This is what i changed including the random roll
<item name="foodCanBeef">
<property name="HoldType" value="31"/>
<property name="DisplayType" value="food"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mmetal"/>
<property name="Weight" value="5"/>
<property name="EconomicValue" value="60"/>
<property name="Stacknumber" value="30000"/> <!-- STK food -->
<property class="Action0">
<property name="Class" value="Eat"/>
<property name="Delay" value="1.0"/>
<property name="Use_time" value="..."/>
<property name="Sound_start" value="player_eating"/>
<property name="Create_item" value="drinkCanEmpty"/>
</property>
<property name="Group" value="Food/Cooking"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/>
<triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffIllFoodPoisoning0">
<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,0" operation="LTE" value="100"/>
</triggered_effect>
<display_value name="FoodPoisoningRisk" value="0" />
</effect_group>
</item>