Difference between revisions of "Ambrosia"

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| joy offset = 0.5
 
| joy offset = 0.5
 
| label = ambrosia
 
| label = ambrosia
| market value = 15
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| market value base = 15
 
| mass = 0.1
 
| mass = 0.1
 
| max hit points base = 50
 
| max hit points base = 50

Revision as of 04:44, 10 June 2020

<ul><li>"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Ambrosia

Ambrosia a.png

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.


Type
DrugSocial Drug
Stack Limit
150

Base Stats

Beauty
−4
Days To Start Rot
30
Deterioration Rate
4
Flammability
1
Market Value
15
Mass
0.1
Max Hit Points
50

Stat Modifiers

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


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, as each fruit only has a 1% chance to give one.

Harvesting

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.