Difference between revisions of "Psychoid plant"
(29 intermediate revisions by 18 users not shown) | |||
Line 1: | Line 1: | ||
− | {{ | + | {{stub|reason=1.4 nerf to fertility sense makes hydro psychoid much less viable but makes gravel psychoid much more viable. Work to product ratio is the same, so this can be a buff on some maps and a nerf on hydro reliant maps }}{{infobox main|plant| |
− | | | + | | name = Psychoid plant |
− | | description = A leafy plant. | + | | image = Psychoid_plant.png|Psychoid Plant |
− | | | + | | description = A leafy plant which generates the chemical compound psychite. Originally evolved as a defense mechanism to ward off plant-eating animals by overstimulating and sickening them, the psychite drug can be extracted and refined into various forms for recreational use. It is addictive. |
− | | | + | | type = Plant |
− | | | + | | type2 = Domesticated |
− | | | + | | path cost = 14 |
− | | | + | | hp = 85 |
− | | | + | | flammability = 1 |
− | | | + | | beauty outdoors = 1 |
− | | | + | | grow days = 9 |
− | | | + | | sow work = 170 |
− | | | + | | harvest work = 200 |
− | | | + | | product = psychoid leaves |
− | | | + | | yield = 8 |
− | | | + | | min sowing skill = 6 |
− | | | + | | min fertility = 0.5 |
− | | | + | | fertility sensitivity = 0.4 |
− | + | | nutrition = 0.2 | |
− | | | + | | sowTags = Ground, Hydroponic |
− | }} | + | }}{{Info|The '''psychoid plant''' is a leafy [[plant]] whose [[Psychoid leaves|leaves]] can be brewed into [[psychite tea]] and refined into [[flake]] and [[yayo]].}} Sowing psychoid plants requires a minimum [[plants (skill)|growing skill]] of {{P|Minimum Required Growing Skill}}, but any colonist capable of [[Work#Plant cut|plant cutting]] can harvest them. Psychoid plants are one of the few plants that can be planted and grown on [[Pollution|polluted tiles]]. |
− | {{ | + | Contrary to its description, it seems to have no particular ability to repel herbivores, who will continue to eat it if available. |
+ | ==Growing== | ||
+ | {{Grow Table}} | ||
+ | Unlike most plants, the harvest yield is determined by the [[drug crop harvest yield]] stat of the harvester. This stat is still primarily determined by [[plant harvest yield]]. | ||
+ | |||
+ | ==Trivia== | ||
+ | Psychoid is likely based off of the real-world [https://en.wikipedia.org/wiki/Coca coca plant]. Their appearances are very similar, both have been refined into a tea by ancient cultures, and both have a "cheap" and "refined" drug form. | ||
+ | == Version history == | ||
+ | * [[Version/1.3.3066|1.3.3066]] - Nutrition increased from 0.15 -> 0.2 | ||
+ | * Between 1.4.3531 to 1.4.3523 inclusive - Fertility Sensitivity reduced from 100% to 40%. Minimum fertility reduced from 70% to 50%. | ||
{{nav|plant|wide}} | {{nav|plant|wide}} | ||
+ | |||
+ | [[Category:Plants]] | ||
[[Category:Domesticated plants]] | [[Category:Domesticated plants]] | ||
[[Category:Resource plants]] | [[Category:Resource plants]] |
Latest revision as of 22:47, 12 January 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: 1.4 nerf to fertility sense makes hydro psychoid much less viable but makes gravel psychoid much more viable. Work to product ratio is the same, so this can be a buff on some maps and a nerf on hydro reliant maps. |
Psychoid plant
A leafy plant which generates the chemical compound psychite. Originally evolved as a defense mechanism to ward off plant-eating animals by overstimulating and sickening them, the psychite drug can be extracted and refined into various forms for recreational use. It is addictive.
Base Stats
- Type
- Plant – Domesticated
- Beauty
- 0 (1)
- HP
- 85
- Flammability
- 100%
- Path Cost
- 14 (48%)
Ingestion
- Nutrition
- 0.2
Plant Stats
- Time to grow
- 9 days (16.62 days)
- Work to Sow
- 170 ticks (2.83 secs)
- Work to Harvest
- 200 ticks (3.33 secs)
- Min Skill
- 6 Plants
- Min Fertility
- 50%
- Fertility Sensitivity
- 40%
- Min light to grow
- 50%
- sowTags
- Ground, Hydroponic
The psychoid plant is a leafy plant whose leaves can be brewed into psychite tea and refined into flake and yayo. Sowing psychoid plants requires a minimum growing skill of 6, but any colonist capable of plant cutting can harvest them. Psychoid plants are one of the few plants that can be planted and grown on polluted tiles.
Contrary to its description, it seems to have no particular ability to repel herbivores, who will continue to eat it if available.
Growing[edit]
Ground Type | Gravel | Soil | Rich Soil | Hydroponics |
---|---|---|---|---|
Fertility (%) | 70 | 100 | 140 | 280 |
Real Grow Time (days)[1] | 18.89 | 16.62 | 14.33 | 9.66 |
Base Yield/day[2] | 0.42 | 0.48 | 0.56 | 0.83 |
- ↑ Actual days to grow, taking into account rest time.
- ↑ Per plant, assuming Crop Yield Multiplier of 1.0.
Note that Difficulty settings change the Crop Yield Multiplier.
Unlike most plants, the harvest yield is determined by the drug crop harvest yield stat of the harvester. This stat is still primarily determined by plant harvest yield.
Trivia[edit]
Psychoid is likely based off of the real-world coca plant. Their appearances are very similar, both have been refined into a tea by ancient cultures, and both have a "cheap" and "refined" drug form.
Version history[edit]
- 1.3.3066 - Nutrition increased from 0.15 -> 0.2
- Between 1.4.3531 to 1.4.3523 inclusive - Fertility Sensitivity reduced from 100% to 40%. Minimum fertility reduced from 70% to 50%.