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meaning it should instead be incredibly rare and remove the Joy hediff once used.
A.K.A. I see the intended withdrawal symptoms on my p̶r̶i̶s̶o̶n̶e̶r̶s̶ willing test subjects.
Fun for the whole family.
Joy high
lasts 8h
0% pain
mood locked to 70%
regen 100hp per day (same as ghouls)
capacity mods same as original mod (moving +20%, manip +20%, digestion +30%, blood pumping +30%)
Joy addiction
no active buffs or debuffs
small rate of cancer/chemical damage long term
need to take joy approx once every three days to avoid withdrawal
Joy withdrawal
-20 mood
10 days from onset to death
consciousness max 80%
pain increases at first, then ability to feel pain drops off as the transformation sets in
wide range of possible maladies increasing in probability over time (more minor ones kick in first)
carcinoma, organ decay, chemical damage, sterility, lung rot, cataract, blood rot, fleshmass stomach, fleshmass lung, tentacle, fleshwhip
insulting spree, food binge, drug binge, sadistic rage, tantrum, rage, berserk, fire starting spree, insane ramblings
transform on death into certain anomaly.
Admittedly, I recognize that yes, it might be outside of your scope, but you can still attempt to make hulking masses of flesh in your art style, and make them an occasionally appearing monster. Some are, of course, immobile. So you just need to make their speed stat reflect that as close as possible.
And don't forget the pink pill. That should be the gateway out of the addiction.
of course, I assume this might be more of a one-off than anything right now, but if you do work on adding more, I'd love to see.