Difference between revisions of "Wake-up"
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:If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}} hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs! | :If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}} hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs! | ||
− | == | + | == Analysis == |
− | |||
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). | It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills). | ||
− | |||
− | + | There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are: | |
+ | # Reducing the need; and | ||
+ | # Providing stat buffs | ||
− | + | === Sleep reduction strategies === | |
− | + | No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high. | |
+ | ==== Awake without penalties ==== | ||
+ | If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]: | ||
+ | * The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours. | ||
+ | * While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off. | ||
+ | * The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally. | ||
+ | Thus a single dose can allow a pawn to stay awake for 38.8 hours without penalty, but a 20.6 hour dosage period is necessary if more doses are wanted. Normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed. | ||
+ | |||
+ | ==== Awake with or without penalties ==== | ||
+ | If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]: | ||
+ | * The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours. | ||
+ | * While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off. | ||
+ | * The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a {{--|6}}} penalty. | ||
+ | * The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a {{--|12}}} penalty. | ||
+ | * The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a {{--|18}}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are. | ||
+ | |||
+ | Thus a single dose can allow a pawn to stay awake for 70.7 hours though at significant penalty, but a 36.5 hour dosage period is necessary if more doses are wanted. Normal overdose severity will completely wear off entirely by the next dose as will a large overdose of any severity. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed. | ||
+ | |||
+ | === Stat boost strategies === | ||
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs. | A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs. | ||
Revision as of 23:02, 24 May 2022
Wake-up
A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.
In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
Base Stats
-
"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
- Tech Level
- industrial
- Stack Limit
- 150
- Mass
- 0.005 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 15 (46%)
Ingestion
- Recreation Offset
- 40%
- Recreation Kind
- Chemical
- Addictiveness
- 2%
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Wake-up production
- Skill Required
- Intellectual
- Work To Make
- 900 ticks (15 secs)
- defName
- WakeUp
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood"hard" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- hard
- Is Pleasure Drug
- true
Wake-up is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to Consciousness, and accordingly Manipulation. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.
Acquisition
Wake-up can be manufactured at a drug lab for 2 neutroamine taking 900 ticks (15 secs). It requires wake-up production to be researched. Its synthesis speed is dependent on the [[Skills#|]] skill.
It can also be found on raiders and purchased.
Summary
Taking a dose of wake-up gives an immediate bonus to chemical recreation and satisfies all need for rest. It also gives the pawn a wake-up high lasting 12 hours which results in higher consciousness, moving, global work speed and psyfocus meditation rate .
The negative side effects of taking wake-up are an addiction chance of 2%, a 0.5% chance for a major overdose and a temporary increase in overdose severity. During the wake-up high the pawn might also get an heart attack, this is however relatively rare. You can expect a heart attack about every 240 dose.
- Tip: Unless you need an immediate and significant boost in chemical recreation or rest it is recommended to wait at least 8 hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than 12 hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.
- If the second dose is taken less than 4.8 hours after the first one, the overdose severity might build up resulting in a minor overdose (this is unrelated to the 0.5% chance for a major overdose that comes with each injection). Be particulary careful when taking even more doeses of wake-up or using it in combination with other drugs!
Analysis
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:
- Reducing the need; and
- Providing stat buffs
Sleep reduction strategies
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.
Awake without penalties
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% rest:
- The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
- While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
- The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.
Thus a single dose can allow a pawn to stay awake for 38.8 hours without penalty, but a 20.6 hour dosage period is necessary if more doses are wanted. Normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.
Awake with or without penalties
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% rest:
- The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
- While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
- The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a −6} penalty.
- The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a −12} penalty.
- The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a −18} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.
Thus a single dose can allow a pawn to stay awake for 70.7 hours though at significant penalty, but a 36.5 hour dosage period is necessary if more doses are wanted. Normal overdose severity will completely wear off entirely by the next dose as will a large overdose of any severity. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.
Stat boost strategies
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.
Detailed effects
Upon consumption
A pawn taking wake-up will do so right where it stands without looking for a place to sit first. It takes 100 ticks (1.67 secs) to swallow the pill. It has the following one time effects:
- +40% Chemical recreation
- +75% Wake-up high severity (see "Wake-up high" below)
- +100% Rest
- 2% Addiction chance
- 0.5% Chance for a major overdose
- +18% to +35% Overdose severity
- If the pawn has an addiction already:
- +90% Wake-up need (see "Addiction" below)
- +20% Addiction severity (see "Withdrawal" below)
Wake-up high
"Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."
While each wake-up injection increases the severity of the wake-up high by 75% (see "Upon injection" above), it decreases by 150% per day again, meaning that for one wake-up the high lasts 12 hours. The maximum severity of a wake-up high is 100% which is reached with 1.33 wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
- +10% Consciousness
- +10% Moving
- +50% Global work speed
- +20% Psyfocus meditation rate
- Ailment chance:
- Heart attack: on average every 120 days.
Tolerance
As of version 1.2.3005, wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.[1]
Addiction
"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."
"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."
Developing an addiction means a pawn has a wake-up need. The need for wake-up falls by 33.3% per day, consuming go-juice satisfies the need by 90% (see "Upon injection" above), meaning the pawn will need to consume wake-up at least every 2.7 days to prevent withdrawal symptoms.
Withdrawal
As soon as the wake-up need reaches 0%, the pawn will develop a wake-up withdrawal. From then on the addiction severity falls by 4.5% per day from the initial 100%, meaning it takes about 22.2 days to overcome the addiction. Consuming a wake-up during a withdrawal will increase the severity by 20% (see "Upon injection" above). During the withdrawal the pawn suffers from the following symptoms:
- −22 Mood ("I feel all fuzzy and unfocused. And I'm so tired.")
- −30% Consciousness
- −25% Manipulation
- −20% Moving
- +30% Rest fall factor (meaning the pawn needs to sleep about a 30% sooner)
- ×200% Social fight chance (meaning the pawn is twice as likely to start a social fight)
- Mental break chances:
- Hard drug binge: on average every 40 days.
- Psychotic wandering: on average every 10 days.
Version history
- 0.15.1279 - Added.
References
- ↑ Rejected bug report: "[1.2.2753] Wake-up and go-juice do not cause tolerance". Unused tolerance effects: "A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect." Starting at 45% tolerance the pawn could get severe chemical damage in the kidney reducing the part efficiency by 80%. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.