Difference between revisions of "Ambrosia"

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m (changed stack limit from 400 to 150)
(Switched from Define to Infobox main)
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{{Define|Drug
+
{{Infobox main|drug
 +
| name = Ambrosia
 +
| image = Ambrosia.png|Ambrosia
 
| description = A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction.
 
| description = A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction.
| beauty base = -4
+
<!-- Base Stats -->
| def name = Ambrosia
+
| type = Drug
| deterioration rate base = 4
+
| type2 = Social drug
 +
| marketvalue = 15
 +
| stack limit = 150
 +
| mass base = 0.1
 +
| beauty = -4
 +
| hp = 50
 +
| deterioration = 4
 +
| flammability = 1
 +
| rotatable = false
 +
| path cost = 15
 +
<!-- Ingestion -->
 +
| joy offset = 0.5
 +
| joy kind = chemical
 +
| addictiveness = 0.01
 +
| max num to ingest at once = 1
 +
| ingestion time = 80
 +
| nutrition = 0.2
 +
<!-- Technical -->
 +
| defName = Ambrosia
 
| drug category = social
 
| drug category = social
| flammability base = 1
+
| preferability = DesperateOnly
 +
<!-- Unused -->
 
| food type = VegetableOrFruit
 
| food type = VegetableOrFruit
| joy kind = chemical
 
| joy offset = 0.5
 
 
| label = ambrosia
 
| label = ambrosia
| market value base = 15
 
| mass = 0.1
 
| max hit points base = 50
 
| max num to ingest at once = 1
 
| nutrition = 0.20
 
| path cost = 15
 
| preferability = RawTasty
 
 
| social properness matters = true
 
| social properness matters = true
| stack limit = 150
 
 
| tech level = neolithic
 
| tech level = neolithic
 
| use hit points = true
 
| use hit points = true
| addictiveness = 0.01
 
 
| mood offset = 5
 
| mood offset = 5
 
}}
 
}}
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Arguably, ambrosia is the best drug for early-to-mid games before food isn't a problem and [[beer]], [[smokeleaf]], and [[psychite tea]] is worth taking your farmers' time to farm. It provides a nice +5 mood buff, and addictions are no problem. Tell the non-addicted pawns to take 10 to their inventory, then box the rest into a small room. The mood debuff is negligible in the mid-to-late game. Each ambrosia sprout might provide 200-300 fruits, enough to last 5 pawns an entire year.
 
Arguably, ambrosia is the best drug for early-to-mid games before food isn't a problem and [[beer]], [[smokeleaf]], and [[psychite tea]] is worth taking your farmers' time to farm. It provides a nice +5 mood buff, and addictions are no problem. Tell the non-addicted pawns to take 10 to their inventory, then box the rest into a small room. The mood debuff is negligible in the mid-to-late game. Each ambrosia sprout might provide 200-300 fruits, enough to last 5 pawns an entire year.
  
<noinclude>
 
 
{{nav/drugs}}
 
{{nav/drugs}}
</noinclude>
+
 
 +
[[Category:Drug]] [[Category:Social Drug]]

Revision as of 08:56, 20 April 2022

Ambrosia

A soft, rare fruit. Ambrosia tastes wonderful and produces a subtle mood-increasing chemical high. However, if eaten too often, it can generate a mild addiction.

Base Stats

Type
DrugSocial drug
"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
Tech Level
neolithic
Market Value
15 Silver
Stack Limit
150
Mass
0.1 kg
Beauty
-4
HP
50
Deterioration Rate
4
Flammability
100%
Rotatable
False
Path Cost
15

Ingestion

Nutrition
0.2
Recreation Offset
50%
"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.
Recreation Kind
chemical
Addictiveness
1%
Maximum To Ingest
1
Ingestion Time
80 ticks (1.33 secs)
Technical
defName
Ambrosia"DesperateOnly" is not in the list (Plant, Raw, RawTasty, RawBad, Awful, Simple, Fine, Lavish, Desperate, NeverForNutrition) of allowed values for the "Preferability" property.
Preferability
DesperateOnly
Drug Category
social


Ambrosia is a raw drug (not a vegetarian food) that can be harvested from ambrosia bushes that only spawn in ambrosia sprout event (also available through trade), but cannot be grown by the player. It provides a +5 mood buff, +50% recreation and is slightly addictive. Ambrosia does spoil if not refrigerated. It also provides 0.2 nutrition.

Acquisition

It is harvested from ambrosia bushes. They can be harvested multiple times before dying, each time yielding 4 fruit when fully grown.

A good way to harvest them is to draw a growing zone over them, but forbid sowing. Colonists will then automatically harvest the bushes when they are fully grown.

The event can only occur, and thus the bush can only be found, in the following biomes:

Addiction

Addiction to ambrosia is trivial compared to other drugs; it takes only 10 days before full recovery, and does not impair functioning; it only causes a -10 mood debuff as that pawn craves more ambrosia.

It is also somewhat rare to get an ambrosia addiction. The safe dose interval is 1.6 days. If used often, and ambrosia tolerance reaches 15% or more, then eating a fruit only has a 1% chance to create addiction.

Analysis

Arguably, ambrosia is the best drug for early-to-mid games before food isn't a problem and beer, smokeleaf, and psychite tea is worth taking your farmers' time to farm. It provides a nice +5 mood buff, and addictions are no problem. Tell the non-addicted pawns to take 10 to their inventory, then box the rest into a small room. The mood debuff is negligible in the mid-to-late game. Each ambrosia sprout might provide 200-300 fruits, enough to last 5 pawns an entire year.