Drugs

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Drugs can be used to gain temporary benefits of various sorts at the risk of addiction, negative side effects, and even overdose resulting in death. Most drugs are crafted using either Psychoid leaves or Neutroamine, however beer requires Hops and has an intermediate stage before fermenting called Wort.

The Drugs in the game are split into the following categories:


Go-juice

Main Article: Go-juice

A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.

Military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.


Drug info
Addictiveness 8%
Market value $45.00
Hit points 50
Work to make 7
Drug effects
Consciousness +10%
Joy +40%
Movement +30%
Pain x10%
Rest +40%


Gameplay Overview

Go-Juice is a drug that can either be purchased, found on raiders, or manufactured at a drug lab. It acts as a potent stimulant and pain-killer, preventing 90% of pain that the user would experience, and boosting consciousness, movement, and sight. It has a somewhat significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can only get addicted to Go-Juice if they have at least a 3% severity tolerance to it, if they weren't beforehand.

It also has its uses outside of combat, such as improving the surgery success chance with the consciousness boost, so it's advisable to give a surgeon Go-Juice before performing an operation. This particularly applies for Alpha 16, where medicine has been nerfed.

Detailed Effects

  • Improved movement (+30%)
  • Improved sight (+25%)
  • Heightened consciousness (+10%)
  • Minimised pain (x10%)
  • Satisfies rest need (+40%)
  • Chemical joy (+40%)
  • Improved mood (+5)
  • Go-juice tolerance (+4.4%)

Side-Effects

If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get Chemical Damage in the brain in a mean time of 120 in-game days. This results in a maximum consciousness of 50% for that pawn (slightly less severe than an unarmoured machine pistol shot to the brain), and there is no way to reverse the effects. The result is that the affected pawn will fare significantly worse in combat, and also work at half the speed of an average pawn.

Withdrawal Symptoms

The process of going through Go-Juice withdrawal is nasty, but also shorter than any other withdrawal, with a length of only 25 in-game days (compared to 30 for all other drugs in the game). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.

Detailed Symptoms

  • Impaired movement (-50%)
  • Impaired consciousness (-20%)
  • Impaired blood pumping (-20%)
  • Impaired sight (-20%)
  • Increased hunger rate (x150%)
  • Increased tiredness (x130%)
  • Increased pain (x300%)
  • Hard drug binges (mtb of 40 days)
  • Psychotic wandering (mtb of 7 days)
  • Awful mood (-35)


Luciferium

Main Article: Luciferium

A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.

After the first dose, there is no way to get the mechanites out, ever.

On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.



Drug info
Addictiveness 100%
Market value $100.00
Hit points 50
Work to make n/a
Drug effects
Blood filtration +70%
Blood pumping +15%
Breathing +10%
Consciousness +25%
Hearing +20%
Metabolism +20%
Moving +25%
Pain x80%
Sight +20%



Malari-block

Main Article: Malari-block

Malari-block is a drug for blocking malaria. Take every five days to keep malaria away. It can be crafted at a drug lab for 3 neutroamine, yielding 1 per crafting, or bought from traders. It is not addictive.
As of Alpha 16 (December 20th, 2016), malari-block was removed from the game and replaced with penoxycyline.


Drug info
Addictiveness 0.00%
Market value $40.00
Hit points 50
Work to make 9
Drug effects
Prevents infection Malaria


Penoxycyline

Main Article: Malari-block


Penoxycyline is a medical drug in RimWorld which was introduced in Alpha 16, and succeeds Malari-Block. Unlike its predecessor, Penoxycyline blocks against 3 diseases: malaria, sleeping sickness, and the dreaded plague - whereas Malari-block only blocked against malaria.

Like Malari-Block; Penoxycyline can either be purchased from traders, or crafted at a drug lab - but for a mere 3 neutroamine as opposed to the 5 which Malari-block took. However, in order to make Penoxycyline, you need to have penoxycyline production researched, which in turn requires drug production, and Neutroamine has to either be purchased from traders, or found in cargo pods.

Penoxycyline can be administered if one has one of the diseases it protects against, and doing so will boost the immunity to 61% if it's lower than that.

Penoxycycline offers true immunity to plague & sleeping sickness for 12 hours, and malaria for 8 hours. After that period, it reduces the probably of that particular pawn getting sick (diseases cannot be acquired at 60%+ immunity, and Penoxy sets it to 61%, so there is a brief time before it decays below the threshold)

The weird part is that the game first picks how many pawns will get sick, regardless of immunity, and then next picks which pawns get sick, weighted by immunity. If only one of your pawns has taken penoxy, and took it 24 hours ago, that pawn is 1/50th as likely to get sick as the other pawns. But if all of your pawns have taken it 24 hours ago, they're all just as likely to get sick and the same number of pawns total will get sick. But they'll still be starting at 59% immunity, pretty much guaranteeing survival, and a very short period of actual sickness. (A young, healthy pawn will be at 90%+ immunity when the plague/sleeping sickness is revealed; malaria never revealed at all).

For plague & sleeping sickness, I would not recommend Penoxycycline prophylaxis for all healthy pawns; it can be taken reactively and still add 30%+ immunity, eliminating the need for bed rest or treatment to survive (and if treatment is provided it won't reach serious stages).

Malaria does need proactive Penoxycycline. A healthy pawn will develop 55% immunity in the 4.6 days it takes to reveal itself, so reactive penoxy only adds 5%. Penoxy taken every 5 days will maintain a minimum of 46% immunity to malaria, so healthy pawns will never have a visible Malaria infection. But taken every 9 days, a healthy pawn will still develop immunity before malaria hits Major severity without any treatment or bed rest. A solo jungle explorer looking to conserve their supply might stretch it out to every 12 days (which will avoid extreme without any treatment or bed rest), or if they're particularly brave/desperate, every 15 days (but then there is a small risk that bed rest will be necessary). Taken every 20 days, Penoxy offers no guaranteed immunity, but on average will cut off 2.5 days before immunity is acquired.



Is a medical drug that blocks malaria, sleeping sickness and the plague. For it to work optimally, the colonists should take them every 5 days. Added in Alpha 16.

Flake

Main Article: Flake

A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.


Drug info
Addictiveness 20%
Market value $14.00
Hit points 50
Work to make 5
Drug effects
Joy +70%
Pain x50%
Rest +20%
Tiredness +33%

Gameplay Overview

Flake is a drug that can be manufactured at a Drug Lab using 4 Psychoid Leaves. Flake is the cheaper, but also less powerful cousin of Yayo, along with a significantly higher addiction rate alongside that, making this drug somewhat impractical for use because of its lowered potency and exceptional addictiveness.

However, it is a notably better drug to sell than Yayo because of the return per psychoid leaves: Yayo has a market value of 23 silver for the cost of 8 psychoid leaves, whereas Flake has a market value of 14 silver, but only for 4 psychoid leaves. This means that if you manufacture and sell Flake; you'll get a roughly 42.2% better return of silver compared to if you were to manufacture and sell Yayo instead.


Yayo

A fine white powder snorted to produce a euphoric high. Yayo reduces the user's need for rest, and suppresses pain. It is, however, addictive.

Drug info
Addictiveness 10%
Market value $23.00
Hit points 50
Work to make 7
Drug effects
Joy 80.00%
Moving +15%
Pain x50%
Rest 40%
Tiredness x33%

Smokeleaf joint

Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus, and slows movement. Smokeleaf use can produce a dependency. Can be produced without equipment, at a crafting spot.

Drug info
Addictiveness 1%
Market value $13.00
Hit points 50
Work to make 4
Drug effects
Consciousness -30%
Hunger rate x130%
Joy 80.00%
Moving -30%
Pain -20%
Rest -10%

Wake-up

An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.

Drug info
Addictiveness 10%
Market value $24.00
Hit points 50
Work to make 14
Drug effects
Consciousness +10%
Global work speed +50%
Joy 40.00%
Moving +10%
Rest 100%
Tiredness x80%