resistant to pests and diseases. It is cheap, has a high yield and is easy to grow, extremely nutritious, but purposefully seedless.

Inventory shape

2 × 2 cells · 4 occupied cells

How to get

Quick summary

Vendors

Farmer

Sells goods when visiting your shop

Visits during a shop event

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 20% off
Conditions
—
Frequency
Oftenper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 20% off
Conditions
—

Food Thief

Sells goods when visiting your shop

Attracted by your Display Case

Random visitor

Notes

  • Waits at least 2 days before visiting again
Frequency
occasionally
Higher reputation with Black Market makes it more likely
per visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15–20% off, chosen at random
Conditions
—
Frequency
sometimes
Higher reputation with Black Market makes it more likely
per visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–20% off, chosen at random
Conditions
—
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–20% off, chosen at random
Conditions
—

Hydroponic Farmer

Sells goods when visiting your shop

One-time random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
8
Price

Vendor price

Bulk purchase: 25% off
Conditions
—

Retired Rat Rancher

Sells goods when visiting your shop

First visit

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Price +15%
On Mark Up difficulty
Price +30%
On Thin Margins difficulty
Price +45%
On Red Ink difficulty
Conditions
—

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you didn't choose Skip Intro · On day 5

Notes

  • Shares its sign with another supplier: the higher your reputation with Lower Levels, the more often this one comes; the higher your reputation with Black Market, the more often the other does
  • Waits at least 1 day before visiting again
Frequency
sometimes; more likely the higher your reputation with Lower Levels, and still possible when it is low
per visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
—

Shady Farmer

Sells goods when visiting your shop

Visits your shop

    • Any of the following

      • On Wednesdays
      • On Saturdays
    • If you started as Chemist
    • Any of the following

      • On Wednesdays
      • On Saturdays
    • After unlocking Retired Chemist

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Conditions
—

Revolution Quartermaster

Sells goods when visiting your shop

Visits your shop

  • While you have Revolution Quartermaster · On Sundays

Notes

  • Waits at least 1 day before visiting again
Frequency
Oftenper visit
Quantity
6 + reputation with Revolution ÷ 20, division rounded toward zero, limited to 5–15
Price

Vendor price

Bulk purchase: absolute value of (20 + (reputation with Revolution − 40) ÷ 4)% off, division rounded toward zero
Conditions
—

Commissary

Sells goods at a place you visit at night

Visit at night

Notes

  • On Fridays, an extra 35% of the maximum stock is restocked, rounded, up to the maximum
Frequency
Alwaysper purchase
Quantity
1

Restocking

Restocked daily up to 20: 4 a day while the market price of Food is steady and no event changes it, more while the price is down, and the stock shrinks while it is up
Price

Redeemed Commissary Token:

12 redeemed Commissary Tokens each
Conditions
  • While in stock
  • If your redeemed Commissary Tokens cover the price

Hydroponic Farmer

Sells goods when visiting your shop

Visits your shop

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
4–5
Price

Vendor price

Bulk purchase: 15% off
Conditions
Frequency
Alwaysper visit
Quantity
5–9
Price

Vendor price

Bulk purchase: 15% off
Conditions

Scavenger

Sells goods when visiting your shop

Attracted by your Display Case

Visits your shop

  • If you chose Skip Intro · On day 1
  • If you didn't choose Skip Intro · On days 3, 7, 10, and 12

Random visitor

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 15–25% off, chosen at random
Conditions
  • If no unbought goods are left on your counter

Scavenger

Sells goods when visiting your shop

Random visitor

Notes

  • Waits at least 3 days before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Bulk purchase: 10–20% off, chosen at random
Conditions
  • If no unbought goods are left on your counter

Story scenes

Eleanor

Eleanor

She plans to pay an investigator and sells scavenged stock toward the required savings.

When

  • At least 4 days after the scheduled first scavenged-goods sale visit. The investigation-plan conversation has not happened yet. You have helped her with food or drink at least 1 time. She has not been arrested. The first scavenged-goods sale has a scheduled date. Earliest possible day: 35
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • If no unbought goods are left on your counter
Eleanor

Eleanor

She returns with another randomly generated stock while saving for the investigation.

When

  • At least 4 days after the later of the investigation-plan conversation and the latest scavenged-goods sale visit. Only after the investigation-plan conversation. Her investigation fund is below 800 credits. She has not been arrested. If one of her earlier visits (investigation plan) is also due that day, that one comes instead. Earliest possible day: 39
Frequency
Alwaysper visit
Quantity
1
Price

Vendor price

Bulk purchase: 30% off
Conditions
  • If you choose "Complete a trade"
  • If no unbought goods are left on your counter

Network upgrades

Ranching

Items you receive after unlocking

Frequency
Alwaysonce, on unlocking
Quantity
6
Price

Free

Conditions
—

Production and item use

Hydroponic System

Grow and harvest Nutrifruit

Availability and notes

Cost

  • Use 1 Nutrifruit Seed.
  • Nightly water use multiplied by the number of active nights.
  • Round the seed's Required Work (base 23, changed by growth traits, at least 1) ÷ the machine's Progress Speed up to whole nights.
Frequency
An item is obtained only when the calculated quantity is positive.
per completed harvest
Quantity
The harvest quantity (base 5), changed by traits and machine quality; each fitted Nutrifruit Hydroponic Module adds one. Health changes only the size split, not this total.
Conditions
  • Changes the number, size or condition of harvested goods according to the crop.
  • This is the total across sizes; health determines the size split.

Other sources

Gifts from Secret Admirer

Receive gifts when opening the shutter with Secret Admirer. The main gifts form a priority chain; cassette and note rolls are additional.

Availability and notes

  • Choose Secret Admirer at the start.
  • Day 2 gives the special gift for certain. On other days a gift comes rarely at first; the longer you go without one, the more likely it becomes, and one is certain within 12 days of the previous gift.
  • When the daily gift arrives, the main gifts are checked in priority order and the first one that applies is given. Cassettes and notes are extra chances and do not replace the main gift.
Frequency
On gift days, always chosen when its turn in the priority order comes.
per shutter opening
Quantity
2
Conditions

Starting items

Rat Wrangler

Items provided when starting as Rat Wrangler.

Availability and notes

Frequency
Alwaysat the start
Quantity
6

Item details

  • A small specimen containing 144 kcal.
  • Placed in the shop inventory.
Conditions
—

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Foodie Tourist

Foodie Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

750 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Upper Level Private Chef

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

400–500 credits, rising as the days go by.

Display Case · Displayed categories

Food

Eleanor

Eleanor

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.
Merchant

Merchant

Lower Levels

Buys saleable goods across categories, excluding Contraband.

Base budget

200–300 credits, rising as the days go by.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Security Requisition Officer

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.
Shady Merchant

Shady Merchant

Black Market

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–300 credits, rising as the days go by.

Conditions for this item

  • An inherited chemical production trait has made this harvest Contraband.

Upper Level Citizen

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Tourist

Buys goods from the listed categories, subject to the buying rules below.

Base budget

180–250 credits.

Food Bank Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

150–200 credits, rising as the days go by.

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do.

Expedition Supplier

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

145–195 credits, rising slowly as the days go by.

Display Case · Displayed categories

Food

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits.

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125–175 credits, rising as the days go by.

John Smith

John Smith

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–150 credits.

Lower Level Citizen

Revolution

Buys goods from the listed categories, subject to the buying rules below.

Base budget

125–150 credits.

Lower Level Elder

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

125 credits.

Cadet Serpico

Cadet Serpico

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

120 credits.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits, rising as the days go by.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Spacer Cook

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits.

Display Case · Displayed categories

Food

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Lower Level Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.
  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–105 credits.

Display Case · Displayed categories

Food

Cadet Serpico

Cadet Serpico

Security

Buys goods from the listed categories, subject to the buying rules below.

Base budget

100 credits.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Food Buyer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Hungry Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

80–100 credits.

Display Case · Displayed categories

Food

Spacer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

  • No item with this identity has already been sold to this buyer during this visit.

Annoyed Engineer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

80 credits.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

61–69 credits.

Officer Lun

Officer Lun

Security

Buys Food, subject to the buying rules below.

Base budget

50 credits.

Conditions for this item

  • Does not meet the following

    An inherited chemical production trait has made this harvest Contraband.

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

35–50 credits, rising as the days go by.

Eleanor

Eleanor

Upper Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Old Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Pale Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

  • Any of the following

    • Does not meet the following

      An inherited chemical production trait has made this harvest Contraband.
      • An inherited chemical production trait has made this harvest Contraband.
      • This visitor must not refuse it as contraband, which they sometimes do, less often the higher your Lower Levels reputation.

Calories

300 kcal

Counts for Cadet Serpico's request: Yes

Preparation variants

SizeCaloriesCounts for Cadet Serpico's request
Normal300 kcalYes
Small180 kcalYes
Large480 kcalYes
Huge960 kcalYes

Rules that change calories or the Food category

When a plant is harvested. An item made outside a harvest already has the plant's built-in traits applied.

A harvested crop gets the traits its seed has at that moment, so a seed whose traits were changed by gene editing gives a different calorie value. Nutritious raises the value and Nutrient-Poor lowers it, by the percentage shown for the trait's level (25% at level I). The result is rounded to a whole number and never drops to zero.

Uses of calories

Calories (kcal) are shown in the descriptions of food and some other items. They decide how much an item counts for Cadet Serpico's food request at the Dumping Ground, and how much it feeds animals and fish. Most items always have the same calorie value. The exceptions are harvested crops, which depend on their seed's traits, the leftover piece from cutting up a fish, which holds what the other pieces did not take, and fish feed, which loses calories as fish eat it.

Shown in the item's description.

Any item with a calorie value shows it in its description, as a whole number of kcal. This includes items that are not Food, such as fish feed.

For an item with the Meat mark, the line also says that it is meat.

Counted for the food request from Cadet Serpico at the Dumping Ground.

Only Food items with a calorie value count, each as its calories × its units (at least 1), including items inside containers. The food left at the Dumping Ground is added up when you leave, and the request needs 2000 kcal in total. While you are there, a notice appears once the total, with what was already counted, reaches 2000 kcal.

Fills an animal's hunger when it eats.

At the end of each day, an animal eats if its hunger is below 75% of its maximum. It first takes calories from a feed dispenser it can reach, up to the target set on the dispenser. If it is still hungry, it eats one item with a calorie value from where it is, whole, and its hunger rises by the item's calories (up to its maximum). Canned items and fish feed are not eaten this way. An animal whose hunger is below 300 and that has no food where it is may move to another area that has food.

The Meat mark makes no difference here. If the item is meat of the animal's own species (by its meat type), the animal may get Prion Disease, and it always does if the meat carries the disease.

Stored as calories in a feed dispenser, for animals and fish to eat.

Items with a calorie value can be put in it. When it blends (with its button, or by itself if set to), each item's calories are added to its store, up to 40000 kcal in total; an item that would go over is left as it is. Animals and fish put in it are cut up first, and the pieces go in the same way. Fish feed goes to its own store, which animals and Carnivore fish do not eat from. Animals and fish take only what they need to reach the target set on the dispenser (85% of their maximum hunger at first).

Meat (an item with the Meat mark or a meat type) goes to the meat store, and meat of a livestock species goes to a store for that species. Herbivore fish do not eat from these stores and Carnivore fish eat only from them; animals eat from them as well as from other food. An animal that eats from the store of its own species may get Prion Disease.

Fills a fish's hunger when it eats.

A fish eats when its hunger is below 75% of its maximum. It first takes calories from the feed dispenser attached to its tank, up to the target set on the dispenser. Next it eats fish feed in the tank, taking only what it needs to reach 85% of its maximum. Otherwise it eats one item with a calorie value in the tank, whole, and its hunger rises by the item's calories (up to its maximum). Canned items are not eaten. Items with a calorie value can be put into the tank.

Herbivore fish do not eat meat and Carnivore fish eat only meat; here meat means an item with the Meat mark or a meat type. Some species grow faster the more meat they have recently eaten.

Fills a fish's hunger when it eats roe in its tank.

If a Carnivore or Omnivore fish has not reached 75% of its maximum hunger and found no other item to eat, it eats the lightest roe or small fish in its tank that weighs at most 20% of its own weight. Eating roe raises its hunger by the roe's calorie value and does not count as eating meat.

Decides which pieces a fish-cutting machine sends to a connected feed dispenser.

A machine that cuts up fish sends each piece with a calorie value into the connected feed dispenser while there is room for its calories (40000 kcal in total); the other pieces go to its tray. Roe jars always go to the tray.