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Chocoholism

An attempt to rework/rebalance chocolate. What I have so far: Cocoa Tree Changes: Trees have a 30 day grow period. Trees are not destroyed by harvesting. But are knocked back to 80% growth (like ambrosia). Effectively a 6 day grow time after the tree matures Generates 50 cacao pods that must be cooked into different items. (about 2 pods per unit of chocolate) Base Game Chocolate item has been renamed Shelf-Stable chocolate. Basically retconning the base game chocolate as "desert storm" chocolate with edible wax coating. Specifically made for transport/trade rather then being eaten directly. Added a new chocolate bars (with minor variants) that are coded as social drugs. Based roughly off of ambrosia. The "warmth" moodlet is +1 (0.7days) The withdrawal moodlet is -3 The tolerance growth is +1% minimum tolerance for addition %45 Cooking time is about 1/2 that normal meal for a batch of x10. Needs refrigeration has a 1.5 trade value for the equivalent amount of raw material as 1 base game chocolate. Future plans: Traits: Chocoholic Trait - Roughly equivalent to "Chemical Interest" but with a chocolate need bar. Chocolate Intolerant - Consuming chocolate raises toxic buildup Chocolate Lover - Doubles the moodlet effects from chocolate use and withdrawal I was thinking of not including these into the normal trait pool but having them be rolled for when a pawn first uses a new chocolate. Also dogs will need the chocolate intolerant trait. Compatibilities I could see integrating this to work with VE cooking with the chance of high tolerance triggering diabetes. CREDIT: Some ideas stolen from the "Devilish Chocolate" and "Realistic Chocolate Production" mods.