Today I approach the topic that I don't fear food.
I believe that when approaching mushrooms we have too much information, we know how bad they will hurt us, how much they will help us, and in the end whether or not to avoid them without any experimentation. To combat this, I come up with the idea of procedurally generated edible items that change from seed to seed for each world. This would require players to approach food items with caution through open tools or systems for food experimentation to understand them (i.e. force-feeding food to animals).