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	<id>https://rimworldwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jens</id>
	<title>RimWorld Wiki - User contributions [en]</title>
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	<updated>2026-04-06T01:05:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=171078</id>
		<title>Aesthetic nose</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Aesthetic_nose&amp;diff=171078"/>
		<updated>2025-10-26T02:11:03Z</updated>

		<summary type="html">&lt;p&gt;Jens: /* Analysis */ repeated word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Royalty}}&lt;br /&gt;
{{infobox main|&lt;br /&gt;
| name = Aesthetic nose&lt;br /&gt;
| image = Health item bionic.png&lt;br /&gt;
| type = Medical Items&lt;br /&gt;
| type2 = Body Parts&lt;br /&gt;
| tech level = Spacer&lt;br /&gt;
| description = The nose is shaped to the user's desired form, matching prevalent beauty standards and enhancing physical impressions.&lt;br /&gt;
| production facility 1 = Fabrication bench&lt;br /&gt;
| research = Flesh shaping&lt;br /&gt;
| skill 1 = Crafting&lt;br /&gt;
| skill 1 level = 8 &lt;br /&gt;
| resource 1 = Plasteel&lt;br /&gt;
| resource 1 amount = 10&lt;br /&gt;
| resource 2 = Advanced component&lt;br /&gt;
| resource 2 amount = 2&lt;br /&gt;
| mass = 4&lt;br /&gt;
| marketvalue = 585&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| work to make = 26000&lt;br /&gt;
| thingSetMakerTags = RewardStandardLowFreq&lt;br /&gt;
| tradeTags = Bionic, ImplantEmpireCommon&lt;br /&gt;
| techHediffsTags = Advanced, ImplantEmpireCommon&lt;br /&gt;
| body part = Nose&lt;br /&gt;
}}&lt;br /&gt;
The '''aesthetic nose''' is an [[artificial body part]] that replaces the organic nose and improves the [[pawn beauty|beauty]] of the implanted pawn.&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
{{Acquisition}}&lt;br /&gt;
&lt;br /&gt;
The required techprint can be obtained either by trade or completing quests for the Empire. The part itself can be obtained by trade, quests or found on [[raiders]] and [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
An aesthetic nose replaces the pawn's biological nose, and increases the wearer's [[pawn beauty|beauty]] by {{+|1}}. Levels of beauty increase the pawn's market value by +20% per level, and also increase other pawns' opinion of the wearer by {{+|20}} per level. Both effects are capped at +2 beauty. See [[pawn beauty]] for more details.&lt;br /&gt;
&lt;br /&gt;
Also note that a pawn with a destroyed or missing nose is tagged as &amp;quot;[[disfigured]],&amp;quot; which applies a -15 penalty to opinion, separate from any beauty effects. Replacing the nose removes that penalty.&lt;br /&gt;
&lt;br /&gt;
The aesthetic nose overrides whatever organic nose the user had, regardless of whether it was healthy or damaged. Upon removal, the pawn will have a healthy nose, even if it was completely missing before installation.&lt;br /&gt;
&lt;br /&gt;
The aesthetic nose does not add any stat offsets to the pawn other than appearance. It cannot be used at the same time as a [[gastro-analyzer]]. This is intended behavior.&amp;lt;ref&amp;gt;&amp;quot;''Gastro-analyzer is an implant INTO the nose, while aesthetic nose REPLACES the nose. You can't install a gastro analyzer into a aesthetic nose; it's one or the other.''&amp;quot; - Tynan Sylvester, [https://ludeon.com/forums/index.php?topic=51123.msg474313#msg474313 Cannot replace destroyed gastro-analyzer] on ''Ludeon forums''.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
Installing the part requires {{Ticks|2500}} of work, 2x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Medical|Medical skill]] of 5.&lt;br /&gt;
&lt;br /&gt;
If the operation fails, the part will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
The aesthetic nose both improves the beauty of the pawn and replaces a missing nose. Thus, it is useful for social harmony by keeping opinions high, both by the +20 of having +1 beauty but also by avoiding the &amp;quot;[[disfigured]]&amp;quot; opinion penalty a missing nose creates. This bonus and removal of a malus can also help couple up a particular pawn or keep an existing couple together and happy by increasing their opinion of each other.&lt;br /&gt;
&lt;br /&gt;
It can also be particularly useful to compensate for reduced beauty: it can cancel out the opinion malus from the [[ugly]] trait or the beauty reduction from the [[armorskin gland]].{{RoyaltyIcon}} When combined with the [[aesthetic shaper]],{{RoyaltyIcon}} they can compensate for the opinion malus from the [[staggeringly ugly]] trait or the beauty reduction from the [[stoneskin gland]].{{RoyaltyIcon}}&lt;br /&gt;
&lt;br /&gt;
Increasing a pawn's beauty above 2 has no additional effect on opinion. For example, a [[beautiful]] pawn will have a {{+|40}} opinion boost, with or without the aesthetic nose being installed, despite the pawn's beauty being 3 with the implant, which should result in a {{+|60}} opinion bonus otherwise. The same restriction also applies to the [[aesthetic shaper]].{{RoyaltyIcon}} Also, keep in mind that the opinion bonus is '''completely''' disregarded if the pawn is [[disfigured]] (e.g. due to injury on the eyes or ears). Beauty and disfigurement also never affect the opinions of pawns who have the [[Kind]] or [[Psychopath]] traits, or who are completely [[Sight|blind]].&lt;br /&gt;
&lt;br /&gt;
The nose can also be used to regrow a pawn's organic nose without needing to use a [[Biosculpter pod]]'s bioregeneration cycle or a [[Healer mech serum]]. This is useful if you want to remove the &amp;quot;disfigured&amp;quot; penalty but do not require the {{+|1}} beauty (such as if a pawn has the [[Beautiful]] trait which results in the maximum effective pawn beauty of +2), or if you want to install a [[gastro-analyzer]] which can only be installed in an organic nose. Either way, the aesthetic nose can then be reused on a different pawn.&lt;br /&gt;
&lt;br /&gt;
The [[gastro-analyzer]] and aesthetic nose cannot be installed on the same pawn. This is the only part incompatibility, meaning that besides wealth, there is no reason not to install this part on non-cooking pawns. Even then, due to the fairly easily reached maximum effective [[cooking speed]], a pawn with 15 or higher skill, or with lower skills and other augmentations (e.g. [[Bionic eye|bionic eyes]] or [[Bionic arm|bionic arms]]), is unlikely to benefit from a gastro-analyzer anyway. However, its small effect makes installing an aesthetic nose a low priority regardless.&lt;br /&gt;
&lt;br /&gt;
{{nav|body parts|wide}}&lt;br /&gt;
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Artificial Body Part]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jens</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Topic:Z1h93n1mblc0x9ac&amp;topic_postId=z1h93n1mbpa35d8k&amp;topic_revId=z1h93n1mbpa35d8k&amp;action=single-view</id>
		<title>Topic:Z1h93n1mblc0x9ac</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Topic:Z1h93n1mblc0x9ac&amp;topic_postId=z1h93n1mbpa35d8k&amp;topic_revId=z1h93n1mbpa35d8k&amp;action=single-view"/>
		<updated>2025-10-25T10:44:51Z</updated>

		<summary type="html">&lt;span class=&quot;plainlinks&quot;&gt;&lt;a href=&quot;/index.php?title=User:Jens&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-userlink&quot; title=&quot;User:Jens (page does not exist)&quot;&gt;&lt;bdi&gt;Jens&lt;/bdi&gt;&lt;/a&gt; &lt;span class=&quot;mw-usertoollinks&quot;&gt;(&lt;a href=&quot;/index.php?title=User_talk:Jens&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new mw-usertoollinks-talk&quot; title=&quot;User talk:Jens (page does not exist)&quot;&gt;talk&lt;/a&gt; | &lt;a href=&quot;/wiki/Special:Contributions/Jens&quot; class=&quot;mw-usertoollinks-contribs&quot; title=&quot;Special:Contributions/Jens&quot;&gt;contribs&lt;/a&gt;)&lt;/span&gt; &lt;a rel=&quot;nofollow&quot; class=&quot;external text&quot; href=&quot;https://rimworldwiki.com/index.php?title=Topic:Z1h93n1mblc0x9ac&amp;amp;topic_showPostId=z1h93n1mbpa35d8k#flow-post-z1h93n1mbpa35d8k&quot;&gt;commented&lt;/a&gt; on &quot;Conflicting statements&quot; (&lt;em&gt;These two statements cannot be true at the same time: (Implying a destroyed nose is preserved if the bionic replacement is removed) &amp;gt;If t...&lt;/em&gt;)&lt;/span&gt;</summary>
		<author><name>Jens</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Version/1.3.3387&amp;diff=105781</id>
		<title>Version/1.3.3387</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Version/1.3.3387&amp;diff=105781"/>
		<updated>2022-07-25T16:54:18Z</updated>

		<summary type="html">&lt;p&gt;Jens: Correct release date&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Version Nav}}&lt;br /&gt;
''Released June 6, 2022''&lt;br /&gt;
&lt;br /&gt;
Hi there, we've got another update for you today! This update cleans up some rough edges in Steam Deck, and expands the number of game modes that can use Ideology functionality.&lt;br /&gt;
&lt;br /&gt;
The update should be compatible with all saves and mods.&lt;br /&gt;
&lt;br /&gt;
If the update cause problems and you have a bug to report, or you want to help us test, please join the Official RimWorld Development Discord! Thank you to all of our testers for your feedback.&lt;br /&gt;
&lt;br /&gt;
Have a great week!&lt;br /&gt;
&lt;br /&gt;
- Tia&lt;br /&gt;
&lt;br /&gt;
== Steam Deck Improvements ==&lt;br /&gt;
* Fixed multiple cases where on Steam Deck some keyboard shortcuts were mentioned&lt;br /&gt;
* Commands now show &amp;quot;button A&amp;quot; glyph instead of &amp;quot;A&amp;quot; label on Steam Deck.&lt;br /&gt;
* When architect search bar is focused on a Steam Deck and the on-screen keyboard is visible, move gizmos up so that they're still visible.&lt;br /&gt;
* Added &amp;quot;Keyboard mode&amp;quot; option on Steam Deck in case someone connects a keyboard to the SteamDeck.&lt;br /&gt;
&lt;br /&gt;
== Ideology Improvements ==&lt;br /&gt;
* Drum and dance parties can be held in the &amp;quot;Ideology system inactive&amp;quot; mode. Party hard!&lt;br /&gt;
* Relics system now works in &amp;quot;Ideology system inactive&amp;quot; mode. You can do the relic chase, quests, build the reliquaries, and so on.&lt;br /&gt;
* Colonists no longer get upset for delaying a ritual.&lt;br /&gt;
* Colorized some ideoligion-related text in ritual trigger letter.&lt;br /&gt;
* Negative thoughts related to not having enough scarification scars do not apply at very low expectations or lower.&lt;br /&gt;
* &amp;quot;No slaves in colony&amp;quot; thought does not apply at &amp;quot;Very low&amp;quot; expectations or below.&lt;br /&gt;
* Ritual opportunity letters are skipped for most rituals for the first 10 days of play.&lt;br /&gt;
* Adjusted [[reliquary]] description.&lt;br /&gt;
* Adjusted inspect pane and stat readout for relics in classic mode.&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Updated player creative content.&lt;br /&gt;
* Changed the nutrients needed for [[Vegetarian lavish meal|lavish vegetarian]] and [[Carnivore lavish meal|lavish carnivore meals]] to 1.25 (previously 2.5).&lt;br /&gt;
&lt;br /&gt;
== Fixes ==&lt;br /&gt;
* Fix: Dismissing on-screen keyboard on SteamDeck doesn't unfocus the text field.&lt;br /&gt;
* Fix: Not all precepts are added to memes during fluid ideoligion development.&lt;br /&gt;
* Fix: Malformed letters are sent to the player regarding ritual obligations that should not send letters.&lt;br /&gt;
* Fix: Multiple funerals generating for ideoligions.&lt;br /&gt;
* Fix: Word of serenity does not work on catatonic breakdown.&lt;br /&gt;
* Some minor fixes to how ideoligions are generated.&lt;/div&gt;</summary>
		<author><name>Jens</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Glitterworld_medicine&amp;diff=90940</id>
		<title>Glitterworld medicine</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Glitterworld_medicine&amp;diff=90940"/>
		<updated>2021-09-02T20:35:34Z</updated>

		<summary type="html">&lt;p&gt;Jens: Correct wrong stack limit 75 =&amp;gt; 25&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub|reason=Actual analysis of effects needed inc. on tend speed/quality and Experience Gain Factor noted in in-game info}}{{Define|Exotic Item&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = GlitterworldMedicine&lt;br /&gt;
| description = A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.&lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| e type = Medicine&lt;br /&gt;
| graphic class = Graphic_Single&lt;br /&gt;
| graphic path = Things/Item/Resource/MedicineGlitterworld&lt;br /&gt;
| label = glitterworld medicine&lt;br /&gt;
| parent name = ResourceBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| resource readout priority = Middle&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| sound drop = Standard_Drop&lt;br /&gt;
| sound interact = Standard_Drop&lt;br /&gt;
| stack limit = 25&lt;br /&gt;
| thing class = Medicine&lt;br /&gt;
| use hit points = true&lt;br /&gt;
| deterioration rate base = 2&lt;br /&gt;
| flammability base = 0.7&lt;br /&gt;
| market value base = 50&lt;br /&gt;
| max hit points base = 60&lt;br /&gt;
| medical potency base = 1.6&lt;br /&gt;
| beauty base = -4&lt;br /&gt;
| mass = 0.5&lt;br /&gt;
}}&lt;br /&gt;
'''Glitterworld medicine''' is produced using highly advanced techniques and technology only found on [[Glitterworld]]s. It is the most powerful medicine in RimWorld, being 60% more powerful than ordinary [[medicine]], and over ''twice'' as powerful as [[herbal medicine]]. Like other medicines, glitterworld medicine is used in [[doctoring]] practices.&lt;br /&gt;
&lt;br /&gt;
In terms of its optimal use in regards to its medical potency: Glitterworld medicine is best used in surgical operations and bringing people from the brink of death when it comes to diseases such as the dreaded [[plague]]. In the case of wound treatment and normal disease treatment, it is significantly overkill unless you have a highly incompetent doctor who simply can't get the job done with ordinary medicine.&lt;br /&gt;
&lt;br /&gt;
The only way to obtain it is to purchase it from [[trade|exotic goods traders]] or faction bases for around 55 - 70 silver.&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
*[[Version/0.8.657|0.8.657]] - Added&lt;br /&gt;
* Beta 19 - a new description added, and  market price was cut in half to 50 silver. Also received a slight retexture and  medical potency was nerfed. Renamed to Ultratech medicine&lt;br /&gt;
* 1.0. Name change to Ultratech medicine reverted back to glitterworld medicine.&lt;br /&gt;
[[Category:Medicine]]&lt;/div&gt;</summary>
		<author><name>Jens</name></author>
	</entry>
	<entry>
		<id>https://rimworldwiki.com/index.php?title=Flake&amp;diff=90635</id>
		<title>Flake</title>
		<link rel="alternate" type="text/html" href="https://rimworldwiki.com/index.php?title=Flake&amp;diff=90635"/>
		<updated>2021-08-28T20:47:30Z</updated>

		<summary type="html">&lt;p&gt;Jens: /* Version History */ Fix typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Define|Drug&lt;br /&gt;
| always haulable = true&lt;br /&gt;
| def name = Flake&lt;br /&gt;
| description = 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.&lt;br /&gt;
| deterioration rate base = 2.0 &lt;br /&gt;
| draw gui overlay = true&lt;br /&gt;
| flammability base = 1.0&lt;br /&gt;
| mass = 0.05&lt;br /&gt;
| food preference = NeverForFood&lt;br /&gt;
| graphic class = Graphic_StackCount&lt;br /&gt;
| graphic path = Things/Thing/Drug/Flake&lt;br /&gt;
| label = Flake&lt;br /&gt;
| market value base = 14&lt;br /&gt;
| max hit points base = 50&lt;br /&gt;
| max num to ingest at once = 1&lt;br /&gt;
| nutrition base = 0&lt;br /&gt;
| parent name = MakeableDrugBase&lt;br /&gt;
| path cost = 15&lt;br /&gt;
| preferability =&lt;br /&gt;
| resource readout priority = Last&lt;br /&gt;
| rotatable = false&lt;br /&gt;
| selectable = true&lt;br /&gt;
| social properness matters = true&lt;br /&gt;
| sound eat = &lt;br /&gt;
| stack limit = 400&lt;br /&gt;
| taste = &lt;br /&gt;
| tech level = industrial&lt;br /&gt;
| thing class = Drugs&lt;br /&gt;
| ticker type = &lt;br /&gt;
| use hit points = true&lt;br /&gt;
| work to make base = 5&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
- Drug Parameters --&amp;gt;&lt;br /&gt;
| addictiveness = 0.2&lt;br /&gt;
| blood filtration factor =  &lt;br /&gt;
| blood filtration offset = &lt;br /&gt;
| blood pumping factor =  &lt;br /&gt;
| blood pumping offset = &lt;br /&gt;
| breathing factor =  &lt;br /&gt;
| breathing offset = &lt;br /&gt;
| consciousness factor =  &lt;br /&gt;
| consciousness offset =&lt;br /&gt;
| drug category = hard&lt;br /&gt;
| global work speed offset = &lt;br /&gt;
| hearing factor =  &lt;br /&gt;
| hearing offset = &lt;br /&gt;
| hunger factor =&lt;br /&gt;
| hunger offset =&lt;br /&gt;
| is pleasure drug = true&lt;br /&gt;
| joy kind = Chemical&lt;br /&gt;
| joy offset = 0.70&lt;br /&gt;
| manipulation factor =  &lt;br /&gt;
| manipulation offset = &lt;br /&gt;
| metabolism factor =  &lt;br /&gt;
| metabolism offset = &lt;br /&gt;
| moving factor =  &lt;br /&gt;
| moving offset =&lt;br /&gt;
| pain factor =  0.50&lt;br /&gt;
| pain offset = &lt;br /&gt;
| rest fall factor = 0.33&lt;br /&gt;
| rest offset = 0.20&lt;br /&gt;
| sight factor =  &lt;br /&gt;
| sight offset = &lt;br /&gt;
| talking factor =  &lt;br /&gt;
| talking offset =&lt;br /&gt;
| mood offset = 35&lt;br /&gt;
}}&amp;lt;!--Do not delete - &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.&lt;br /&gt;
--&amp;gt;{{#set:Production Facility 1 = Drug lab}}{{#set:Resource 1 = Psychoid leaves}}{{#set:Resource 1 Amount = 4}}{{#set:Type = Drug}}&amp;lt;!--&lt;br /&gt;
Do not delete- &amp;quot;temporarily&amp;quot; required while awaiting Define -&amp;gt; Infobox changeover.--&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug info&lt;br /&gt;
|-&lt;br /&gt;
|Addictiveness ||  {{#expr: {{#show: Flake | ?addictiveness | link=none }} * 100}}%&lt;br /&gt;
|-&lt;br /&gt;
|Market value || ${{#show: Flake | ?Market Value Base | link=none }}.00&lt;br /&gt;
|-&lt;br /&gt;
|Hit points || {{#show: Flake | ?Max Hit Points Base | link=none }}&lt;br /&gt;
|-&lt;br /&gt;
|Work to make || {{#show: Flake | ?Work To Make Base | link=none }}&lt;br /&gt;
|}&lt;br /&gt;
{|class = &amp;quot;wikitable c03&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; scope=&amp;quot;col&amp;quot; style=&amp;quot;text-align: left&amp;quot; | Drug effects&lt;br /&gt;
|-&lt;br /&gt;
|Mood || +{{#expr:{{#show: Flake | ?Mood Offset | link=none }}}}&lt;br /&gt;
|-&lt;br /&gt;
|Joy || +{{#expr:100*{{#show: Flake | ?Joy Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Pain || x{{#expr:100*{{#show: Flake | ?Pain Factor | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Rest || +{{#expr:100*{{#show: Flake | ?Rest Offset | link=none }}}}%&lt;br /&gt;
|-&lt;br /&gt;
|Tiredness || x33%&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A flaky substance that can be smoked to induce a short but powerful euphoric state. Flake provides +70% to [[recreation]] and an incredible +35 [[mood]] buff while it remains in the user's system. It is a cheaper and less powerful version of [[yayo]] but has a significantly higher [[Drugs#Addiction and Tolerance|addiction]] rate which makes using this drug somewhat impractical.&lt;br /&gt;
&lt;br /&gt;
== Crafting ==&lt;br /&gt;
Flake can be manufactured at a [[drug lab]] using 4 [[psychoid leaves]]. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#Intellectual|Intellectual]] skill.&lt;br /&gt;
&lt;br /&gt;
== Tolerance ==&lt;br /&gt;
If a pawn has a visible tolerance to psychite, they will develop [[chemical damage]] in the kidneys in a mean time of 120 days.&lt;br /&gt;
&lt;br /&gt;
==Withdrawal Symptoms==&lt;br /&gt;
Like [[Yayo]] and [[Psychite tea]], Flake can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:&lt;br /&gt;
&lt;br /&gt;
* [[Mood]]: -35&lt;br /&gt;
* [[Consciousness]]: -20%&lt;br /&gt;
* [[Moving]]: -20%&lt;br /&gt;
* [[Manipulation]] -20%&lt;br /&gt;
* Rest Fall Rate +30%&lt;br /&gt;
* Hard drug binges (''mtb of 40 days'')&lt;br /&gt;
* Psychotic wandering (''mtb of 10 days'')&lt;br /&gt;
&lt;br /&gt;
== Analysis ==&lt;br /&gt;
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[yayo]] and [[psychite tea]]. &lt;br /&gt;
&lt;br /&gt;
===Drug===&lt;br /&gt;
For use as a drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but much less addictive, than both and is thus a significantly safer option than either. This makes tea more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Flake, it still contributes to tolerance to Psychite tea.&lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
On the market, flake is worth 2/3&amp;lt;sup&amp;gt;rds&amp;lt;/sup&amp;gt; the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place. &lt;br /&gt;
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If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon|silver|2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon|silver|1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon|silver|456}} for a total of {{icon|silver|2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.&lt;br /&gt;
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.&lt;br /&gt;
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If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver. &lt;br /&gt;
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Psychite tea is economically inferior to both; its only potential advantage is that it may be used safely by your colonists if scheduled. It is also produced at a [[campfire]] or stove with the Cooking skill instead.&lt;br /&gt;
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== Version History ==&lt;br /&gt;
*[[Version/1.2.2719|1.2.2719]] - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4% &lt;br /&gt;
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{{nav/drugs}}&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jens</name></author>
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