Dungeon Settlers Food Calculator
Three numbers from your own save turn into the only question that matters: how many days of food are you actually holding?
The arithmetic
The calculator runs two lines of maths and nothing else:
daily consumption = settlers × food per settler per daydays remaining = food stock ÷ daily consumption
The seven, fourteen and thirty day rows multiply daily consumption out to those horizons and subtract what you already have, so the last column is the amount you still need to produce.
Reading the warning states
| State | Days remaining | What it means in practice |
|---|---|---|
| Critical | Under 3 | Food is the emergency. Expeditions and construction can wait; a settlement that runs out is a settlement that stops. |
| Low | Under 7 | You have room to act but not to forget. Good moment to check farm output before committing rations to a run. |
| Stable | 7 or more | The buffer is holding. This is when to spend surplus food on rations for the next expedition. |
Three and seven days are thresholds this site uses to make the output readable — they are not values pulled out of the game, and they are not a claim about when starvation begins.
Why there is no default consumption rate
Consumption per settler is the one number that decides everything else here, and it is exactly the sort of value an Early Access build rebalances. Rather than ship a plausible-looking default that quietly makes every result wrong, this calculator asks you for it.
To find it in your own build: note your total food, let a full in-game day pass without harvesting or crafting anything, note the total again, and divide the difference by your settler count. Once the Early Access build is out and that figure can be confirmed, it will appear here as an optional preset with the version it was checked against.
Feeding a settlement while people are away
Food does two jobs in Dungeon Settlers: it keeps the settlement running day to day, and it becomes the rations a party carries into a dungeon. Those compete. A stock that looks comfortable can turn thin the moment you convert part of it into supplies for a four settler expedition.
The workflow that avoids that: check days remaining here first, decide what the settlement can spare, and only then fill in supply counts in the expedition planner. The settlement guide covers the production side — farms, dining areas and the buildings that turn raw crops into something useful.