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(+1)

I think it helps save space, but I'm not sure by how much.

However, I did test splitting up the descriptor into two different parts and the game works it out just fine.
I did this with a few consumables and other items by putting the long physical description in a dictionary entry and kept a basic description along with when or how the player may find it. 

For example: Twonky (Twinkie)

Entity page
In-Game Description: Twonky. Definitely not a knock off Twinkie.
   Detailed Description (for AI)
-A oblong pastry snack.
-Can be randomly found when searching for supplies or food.
Type
Food, Consumable 
Dictionary Entry
Key
Twonky
Value
 a golden, oblong-shaped snack cake with a soft, spongy texture, filled with a sweet, creamy vanilla-flavored filling. It's typically about 4 inches long and 0.75 inches wide, mass-produced, and individually wrapped. Known for its sugary taste and light, airy consistency, the Twonky is a classic American treat often associated with indulgence and nostalgia. Twonky = Twinkie .

Sometimes the AI will take creative liberties with dictionary entries. For example, I also have an entry for a mystery variant, and during one play through instead of the label reading "Do not play with your food." It decided that the mystery flavored Twonky would instead change to warn me whenever any enemy was near by having change to various ominous phrases.

Thanks! i'll put entity physical descriptions and where they're commonly located for my dictionary and leave everything else like their relationship to other entities and relationship to the world