Difference between revisions of "Drugs"

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{{For|the medical items|Medicine (disambiguation)}}
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{{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.
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 +
== Summary ==
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When taken, a drug will have 2 major types of effects:
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* Effects that happen once, on taking the drug - such as [[wake-up]] immediately fulfilling [[Rest]]. Most drugs increase [[Recreation]].
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* 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}}
'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]].
 
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].
 
  
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.
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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.
<!--
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[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]
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Pawns can be ordered to automatically carry or take drugs under a variety of circumstances. For more information on this system, see [[Drug policy]].
-->
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The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].
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Drugs currently being carried by a pawn can be taken through the use of a gizmo that appears when the pawn is drafted{{Check Tag|Required?}} and selected.
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 +
=== Impulsive drug use ===
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Even if you never order colonists to take a drug, having them in your colony allows access to the drug binge [[mental break]]. [[Social drug binge]]s happen as a major break, and [[hard drug binge]]s are an extreme break. Colonists in a mental break will ignore [[allowed area]]s and forbidden items.  
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 +
Drugs are desired for pawns with [[chemical interest]] and [[chemical fascination]], who will be upset ({{--|6}} and {{--|12}} [[mood]], respectively) if their [[Chemical (Need)|Chemical need]] is unmet. They will take drugs for recreation and for [[#addiction|addiction]], regardless of drug [[assign]]ment. However, they will never go on random drug binges and will respect both allowed areas and item forbidding.
 +
 
 +
Medical drugs ([[penoxycyline]] and [[luciferium]]) will never be taken as part of drug binges or the chemical need traits.
  
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Penoxycyline every 5 days. You can also toggle to use the drug to feed an addiction, separately from joy usage.
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== List of drugs ==
 +
Drugs can be grouped into 3 major categories:
  
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.
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'''[[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.
  
== Addiction and Tolerance ==
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'''[[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.
Addictions are a sad reality that most drug-using colonies must face. Without a continuous supply of drugs, withdrawal symptoms will kick in and your poor colonist will suffer.  Luciferium has an instant addiction.  Once taken, it will need to be taken regularly.  Otherwise, the withdrawal from it will cause all sorts of mental breaks, eventually including death.
 
  
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to body size, so smaller colonists (teenagers) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.
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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. These drugs will never be taken for recreation and will never be taken as a drug binge.
  
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that they will last shorter, and colonists will need to consume more of them. <br>
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{| {{STDT| sortable c_25 text-center width:75%}}
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.
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! Drug !! Type !!| Mood !! Rec.{{Ref label|Rec|1}} !! Rest{{Ref label|Rest|2}} !! Severity{{Ref label|Duration|3}} !! Duration{{Ref label|Duration|4}} !! Stat effects
<div><li style="display: inline-table;">
+
|-
{| {{STDT| sortable c_25 text-center}}
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! {{Icon Small|Ambrosia|20}} [[Ambrosia]] || Soc.
!Drug !!Mood   !!Joy          !!High duration per dose    !!Tolerance gain per dose    !!Tolerance fall rate    !!New addiction min tolerance !!New addiction chance !!Safe dose interval !!Safe doses at 0 tolerance
+
| {{+|5}} || {{+|50%}} || - || 50% || 16h || Acts as [[food]]. (+0.20 [[nutrition]])
 +
|-
 +
! {{Icon Small|Beer|20}} [[Beer]] || Soc.
 +
| {{+|10}} (Tipsy)<br/>{{+|24}}<br/>(Hammered) || {{+|17%}} || - || 15% || 5h || Dependent on how drunk (how many beers taken).<br/>More beer: {{Good|+}} Mood, {{Bad|-}} Consciousness, {{Bad|-}} Moving, {{Bad|+}} Social fights<br/>Acts as [[food]] (+0.08 [[nutrition]]).
 +
|-
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! {{Icon Small|Psychite tea|20}} [[Psychite tea]] || Soc.
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| {{+|12}} || {{+|40%}} || {{+|10%}} || 75% || 6h || {{Good|x80%}} [[Sleep Fall Rate]], '''x90%''' [[Pain]]
 +
|-
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! {{Icon Small|Smokeleaf joint|20}} [[Smokeleaf]] || Soc.
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| {{+|13}} || {{+|80%}} || {{--|10%}} || 50% || 12h || {{--|30%}} [[Consciousness]], {{--|10%}} [[Moving]], {{++|30%}} Hunger, '''-20%''' [[Pain]]
 +
|-
 +
|-
 +
! {{Icon Small|Flake|20}} [[Flake]] || Hard
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| {{+|35}} || {{+|70%}} || {{+|20%}} || 75% || 6h || {{Good|x33%}} [[Sleep Fall Rate]], '''x50%''' [[Pain]]
 +
|-
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! {{Icon Small|Yayo|20}} [[Yayo]] || Hard
 +
| {{+|35}} || {{+|80%}} || {{+|40%}} || 75% || 12h || {{Good|x33%}} [[Sleep Fall Rate]], {{+|15%}} [[Moving]], '''x50%''' [[Pain]]
 +
|-
 +
! {{Icon Small|Go-juice|20}} [[Go-juice]] || Hard
 +
| {{+|5}} || {{+|40%}} || {{+|40%}} || 50% || 16h || {{+|20%}} [[Consciousness]], {{+|50%}} [[Moving]], {{+|35%}} [[Sight]], '''x10%''' [[Pain]]
 +
|-
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! {{Icon Small|Wake-up|20}} [[Wake-up]] || Hard
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| {{+|5}} || {{+|40%}} || {{+|100%}} || 75% || 12h || {{Good|x80%}} [[Sleep Fall Rate]], {{+|10%}} [[Consciousness]], {{+|10%}} [[Moving]],<br/>{{+|50%}} [[Global Work Speed]] {{MTB}} 120 days high for [[heart attack]]
 +
|-
 +
|-
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! {{Icon Small|Penoxycyline|20}} [[Penoxycyline]] || Med.
 +
| - || - || - || 100% || 5.5d || Prevents [[Malaria]], [[Plague]], [[Sleeping sickness]].
 
|-
 
|-
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! {{Icon Small|Luciferium|20}} [[Luciferium]] || Med.
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| - || - || - || 90% || 6d || {{+|10%}} [[Consciousness]], {{+|5%}} [[Moving]], {{+|15%}} [[Sight]], '''x80%''' [[Pain]]<br/>{{+|70%}} [[Blood Filtration]], {{+|20%}} [[Metabolism]], {{+|15%}} [[Blood Pumping]]<br/>Cures 1 scar or chronic illness every 15 - 30 days
 +
|}
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 +
----
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:{{Note label|Rec|1}} Immediate [[Recreation]] gain from a single dose of the drug. Counts as chemical recreation; reduced by recreation tolerance.
 +
:{{Note label|Rest|2}} Immediate [[Rest]] need gain from a single dose of the drug. Does not account for [[Sleep Fall Rate]] while high on drug.
 +
:{{Note label|Severity|3}} Severity gain per dose is divided by Body Size (but not health scale). Severity drain rate is the same for any creature. Effectively: drugs last for less time on larger creatures.
 +
:{{Note label|Duration|4}} Assuming one dose and no 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. Tolerance does ''not'' decrease the effects of the high while it lasts. The multiplier on high duration is calculated as follows:
  
|[[Ambrosia]]    ||{{Q|Ambrosia|Mood Offset}}        ||{{#expr:{{Q|Ambrosia|Joy Offset}}*100}}%       ||0.7 Days ||3.2% ||2% / Day  ||15% ||1% ||1.6 Days||4
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{| class="wikitable"
 +
| '''Duration Tolerance Multiplier''' = 100 - (Tolerance (%) * 0.75 round 0)
 
|-
 
|-
|[[Psychite tea]] ||{{Q|Psychite tea|Mood Offset}}    ||{{#expr:{{Q|Psychite tea|Joy Offset}}*100}}%    ||0.3 days  ||3% ||1.5% / Day  ||10% ||2% ||2 Days||3
+
| {{Graph:Chart|width=400|height=100|type=line|yAxisMin = 0 |xGrid =| yGrid=| xAxisTitle = Tolerance (%)|yAxisTitle = Duration (%) |x=0,100|y=100,25}}
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|}
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In game, tolerance is displayed using the duration multiplier.
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 +
Higher tolerance also increases chance for addiction: [[Social drugs]] requires a minimum % tolerance before addiction can happen and tolerance itself makes addiction more likely:
 +
 
 +
{| class="wikitable"
 +
! Tolerance !! Multiplier !! Graph
 
|-
 
|-
|[[Beer]]       ||10-25                            ||{{#expr:{{Q|Beer|Joy Offset}}*100}}%            ||0.2 Days ||1.6% ||1.6% / Day  ||25% ||1% ||1 Day||15
+
| 0% || ×100% || rowspan="3" | {{Graph:Chart|width=400|height=100|type=line|xAxisTitle = Tolerance (%)|yAxisTitle = Addiction Chance Multiplier|x=0,50,80,100|y=1,5,15, 15}}
 
|-
 
|-
|[[Smokeleaf]]    ||{{Q|Smokeleaf joint|Mood Offset}} ||{{#expr:{{Q|Smokeleaf joint|Joy Offset}}*100}}% ||0.5 Days ||3% ||1.5% /Day  ||15% ||2% ||2 Days||5
+
| 50% || ×500%
 
|-
 
|-
|[[Flake]]       ||{{Q|Flake|Mood Offset}}           ||{{#expr:{{Q|Flake|Joy Offset}}*100}}%           ||0.3 Days ||4% ||1.5% / Day  ||0% ||5% ||Never||0
+
| 80% || ×1500%
 +
|}
 +
 
 +
Certain tolerances can directly cause chronic health problems. [[Smokeleaf]] tolerance above 36% can cause lung [[carcinoma]] and above 45% [[asthma]], [[beer]] above 45% can cause liver [[cirrhosis]] and [[carcinoma]], and [[psychite]] tolerance ([[Flake]]/[[Psychite tea]]/[[Yayo]]) above 45% can cause [[chemical damage]] to the [[kidney]]. Tolerance to [[ambrosia]] has no special ill effect, while the other drugs have no tolerances.
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 +
Tolerance gain per dose scales inversely with [[body size]]. It can be calulated with the following formula:
 +
 
 +
<code>tolerance gain = tolerance per dose / body size^2</code>
 +
 
 +
[[Children]] {{BiotechIcon}} and small [[animal]]s can therefore get addicted much easier than an adult would.
 +
 
 +
== 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 possible at all. A pawn's current drug tolerance is not directly displayed in game. A pawn's drug effect multiplier is entirely based on their drug tolerance. In the following table, "Minimum Effect Multiplier for No Addictions" translates the "New Addiction min tolerance" number into the effect multiplier that the player can view in game on a pawn's health tab. Uniquely, getting an addiction to [[psychite]] has an immediate 15% chance of causing [[chemical damage]] to the kidneys.
 +
 
 +
The following table is a summary of each drug's addiction potential:
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| sortable c_25 text-center}} style="width: 85%;"
 +
! Drug !! High duration<br/>(0% tol.) !! Safe dose interval<br/>(adult human) !! Tolerance gain/dose<br/>(adult human) !! Tolerance fall rate !! New addiction min tolerance !! Minimum Effect Multiplier for No Addictions !! New addiction chance !! Safe doses at 0 tolerance
 +
|-
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! [[Ambrosia]]
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| 16.7 h || 1.6 Days || 3.2% || 2% / Day  || 15% || 89% ||  1% ||  4
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|-
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! [[Beer]]
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| 4.8 h || 1 Day    || 1.6% || 1.6% / Day || 25% || 93% ||  1% || 15
 +
|-
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! [[Flake]]
 +
| 7.2 h || Never    || 4%   || 1.5% / Day || N/A || N/A ||  5% ||  0
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|-
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! [[Go-juice]]
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| 16.7 h || Never   || N/A  || N/A        || N/A || N/A || 2.6% ||  0
 
|-
 
|-
|[[Yayo]]       ||{{Q|Yayo|Mood Offset}}            ||{{#expr:{{Q|Yayo|Joy Offset}}*100}}%            ||0.5 days ||4% ||1.5% / Day ||0% ||1% ||Never||0
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! [[Psychite tea]]
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| 7.2 h || 2 Days  || 3%   || 1.5% / Day || 10% || 82% ||   2% || 3
 
|-
 
|-
|[[Wake-up]]     ||{{Q|Wake-up|Mood Offset}}; 0      ||{{#expr:{{Q|Wake-up|Joy Offset}}*100}}%         ||0.5 days ||N/A ||N/A  ||0% ||2% ||Never||0
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! [[Smokeleaf joint]]
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| 12 h  || 2 Days  || 3%   || 1.5% / Day || 15% || 89% ||   2% || 5
 
|-
 
|-
|[[Go-juice]]     ||{{Q|Go-juice|Mood Offset}}        ||{{#expr:{{Q|Go-juice|Joy Offset}}*100}}%       ||0.7 Days ||N/A ||N/A ||0% ||2.6% ||Never||0
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! [[Wake-up]]
 +
| 12 h  || Never    || N/A  || N/A       || N/A || N/A ||   2% || 0
 
|-
 
|-
 +
! [[Yayo]]
 +
| 12 h || Never    || 4%  || 1.5% / Day || N/A || N/A ||  1% ||  0
 +
|}
 +
</li></div>
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'''Notes:'''
 +
* These safe dose intervals '''do not apply''' to animals with a [[body size]] other than 1 or humans under 18 including, but not limited to, [[babies]]{{BiotechIcon}} and [[children]].{{BiotechIcon}} These pawns gain more or less tolerance per dose depending on their [[body size]].
 +
* [[Luciferium]] always causes an addiction when taken. [[Penoxycyline]] never does.
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* [[Psychite tea]], [[flake]], and [[yayo]] all contribute toward ''psychite'' addiction and tolerance.
 +
* New Addiction Chance column doesn't take into account Tolerances. For drugs with tolerances, the chance of addiction rises as tolerances rise.
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** [[Go-juice]] doesn't, despite costing yayo to create.
  
|+ Values as of version 1.1.2654
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Current safe dose intervals (days) for humans based on age groups. '''NOTE''': The in game "Safe Dose Intervals" for pawns 0 to 17 are not accurate. It is unclear whether the calculation or the display is bugged.
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| sortable c_25 text-center}} <!-- FORMULA: tolerance per dose / body size^2 / tolerance decreases rate OR SIMPLER: safe dose interval for adult human / body size^2 -->
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! Drug !! 0-3 !! 3-8 !! 9-12 !! 13-17 !! 18+
 +
|-
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! [[Ambrosia]]   
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| {{#expr: 1.6 / 0.2^2 round 2}} || {{#expr: 1.6 / 0.35^2 round 2}} || {{#expr: 1.6 / 0.58^2 round 2}} || {{#expr: 1.6 / 0.8^2 round 2}} || 1.6
 +
|-
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! [[Beer]]      
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| {{#expr: 1   / 0.2^2 round 2}} || {{#expr: 1   / 0.35^2 round 2}} || {{#expr: 1  / 0.58^2 round 2}} || {{#expr: 1  / 0.8^2 round 2}} || 1
 +
|-
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! [[Psychite tea]]
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| {{#expr: 2  / 0.2^2 round 2}} || {{#expr: 2  / 0.35^2 round 2}} || {{#expr: 2  / 0.58^2 round 2}} || {{#expr: 2  / 0.8^2 round 2}} || 2
 +
|-
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! [[Smokeleaf joint]]   
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| {{#expr: 2  / 0.2^2 round 2}} || {{#expr: 2  / 0.35^2 round 2}} || {{#expr: 2  / 0.58^2 round 2}} || {{#expr: 2  / 0.8^2 round 2}} || 2
 
|}
 
|}
</li><div>
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</li></div>
* Tolerance gain values are for size 1.00 colonists (normal).
+
 
 +
=== 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 separate need. By default, pawns will automatically take drugs to satisfy this need, even if the default "No Drugs" drug policy is selected. You can disable this in the drug policy menu (under the Assign tab).
 +
 
 +
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.
 +
* Wake-up and go-juice needs fall by 33.3% per day.
 +
* Luciferium need falls by 15% per day, so that it must be taken every 6 days.
 +
 
 +
This is separate from the addiction (%) in the ''Health'' tab, which is the progress towards overcoming an addiction. See [[#Addiction progress|Addiction progress]] for that.
 +
 
 +
=== 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.
  
=== Fighting Addictions ===
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[[Luciferium]] is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in [[death]].
  
==== Addiction Severity ====
+
=== Withdrawal ===
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time. This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.
+
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.
 +
*Large reduction to [[Consciousness]] and other [[stat]]s.
 +
*Chance of forced [[mental break]]s, such as [[psychotic wandering]], even if mood is high.
 +
*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.
 +
When the withdrawal reaches 100%, the addiction is removed.
  
==== Drug binges ====
+
== Overdose ==
Colonists with either the Chemical Interest or Fascination traits as well as addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean.  
+
{{See also|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).
 +
*Taking any hard drug always increases ''severity'' from 0.18 to 0.35 per dose.
 +
*Taking penoxycyline always increases ''severity'' from 0.08 to 0.14 per dose.
  
==== Remove access to drugs ====
+
=== Effects ===
Colonists can't take drugs that they can't reach.  A drug binging colonist without access to that drug will only wander around until their senses are restored.  Other withdrawal-based mental breaks are another story.
+
Severity is translated to overdose effects, as follows:
  
To destroy drugs, you can burn them at a campfire. You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.
+
'''Hidden:''' Severity < 0.50
 +
* No effect, within tolerable levels of hard drug consumption
 +
* Doesn't show on the health tab of colonists
  
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and board up the entrance. This could also be done to the addict by trapping them but will become counterproductive once they become hungry. Another alternative, which may be quicker depending on the case, is to load the drugs in a transport pod and keep them there until the binge is over.
+
'''Minor:''' Severity 0.5 — 0.749
 +
* {{Bad|x50%}} [[Consciousness]]
 +
* Frequent vomiting - Every 0.3 days (4.8h) on average
  
==== 'Rehab center' ====
+
'''Major:''' Severity 0.75 — 0.999
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them and keeping them there until they're clean.  Imprisoning them also contains the impacts of their mental breaks. You can arrest an addicted colonist by drafting another colonist and right clicking on the addict. Using force can have a negative social influence on the patient and increased mood debuffs that will make recovery even harder, especially if such measure was performed with weapons (healing will take longer and could injure the body badly). As with any combat, the addicted or the arresting colonist have the chance of dying.  It may be best to wait until the pawn collapses due to exhaustion or starvation, then arrest them without the possibility of a physical intervention.   If it must be done while they can stand, then it's wise to disarm this colonist before attempting to arrest them as they may resist and go berserk.  Still, addicted colonists will usually go down quickly due to the consciousness penalty from withdrawal.
+
* Consciousness {{Bad|10%}} max (immediate [[downed|down]]).
 +
* [[Chemical damage]] to the brain on average 2.5 days in this state
 +
* [[Death]] on average 3 days in this state
  
Chatting with the imprisoned while they're getting clean will help train your warden's Social skill.  Still, arresting any colonist will give them the accompanying thoughts of being imprisoned both during and afterward.
+
'''Fatal:''' Severity 1
 +
* Overdosing pawn's body is unable to handle extreme drug levels, and succumbs
  
This also works great for addicted prisoners as they're already imprisoned.  It is recommended to keep them in their own cell though.  Otherwise, they can go berserk and attack other prisoners.  If you want to recruit such an addict, it's recommended to get them clean before recruiting.  There's no use in releasing an addicted new recruit, only to throw them right back in their cell very soon.
+
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.
  
You can avoid the berserk state of a "drug rehab inmate" by installing and then removing peg legs to keep them incapacitated until new (and possibly better depending on technological level) replacement legs get reinstalled after the addiction ends. This trick can also be done by installing and removing a bionic spine which is half as costly as double bionic legs but does not make the pawn faster. Make sure you have prosthetics or bionics researched if you want to do this method of rehabilitation.  
+
== Interaction with DLC ==
 +
The [[Ideoligion#Drug use|Drug use: Essential]] precept{{IdeologyIcon}} desires drugs. Their mood shifts from {{+|3}} to {{--|10}} depending on the time since a drug has been taken, but the ideoligion does not force drug use beyond the mood penalty. This precept increases drug plant harvest yield by {{+|50%}}, synthesis speed by {{+|50%}}, and adds {{+|10%}} [[Trade Price Improvement]] when selling drugs.
  
==== Recovery ====
+
[[Gene]]s{{BiotechIcon}} can impact drug addiction. For all drug genes, [[alcohol]] and [[smokeleaf]] have the smaller impact to metabolism.
[[File:Medicine.png|right]]
+
* [[Genes#Drugs|<Drug>-impervious]] eliminates all addiction and tolerance, in addition to both random and cumulative overdoses , for {{--|3}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{--|5}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency.
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug. Once the withdrawal passes away, the colonist will feel good as new.
+
* [[Genes#Drugs|<Drug>-resistant]] reduces addiction, tolerance, and random overdose chance by 50%, for {{--|1}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{--|2}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency.
 +
* [[Genes#Drugs|<Drug>-dependency]] requires the drug every 5 days to avoid large penalties, puts in a coma in 30 days, and kills in 60 days. However, it gives immunity to addiction and random overdose. This gene instead adds {{+|3}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] or {{+|4}}[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] metabolic efficiency.
  
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. <br>
+
== Trade ==
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.
+
Drugs are highly profitable and very lightweight source of money. They are a valid and powerful 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. This is true even if a faction's [[ideoligion]]{{IdeologyIcon}} forbids drugs.
  
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).
+
Drug synthesis relies on Plants (to grow [[hops]], [[smokeleaf leaves]], and [[psychoid leaves]]), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). It is considered a ''Crafting'' work, despite it not using the Crafting skill.
  
<!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] -->
+
=== 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.
  
==== Healer mech serum ====
+
[[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). In addition, joints themselves take longer to create - with equal skill, they take {{Bad|+80%}} more work. However, smokeleaf relies on Cooking skill, so can be better when you have a great Cook idle. Also, [[smokeleaf plant]]s give a higher yield per plant growth day, especially in [[hydroponics]]. Therefore, smokeleaf can be superior when work time isn't an issue.
  
Using the [[healer mech serum]] instantly treats addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period.
+
'''Other comparisons:'''
 +
* Compared to [[yayo]], flake is worth {{%|{{Q|Flake|Market Value Base}}/{{Q|Yayo|Market Value Base}} round 2}} the [[silver]], but requires only {{%|{{Q|Flake|Work To Make}}/{{Q|Yayo|Work To Make}} round 2}} of the [[Work To Make]] and 50% of the ingredient costs. Flake gives 33% more silver per [[Psychoid leaves|psychoid leaf]] for 7% more work. Selling flake + raw leaves remains superior to selling yayo.
 +
* [[Psychite tea]] costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make.
 +
* Brewing [[beer]] gives less drug per [[hop plant]] grown than psychoid (thus less drug/planter work), and each beer is worth less than 1 flake.
 +
* [[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. But ambrosia requires 0 work to synthesize, only harvest work - if it sprouts nearby, then it's easy money.
  
== When and What to Use ==
+
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.
To avoid the downsides of drugs, the following is advised: [[Penoxycyline]] should be taken every 6 days to mitigate 3 dangerous diseases. Beer can be safely drunk every day, providing a decent +10 [[mood]]. [[Psychite tea]] can be consumed every two days, providing an additional +12 mood. If an [[ambrosia]] sprout happens, the 200 or so ambrosia can be consumed every 2 days (actually 1.6) for +5 mood. [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also reduces consciousness. Hard drugs should only be consumed in an emergency. [[Yayo]] can be provided to people whose family members died, providing a massive +35 mood, but with a 1 percent addiction each time, regardless of tolerance. [[Flake]] should never be smoked, although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. [[Go-juice]] can be used when utilizing the [[kiting]] combat tactic, increasing the speed of a pawn by 20 percent. [[Wake-up]] can be used in situations where something needs to be finished as soon as possible, such as constructing [[solar panel]]s during a toxic fallout power shortage, or finishing the blowback operation [[research]] on your 500% threat scale colony. During the late game, when silver is plentiful, you can have two or three [[luciferium]] addicted colonists. Alternatively, you can go wild and just get everybody addicted to every drug in-game.
 
  
== Trade ==
+
== Reasons to use drugs ==
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.
+
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 days (adult timing). 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.
=== Psychoid-Type ===
+
 
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place.  
+
[[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 ===
 +
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:
 +
* 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.
 +
* Mood: Maximum mood 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.
 +
 
 +
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 ===
 +
Hard drugs are never "safe" to use without the use of [[Genes#Drugs|genes]],{{BiotechIcon}} but ''can'' be exceptionally useful even without them. [[Go-juice]], [[wake-up]], and [[yayo]] all help when you ''really'' need them. For example, go-juice can turn a desperate fight into a curb-stomp by your pawns, wake-up can get something done ''immediately'', yayo helps a stray colonist run from a [[manhunter pack]], and both yayo and flake give an instant and huge mood boost, which can prevent mental breaks in dire situations.
 +
 
 +
Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, as long as 2 doses of flake), 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 of compound overdose.
 +
 
 +
For [[Luciferium]], see its [[Luciferium#Analysis|Analysis]] section. It gives many stat boosts, can cure a myriad of injuries and conditions that otherwise require [[healer mech serum]], [[biosculpter pod]]{{IdeologyIcon}}, or the Scarless [[gene]]{{BiotechIcon}}, but causes a permanent and costly need.
 +
 
 +
=== 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]].
 +
 
 +
Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any non-medical 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 these restrictions are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Pawns on a drug binge still ignore these, but chemical interest/fascination no longer force binges, nor do they increase the chance to binge.
 +
*They will only take the drug if they are ''assigned'' to Recreation or Anything in their [[schedule]]. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will largely prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it). Note that if a pawn has no available work, then they will "idle", and be able to take drugs.
 +
 
 +
In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). Colony-owned animals will completely respect zone / [[pen]] rules.
  
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon|silver|2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon|silver|1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon|silver|456}} for a total of {{icon|silver|2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.
+
== Fighting addictions ==
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.
+
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:
  
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver.  
+
=== 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.
 +
** 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.
 +
**  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.
  
=== Other Hard Drugs ===
+
=== Keeping drugs from reach ===
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].
+
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.
 +
* '''Load them in a [[transport pod]].''' You don't have to launch it, though you can. 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.
 +
* '''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]]. Each method will destroy entire stacks at a time. Do this if you don't want the hassle of the other methods, or if you have no other choice.
 +
During withdrawal, 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 ==
 +
{{Recode|section=1|reason= Convey plant work/dose}}
 
{| {{STDT| sortable c_25 text-center}}
 
{| {{STDT| sortable c_25 text-center}}
! Drug !! Market Value !! Ingredients !! Work Amount || Minimum Skills
+
! Drug !! Ingredients !! Work to Make || Minimum Skills !! Market Value !! data-sort-type="number" | Value/Work !! Value/Ingredient
 
|-
 
|-
| style="text-align:left;" | [[Wake-up]] || 35 || 2 [[Neutroamine]] || 15 ||
+
! style="text-align:left;" | [[Wake-up]]
 +
| {{Required Resources|Wake-up|sep=&nbsp;+|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}} || {{#expr:{{Q|Wake-up|Market Value Base}}/{{Q|Wake-up|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Wake-up|Market Value Base}}/{{Q|Wake-up|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Penoxycyline]] || 18 || 2 [[Neutroamine]] || 10 ||
+
! style="text-align:left;" | [[Penoxycyline]]
 +
| {{Required Resources|Penoxycyline|sep=&nbsp;+|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}} || {{#expr:{{Q|Penoxycyline|Market Value Base}}/{{Q|Penoxycyline|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Penoxycyline|Market Value Base}}/{{Q|Penoxycyline|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Flake]] || 14 || 4 [[Psychoid leaves]] || 5 ||
+
! style="text-align:left;" | [[Flake]]
 +
| {{Required Resources|Flake|sep=&nbsp;+|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}} || {{#expr:{{Q|Flake|Market Value Base}}/{{Q|Flake|Work To Make}} round 4}} {{Icon Small|Silver}} || {{#expr:{{Q|Flake|Market Value Base}}/{{Q|Flake|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Yayo]] || 21 || 8 [[Psychoid leaves]] || 6 ||
+
! style="text-align:left;" | [[Yayo]]
 +
| {{Required Resources|Yayo|sep=&nbsp;+|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}} || {{#expr:{{Q|Yayo|Market Value Base}}/{{Q|Yayo|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Yayo|Market Value Base}}/{{Q|Yayo|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Psychite tea]] || 10 || 4 [[Psychoid leaves]] || 7 ||
+
! style="text-align:left;" | [[Psychite tea]]
 +
| {{Required Resources|Psychite tea|sep=&nbsp;+|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}} || {{#expr:{{Q|Psychite tea|Market Value Base}}/{{Q|Psychite tea|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Psychite tea|Market Value Base}}/{{Q|Psychite tea|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Smokeleaf]] || 11 || 4 [[Smokeleaf leaves]] || 8 ||
+
! style="text-align:left;" | [[Smokeleaf joint]]  
 +
| {{Required Resources|Smokeleaf joint|sep=&nbsp;+|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}} || {{#expr:{{Q|Smokeleaf joint|Market Value Base}}/{{Q|Smokeleaf joint|Work To Make}} round 4}} {{Icon Small|Silver}}|| {{#expr:{{Q|Smokeleaf joint|Market Value Base}}/{{Q|Smokeleaf joint|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|-
 
|-
| style="text-align:left;" | [[Go-juice]] || 53 || 2 [[Neutroamine]], 1 [[Yayo]] || 10 ||
+
! style="text-align:left;" | [[Go-juice]]
 +
| {{Required Resources|Go-juice|sep=&nbsp;+|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}} || {{#expr:{{Q|Go-juice|Market Value Base}}/{{Q|Go-juice|Work To Make}} round 4}} {{Icon Small|Silver}} || -
 
|-
 
|-
| style="text-align:left;" | [[Beer]] || 12 || 1 [[Wort]] || 17  ||
+
! style="text-align:left;" | [[Beer]]
|+ Recipes as of [[Version/1.0.2408|1.0.2408]]
+
| {{Required Resources|Beer|sep=&nbsp;+|simple=1}}            || {{Ticks|{{Q|Wort|Work To Make #|-}}/{{Q|Wort|Product Amount}} }}{{ref label|Beer|B}} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}} || {{#expr:{{Q|Beer|Market Value Base}}/({{Q|Wort|Work To Make #}}/{{Q|Wort|Product Amount}}) round 4}} {{Icon Small|Silver}}{{Ref label|Beer|B}} || {{#expr:{{Q|Beer|Market Value Base}}/{{Q|Beer|Resource 1 Amount}} round 4}} {{Icon Small|Silver}}
 
|}
 
|}
 +
:{{Note|Beer|B}} '''Note:''' This value uses the work to make value of one [[wort]], rather than that of [[beer]] itself. Also note that wort is produced in batches of {{Q|Wort|Product Amount}}.
  
==Social Drugs==
+
== Version history ==
{{List|Drug|query = [[Drug Category::social]]}}
+
* [[Version/1.2.2719|1.2.2719]] - Direct button to use drugs from inventory: This makes combat drugs more usable.
 
+
* [[Version/1.4.3580|1.4.3580]] - Fix: Consume drug commands not appearing.
==Hard Drugs==
 
{{List|Drug|query = [[Drug Category::hard]]}}
 
 
 
==Medical Drugs==
 
{{List|Drug|query = [[Drug Category::medical]]}}
 
 
 
  
{{nav/drugs}}
+
{{Nav/drugs}}
[[Category:Resources]]
+
[[Category:Items]]

Latest revision as of 10:53, 6 April 2024

Drugs preview.png

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[edit]

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 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.

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 issues that arise, either from being overly tolerant to the drug (from taking it too much), or from being high at all.

Pawns can be ordered to automatically carry or take drugs under a variety of circumstances. For more information on this system, see Drug policy.

Drugs currently being carried by a pawn can be taken through the use of a gizmo that appears when the pawn is drafted[Required?] and selected.

Impulsive drug use[edit]

Even if you never order colonists to take a drug, having them in your colony allows access to the drug binge mental break. Social drug binges happen as a major break, and hard drug binges are an extreme break. Colonists in a mental break will ignore allowed areas and forbidden items.

Drugs are desired for pawns with chemical interest and chemical fascination, who will be upset (−6 and −12 mood, respectively) if their Chemical need is unmet. They will take drugs for recreation and for addiction, regardless of drug assignment. However, they will never go on random drug binges and will respect both allowed areas and item forbidding.

Medical drugs (penoxycyline and luciferium) will never be taken as part of drug binges or the chemical need traits.

List of drugs[edit]

Drugs can be grouped into 3 major categories:

Social drugs:
Drugs that have a safe dose interval. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often.

Hard drugs:
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.

Medical drugs:
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. These drugs will never be taken for recreation and will never be taken as a drug binge.

Drug Type Mood Rec.[1] Rest[2] Severity[3] Duration[4] Stat effects
Ambrosia Ambrosia Soc. +5 +50% - 50% 16h Acts as food. (+0.20 nutrition)
Beer Beer Soc. +10 (Tipsy)
+24
(Hammered)
+17% - 15% 5h Dependent on how drunk (how many beers taken).
More beer: + Mood, Consciousness, Moving, + Social fights
Acts as food (+0.08 nutrition).
Psychite tea Psychite tea Soc. +12 +40% +10% 75% 6h ×80% Sleep Fall Rate, x90% Pain
Smokeleaf joint Smokeleaf Soc. +13 +80% −10% 50% 12h −30% Consciousness, −10% Moving, +30% Hunger, -20% Pain
Flake Flake Hard +35 +70% +20% 75% 6h ×33% Sleep Fall Rate, x50% Pain
Yayo Yayo Hard +35 +80% +40% 75% 12h ×33% Sleep Fall Rate, +15% Moving, x50% Pain
Go-juice Go-juice Hard +5 +40% +40% 50% 16h +20% Consciousness, +50% Moving, +35% Sight, x10% Pain
Wake-up Wake-up Hard +5 +40% +100% 75% 12h ×80% Sleep Fall Rate, +10% Consciousness, +10% Moving,
+50% Global Work Speed MTB 120 days high for heart attack
Penoxycyline Penoxycyline Med. - - - 100% 5.5d Prevents Malaria, Plague, Sleeping sickness.
Luciferium Luciferium Med. - - - 90% 6d +10% Consciousness, +5% Moving, +15% Sight, x80% Pain
+70% Blood Filtration, +20% Metabolism, +15% Blood Pumping
Cures 1 scar or chronic illness every 15 - 30 days

1 Immediate Recreation gain from a single dose of the drug. Counts as chemical recreation; reduced by recreation tolerance.
2 Immediate Rest need gain from a single dose of the drug. Does not account for Sleep Fall Rate while high on drug.
3 Severity gain per dose is divided by Body Size (but not health scale). Severity drain rate is the same for any creature. Effectively: drugs last for less time on larger creatures.
4 Assuming one dose and no tolerance

Tolerance[edit]

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. Tolerance does not decrease the effects of the high while it lasts. The multiplier on high duration is calculated as follows:

Duration Tolerance Multiplier = 100 - (Tolerance (%) * 0.75 round 0)

In game, tolerance is displayed using the duration multiplier.

Higher tolerance also increases chance for addiction: Social drugs requires a minimum % tolerance before addiction can happen and tolerance itself makes addiction more likely:

Tolerance Multiplier Graph
0% ×100%
50% ×500%
80% ×1500%

Certain tolerances can directly cause chronic health problems. Smokeleaf tolerance above 36% can cause lung carcinoma and above 45% asthma, beer above 45% can cause liver cirrhosis and carcinoma, and psychite tolerance (Flake/Psychite tea/Yayo) above 45% can cause chemical damage to the kidney. Tolerance to ambrosia has no special ill effect, while the other drugs have no tolerances.

Tolerance gain per dose scales inversely with body size. It can be calulated with the following formula:

tolerance gain = tolerance per dose / body size^2

Children Content added by the Biotech DLC and small animals can therefore get addicted much easier than an adult would.

Addiction[edit]

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 possible at all. A pawn's current drug tolerance is not directly displayed in game. A pawn's drug effect multiplier is entirely based on their drug tolerance. In the following table, "Minimum Effect Multiplier for No Addictions" translates the "New Addiction min tolerance" number into the effect multiplier that the player can view in game on a pawn's health tab. Uniquely, getting an addiction to psychite has an immediate 15% chance of causing chemical damage to the kidneys.

The following table is a summary of each drug's addiction potential:

  • Drug High duration
    (0% tol.)
    Safe dose interval
    (adult human)
    Tolerance gain/dose
    (adult human)
    Tolerance fall rate New addiction min tolerance Minimum Effect Multiplier for No Addictions New addiction chance Safe doses at 0 tolerance
    Ambrosia 16.7 h 1.6 Days 3.2% 2% / Day 15% 89% 1% 4
    Beer 4.8 h 1 Day 1.6% 1.6% / Day 25% 93% 1% 15
    Flake 7.2 h Never 4% 1.5% / Day N/A N/A 5% 0
    Go-juice 16.7 h Never N/A N/A N/A N/A 2.6% 0
    Psychite tea 7.2 h 2 Days 3% 1.5% / Day 10% 82% 2% 3
    Smokeleaf joint 12 h 2 Days 3% 1.5% / Day 15% 89% 2% 5
    Wake-up 12 h Never N/A N/A N/A N/A 2% 0
    Yayo 12 h Never 4% 1.5% / Day N/A N/A 1% 0
  • Notes:

    • These safe dose intervals do not apply to animals with a body size other than 1 or humans under 18 including, but not limited to, babiesContent added by the Biotech DLC and children.Content added by the Biotech DLC These pawns gain more or less tolerance per dose depending on their body size.
    • Luciferium always causes an addiction when taken. Penoxycyline never does.
    • Psychite tea, flake, and yayo all contribute toward psychite addiction and tolerance.
    • New Addiction Chance column doesn't take into account Tolerances. For drugs with tolerances, the chance of addiction rises as tolerances rise.
      • Go-juice doesn't, despite costing yayo to create.

    Current safe dose intervals (days) for humans based on age groups. NOTE: The in game "Safe Dose Intervals" for pawns 0 to 17 are not accurate. It is unclear whether the calculation or the display is bugged.

  • Drug 0-3 3-8 9-12 13-17 18+
    Ambrosia 40 13.06 4.76 2.5 1.6
    Beer 25 8.16 2.97 1.56 1
    Psychite tea 50 16.33 5.95 3.13 2
    Smokeleaf joint 50 16.33 5.95 3.13 2
  • Addiction need[edit]

    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 separate need. By default, pawns will automatically take drugs to satisfy this need, even if the default "No Drugs" drug policy is selected. You can disable this in the drug policy menu (under the Assign tab).

    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.
    • Wake-up and go-juice needs fall by 33.3% per day.
    • Luciferium need falls by 15% per day, so that it must be taken every 6 days.

    This is separate from the addiction (%) in the Health tab, which is the progress towards overcoming an addiction. See Addiction progress for that.

    Addiction progress[edit]

    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.

    Withdrawal[edit]

    When trying to overcome an addiction, withdrawal is inevitable. Ambrosia has the lightest withdrawal, consisting only of a −10 moodlet. Every other (non-luciferium) drug withdrawal follows these trends:

    As with addiction, each drug has a different form of withdrawal - see their page for details. When the withdrawal reaches 100%, the addiction is removed.

    Overdose[edit]

    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).
    • Taking any hard drug always increases severity from 0.18 to 0.35 per dose.
    • Taking penoxycyline always increases severity from 0.08 to 0.14 per dose.

    Effects[edit]

    Severity is translated to overdose effects, as follows:

    Hidden: Severity < 0.50

    • No effect, within tolerable levels of hard drug consumption
    • Doesn't show on the health tab of colonists

    Minor: Severity 0.5 — 0.749

    • ×50% Consciousness
    • Frequent vomiting - Every 0.3 days (4.8h) on average

    Major: Severity 0.75 — 0.999

    • Consciousness 10% max (immediate down).
    • Chemical damage to the brain on average 2.5 days in this state
    • Death on average 3 days in this state

    Fatal: Severity 1

    • Overdosing pawn's body is unable to handle extreme drug levels, and succumbs

    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.

    Interaction with DLC[edit]

    The Drug use: Essential preceptContent added by the Ideology DLC desires drugs. Their mood shifts from +3 to −10 depending on the time since a drug has been taken, but the ideoligion does not force drug use beyond the mood penalty. This precept increases drug plant harvest yield by +50%, synthesis speed by +50%, and adds +10% Trade Price Improvement when selling drugs.

    GenesContent added by the Biotech DLC can impact drug addiction. For all drug genes, alcohol and smokeleaf have the smaller impact to metabolism.

    • <Drug>-impervious eliminates all addiction and tolerance, in addition to both random and cumulative overdoses , for −3Metabolic efficiency or −5Metabolic efficiency metabolic efficiency.
    • <Drug>-resistant reduces addiction, tolerance, and random overdose chance by 50%, for −1Metabolic efficiency or −2Metabolic efficiency metabolic efficiency.
    • <Drug>-dependency requires the drug every 5 days to avoid large penalties, puts in a coma in 30 days, and kills in 60 days. However, it gives immunity to addiction and random overdose. This gene instead adds +3Metabolic efficiency or +4Metabolic efficiency metabolic efficiency.

    Trade[edit]

    Drugs are highly profitable and very lightweight source of money. They are a valid and powerful source of income if you are in a temperate/warm biome, or have a greenhouse to make them in. There is absolutely no penalty towards selling any drug to any faction. Factions are even happy about gifted drugs. This is true even if a faction's ideoligionContent added by the Ideology DLC forbids drugs.

    Drug synthesis relies on Plants (to grow hops, smokeleaf leaves, and psychoid leaves), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). It is considered a Crafting work, despite it not using the Crafting skill.

    Comparisons[edit]

    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 Psychite refining research.

    Smokeleaf is flake's biggest competitor. Compared to flake, smokeleaf only gives 88% the silver per unit of planter work (+12.5% more drug/plant, but −21.5% value/drug). In addition, joints themselves take longer to create - with equal skill, they take +80% more work. However, smokeleaf relies on Cooking skill, so can be better when you have a great Cook idle. Also, smokeleaf plants give a higher yield per plant growth day, especially in hydroponics. Therefore, smokeleaf can be superior when work time isn't an issue.

    Other comparisons:

    • Compared to yayo, flake is worth 67% the silver, but requires only 71% of the Work To Make and 50% of the ingredient costs. Flake gives 33% more silver per psychoid leaf for 7% more work. Selling flake + raw leaves remains superior to selling yayo.
    • Psychite tea costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make.
    • Brewing beer gives less drug per hop plant grown than psychoid (thus less drug/planter work), and each beer is worth less than 1 flake.
    • Ambrosia can only be found in the event, and it may grow in an inconvenient location. This makes ambrosia inconsistent at best. But ambrosia requires 0 work to synthesize, only harvest work - if it sprouts nearby, then it's easy money.

    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[edit]

    RimWorld isn't real life. A 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 days (adult timing). 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 diseases like malaria and sleeping sickness, which are common in tropical/swampy biomes.

    Setting a drug schedule[edit]

    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:

    • 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.
    • Mood: Maximum mood 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.

    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[edit]

    Hard drugs are never "safe" to use without the use of genes,Content added by the Biotech DLC but can be exceptionally useful even without them. Go-juice, wake-up, and yayo all help when you really need them. For example, go-juice can turn a desperate fight into a curb-stomp by your pawns, wake-up can get something done immediately, yayo helps a stray colonist run from a manhunter pack, and both yayo and flake give an instant and huge mood boost, which can prevent mental breaks in dire situations.

    Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, as long as 2 doses of flake), 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 of compound overdose.

    For Luciferium, see its Analysis section. It gives many stat boosts, can cure a myriad of injuries and conditions that otherwise require healer mech serum, biosculpter podContent added by the Ideology DLC, or the Scarless geneContent added by the Biotech DLC, but causes a permanent and costly need.

    Risk of storage[edit]

    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 binges happen as a major mental break, and hard drug binges happen as an extreme one. However, you can arrest a binging pawn to stop the binge, at the cost of the −6 Was imprisoned moodlet 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 non-medical drug as a form of Recreation. This can be avoided in the following ways:

    • They will respect allowed areas and forbidden items. You'll have to keep on top of these rules, but these restrictions are effective. In particular, watch out for caravans and the Drop on Floor bill setting. Pawns on a drug binge still ignore these, but chemical interest/fascination no longer force binges, nor do they increase the chance to binge.
    • They will only take the drug if they are assigned to Recreation or Anything in their schedule. Setting these pawns entirely to Sleep, Work, and MeditationContent added by the Royalty DLC will largely prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it). Note that if a pawn has no available work, then they will "idle", and be able to take drugs.

    In addition, animals can wander and take drugs. Most often, they will consume ambrosia and beer (which count as food items). Colony-owned animals will completely respect zone / pen rules.

    Fighting addictions[edit]

    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[edit]

    • Prison. Arresting 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.
    • 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 Pawn Lending quest.Content added by the Royalty DLC 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[edit]

    While allowed areas 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.
    • Load them in a transport pod. You don't have to launch it, though you can. 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.
    • Wall them in. Set a stockpile zone, haul the drugs in, and seal them off with walls. If there's no path to it, then it's out of mind.
    • Destroy them, with a campfire, electric crematorium, or controlled fire. Each method will destroy entire stacks at a time. Do this if you don't want the hassle of the other methods, or if you have no other choice.

    During withdrawal, 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 raiders, 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[edit]

    Drug Ingredients Work to Make Minimum Skills Market Value Value/Work Value/Ingredient
    Wake-up Neutroamine 2 900 ticks (15 secs) - 35 Silver 0.0389 Silver 17.5 Silver
    Penoxycyline Neutroamine 2 600 ticks (10 secs) - 18 Silver 0.03 Silver 9 Silver
    Flake Psychoid leaves 4 250 ticks (4.17 secs) - 14 Silver 0.056 Silver 3.5 Silver
    Yayo Psychoid leaves 8 350 ticks (5.83 secs) - 21 Silver 0.06 Silver 2.625 Silver
    Psychite tea Psychoid leaves 4 400 ticks (6.67 secs) Cooking 2 10 Silver 0.025 Silver 2.5 Silver
    Smokeleaf joint Smokeleaf leaves 4 450 ticks (7.5 secs) - 11 Silver 0.0244 Silver 2.75 Silver
    Go-juice Neutroamine 2 + Yayo 1 600 ticks (10 secs) - 53 Silver 0.0883 Silver -
    Beer Wort 1 200 ticks (3.33 secs)[B] - 12 Silver 0.06 Silver[B] 12 Silver
    ^B Note: This value uses the work to make value of one wort, rather than that of beer itself. Also note that wort is produced in batches of 5.

    Version history[edit]

    • 1.2.2719 - Direct button to use drugs from inventory: This makes combat drugs more usable.
    • 1.4.3580 - Fix: Consume drug commands not appearing.