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

As of Alpha 16 (December 20th, 2016), 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.

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

Hard Social Medical
Go-juice Beer Luciferium
Flake Smokeleaf joint Penoxycyline

Addiction and Tolerance

Drug Tolerance for using Min Tolerance before addiction Tolerance per day Doses before addiction Safe doses every X days
Beer 0.032 0.25 -0.015 7.81 2.13
Smokeleaf 0.03 0.15 -0.015 5 2
Flake 0.045 0 -0.015 0 never
Yayo 0.04 0.04 -0.015 0 never
Wake-up 0.045 0.08 -0.015 1.78 3
Go-juice 0.044 0.03 -0.015 0 never
Values as of Alpha 16

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. 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.


Drug Market Value Ingredients Work Amount Minimum Skills
Medicine 18 1 Herbal medicine, 1 Neutroamine, 3 Cloth 12 Medicine 6, Crafting 3
Wake-Up 24 2 Neutroamine 14
Penoxycyline 32 3 Neutroamine 9
Flake 14 4 Psychoid leaves 5
Yayo 23 8 Psychoid leaves 7
Smokeleaf 11 4 Smokeleaf leaves 6
Go-Juice 45 2 Neutroamine, 1 Yayo 7
Beer 9 1 Wort  ?
Recipes as of Alpha 16


A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed. Military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.

Main Article: Go-juice

Drug info
Addictiveness 8%
Market value $45.00
Hit points 50
Work to make 7
Drug effects
Mood +5
Consciousness +10%
Joy +40%
Movement +30%
Pain x10%
Rest +40%


A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death. After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.

Main Article: Luciferium

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


A drug for blocking various infections. Blocks malaria, sleeping sickness, and plague. Take every 5 days.

Main Article: Penoxycyline

Drug info
Addictiveness 0%
Market value $32.00
Hit points 50
Work to make 9


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

Main Article: Flake

Drug info
Addictiveness 20%
Market value $14.00
Hit points 50
Work to make 5
Drug effects
Mood +35
Joy +70%
Pain x50%
Rest +20%
Tiredness x33%


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

Main Article: Yayo

Drug info
Addictiveness 0.7%
Market value $23.00
Hit points 50
Work to make 7
Drug effects
Mood +35
Joy +80%
Pain x50%
Rest +40%
Tiredness x33%

Smokeleaf joint

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

Main Article: Smokeleaf joint

Drug info
Addictiveness 1.3%
Market value $14.00
Hit points 50
Work to make 6
Drug effects
Mood +15
Consciousness -30%
Joy 80%
Hunger rate 130%
Movement -30%
Pain -20%
Rest -10%


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

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