Difference between revisions of "Smokeleaf joint"

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{{rewrite|reason=Format standardisation - See [[Go-juice]]}}
 
 
{{infobox main|drug
 
{{infobox main|drug
 
| name = Smokeleaf joint
 
| name = Smokeleaf joint
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| deterioration = 6
 
| deterioration = 6
 
| flammability = 1.3
 
| flammability = 1.3
<!-- Food -->
+
<!-- Ingestion -->
| addictiveness = 0.02
 
 
| joy offset = 0.8
 
| joy offset = 0.8
 
| joy kind = Chemical
 
| joy kind = Chemical
 +
| addictiveness = 0.02
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
| base ingest ticks = 720
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| ingestion time = 720
 
<!-- Creation -->  
 
<!-- Creation -->  
 
| production facility 1 = Crafting spot
 
| production facility 1 = Crafting spot
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| moving offset = -0.1
 
| moving offset = -0.1
 
<!-- Thought -->
 
<!-- Thought -->
| mood offset = 13
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| mood offset = 13}}
}}
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{{Info|The '''smokeleaf joint''', categorized in-game as a [[Social Drugs|"social" drug]], is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, with some drawbacks. It is infamous for being one of the only drugs other than luciferium to be able to kill.}}
The '''smokeleaf joint''', categorized in-game as a [[Social Drugs|"social" drug]], is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, but has some drawbacks, potentially including death.
+
 
 +
== Aquisition ==
 +
Yayo can be synthesized at a [[{{P|Production Facility 1}}]] or [[{{P|Production Facility 2}}]]. No [[Research]] is required to unlock Smokeleaf Joint crafting. Each join requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
 +
Despite being [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]]-based, the [[Crafting]] work-type  must be enabled in the [[Work]] menu in order to perform this activity.
  
== Gameplay Overview ==
+
It can also be found on [[raider]]s and [[Trade|purchased]].
This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use.
+
 
 +
== Summary ==
 +
Smokeleaf is a moderately potent mood enhancing social drug that has a variety of effects. These can be broken into effects that occur:
 +
* Instantaneously and one time upon using the drug.
 +
* While high on the drug.
 +
* While addicted to the drug.
 +
* While withdrawing from the drug.
 +
 
 +
=== Upon smoking ===
 +
A pawn smoking a smokeleaf joint will look for a place to sit first, but is still able to smoke without one. Smokeleaf joints are smoked, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
  
As a social drug, consumption is relatively safe compared to [[Hard Drugs|hard drugs]]; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf [[tolerance]] reaches 15% or more, then consumption has a 2% chance to create [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
+
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
 +
* '''+{{%|{{#vardefineecho:highSeverity|0.50}}}}''' Stoned on smokeleaf severity ''(see "Stoned on smokeleaf" below)''
 +
* {{--|10%}} [[Rest]]
 +
* <span style="color:firebrick>'''{{%|{{P|Addictiveness}}}}'''</span> [[Addiction]] chance
 +
* If the pawn has an addiction already:
 +
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Smokeleaf need ''(see "Addiction" below)''
 +
** {{++|{{%|{{#vardefineecho:addictionSeverityOffset|0.06}}}}}} Addiction severity ''(see "Withdrawal" below)''
  
Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats and most production speeds.
+
=== Stoned on smokeleaf ===
 +
{{Quote|"Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being."|Stoned on smokeleaf description}}
 +
* {{+|13}} [[Mood]] (''"I'm, like, stoned, man."'')
 +
* {{--|30%}} [[Consciousness]] ('''WARNING''' : If a colonist's '''consciousness is currently below 30%''', smoking a joint can be '''FATAL!'''
 +
* {{--|10%}} [[Moving]]
 +
* <span style="color:firebrick>'''+30%'''</span> Hunger rate offset
 +
* <span style="color:forestgreen>'''-20%'''</span> [[Pain]]
  
The default [[Menus#Assign|drug policy]] for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a joint whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.
+
=== Tolerance ===
 +
{{Quote|"A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect."|Tolerance description}}
  
== Detailed Effects ==
+
=== Addiction ===
'''Instant - upon consumption'''
+
{{Quote|"A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
* [[Recreation]]: +80%
+
Developing an addiction means a pawn has a smokeleaf [[Needs#Drug addictions|need]]. The need for smokeleaf falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming smokeleaf satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon smoking" above)'', meaning the pawn will need to consume smokeleaf at least every {{#expr: {{#var:needOffset}}/{{#var:needFall}} round 1}}&nbsp;days to prevent withdrawal symptoms.
* [[Rest]]: -10%
 
'''Whole-body "Stoned on smokeleaf" effect''' - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)
 
* [[Pain]]: -20%
 
* [[Consciousness]]: -30% (See Warning below)
 
* [[Moving]]: -10%
 
* Hunger rate offset: +30%
 
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the "Stoned on smokeleaf" effect and lasting as long
 
* Whole-body "Smokeleaf tolerance" effect: +3%, capped at 100%
 
  
== Crafting ==
+
=== Withdrawal ===
Crafting 1 smokeleaf joint consumes 4 [[smokeleaf leaves]]. No [[Research]] is required to unlock Smokeleaf Joint crafting.
+
{{Quote|"Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
 +
As soon as the smokeleaf need reaches 0%, the pawn will develop a smokeleaf withdrawal. From then on the addiction severity falls by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0666}}}} per day from the initial 50%, meaning it takes about {{#expr: 1/{{#var:addictionSeverityPerDay}} round 1}}&nbsp;days to overcome the addiction. Consuming smokeleaf during a withdrawal will increase the addiction severity by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon smoking" above)''.  During the withdrawal the pawn suffers from the following symptoms:
 +
* {{--|20}} [[Mood]] (''"I really wish I could smoke. I feel jittery, and my gut has that anxious sensation all the time."'')
 +
* {{--|20%}} [[Consciousness]]
 +
* {{--|15%}} [[Moving]]
 +
* <span style="color:firebrick>'''Mental break'''</span> chances:
 +
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{#expr: 1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1}}&nbsp;hard drug binges during each withdrawal.
 +
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{#expr: 1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1}}&nbsp;psychotic wanderings during each withdrawal.
  
This task can be performed at a [[Crafting spot]] or [[Drug lab]], with an increased production speed at the Drug Lab compared to the Crafting Spot.
+
== Analysis ==
Joint production speed uses the [[Drug Cooking Speed]] stat, which is primarily affected by the crafter's [[Skills#Cooking|Cooking]] skill, and the Cooking skill is trained by this task. Despite being Cooking-based, the [[Crafting]] work-type  must be enabled in the [[Work]] menu in order to perform this activity.
+
This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use.
  
== Warning ==
+
As a social drug, consumption is relatively safe compared to [[Hard Drugs|hard drugs]]; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf [[tolerance]] reaches 15% or more, then consumption has a 2% chance to create [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
If a colonist's '''consciousness is currently below 30%''', smoking a joint can be '''FATAL'''.
 
  
== Withdrawal Symptoms ==
+
Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats and most production speeds.
'''Detailed Symptoms'''
 
* Mood -20
 
* Consciousness: -20%
 
* Moving: -15%
 
  
Long-term effects and duration unknown
+
The default [[Menus#Assign|drug policy]] for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a joint whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.
  
 
== Gallery ==
 
== Gallery ==

Revision as of 18:13, 14 September 2022

Smokeleaf joint

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.

Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.

Base Stats

Type
DrugSocial drug
Tech Level
Neolithic
Market Value
11 Silver
Stack Limit
150
Mass
0.05 kg
Beauty
-4
HP
50
Deterioration Rate
6
Flammability
130%

Ingestion

Recreation Offset
80%
Recreation Kind
Chemical
Addictiveness
2%
Maximum To Ingest
1
Ingestion Time
720 ticks (12 secs)

Creation

Crafted At
Crafting spot / Drug lab
Skill Required
Cooking
Work To Make
450 ticks (7.5 secs)
Resources to make
Smokeleaf leaves 4
Technical
Drug Category
social


The smokeleaf joint, categorized in-game as a "social" drug, is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, with some drawbacks. It is infamous for being one of the only drugs other than luciferium to be able to kill.

Aquisition

Yayo can be synthesized at a Crafting spot or Drug lab. No Research is required to unlock Smokeleaf Joint crafting. Each join requires Smokeleaf leaves 4 Smokeleaf leaves and 450 ticks (7.5 secs) of work. Its synthesis speed is dependent on the [[Skills#|]] skill. Despite being [[Skills#|]]-based, the Crafting work-type must be enabled in the Work menu in order to perform this activity.

It can also be found on raiders and purchased.

Summary

Smokeleaf is a moderately potent mood enhancing social drug that has a variety of effects. These can be broken into effects that occur:

  • Instantaneously and one time upon using the drug.
  • While high on the drug.
  • While addicted to the drug.
  • While withdrawing from the drug.

Upon smoking

A pawn smoking a smokeleaf joint will look for a place to sit first, but is still able to smoke without one. Smokeleaf joints are smoked, taking 720 ticks (12 secs). It has the following one time effects:

  • +80% Chemical recreation
  • +50% Stoned on smokeleaf severity (see "Stoned on smokeleaf" below)
  • −10% Rest
  • 2% Addiction chance
  • If the pawn has an addiction already:
    • +90% Smokeleaf need (see "Addiction" below)
    • +6% Addiction severity (see "Withdrawal" below)

Stoned on smokeleaf

"Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being."

— Stoned on smokeleaf description
  • +13 Mood ("I'm, like, stoned, man.")
  • −30% Consciousness (WARNING : If a colonist's consciousness is currently below 30%, smoking a joint can be FATAL!
  • −10% Moving
  • +30% Hunger rate offset
  • -20% Pain

Tolerance

"A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect."

— Tolerance description

Addiction

"A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."

— Addiction description

Developing an addiction means a pawn has a smokeleaf need. The need for smokeleaf falls by 50% per day, consuming smokeleaf satisfies the need by 90% (see "Upon smoking" above), meaning the pawn will need to consume smokeleaf at least every 1.8 days to prevent withdrawal symptoms.

Withdrawal

"Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms."

— Need description

As soon as the smokeleaf need reaches 0%, the pawn will develop a smokeleaf withdrawal. From then on the addiction severity falls by 6.66% per day from the initial 50%, meaning it takes about 15 days to overcome the addiction. Consuming smokeleaf during a withdrawal will increase the addiction severity by 6% again (see "Upon smoking" above). During the withdrawal the pawn suffers from the following symptoms:

  • −20 Mood ("I really wish I could smoke. I feel jittery, and my gut has that anxious sensation all the time.")
  • −20% Consciousness
  • −15% Moving
  • Mental break chances:
    • Hard drug binge: on average every 40 days. This averages to 0.4 hard drug binges during each withdrawal.
    • Psychotic wandering: on average every 10 days. This averages to 1.5 psychotic wanderings during each withdrawal.

Analysis

This is a relatively easy to acquire drug with moderate mood boosting and Recreation effects, but the high has significant penalties to Pawn Capacities, such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' drug policy setting from the default of free recreational use.

As a social drug, consumption is relatively safe compared to hard drugs; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop asthma or carcinoma in the lungs in a mean time of 180 days.

Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe Consciousness penalty of 30%. Consciousness directly impacts Moving and Manipulation, and Manipulation in turn heavily impacts a very large number of critical pawn stats and most production speeds.

The default drug policy for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a joint whenever they feel like it for joy and social purposes. Due to the risks and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent mental breaks.

Gallery

Version history

  • 0.15.1279 - Added.
  • Version 1.0 the effect of the mood buff was decreased from 15 to 13.