Difference between revisions of "Psychite tea"

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== Acquisition ==
 
== Acquisition ==
Psychite tea is made at a [[campfire]], [[fueled stove]] or [[electric stove]] using 4 [[psychoid leaves]] in {{ticks|{{P|Work To Make}}}} with a requirement of minimum 2 Cooking skill.  
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Psychite tea can be cooked at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Its [[Drug Cooking Speed|cooking speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
  
To produce it, [[Research#Psychoid brewing|Psychoid Brewing]] must be researched first (although [[Tribal]] colonies will start with that).  Production of this simple drug uses [[Drug Cooking Speed|Drug Cooking Speed]], which is dependent on the [[Skills#Cooking|Cooking]] skill, and must be done at a [[campfire]], [[fueled stove]], or [[electric stove]] - it cannot be produced at a [[drug lab]]. This production gives skill points in [[Cooking]].
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It can also be purchased from [[Trade#By_inventory|Tribal traders]], especially [[Trade#Shaman_merchant|Shaman Merchants]] who commonly stock it, as well as [[Tribal]] [[faction bases]]. Tribal [[visitor]]s and [[raider]]s will also occasionally carry them.
 
 
[[Trade#By_inventory|Tribal traders]], especially [[Trade#Shaman_merchant|Shaman Merchants]], will often have Psychite tea to trade, and Tribal villages will as well if you take the time to visit them. Occasionally, tribal [[visitor]]s and [[raider]]s will have a few units on them, but so rarely that it is far from a reliable source.
 
  
 
== Analysis ==
 
== Analysis ==

Revision as of 14:12, 19 August 2022

Psychite tea

Psychite tea

A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.
Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.

Base Stats

Type
DrugSocial drug
"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
Tech Level
neolithic
Market Value
10 Silver
Stack Limit
150
Mass
0.05 kg
HP
50
Deterioration Rate
6
Flammability
100%
Rotatable
False
Path Cost
15

Ingestion

Recreation Offset
40%
"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.
Recreation Kind
chemical
Addictiveness
2%
Maximum To Ingest
1
Ingestion Time
210 ticks (3.5 secs)

Creation

Crafted At
Campfire / Fueled stove / Electric stove
Required Research
Psychoid brewing
Skill Required
Cooking 2
Work To Make
400 ticks (6.67 secs)
Resources to make
Psychoid leaves 4
Technical
defName
PsychiteTea
Preferability
NeverForNutrition
Drug Category
social


Psychite tea is a relatively "safe" social drug, that provides a +12 mood buff as well as slightly reducing pain (10% reduction) and the rate pawns get tired (20% reduction), and raises Recreation by 40. It is relatively very easy to research compared to other drugs, especially for Tribal colonies (who suffer a penalty for "advanced" techs like Drug Production, which this does not require).

Drug info
Addictiveness 2%
Market value $10.00
Hit points 50
Work to make
Drug effects
Mood +
Recreation +40%
Pain x90%
Rest +10%
Rest Fall Rate x80%

Acquisition

Psychite tea can be cooked at a Campfire, Fueled stove, or Electric stove once the Psychoid brewing research project has been completed. Each dose requires Psychoid leaves 4 Psychoid leaves, 400 ticks (6.67 secs) of work, and a Cooking skill of 2. Its cooking speed is dependent on the Cooking skill.

It can also be purchased from Tribal traders, especially Shaman Merchants who commonly stock it, as well as Tribal faction bases. Tribal visitors and raiders will also occasionally carry them.

Analysis

Psychite tea is much less addictive than flake or yayo. A colonist can drink it every 2 days without becoming addicted. If drunk more often, and the tolerance reaches 10% or more, then drinking psychite tea only has a 2% chance to create addiction - the same as smokeleaf - without smokeleaf's penalties to movement and consciousness. The tea is even better than ambrosia, especially in the mid-game, with the downside of only being able to give the mood buff every 2 days and a cost of research and time cooking and planting psychoid.

It is less cost-efficient than the other psychoid drugs, flake and yayo, as it is worth the least and takes the longest to make. However, its beneficial properties, lack of risk for limited use, simpler research requirement and much simpler production requirements (i.e. a campfire is adequate, any stove is faster) makes it a good option in the early game, and still useful to end game. This is an especially good option for tribal colonies, who start the game with psychoid brewing already researched.

Withdrawal Symptoms

Like Yayo and Flake, Psychite tea can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:

  • Mood -35
  • Consciousness: -20%
  • Moving: -20%
  • Manipulation -20%
  • Rest Fall Rate +30%
  • Hard drug binges (mtb of 40 days)
  • Psychotic wandering (mtb of 10 days)

Version history

  • This drug was introduced in B18.
  • In Beta 19, it was renamed from Psychoid pekoe, and it was no longer made at a crafting spot.
  • In Beta 19/1.0 - tolerance gain 0.02 -> 0.03, market value 14 -> 10, restFallFactor 0.9 -> 0.8