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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.

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