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{{For|the medical items|Medicine (disambiguation)}} | {{For|the medical items|Medicine (disambiguation)}} | ||
− | {{ | + | {{imagemargin|[[File:drugs_preview.png|right]]|30px}}'''Drugs''' are substances that alter the body and mind. While they can give [[mood]]- and [[stat]]- related boosts, most drugs come with a risk to addiction, overdose, or both. |
− | + | ==Summary== | |
− | == Summary == | ||
When taken, a drug will have 2 major types of effects: | When taken, a drug will have 2 major types of effects: | ||
− | * Effects that happen once, on taking the drug - such as [[wake-up]] immediately fulfilling [[Rest]]. Most drugs increase [[Recreation]]. | + | *Effects that happen once, on taking the drug - such as [[wake-up]] immediately fulfilling [[Rest]]. Most drugs increase [[Recreation]]. |
− | * Effects that happen as long as the "high" is active - such as [[go-juice]]'s increase to [[Moving]]. Most drugs increase [[mood]] directly. The effect is sustained so long as the "severity" is greater than 0. | + | *Effects that happen as long as the "high" is active - such as [[go-juice]]'s increase to [[Moving]]. Most drugs increase [[mood]] directly. The effect is sustained so long as the "severity" is greater than 0. |
{{TOCright}} | {{TOCright}} | ||
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However, drugs come with multiple downsides. A majority of drugs can cause [[addiction]], creating a demand for a drug. An addict without the drug will undergo a harmful [[withdrawal]]. Stronger drugs have stronger withdrawals, and always have a risk of [[overdose]], which can rarely lead to [[death]]. And, there can be [[health|health issues]] that arise, either from being overly tolerant to the drug (from taking it too much), or from being high at all. | However, drugs come with multiple downsides. A majority of drugs can cause [[addiction]], creating a demand for a drug. An addict without the drug will undergo a harmful [[withdrawal]]. Stronger drugs have stronger withdrawals, and always have a risk of [[overdose]], which can rarely lead to [[death]]. And, there can be [[health|health issues]] that arise, either from being overly tolerant to the drug (from taking it too much), or from being high at all. | ||
− | + | ==List of drugs== | |
− | + | {{stub|reason=Table of effects. See and verify from [https://rimworldwiki.com/index.php?title=Drugs&oldid=121705 here] & each drug page.}} | |
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Drugs can be grouped into 3 major categories: | Drugs can be grouped into 3 major categories: | ||
− | ''' | + | '''Social drugs:'''<br>Drugs that have a ''safe dose interval''. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often. |
− | + | *{{Icon Small|Ambrosia}} [[Ambrosia]] | |
− | + | *{{Icon Small|Beer}} [[Beer]] | |
− | + | *{{Icon Small|Psychite tea}} [[Psychite tea]] | |
− | + | *{{Icon Small|Smokeleaf joint}} [[Smokeleaf]] | |
− | + | '''Hard drugs:'''<br>Drugs that always have a chance for addiction and major overdose when a regular human takes the drug. These drugs also increase overdose severity; taking multiple gives a chance of starting a minor overdose. | |
− | + | *{{Icon Small|Flake}} [[Flake]] | |
− | + | *{{Icon Small|Yayo}} [[Yayo]] | |
− | + | *{{Icon Small|Go-juice}} [[Go-juice]] | |
− | + | *{{Icon Small|Wake-up}} [[Wake-up]] | |
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− | + | '''Medical drugs:'''<br>Special purpose. They don't increase mood, don't follow the trends of other drugs, and treat some form of ailment. Penoxycyline contributes to overdoses, while luciferium doesn't. | |
− | + | *{{Icon Small|Penoxycyline}} [[Penoxycyline]] | |
− | + | *{{Icon Small|Luciferium}} [[Luciferium]] | |
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− | == Tolerance == | + | ==Tolerance== |
− | Many drugs have some form of '''tolerance''', which increases as you take more of the drug. Tolerance decreases the duration of a drug high, as well as addiction need gain | + | Many drugs have some form of '''tolerance''', which increases as you take more of the drug. Tolerance decreases the duration of a drug high, as well as addiction need gain, inversely to tolerance itself (75% tolerance = 25% drug high). In addition to [[social drugs]] requiring a minimum % tolerance before addiction can happen, tolerance itself makes addiction more likely: |
{| class="wikitable" | {| class="wikitable" | ||
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! Tolerance !! Multiplier !! Graph | ! Tolerance !! Multiplier !! Graph | ||
|- | |- | ||
− | | | + | | 0% || ×100% || rowspan =3; | {{GraphChart|width=400|height=100|type=line|xAxisTitle = Tolerance (%)|yAxisTitle = Addiction Chance Multiplier|x=0,50,80,100|y=1,5,15, 15}} |
|- | |- | ||
− | | 50% || ×500% | + | | 50% || ×500% |
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− | | 80% || ×1500% | + | | 80% || ×1500% |
|} | |} | ||
− | Certain tolerances can directly cause chronic health problems. [[Smokeleaf]] tolerance | + | Certain tolerances can directly cause chronic health problems. [[Smokeleaf]] tolerance (>36%) causes [[asthma]] and lung [[carcinoma]], [[beer]] (>?%) can cause liver [[cirrhosis]], and psychite (>45%) causes [[chemical damage]] to the [[kidney]]. Tolerance to [[ambrosia]] has no special ill effect, while the other drugs have no tolerances. |
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− | [[Children]] {{BiotechIcon}} and small [[animal]]s can | + | Tolerance gain per drug scales inversely with [[body size]]. [[Children]] {{BiotechIcon}} and small [[animal]]s can get addicted much easier than an adult would. |
− | == Addiction == | + | ==Addiction== |
− | '''Addiction''' is a reality when using extreme drugs. When taking hard drugs, there is always a chance to cause addiction, and taking enough of any non-[[Penoxycyline]] drug can eventually get a pawn addicted. As they take the drug, a pawn's ''tolerance'' increases, which decreases a drug's effect while increasing the chance of addiction. Some drugs require a minimum tolerance (i.e. minimum drugs taken/time) before | + | '''Addiction''' is a reality when using extreme drugs. When taking hard drugs, there is always a chance to cause addiction, and taking enough of any non-[[Penoxycyline]] drug can eventually get a pawn addicted. As they take the drug, a pawn's ''tolerance'' increases, which decreases a drug's effect while increasing the chance of addiction. Some drugs require a minimum tolerance (i.e. minimum drugs taken/time) before addiciton is possible at all. |
The following table is a summary of each drug's addiction potential: | The following table is a summary of each drug's addiction potential: | ||
<div><li style="display: inline-table;"> | <div><li style="display: inline-table;"> | ||
{| {{STDT| sortable c_25 text-center}} style="width: 85%;" | {| {{STDT| sortable c_25 text-center}} style="width: 85%;" | ||
− | ! Drug !! High duration<br | + | !Drug !!High duration <br>(0% tol.) !!Safe dose interval<br>(adult) !!Tolerance gain/dose !!Tolerance fall rate !!New addiction min tolerance !!New addiction chance !!Safe doses at 0 tolerance |
+ | |- | ||
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+ | ! [[Ambrosia]] | ||
+ | | 16.7 h ||1.6 Days ||3.2% ||2% / Day ||15% ||1% ||4 | ||
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− | ! [[ | + | ! [[Psychite tea]] |
− | | | + | | 7.2 h ||2 Days ||3% ||1.5% / Day ||10% ||2% ||3 |
|- | |- | ||
− | ! [[Beer]] | + | ! [[Beer]] |
− | | | + | | 4.8 h ||1 Day ||1.6% ||1.6% / Day ||25% ||1% ||15 |
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− | ! [[ | + | ! [[Smokeleaf]] |
− | | | + | | 12 h ||2 Days ||3% ||1.5% /Day ||15% ||2% ||5 |
|- | |- | ||
− | ! [[ | + | ! [[Flake]] |
− | | | + | | 7.2 h ||Never ||4% ||1.5% / Day ||0% ||5% ||0 |
|- | |- | ||
− | ! [[ | + | ! [[Yayo]] |
− | | | + | | 12 h ||Never ||4% ||1.5% / Day ||0% ||1% ||0 |
|- | |- | ||
− | ! [[ | + | ! [[Wake-up]] |
− | | 12 h | + | | 12 h ||Never ||N/A ||N/A ||0% ||2% ||0 |
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− | ! [[ | + | ! [[Go-juice]] |
− | | | + | | 16.7 h ||Never ||N/A ||N/A ||0% ||2.6% ||0 |
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|} | |} | ||
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'''Notes:''' | '''Notes:''' | ||
− | * These safe dose intervals | + | * '''These safe dose intervals do not apply to [[babies]]{{BiotechIcon}}, [[children]]{{BiotechIcon}}, and teens under 18''', as they gain tolerance faster. |
− | * [[Luciferium]] always causes an addiction when taken. [[Penoxycyline]] never does. | + | *[[Luciferium]] always causes an addiction when taken. [[Penoxycyline]] never does. |
− | * [[Psychite tea]], [[flake]], and [[yayo]] all contribute toward ''psychite'' addiction and tolerance | + | *[[Psychite tea]], [[flake]], and [[yayo]] all contribute toward ''psychite'' addiction and tolerance. |
− | + | **[[Go-juice]] doesn't, despite costing yayo to create. | |
− | ** [[Go-juice]] doesn't, despite costing yayo to create. | ||
− | + | ===Addiction need=== | |
− | + | When addicted, pawns gain a [[need]] for that specific drug. This is displayed in the Needs window of a pawn. When it hits 0, they receive the effects of [[withdrawal]]. Each drug type has their own seperate need. By default, pawns will automatically take drugs to satisfy this need, even if the "No Drugs" drug policy is selected. You can disable this in the drug policy menu (under the Assign tab). | |
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− | === Addiction need === | ||
− | When addicted, pawns gain a [[need]] for that specific drug. This is displayed in the Needs window of a pawn. When it hits 0, they receive the effects of [[withdrawal]]. Each drug type has their own | ||
Taking a non-Luciferium drug increases the addict's drug need by a base of {{+|90%}}, but this is reduced by a pawn's [[tolerance]] to that drug. Need fall rate depends on the drug itself: | Taking a non-Luciferium drug increases the addict's drug need by a base of {{+|90%}}, but this is reduced by a pawn's [[tolerance]] to that drug. Need fall rate depends on the drug itself: | ||
− | * Beer, smokeleaf, ambrosia, and psychite needs fall by 50% per day. | + | *Beer, smokeleaf, ambrosia, and psychite needs fall by 50% per day. |
− | * Wake-up and go-juice needs fall by 33.3% per day. | + | *Wake-up and go-juice needs fall by 33.3% per day. |
− | * Luciferium need falls by 15% per day | + | *Luciferium need falls by 15% per day. |
− | This is | + | This is seperate from the addiction (%) in the ''Health'' tab, which is the progress towards overcoming an addiction. See [[#Addiction progress]] for that. |
− | === Addiction progress === | + | ===Addiction progress=== |
In an addict's Health tab, there will be either Addiction (%) or Withdrawal (%), depending on if the drug need is fulfilled. The percentage is the progress towards overcoming an addiction. Each drug has different stats on addiction gain. In general, progress increases as time passes and decreases as drugs are taken. Progress does not immediately restart after taking a new drug. New addicts will always start at 50%, so immediate action is best if you want to fix an addiction. | In an addict's Health tab, there will be either Addiction (%) or Withdrawal (%), depending on if the drug need is fulfilled. The percentage is the progress towards overcoming an addiction. Each drug has different stats on addiction gain. In general, progress increases as time passes and decreases as drugs are taken. Progress does not immediately restart after taking a new drug. New addicts will always start at 50%, so immediate action is best if you want to fix an addiction. | ||
[[Luciferium]] is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in [[death]]. | [[Luciferium]] is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in [[death]]. | ||
− | === Withdrawal === | + | ===Withdrawal=== |
When trying to overcome an addiction, '''withdrawal''' is inevitable. [[Ambrosia]] has the lightest withdrawal, consisting only of a {{--|10}} [[mood]]let. Every other (non-luciferium) drug withdrawal follows these trends: | When trying to overcome an addiction, '''withdrawal''' is inevitable. [[Ambrosia]] has the lightest withdrawal, consisting only of a {{--|10}} [[mood]]let. Every other (non-luciferium) drug withdrawal follows these trends: | ||
* ''At least'' a {{--|20}} [[mood]]let. | * ''At least'' a {{--|20}} [[mood]]let. | ||
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*Chance of forced [[hard drug binge]]s, even for social drugs. | *Chance of forced [[hard drug binge]]s, even for social drugs. | ||
As with addiction, each drug has a different form of withdrawal - see their page for details. | As with addiction, each drug has a different form of withdrawal - see their page for details. | ||
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− | == Overdose == | + | ==Overdose== |
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'''Overdose''' is an [[ailment]] that can occur when taking [[hard drugs]] ([[flake]], [[yayo]], [[go-juice]], [[wake-up]]), though [[penoxycyline]] can also add to an overdose. | '''Overdose''' is an [[ailment]] that can occur when taking [[hard drugs]] ([[flake]], [[yayo]], [[go-juice]], [[wake-up]]), though [[penoxycyline]] can also add to an overdose. | ||
*There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug). | *There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug). | ||
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'''Minor:''' Severity 0.5 — 0.749 | '''Minor:''' Severity 0.5 — 0.749 | ||
− | * {{Bad| | + | * {{Bad|50%}} [[Consciousness]] {{Check Tag|Added or multiplied?|Verify}} |
* Frequent vomiting - Every 0.3 days (4.8h) on average | * Frequent vomiting - Every 0.3 days (4.8h) on average | ||
'''Major:''' Severity 0.75 — 0.999 | '''Major:''' Severity 0.75 — 0.999 | ||
− | * | + | * Conciousness {{Bad|10%}} max (immediate [[downed|down]]). |
* [[Chemical damage]] to the brain on average 2.5 days in this state | * [[Chemical damage]] to the brain on average 2.5 days in this state | ||
* [[Death]] on average 3 days in this state | * [[Death]] on average 3 days in this state | ||
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Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours for a full recovery, or 12 hours if no overdose is visible. | Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours for a full recovery, or 12 hours if no overdose is visible. | ||
− | == | + | ==Trade== |
− | + | Drugs are highly profitable and very lightweight source of money. They are a valid source of income if you are in a temperate/warm [[biome]], or have a [[sun lamp#Analysis|greenhouse]] to make them in. There is absolutely no penalty towards selling any drug to any [[faction]]. Factions are even [[goodwill|happy]] about gifted drugs. | |
− | [[ | + | Drug creation relies on Plants (to grow [[hops]], [[smokeleaf leaves]], and [[psychoid leaves]]), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). Drug creation is considere a ''Crafting'' work, despite it not using the crafting skill. |
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− | + | ===Comparisons=== | |
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− | === Comparisons === | ||
[[Flake]] is usually the most profitable drug that your colony can produce on its own. Note that growing the [[psychoid plant]] requires a Plants skill of 6, and creating flake requires the [[Research#Psychite refining|Psychite refining]] research. | [[Flake]] is usually the most profitable drug that your colony can produce on its own. Note that growing the [[psychoid plant]] requires a Plants skill of 6, and creating flake requires the [[Research#Psychite refining|Psychite refining]] research. | ||
− | [[Smokeleaf]] is flake's biggest competitor. Compared to flake, smokeleaf only gives {{Bad|88%}} the silver per unit of planter work ({{+|12.5%}} more drug/plant, but {{--|21.5%}} value/drug). | + | [[Smokeleaf]] is flake's biggest competitor. Compared to flake, smokeleaf only gives {{Bad|88%}} the silver per unit of planter work ({{+|12.5%}} more drug/plant, but {{--|21.5%}} value/drug). Joints also take longer to create: with equal skill, they take {{Bad|+80%}} more work. However, smokeleaf relies on Cooking skill, and grows much faster than psychoid in [[hydroponics]]. Therefore, using smokeleaf may be better if you have a great Cook, but no Intellectual pawn. |
'''Other comparisons:''' | '''Other comparisons:''' | ||
− | * Compared to [[yayo]], flake is worth | + | *Compared to [[yayo]], flake is worth 2/3<sup>rds</sup> the [[silver]], but requires 80% of the [[Work To Make]] and 50% of the ingredient costs. Flake gives 33% more silver per [[Psychoid leaves|psychoid leaf]] for only 7% more work. |
− | * [[Psychite tea]] costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make. | + | *[[Psychite tea]] costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make. |
− | * Brewing [[beer]] gives less | + | *Brewing [[beer]] gives less material per [[hop plant]] grown than psychoid, and each beer is worth less than 1 flake. |
− | * [[Ambrosia]] can only be found in the [[Events# | + | *[[Ambrosia]] can only be found in the [[Events#Ambrosia_sprout|event]], and it may grow in an inconvenient location. This makes ambrosia inconsistent at best. |
Other drugs must be bought entirely, or require [[neutroamine]], which cannot be produced by a colony. The colony trade disadvantage normally rules out selling any neutroamine product as profitable, unless you have an amazing trader. Even then, their production is limited by the supply of neutroamine. | Other drugs must be bought entirely, or require [[neutroamine]], which cannot be produced by a colony. The colony trade disadvantage normally rules out selling any neutroamine product as profitable, unless you have an amazing trader. Even then, their production is limited by the supply of neutroamine. | ||
− | == Reasons to use drugs == | + | ==Reasons to use drugs== |
− | RimWorld isn't real life. A [[beer|drink]] a day won't really hurt anybody, though alcohol and [[smokeleaf]] do make colonists less productive. [[Psychite tea]] and [[ambrosia]] have purely positive effects when taken every 2 | + | RimWorld isn't real life. A [[beer|drink]] a day won't really hurt anybody, though alcohol and [[smokeleaf]] do make colonists less productive. [[Psychite tea]] and [[ambrosia]] have purely positive effects when taken every 2 dayse. Tea will even increase productivity, by reducing the need for sleep. As long as you set a good drug schedule, using social drugs can be a safe way to boost mood. |
[[Penoxycyline]] is completely safe to use, preventing [[disease]]s like [[malaria]] and [[sleeping sickness]], which are common in tropical/swampy [[biome]]s. | [[Penoxycyline]] is completely safe to use, preventing [[disease]]s like [[malaria]] and [[sleeping sickness]], which are common in tropical/swampy [[biome]]s. | ||
− | === Setting a drug schedule === | + | ===Setting a drug schedule=== |
In the [[Assign]] tab, you can click on Manage Drug Policies to alter when a colonist will take their drugs. The main settings to change are ''For Recreation'', which should be turned off, and ''Scheduled'', to be turned on. | In the [[Assign]] tab, you can click on Manage Drug Policies to alter when a colonist will take their drugs. The main settings to change are ''For Recreation'', which should be turned off, and ''Scheduled'', to be turned on. | ||
A drug schedule consists of 3 parts: | A drug schedule consists of 3 parts: | ||
− | * Frequency: How long between taking each drug. This can be set to an integer day number (or X times per day, if you so want). | + | *Frequency: How long between taking each drug. This can be set to an integer day number (or X times per day, if you so want). |
− | ** Note that [[penoxycyline]] lasts for 5.55 days, and you can only set the drug interval to 5 ''or'' 6 days. Either some of its effect will be wasted, or there will be a short time where colonists are vulnerable to disease. | + | **Note that [[penoxycyline]] lasts for 5.55 days, and you can only set the drug interval to 5 ''or'' 6 days. Either some of its effect will be wasted, or there will be a short time where colonists are vulnerable to disease. |
− | * Mood: Maximum mood before being able to take the drug. | + | *Mood: Maximum mood before being able to take the drug. |
− | * Recreation: Maximum [[Recreation]] before being able to take the drug. | + | *Recreation: Maximum [[Recreation]] before being able to take the drug. |
All three requirements must be met in order for the drug to be taken. For example, setting Ambrosia to (2 days, 40% mood) will cause Ambrosia to be taken once every 2 days at most, and only when mood is below the threshold. If setting a mood threshold, it's best to keep it slightly above a mental break threshold, to account for walking time. | All three requirements must be met in order for the drug to be taken. For example, setting Ambrosia to (2 days, 40% mood) will cause Ambrosia to be taken once every 2 days at most, and only when mood is below the threshold. If setting a mood threshold, it's best to keep it slightly above a mental break threshold, to account for walking time. | ||
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Of course, you can direct pawns to take drugs manually, and only manually. You can set colonists to carry drug at all times, and take it whenever needed; this is especially useful for combat drugs like [[go-juice]]. | Of course, you can direct pawns to take drugs manually, and only manually. You can set colonists to carry drug at all times, and take it whenever needed; this is especially useful for combat drugs like [[go-juice]]. | ||
− | === Reasons for hard drugs === | + | ===Reasons for hard drugs=== |
− | Hard drugs are never "safe" to use | + | Hard drugs are never "safe" to use, but ''can'' be useful. [[Go-juice]], [[wake-up]], and [[yayo]] all help when you ''really'' need them. For example, go-juice helps a stray colonist run from a [[manhunter pack]], wake-up can get something done ''immediately'', and yayo/flake are an instant and huge mood boost, which can prevent mental breaks in combat. Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, slightly longer), but yayo and flake stack. If you don't care about a colonist at all, you can stack them up with available drugs until you run out, or they die. |
− | + | For [[Luciferium]], see its [[Luciferium#Analysis|Analysis]] section. It gives many stat boosts, can cure a myrad of injuries and conditions that otherwise require [[healer mech serum]] or the Scarless [[gene]]{{BiotechIcon}}, but causes a permanent and costly need. | |
− | + | ===Risk of storage=== | |
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− | === Risk of storage === | ||
The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]]. | The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]]. | ||
− | Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any | + | Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any drug as a form of Recreation. This can be avoided in the following ways: |
− | *They will respect [[allowed area]]s and forbidden items. You'll have to keep on top of these rules, but | + | *They will respect [[allowed area]]s and forbidden items, unless they are on a binge. You'll have to keep on top of these rules, but restrictions are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Note that, as of 1.4, these traits never force a binge, and do not increase the chance to binge. |
− | *They will only take the drug if they are ''assigned'' to Recreation or Anything | + | *They will only take the drug if they are ''assigned'' to Recreation or Anything. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it). |
− | In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). | + | In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). However, animals will completely respect zone/[[pen]] rules. |
− | == Fighting addictions == | + | ==Fighting addictions== |
Whenever a prisoner started with an addiction, or a colonist got unlucky drinking [[go-juice]], addictions can and do happen. There are two main strategies to fighting one: | Whenever a prisoner started with an addiction, or a colonist got unlucky drinking [[go-juice]], addictions can and do happen. There are two main strategies to fighting one: | ||
− | === Keeping the pawn from drugs === | + | ===Keeping the pawn from drugs=== |
− | * '''Prison.''' [[Arrest]]ing an addict is the simplest way to prevent addiction, so long as somebody has a good [[Arrest Success Chance]]. As long as the prison cell is clear of drugs, there is no chance of relapse. | + | *'''Prison.''' [[Arrest]]ing an addict is the simplest way to prevent addiction, so long as somebody has a good [[Arrest Success Chance]]. As long as the prison cell is clear of drugs, there is no chance of relapse. |
− | ** Watch out for their [[mood]], as withdrawal is difficult to go through. While mental breaks are easier to deal with in prison, [[berserk]] in particular can be harmful to both the addict and others. | + | **Watch out for their [[mood]], as withdrawal is difficult to go through. While mental breaks are easier to deal with in prison, [[berserk]] in particular can be harmful to both the addict and others. |
− | * '''Send them on a [[caravan]].''' Mental breaks inside a caravan are much less impactful, only slowing the caravan down. Don't forget to remove the drug in question. | + | *'''Send them on a [[caravan]].''' Mental breaks inside a caravan are much less impactful, only slowing the caravan down. Don't forget to remove the drug in question. |
− | ** | + | ** As long as you are on top of a settlement, ambushes will not happen. Note that sending an addict alone to park on your colony is ''not'' safe if extreme breaks are possible. |
− | * '''Send them on a [[Quests#Pawn Lending|Pawn Lending]] [[quest]]'''.{{RoyaltyIcon}} Lending a pawn will advance addiction and tolerance, but prevents all the negatives of addiction. As getting quests at all isn't reliable, this itself isn't reliable. Also note that a single quest is rarely enough to fix a full addiction. | + | *'''Send them on a [[Quests#Pawn Lending|Pawn Lending]] [[quest]]'''.{{RoyaltyIcon}} Lending a pawn will advance addiction and tolerance, but prevents all the negatives of addiction. As getting quests at all isn't reliable, this itself isn't reliable. Also note that a single quest is rarely enough to fix a full addiction. |
− | === Keeping drugs from reach === | + | ===Keeping drugs from reach=== |
While [[allowed area]]s and drug policies won't work against binges, the following tactics can keep the drugs from the colonist: | While [[allowed area]]s and drug policies won't work against binges, the following tactics can keep the drugs from the colonist: | ||
− | * '''Sell them.''' You'll gain some money out of it, which is always useful. | + | *'''Sell them.''' You'll gain some money out of it, which is always useful. |
− | * '''Load them in a [[transport pod]].''' | + | *'''Load them in a [[transport pod]].''' Once loaded, the drugs will remain so long as the pod is not destroyed. |
− | * '''Load them inside other colonists.''' Note that colonists can only hold 3 drugs, each - this only works against a small amount of drugs. | + | *'''Load them inside other colonists.''' Note that colonists can only hold 3 drugs, each - this only works against a small amount of drugs. |
− | * '''Wall them in.''' Set a [[stockpile zone]], haul the drugs in, and seal them off with [[wall]]s. If there's no path to it, then it's out of mind. | + | *'''Wall them in.''' Set a [[stockpile zone]], haul the drugs in, and seal them off with [[wall]]s. If there's no path to it, then it's out of mind. |
− | * '''Destroy them''', with a [[campfire]], [[electric crematorium]], or controlled [[fire]] | + | *'''Destroy them''', with a [[campfire]], [[electric crematorium]], or controlled [[fire]]. Do this if you don't want the hassle of the other methods, or if you have no other choice. |
− | During | + | During this time, the addict will face a severe mood hit, and be less productive due to the stat increases. If you do decide to just get rid of drugs, watch out for any drugs held by [[raider]]s, and have some way to help the mood. You might want to use another social drug, or if you can afford the medicine cost, [[anesthetic]]. |
== Recipes == | == Recipes == | ||
− | |||
{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Drug !! Ingredients !! Work to Make || Minimum Skills !! Market Value | + | ! Drug !! Ingredients !! Work to Make || Minimum Skills !! Market Value |
|- | |- | ||
− | ! style="text-align:left;" | [[Wake-up]] | + | ! style="text-align:left;" | [[Wake-up]] |
− | | {{Required Resources|Wake-up|sep= +|simple=1}} || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base | + | | {{Required Resources|Wake-up|sep= +|simple=1}} || {{Ticks|{{Q|Wake-up|Work To Make}} }} || {{Q|Wake-up|Skill 1|-}} {{Q|Wake-up|Skill 1 Level}} || {{Q|Wake-up|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Penoxycyline]] | + | ! style="text-align:left;" | [[Penoxycyline]] |
− | | {{Required Resources|Penoxycyline|sep= +|simple=1}} || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base | + | | {{Required Resources|Penoxycyline|sep= +|simple=1}} || {{Ticks|{{Q|Penoxycyline|Work To Make}} }} || {{Q|Penoxycyline|Skill 1|-}} {{Q|Penoxycyline|Skill 1 Level}} || {{Q|Penoxycyline|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Flake]] | + | ! style="text-align:left;" | [[Flake]] |
− | | {{Required Resources|Flake|sep= +|simple=1}} || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base | + | | {{Required Resources|Flake|sep= +|simple=1}} || {{Ticks|{{Q|Flake|Work To Make}} }} || {{Q|Flake|Skill 1|-}} {{Q|Flake|Skill 1 Level}} || {{Q|Flake|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Yayo]] | + | ! style="text-align:left;" | [[Yayo]] |
− | | {{Required Resources|Yayo|sep= +|simple=1}} || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base | + | | {{Required Resources|Yayo|sep= +|simple=1}} || {{Ticks|{{Q|Yayo|Work To Make}} }} || {{Q|Yayo|Skill 1|-}} {{Q|Yayo|Skill 1 Level}} || {{Q|Yayo|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Psychite tea]] | + | ! style="text-align:left;" | [[Psychite tea]] |
− | | {{Required Resources|Psychite tea|sep= +|simple=1}} || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base | + | | {{Required Resources|Psychite tea|sep= +|simple=1}} || {{Ticks|{{Q|Psychite tea|Work To Make}} }} || {{Q|Psychite tea|Skill 1|-}} {{Q|Psychite tea|Skill 1 Level}} || {{Q|Psychite tea|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
! style="text-align:left;" | [[Smokeleaf joint]] | ! style="text-align:left;" | [[Smokeleaf joint]] | ||
− | | {{Required Resources|Smokeleaf joint|sep= +|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base | + | | {{Required Resources|Smokeleaf joint|sep= +|simple=1}} || {{Ticks|{{Q|Smokeleaf joint|Work To Make}} }} || {{Q|Smokeleaf joint|Skill 1|-}} {{Q|Smokeleaf joint|Skill 1 Level}} || {{Q|Smokeleaf joint|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Go-juice]] | + | ! style="text-align:left;" | [[Go-juice]] |
− | | {{Required Resources|Go-juice|sep= +|simple=1}} || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} | + | | {{Required Resources|Go-juice|sep= +|simple=1}} || {{Ticks|{{Q|Go-juice|Work To Make}} }} || {{Q|Go-juice|Skill 1|-}} {{Q|Go-juice|Skill 1 Level}} || {{Q|Go-juice|Market Value Base}} {{Icon Small|Silver}} |
|- | |- | ||
− | ! style="text-align:left;" | [[Beer]] | + | ! style="text-align:left;" | [[Beer]] |
− | | {{Required Resources|Beer|sep= +|simple=1}} || {{Ticks|{{Q| | + | | {{Required Resources|Beer|sep= +|simple=1}} || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}} |
|} | |} | ||
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− | {{ | + | {{nav/drugs}} |
[[Category:Items]] | [[Category:Items]] |