Difference between revisions of "Go-juice"

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(Originally go-juice was safe to use with an addiction tolerance of 0.05, but it was changed back in A16 to be 0.03. Because it gives a tolerance of 0.044 per hit, it is no longer a risk-free drug on the rim.)
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<includeonly>''Main Article: [[Go-juice]]''</includeonly>
+
{{Infobox main|drug
<noinclude>
+
| name = Go-juice
{{Define|Drug
+
| image = Gojuice b.png
| always haulable = true
+
| description = A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.
| def name = GoJuice
+
<!-- Base Stats -->
| description = A synthetic combat drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain and increases the user's melee and shooting abilities. It also enhances movement speed.
+
| type = Drug
| deterioration rate base = 2.0
+
| type2 = Hard Drug
| draw gui overlay = true
+
| tech level = Industrial
| flammability base = 1.0
+
| hp = 50
 +
| deterioration = 2
 +
| marketvalue = 53
 +
| mass base = 0.1
 +
| flammability = 1
 +
| stack limit = 150
 +
| path cost = 14
 +
| rotatable = false
 +
<!-- Ingestion -->
 +
| joy offset = 0.4
 +
| joy kind = Chemical
 +
| addictiveness = 0.026
 +
| max num to ingest at once = 1
 +
| ingestion time = 80
 +
<!-- Creation -->
 +
| production facility 1 = Drug lab
 +
| research = Go-juice production
 +
| work to make = 600
 +
| work speed stat = Drug Synthesis Speed
 +
| resource 1 = Neutroamine
 +
| resource 1 amount = 2
 +
| resource 2 = Yayo
 +
| resource 2 amount = 1
 +
| bulk product amount = 4
 +
<!-- Technical -->
 +
| defName = GoJuice
 
| food preference = NeverForFood
 
| food preference = NeverForFood
| graphic class = Graphic_StackCount
+
| drug category = Hard
| graphic path = Things/Thing/Drug/Go-juice
 
| label = Go-juice
 
| market value base = 45
 
| max hit points base = 50
 
| max num to ingest at once = 1
 
| nutrition base =
 
| parent name = MakeableDrugBase
 
| path cost = 15
 
| preferability = 
 
| resource readout priority = Last
 
| rotatable = false
 
| selectable = true
 
| social properness matters = true
 
| sound eat =
 
| stack limit = 400
 
| taste =
 
| tech level = industrial
 
| thing class = Drugs
 
| ticker type =
 
| use hit points = true
 
| work to make base = 7
 
<!--
 
- Drug Parameters -->
 
| addictiveness = 8
 
| blood filtration factor = 
 
| blood filtration offset =
 
| blood pumping factor = 
 
| blood pumping offset =
 
| breathing factor = 
 
| breathing offset =
 
| consciousness factor = 
 
| consciousness offset = 0.10
 
| drug category = hard
 
| global work speed offset =
 
| hearing factor = 
 
| hearing offset =
 
| hunger factor =
 
| hunger offset =
 
 
| is pleasure drug = true
 
| is pleasure drug = true
| joy kind = Chemical
+
| preferability = NeverForNutrition
| joy offset = 0.40
+
| page verified for version = 1.3.3387
| manipulation factor = 
 
| manipulation offset =
 
| metabolism factor = 
 
| metabolism offset =
 
| moving factor = 
 
| moving offset = 0.30
 
| pain factor =  0.1
 
| pain offset =
 
| rest fall factor =
 
| rest offset = 0.4
 
| sight factor = 
 
| sight offset = 0.25
 
| talking factor = 
 
| talking offset =
 
| mood offset = 5
 
 
}}
 
}}
</noinclude>
+
{{Info|'''Go-juice''' is a potent [[hard drugs|hard]] combat [[drug]] that almost completely blocks [[pain]] and significantly improves a pawn's capabilities, at the risk of addiction and overdose.}}
<includeonly>
+
 
{|class = "wikitable c03"
+
== Acquisition ==
|-
+
{{Acquisition}}
!colspan="2" scope="col" style="text-align: left" | Drug info
+
 
|-
+
It can also be found on [[raider]]s and [[Trade|purchased]].
|Addictiveness || {{#show: Go-juice | ?addictiveness | link=none }}%
+
 
|-
+
== Summary ==
|Market value || ${{#show: Go-juice | ?Market Value Base | link=none }}.00
+
Go-juice is a potent combat stimulant that has a variety of effects. These can be broken into effects that occur:
|-
+
* Instantaneously and one time upon using the drug.
|Hit points || {{#show: Go-juice | ?Max Hit Points Base | link=none }}
+
* While high on the drug.
|-
+
* While addicted to the drug.
|Work to make || {{#show: Go-juice | ?Work To Make Base | link=none }}
+
* While withdrawing from the drug.
|}
+
 
{|class = "wikitable c03"
+
=== Upon injection ===
|-
+
A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking {{Ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
!colspan="2" scope="col" style="text-align: left" | Drug effects
+
 
|-
+
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
|Mood || +{{#expr:{{#show: Go-juice | ?Mood Offset | link=none }}}}
+
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
|-
+
** {{+|30%}} [[Chemical need]]
|Consciousness || +{{#expr:100*{{#show: Go-juice | ?Consciousness Offset | link=none }}}}%
+
* {{+|40%}} [[Rest]]
|-
+
* {{+|15%}} [[Psycasts#Psyfocus|Psyfocus]]{{RoyaltyIcon}}
|Joy || +{{#expr:100*{{#show: Go-juice | ?Joy Offset | link=none }}}}%
+
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.005}} }} }} Chance for a [[Overdose#Major|major overdose]]
|-
+
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}} }} }} [[Overdose]] severity
|Movement || +{{#expr:100*{{#show: Go-juice | ?Moving Offset | link=none }}}}%
+
* '''+{{%|{{#vardefineecho:highSeverity|0.5}} }}''' Go-juice high severity ''(see "Go-juice high" below)''
|-
+
* {{Bad|{{%|{{P|Addictiveness}} }} }} [[Addiction]] chance
|Pain || x{{#expr:100*{{#show: Go-juice | ?Pain Factor | link=none }}}}%
+
* If the pawn has an addiction already:
|-
+
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Go-juice need ''(see "Addiction" below)''
|Rest || +{{#expr:100*{{#show: Go-juice | ?Rest Offset | link=none }}}}%
+
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Withdrawal" below)''
|}
+
 
</includeonly>
+
=== Go-juice high ===
 +
{{Quote|text="Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected."}}
 +
 
 +
While each go-juice injection increases the severity of the go-juice high by {{%|{{#var:highSeverity}}}} ''(see "Upon injection" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of a go-juice high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}}&nbsp;go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly:
 +
 
 +
* {{+|5}} [[Mood]] (''"I feel pumped but steady. I am the bullet in flight, ready to cut through you."'')
 +
* {{Good|×10%}} [[Pain]] (meaning all pain will be divided by ten)
 +
* {{+|20%}} [[Consciousness]]
 +
* {{+|35%}} [[Sight]]
 +
* {{+|50%}} [[Moving]]
 +
 
 +
=== Tolerance ===
 +
As of version [[Version/1.2.3005|1.2.3005]], go-juice 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.<ref>Rejected bug report: [https://ludeon.com/forums/index.php?topic=53403 "&#91;1.2.2753&#93; Wake-up and go-juice do not cause tolerance"]. Unused tolerance effects: ''"A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect."'' Starting at 45% tolerance the pawn could get moderate [[chemical damage]] in the brain reducing part efficiency by 50%, impairing the pawn in all jobs from combat to daily work. 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 120 days. c) At 100% tolerance on average every 90 days. All values in between are calculated with linear interpolation. The go-juice tolerance would decrease by 1.5% per day.</ref>
 +
 
 +
=== Addiction ===
 +
{{Quote|"A chemical addiction to go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
 +
 
 +
Each dose of go-juice carries a {{%|{{P|Addictiveness}}}} chance of addiction. There is therefore no safe dose interval.
 +
 
 +
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming go-juice during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon injection" above)''.
 +
 
 +
Developing an addiction means a pawn has a go-juice [[Needs#Drug addictions|need]]. The need for go-juice falls by {{%|{{#vardefineecho:needFall|0.333}}}} per day, consuming go-juice satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon injection" above)'', meaning the pawn will need to consume go-juice at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
 +
 
 +
=== Withdrawal ===
 +
{{Quote|"Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
 +
 
 +
As soon as the go-juice need reaches 0%, the pawn suffers from the following symptoms:
 +
 
 +
* {{--|22}} [[Mood]] (''"I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?"'')
 +
* {{Bad|×300%}} [[Pain]] (meaning all pain will be tripled)
 +
* {{--|20%}} [[Consciousness]]
 +
* {{--|50%}} [[Moving]]
 +
* {{--|20%}} [[Sight]]
 +
* {{--|20%}} [[Blood pumping]]
 +
* {{--|10%}} [[Manipulation]]
 +
* {{++|30%}} [[Sleep Fall Rate]] (meaning the pawn needs to sleep about a 30% sooner)
 +
* {{++|50%}} [[Hunger|Hunger rate factor]] (meaning the pawn needs to eat about 50% sooner)
 +
* {{Bad|Mental break}} chances:
 +
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|0.5/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.
 +
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|0.5/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal.
 +
 
 +
== Analysis ==
 +
Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring [[wake-up]] and [[luciferium]], no other drug helps much with combat - reducing pain and with a slight movement increase at most. There is no real comparison to wake-up; go-juice is made for combat and movement, and wake-up is made for work speed. Luciferium comes with a permanent addiction, and in any case, works with go-juice.
 +
 
 +
=== Combat ===
 +
Increases to Sight and Consciousness boosts accuracy, both ranged and melee. Increased Moving helps with all forms of [[kiting]] tactics and makes it easier to retreat. Increased medical tend speed can save a pawn that's bleeding out quickly. Like the painstopper, the large reduction in pain allows a pawn to stand up far longer and win more fights. But they will continue fighting until very close to death - or when physically made unable.
 +
 
 +
Finally, go-juice provides slight boosts to mood, recreation, and rest. While weaker in this regard than most other drugs, they can still help prevent [[mental break]]s.
 +
 
 +
The risk of addiction and overdose is always present, but addiction is better than death. For example, a miner digging out far away from your base will appreciate carrying go-juice, for when a [[raid]] or [[manhunter|manhunter pack]] spawns near them. Withdrawal symptoms are harsh, but its 11.1 day withdrawal (assuming no future doses are taken) can be managed by [[arrest]]ing the addict in question. Go-juice has the second shortest withdrawal, behind [[ambrosia]].
 +
 
 +
=== Misc work ===
 +
Besides combat, the increase in Moving can make pawns much faster at hauling and somewhat quicker at other tasks. Usually this is not worth the risk of addiction unless you ''need'' to repair your defenses. But if you have a pawn you don't care about, like an unwanted [[Events#Wanderer joins|wanderer]] or some desperate refugees{{RoyaltyIcon}}, then you can use go-juice to expedite your work.
 +
 
 +
Go-juice's consciousness boost also improves the odds of successful surgery. Useful for surgeries with a reduced chance to succeed, such as carcinoma removal. Otherwise, surgery success chance can usually be capped at 98%, with a [[sterile tile|sterile room]], [[hospital bed]], and a good doctor.
 +
 
 +
:'''Tip:''' Unless you need an immediate and significant boost in chemical [[recreation]], [[rest]] or [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} it is recommended to wait at least {{#expr: (2*{{#var:maxOverdoseSeverity}}-0.5)/(1/24)}}&nbsp;hours between the first and the second dose of go-juice. Otherwise the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the {{%|{{#var:overdoseChance}}}} chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particularly careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&nbsp;hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.
  
<noinclude>
+
=== Stats ===
==Gameplay Overview==
+
Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to:
Go-Juice is a drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It acts as a potent stimulant and pain-killer, reducing pain by 90% and boosting consciousness, movement, and sight. It has a somewhat significant impact on combat performance due to the mobility improvement, along with the enhancement to sight and consciousness which are vital for shooting accuracy. The high for go-juice lasts 1.875 days from 75% severity (one injection), but can last as long as 2.5 days from 100% severity (multiple injections). One can get addicted to Go-Juice even without any tolerance build up; no injection of go-juice is without risk of addiction.
+
* A +50% increase to [[Move Speed]], equivalent to an increase of 2.3 {{CS}} on a healthy, unencumbered pawn.
 +
* A +20% increase in [[General Labor Speed]].
 +
* A +30% increase in [[Medical Tend Quality]] at [[Medical]] skill 10. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase
 +
* A {{#expr:1 + 0.2*{{Q|Medical Surgery Success Chance|Manipulation Importance}}}}× multiplier to [[Medical Surgery Success Chance]].
 +
* An increase in [[Shooting Accuracy]] equivalent to +{{#expr: 0.35*{{Q|Shooting Accuracy|Sight Importance}}}} extra levels of [[Shooting]].
 +
* An increase in [[Melee Hit Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Hit Chance|Sight Importance}} + 0.2*{{Q|Melee Hit Chance|Manipulation Importance}}}} extra levels of [[Melee]].
 +
* An increase in [[Melee Dodge Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Dodge Chance|Sight Importance}} + 0.5*{{Q|Melee Dodge Chance|Moving Importance}}}} extra levels of Melee.
  
Go-Juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with less chance to succeed such as carcinoma removal, though is less useful for regular surgeries.
+
=== Drug dependency ===
 +
The [[Genes#Drugs|Go-juice dependency]] gene,{{BiotechIcon}} found in [[hussar]]s, completely removes the chance of normal addiction and overdose. But at 5 days without the drug, the pawn will incur severe penalties. At the least, dependency is less severe than actual addiction or withdrawal.
  
'''Detailed Effects'''
+
Each dose of go-juice requires {{Required Resources}} to create. A stack of 50 neutroamine, worth {{Icon Small|silver||{{#expr:50*{{Q|Neutroamine|Market Value Base}}}}}} before [[Trade Price Improvement]] and [[difficulty]], can last a single pawn for 125 days, or just over 2 years. With 0 Social skill in [[difficulty|Losing is Fun]], this price increases to {{Icon Small|silver||{{#expr:1.4*1.2*50*{{Q|Neutroamine|Market Value Base}}}}}}. In practice, this supply will end up being somewhat shorter if you want to use go-juice for combat or work purposes. Meanwhile, psychoid/yayo can be grown inside your colony. A drug-dependent pawn will survive for up to 60 days without the drug, usually more than enough time to form a [[caravan]] or find an [[comms console|orbital trader]].
* Improved movement (+30%)
 
* Improved sight (+25%)
 
* Heightened consciousness (+10%)
 
* Minimised pain (x10%)
 
* Satisfies rest need (+40%)
 
* Chemical joy (+40%)
 
* Improved mood (+5)
 
* Go-juice tolerance (+4.4%)
 
  
=== Crafting ===
+
Overall, go-juice dependency is very affordable; you'll just need [[Research#{{P|Required Research}}|{{P|Required Research}}]] and [[Research#Psychite refining|Psychite refining]] researched, and some form of [[trade]]. In exchange, a dependent pawn can get all the benefit of go-juice at any time, with 0% chance of any health problems whatsoever.
Go-juice can be manufactured at a [[drug lab]] for 2 [[neutroamine]] and 1 [[Yayo]].
 
  
===Side-Effects===
+
== Gallery ==
If a pawn develops at least a large tolerance to Go-Juice (50% severity), they will get [[chemical damage]] in the brain in a mean time of 120 in-game days. This results in a reduced brain function of 50% for that pawn (equal to an direct machine pistol bullet to the brain). The result is that the affected pawn will become significantly impaired in all jobs from combat to daily work.
+
<gallery>
 +
Gojuice a.png|One Go-juice
 +
Gojuice b.png|Stack of go-juice
 +
</gallery>
  
===Withdrawal Symptoms===
+
== Version history ==
The process of going through Go-Juice withdrawal is nasty, but also shorter than most other withdrawals, with a length of only 25 in-game days (compared to 30 for most hard drugs). The withdrawal symptoms for Go-Juice typically consist of significantly impaired movement, impaired consciousness, blood pumping, and sight, and slightly impaired manipulation. Other symptoms include increased hunger rate, fatigue, massively increased pain, binging, psychotic wandering, and very poor mood. The mood hit is so bad, that one would rather lose their spouse than their go-juice.
+
* [[Version/0.15.1279|0.15.1279]] - Added.
 +
* [[Version/1.1.2647|1.1.2647]] - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} when taken by psycasters.
  
'''Detailed Symptoms'''
+
== References ==
* Impaired movement (-50%)
+
<references />
* Impaired consciousness (-20%)
 
* Impaired blood pumping (-20%)
 
* Impaired sight (-20%)
 
* Increased hunger rate (x150%)
 
* Increased tiredness (x130%)
 
* Increased pain (x300%)
 
* Hard drug binges (''mtb of 40 days'')
 
* Psychotic wandering (''mtb of 7 days'')
 
* Awful mood (-35)
 
</noinclude>
 
  
<noinclude>
+
{{Nav/drugs}}
{{nav/drugs}}
+
[[Category:Drug]] [[Category:Hard Drug]]
</noinclude>
 

Latest revision as of 22:40, 30 September 2024

Go-juice

Go-juice

A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.

Base Stats

Type
DrugHard Drug
Tech Level
Industrial
Market Value
53 Silver
Stack Limit
150
Mass
0.1 kg
HP
50
Deterioration Rate
2
Flammability
100%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Recreation Offset
40%
Recreation Kind
Chemical
Addictiveness
2.6%
Maximum To Ingest
1
Ingestion Time
80 ticks (1.33 secs)

Creation

Crafted At
Drug lab
Required Research
Go-juice production
Work To Make
600 ticks (10 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Neutroamine 2 + Yayo 1
Technical
defName
GoJuice
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
Hard
Is Pleasure Drug
true
Bulk Product Amount
Go-juice


Go-juice is a potent hard combat drug that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.

Acquisition[edit]

Go-juice can be crafted at a drug lab once the go-juice production research project has been completed. Each requires Neutroamine 2 Neutroamine, Yayo 1 Yayo and 600 ticks (10 secs) of work modified by the drug synthesis speed of the crafter.

It can also be found on raiders and purchased.

Summary[edit]

Go-juice is a potent combat stimulant 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 injection[edit]

A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking 80 ticks (1.33 secs). It has the following one time effects:

Go-juice high[edit]

"Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected."

While each go-juice injection increases the severity of the go-juice high by 50% (see "Upon injection" above), it decreases by 75% per day again, meaning that the high of a single dose lasts 16 hours. The maximum severity of a go-juice high is 100% which is reached with 2 go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly:

  • +5 Mood ("I feel pumped but steady. I am the bullet in flight, ready to cut through you.")
  • ×10% Pain (meaning all pain will be divided by ten)
  • +20% Consciousness
  • +35% Sight
  • +50% Moving

Tolerance[edit]

As of version 1.2.3005, go-juice 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[edit]

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

— Addiction description

Each dose of go-juice carries a 2.6% chance of addiction. There is therefore no safe dose interval.

The addiction progresses by 4.5% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 11.1 days to overcome the addiction. Consuming go-juice during an addiction will reduce the addiction progress by 20% again (see "Upon injection" above).

Developing an addiction means a pawn has a go-juice need. The need for go-juice 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 go-juice at least every 2.7 days to prevent withdrawal symptoms.

Withdrawal[edit]

"Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."

— Need description

As soon as the go-juice need reaches 0%, the pawn suffers from the following symptoms:

  • −22 Mood ("I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?")
  • ×300% Pain (meaning all pain will be tripled)
  • −20% Consciousness
  • −50% Moving
  • −20% Sight
  • −20% Blood pumping
  • −10% Manipulation
  • +30% Sleep Fall Rate (meaning the pawn needs to sleep about a 30% sooner)
  • +50% Hunger rate factor (meaning the pawn needs to eat about 50% sooner)
  • Mental break chances:
    • Hard drug binge: on average every 40 days. This averages to 0.3 hard drug binges during each withdrawal.
    • Psychotic wandering: on average every 10 days. This averages to 1.1 wanderings during each withdrawal.

Analysis[edit]

Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring wake-up and luciferium, no other drug helps much with combat - reducing pain and with a slight movement increase at most. There is no real comparison to wake-up; go-juice is made for combat and movement, and wake-up is made for work speed. Luciferium comes with a permanent addiction, and in any case, works with go-juice.

Combat[edit]

Increases to Sight and Consciousness boosts accuracy, both ranged and melee. Increased Moving helps with all forms of kiting tactics and makes it easier to retreat. Increased medical tend speed can save a pawn that's bleeding out quickly. Like the painstopper, the large reduction in pain allows a pawn to stand up far longer and win more fights. But they will continue fighting until very close to death - or when physically made unable.

Finally, go-juice provides slight boosts to mood, recreation, and rest. While weaker in this regard than most other drugs, they can still help prevent mental breaks.

The risk of addiction and overdose is always present, but addiction is better than death. For example, a miner digging out far away from your base will appreciate carrying go-juice, for when a raid or manhunter pack spawns near them. Withdrawal symptoms are harsh, but its 11.1 day withdrawal (assuming no future doses are taken) can be managed by arresting the addict in question. Go-juice has the second shortest withdrawal, behind ambrosia.

Misc work[edit]

Besides combat, the increase in Moving can make pawns much faster at hauling and somewhat quicker at other tasks. Usually this is not worth the risk of addiction unless you need to repair your defenses. But if you have a pawn you don't care about, like an unwanted wanderer or some desperate refugeesContent added by the Royalty DLC, then you can use go-juice to expedite your work.

Go-juice's consciousness boost also improves the odds of successful surgery. Useful for surgeries with a reduced chance to succeed, such as carcinoma removal. Otherwise, surgery success chance can usually be capped at 98%, with a sterile room, hospital bed, and a good doctor.

Tip: Unless you need an immediate and significant boost in chemical recreation, rest or psyfocusContent added by the Royalty DLC it is recommended to wait at least 4.8 hours between the first and the second dose of go-juice. Otherwise 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 particularly careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than 16 hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.

Stats[edit]

Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to:

Drug dependency[edit]

The Go-juice dependency gene,Content added by the Biotech DLC found in hussars, completely removes the chance of normal addiction and overdose. But at 5 days without the drug, the pawn will incur severe penalties. At the least, dependency is less severe than actual addiction or withdrawal.

Each dose of go-juice requires Neutroamine 2 Neutroamine, Yayo 1 Yayo to create. A stack of 50 neutroamine, worth Silver 300 before Trade Price Improvement and difficulty, can last a single pawn for 125 days, or just over 2 years. With 0 Social skill in Losing is Fun, this price increases to Silver 504. In practice, this supply will end up being somewhat shorter if you want to use go-juice for combat or work purposes. Meanwhile, psychoid/yayo can be grown inside your colony. A drug-dependent pawn will survive for up to 60 days without the drug, usually more than enough time to form a caravan or find an orbital trader.

Overall, go-juice dependency is very affordable; you'll just need Go-juice production and Psychite refining researched, and some form of trade. In exchange, a dependent pawn can get all the benefit of go-juice at any time, with 0% chance of any health problems whatsoever.

Gallery[edit]

Version history[edit]

  • 0.15.1279 - Added.
  • 1.1.2647 - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives psyfocusContent added by the Royalty DLC when taken by psycasters.

References[edit]

  1. Rejected bug report: "[1.2.2753] Wake-up and go-juice do not cause tolerance". Unused tolerance effects: "A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect." Starting at 45% tolerance the pawn could get moderate chemical damage in the brain reducing part efficiency by 50%, impairing the pawn in all jobs from combat to daily work. 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 120 days. c) At 100% tolerance on average every 90 days. All values in between are calculated with linear interpolation. The go-juice tolerance would decrease by 1.5% per day.