Difference between revisions of "Smokeleaf joint"

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== Gameplay Overview ==
 
== Gameplay Overview ==
Consumption of 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.
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Consumption of 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.
  
 
Despite its decent +13 mood boost and 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.
 
Despite its decent +13 mood boost and 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.

Revision as of 09:01, 13 February 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
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

Creation

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

The Smokeleaf joint is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.

Gameplay Overview

Consumption of 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 its decent +13 mood boost and 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.

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 toke 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.

Detailed Effects

Instant - upon consumption

Whole-body "Stoned on smokeleaf" effect - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)

  • Pain: -20%
  • Consciousness: -30%
  • Moving: -10%
  • Hunger rate offset: +30%
  • 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

It is crafted using 4 Smokeleaf leaves without any requirement for special Research.

Crafting a smokeleaf joint can be done at a crafting spot, but uses the Drug Cooking Speed stat, so production speed is largely based on the Cooking skill. Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity. The joint can also be crafted at a Drug lab at a higher speed, but still uses the same stats.

Warning

If a colonist's consciousness is currently below 30%, smoking a joint can be fatal.

Withdrawal Symptoms

Detailed Symptoms

  • Mood -20
  • Consciousness: -20%
  • Moving: -15%

Long-term effects and duration unknown

Version history

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