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Sounds pretty good to me. Though, I haven't had a chance to try this out, yet. And experiencing this in-game is the true test. I do have a question, though:
Quote, "- YayoHigh severity reduced to 0.50 from 0.75."
Does this change affect the 'high' or moodlet for vanilla Yayo, too? Or does this only affect the high obtained from Choyo?
Also, I would recommend that you put all of the information below in your description above. Given enough time, new comments being added (like this one) will bury that, pushing it to the 2nd or 3rd page of comments.
- Nutrition reduced from 0.10 to 0.05.
- joy reduced from 0.90 to 0.60.
- nurseable changed from false to true.
- drugCategory changed from Hard to Social.
- baseIngestTicks increased from 150 to 250.
- YayoHigh severity reduced to 0.50 from 0.75.
- Rest offset reduced from 0.40 to 0.25.
- Tolerance severity reduced from 0.04 to 0.03.
- addictiveness increased from 0.01 to 0.02.
- Tolerance to addict increased from 0.00 to 0.06.
- Addiction offset reduced from 0.20 to 0.18.
I did actually initially design it as lower potency for the exact reason you stated, and am totally cool turning around and re-diluting it.
But for the exact point:
Most of the stats are chocolate+yayo, minus the Food Consumption joy (since RimWorld can only satify one at a time for consumables). So same nutrition, same market value, same amount of joy (90%). But no, I get it, this mod doesn't really need to exist.
BTW: If this is basically a blend of yayo and chocolate, then shouldn't the drug tolerance and, hence, risk of addiction be a bit less than yayo since this is a somewhat diluted form?