Psychite tea

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<ul><li>"chemical" is not in the list (Chemical, Gluttonous) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Psychite tea

Tea a.png

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.


Type
DrugSocial Drug
Stack Limit
150

Base Stats

Deterioration Rate
6
Flammability
1
Market Value
10
Mass
0.05
Max Hit Points
50

Stat Modifiers

Psychite tea is a relatively "safe" drug, that provides a simple +12 mood buff as well as slightly reduces pain (10% reduction) and rest (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 +
Joy +40%
Pain xExpression error: Missing operand for *.%
Rest +Expression error: Missing operand for *.%
Rest Fall Rate xExpression error: Missing operand for *.%

Acquisition

Psychite tea is made at a campfire, fueled stove or electric stove using 4 psychoid leaves in 400 ticks (6.67 secs) with a requirement of minimum 2 Cooking skill.

To produce it, Psychoid Brewing must be researched first (although Tribal colonies will start with that). Production of this simple drug uses Drug Cooking Speed, which is dependent on the 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.

Tribal traders, especially 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 visitors and raiders will have a few units on them, but so rarely that it is far from a reliable source.

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