Difference between revisions of "Psychite tea"

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{{Infobox main|drug
 
{{Infobox main|drug
 
| name = Psychite tea
 
| name = Psychite tea
| image = Tea a.png
+
| image = Tea c.png
| description = A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.<br>Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.
+
| description = A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.<br/>Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
 
| type = Drug
 
| type = Drug
Line 14: Line 14:
 
| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 15
+
| path cost = 14
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| joy offset = 0.4
 
| joy offset = 0.4
| joy kind = chemical
+
| joy kind = Chemical
 
| addictiveness = 0.02
 
| addictiveness = 0.02
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
Line 29: Line 29:
 
| skill 1 level = 2
 
| skill 1 level = 2
 
| work to make = 400
 
| work to make = 400
 +
| work speed stat = Drug Cooking Speed
 
| resource 1 = Psychoid leaves
 
| resource 1 = Psychoid leaves
 
| resource 1 amount = 4
 
| resource 1 amount = 4
 +
| bulk product amount = 4
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = PsychiteTea
 
| defName = PsychiteTea
| drug category = social
+
| drug category = Social
 
| preferability = NeverForNutrition
 
| preferability = NeverForNutrition
 
<!-- Unused -->
 
<!-- Unused -->
Line 42: Line 44:
 
| rest fall factor = 0.8
 
| rest fall factor = 0.8
 
| mood offset = 12}}
 
| mood offset = 12}}
{{Info|'''Psychite tea''' is a relatively safe [[social drug]] that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs, especially for [[Scenario system#New Tribe vs New Arrivals|Tribal]] colonies who suffer a speed penalty while researching more advanced drugs.}}
+
'''Psychite tea''' is a relatively safe [[social drug]] that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs, especially for [[Scenario system#New Tribe vs New Arrivals|Tribal]] colonies who suffer a speed penalty while researching more advanced drugs.
  
 
== Acquisition ==
 
== Acquisition ==
Psychite tea can be cooked at a [[{{P|Production Facility 1}}]], [[{{P|Production Facility 2}}]], or [[{{P|Production Facility 3}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Its [[Drug Cooking Speed|cooking speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
+
{{Acquisition}}
  
 
It can also be purchased from [[Trade#By_inventory|Tribal traders]], especially [[Trade#Shaman_merchant|Shaman Merchants]] who commonly stock it, as well as [[Tribal]] [[faction base]]s. Tribal [[visitor]]s and [[raider]]s will also occasionally carry them.
 
It can also be purchased from [[Trade#By_inventory|Tribal traders]], especially [[Trade#Shaman_merchant|Shaman Merchants]] who commonly stock it, as well as [[Tribal]] [[faction base]]s. Tribal [[visitor]]s and [[raider]]s will also occasionally carry them.
Line 60: Line 62:
  
 
=== Upon drinking ===
 
=== Upon drinking ===
A pawn taking psychite tea will do so right where it stands without looking for a place to sit first. Psychite tea is taken by drinking, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
+
A pawn taking psychite tea will do so right where it stands without looking for a place to sit first. Psychite tea is taken by drinking, taking {{ticks|{{P|Ingestion Time}} }}. It has the following one time effects:
  
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
+
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]
 +
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
 +
** {{+|20%}} [[Chemical need]]
 
* {{+|10%}} [[Rest]]
 
* {{+|10%}} [[Rest]]
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Psychite tea high severity, depending on tolerance ''(see "Psychite tea high" below)''
+
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Psychite tea high severity, depending on tolerance ''(see "Psychite tea high" below)''
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.03}}}}}} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
+
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.03}} }} }} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}}}} Psychite tolerance already:
+
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}} }} Psychite tolerance already:
** <span style="color:firebrick>'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''</span> Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
+
** {{Bad|{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}} }} Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
 
* If the pawn has a psychite addiction already:
 
* If the pawn has a psychite addiction already:
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see "Psychite addiction" below)''
+
** {{+|{{%|{{#vardefineecho:needOffset|0.9}} }} }} Psychite need ''(see "Psychite addiction" below)''
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.15}}}}}} Psychite addiction progress ''(see "Psychite addiction" below)''
+
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.15}} }} }} Psychite addiction progress ''(see "Psychite addiction" below)''
  
 
=== Psychite tea high ===
 
=== Psychite tea high ===
Line 79: Line 83:
 
<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
 
<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
  
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}. The maximum severity of a psychite tea high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{Plural|1/{{#var:highSeverity}}/0.25 round 1|psychite tea}}. Regardless of the psychite tea high severity, the effects are always the same. Only their duration changes accordingly:
+
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|3}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}} }} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}. The maximum severity of a psychite tea high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{Plural|1/{{#var:highSeverity}}/0.25 round 1|psychite tea}}. Regardless of the psychite tea high severity, the effects are always the same. Only their duration changes accordingly:
 
* {{+|12}} [[Mood]] (''"Drinking that tea made me feel great. I love having this energy!"'')
 
* {{+|12}} [[Mood]] (''"Drinking that tea made me feel great. I love having this energy!"'')
* <span style="color:forestgreen>'''×90%'''</span> [[Pain]]
+
* {{Good|×90%}} [[Pain]]
* <span style="color:forestgreen>'''×80%'''</span> [[Rest fall factor]]
+
* {{Good|×80%}} [[Sleep Fall Rate]]
  
=== Psychite tolerance ===
+
Without any tolerance, a dose of psychite tea will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}.
{{Main|Tolerance}}
 
{{Quote|"A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect."|Tolerance description}}
 
  
Each psychite tea consumed increases the psychite tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Psychite tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.
+
{{:Psychite}}
  
See sections ''"Psychite tea high"'' and ''"Psychite addiction"'' for how psychite tolerance affects psychite tea high severity and psychite addiction chance respectively.
+
== Analysis ==
 +
Psychite tea is much less [[Drugs#Addiction and Tolerance|addictive]] than flake or yayo. Adult colonists, 18 or older, can drink it every 2 days without becoming addicted. Tea provides a greater mood buff than [[ambrosia]] or a single [[beer]], while decreasing the need for rest, thus increasing a colonist's work time. Psychite tea can be consumed on a consistent schedule to increase productivity, or saved for combat situations where you ''need'' pawns to stay happy.
  
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailment]]:
+
The main risk of psychite tea is addiction from unintended use, whenever from a [[Mental break#Social drug binge|drug binge]] or from a pawn with [[chemical interest]]. Psychite withdrawal is harsher than [[smokeleaf]], much harsher than ambrosia, and it is noticeably harder to get addicted to beer. If these factors can be handled, then using psychite tea is a net positive for the colony. Of these, drug binges can be avoided by keeping [[mood]] up. Pawns with chemical interest will respect [[allowed area]]s, so restrict them from areas that create or store drugs.
  
<ul><li><span style="color:firebrick>'''Chemical damage (severe)'''</span><br/>
+
=== Work analysis ===
'''Tolerance above 45%''' imposes a chance proportional to the tolerance held to get [[chemical damage]] (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.
+
Psychite tea provides {{Good|x80%}} to Rest Fall Rate for 6 hours, or {{+|25%}} time per 1% Rest need. Without tea, the [[Rest|Rest need]] falls by ~3.96% per hour when not already tired. The boost from tea will equate to +{{#expr:95*(6/24)*0.25 round 2}}% Rest need over 6 hours, in addition to the instant +10% Rest from ingesting the drug. This results in a net boost of {{+|{{#expr:10 + 95*6/24*0.25 round 2}}%}} Rest, or {{#expr:(10+95*6/24*0.25)/95*24 round 2}} hours of effective awake time.
{| class="wikitable" style="text-align:right"
 
|-
 
! Tolerance !! Chemical damage (severe)<br>average interval !! Graph
 
|-
 
| 45% || 99999 Days
 
| rowspan="3" | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB (Days) | x = 50, 50, 100 | y = 250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}
 
|-
 
| 50% || 180 Days
 
|-
 
| 100% || 135 Days
 
|}</li></ul>
 
  
=== Psychite addiction ===
+
Actual time ''saved'' will almost always be lower in a 24 hour schedule, as sleeping increases Rest faster than it falls. On a normal quality [[bed]], a dose of tea equates to 0.95 hours of sleep, or {{Ticks|0.95*2500 round 2}} <!-- Baseline pawn, normal bed is awake for (18.19 hr awake) / (7.56 + 18.19 hr rest+awake) = 70.6% day = 16.95 hours. Tea adds 4.03 directly to "hr awake", so it becomes (22.22 hr awake) / (7.56 + 22.22 hr rest+awake) = 74.6% awake = 17.9 hours --->. With healthy pawns at the {{Hover title|Plants {{Q|Psychoid plant|Minimum Required Growing Skill}} required to plant psychoid, {{P|Skill 1}} {{P|Skill 1 Level}} for making tea|lowest possible skill}}, it takes {{#expr:370/.77 round 1}} [[tick]]s to sow a psychoid plant, {{#expr:400/.52 round 1}} ticks to cook the tea, and 210 ticks to drink it, for a total of {{#expr:370/.77 + 400/.52 + 200 round 1}} ticks per dose. Note that this is before travel time.
{{Quote|"A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
 
Once a pawn has a psychite tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of psychite addiction that scales with tolerance. Due to the minimum tolerance to addict, psychite tea can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.
 
  
The chance of addiction is as follows:
+
Time savings decrease as [[Rest Rate Multiplier]] increases, such as with better beds or the [[quick sleeper]] trait. However, psychite tea also increases the Recreation meter, which saves time recreating. Plus, high skill colonists create tea a lot faster. Short of a [[circadian half-cycler]]{{RoyaltyIcon}} or the [[genes#sleep|Never sleep gene]]{{BiotechIcon}}, creating psychite tea with perfect travel time is always a plus on work.
{| class="wikitable" style="text-align:right"
 
|-
 
! Tolerance !! Addiction chance !! Graph
 
|-
 
| 0% || 0%
 
| rowspan="4" | {{GraphChart
 
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)
 
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100
 
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}
 
}}
 
|-
 
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}
 
|-
 
| 50% || {{%|{{P|Addictiveness}} * 5}}
 
|-
 
| 80% || {{%|{{P|Addictiveness}} * 15}}
 
|}
 
  
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} 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 psychite tea during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon drinking" above)''.
+
===Trade===
 
+
[[Flake]] costs the same amount of psychoid leaves, takes less work, and is worth {{Icon Small|silver||4}} silver more per unit. Therefore, psychite tea is a completely inferior option to both flake and [[yayo]] once [[Research#Psychite refining|Psychite refining]] has been researched.
Developing a psychite addiction has the following one time effect:
 
* <span style="color:firebrick>'''15%'''</span> [[Chemical damage]] (severe) chance
 
 
 
Developing an addiction also means a pawn has a psychite [[Needs#Drug addictions|need]]. The need for psychite falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming psychite satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon drinking" above)'', meaning the pawn will need to consume psychite tea at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
 
  
=== Psychite withdrawal ===
+
[[Smokeleaf joint]]s are a usually better option. [[Smokeleaf plant]]s grow faster than psychoid, and give {{+|{{#expr:(100 * 9/8)-100 round 1}}%}} more drugs per plant and planter work. Smokeleaf joints take {{Bad|{{#expr:(450-400)/4}}%}} longer to create in a [[drug lab]] than psychite in a [[electric stove]], but give {{+|{{#expr:(100*11/10)-100}}%}} more silver per unit. Note that both [[crafting spot]]s and [[campfire]]s double the work for their respective drug, while [[fueled stove]]s require constant wood. Therefore, smokeleaf is the superior cash crop if you have a [[drug lab]], or if you don't have either stove.
{{Quote|"Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
 
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:
 
* {{--|35}} [[Mood]] (''"God I'm tired. Everything's so slow and boring. Especially me."'')
 
* {{--|20%}} [[Consciousness]]
 
* {{--|20%}} [[Moving]]
 
* {{--|20%}} [[Manipulation]]
 
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)
 
* <span style="color:firebrick>'''300%'''</span> [[Social Fight Chance Factor]] (Note: This factor is not added or multiplied, but set.)
 
* <span style="color:firebrick>'''Mental break'''</span> chances:
 
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#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|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|psychotic wandering}} during each withdrawal.
 
  
== Analysis ==
+
Regardless, psychoid may be grown in a colony for drinking - any excess tea can be sold for good money.
Psychite tea is much less [[Drugs#Addiction and Tolerance|addictive]] than flake or yayo. Adult colonists, 18 or older, can drink it every 2 days without becoming addicted. Tea decreases the need for rest, thus increasing a colonist's work time, while providing a greater mood buff than a dose of ​[[ambrosia]] or [[beer]]. Psychite tea can be consumed on a daily schedule to increase worktime, or saved for combat situations where you ''need'' pawns to stay happy.
 
 
 
Each dose of psychite tea provides a net boost of {{+|14.75%}} Rest to a baseline pawn who is not already drowsy. This equates to 3.72 hours of immediate awake time, or about 1.5 hours of resting with a normal quality [[bed]] / [[bedroll]]. Time savings decrease as [[Rest Rate Multiplier]] increases, such as with better beds or the [[quick sleeper]] trait. 1.5 hours is equal to {{ticks|1.5*2500 round 2}}. At the lowest possible skill, it takes {{#expr:370/.77 round 1}} [[tick]]s to sow a psychoid plant, {{#expr:400/.52 round 1}} ticks to cook a batch of tea, and 210 ticks to drink, for a total of {{#expr:370/.77 + 400/.52 + 200 round 1}} ticks per dose. Note that this is before travel time. Also note that tea increases Recreation, which saves time recreating.
 
 
 
The main risk of psychite tea is addiction from unintended use, whenever from a [[Mental break#Social drug binge|drug binge]] or from a pawn with [[chemical interest]]. Psychite withdrawal is harsher than [[smokeleaf]], much harsher than ambrosia, and it is noticably harder to get addicted to beer. If these factors can be handled, then using psychite tea is a net positive for the colony. Of these, drug binges can be avoided by keeping [[mood]] up. Pawns with chemical interest will respect [[allowed area]]s, so restrict them from areas that create or store drugs.
 
 
 
===Trade===
 
[[Flake]] costs the same amount of psychoid leaves, takes less work, and is worth {{icon small|silver||4}} silver more per unit. Therefore, psychite tea is a completely inferior option to both flake and [[yayo]] once [[Research#Psychite refining|Psychite refining]] has been researched.
 
 
 
[[Smokeleaf]] is a better drug to sell before psychite refining. [[Smokeleaf plant]]s grow faster, and give more drugs per plant. Smokeleaf joints take {{ticks|450-50}} longer to create in a [[drug lab]] {{ticks|450*2-400}}, but give {{icon small|silver||1}} more silver per unit.  Regardless, psychoid may be grown in a colony for drinking, and excess tea can be sold for good money.
 
  
 
== Gallery ==
 
== Gallery ==
Line 173: Line 121:
 
* Beta 18 - Added as '''Psychoid pekoe'''.
 
* Beta 18 - Added as '''Psychoid pekoe'''.
 
* Beta 19 - Renamed from '''Psychoid pekoe''' to '''Psychite tea'''. No longer made at a [[crafting spot]].
 
* Beta 19 - Renamed from '''Psychoid pekoe''' to '''Psychite tea'''. No longer made at a [[crafting spot]].
* Beta 19/1.0 - tolerance gain 0.02 -> 0.03, market value 14 -> 10, restFallFactor 0.9 -> 0.8
+
* Beta 19/1.0 - tolerance gain 0.02 -> 0.03, market value 14 -> 10, restFallFactor 0.9 -> 0.8
 
+
* [[Version/1.5.4062|1.5.4062]] - Drug tolerance gain is now divided by body size and not body size squared - this also had the effect of making the suggested safe dose intervals for children correct.
{{nav/drugs}}
 
  
 +
{{Nav/drugs}}
 
[[Category:Drug]] [[Category:Social Drug]]
 
[[Category:Drug]] [[Category:Social Drug]]

Latest revision as of 22:42, 30 September 2024

Psychite tea

Psychite tea

A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.
Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.

Base Stats

Type
DrugSocial drug
Tech Level
Neolithic
Market Value
10 Silver
Stack Limit
150
Mass
0.05 kg
HP
50
Deterioration Rate
6
Flammability
100%
Rotatable
False
Path Cost
14 (48%)

Ingestion

Recreation Offset
40%
Recreation Kind
Chemical
Addictiveness
2%
Maximum To Ingest
1
Ingestion Time
210 ticks (3.5 secs)

Creation

Crafted At
Campfire / Fueled stove / Electric stove
Required Research
Psychoid brewing
Skill Required
Cooking 2
Work To Make
400 ticks (6.67 secs)
Work Speed Stat
Drug Cooking Speed
Resources to make
Psychoid leaves 4
Technical
defName
PsychiteTea
Preferability
NeverForNutrition
Drug Category
Social
Bulk Product Amount
Psychite tea


Psychite tea is a relatively safe social drug that greatly improves mood, slightly reducing pain and the rate in which pawns get tired, at the risk of addiction. It is relatively very easy to research compared to other drugs, especially for Tribal colonies who suffer a speed penalty while researching more advanced drugs.

Acquisition[edit]

Psychite teas can be crafted at a campfire, fueled stove, or electric stove once the psychoid brewing research project has been completed. Each requires Psychoid leaves 4 Psychoid leaves, 400 ticks (6.67 secs) of work modified by the drug cooking speed of the crafter, and a cooking skill of 2.

It can also be purchased from Tribal traders, especially Shaman Merchants who commonly stock it, as well as Tribal faction bases. Tribal visitors and raiders will also occasionally carry them.

Summary[edit]

Psychite tea is a moderately potent social drug 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 having a built-up tolerance to the drug.
  • While addicted to the drug.
  • While withdrawing from the drug.

Note that psychite tolerance, addiction and withdrawal are shared by psychite tea, flake and yayo.

Upon drinking[edit]

A pawn taking psychite tea will do so right where it stands without looking for a place to sit first. Psychite tea is taken by drinking, taking 210 ticks (3.5 secs). It has the following one time effects:

  • +40% Chemical recreation
  • If the pawn has the chemical interest or chemical fascination trait:
  • +10% Rest
  • +18.75% to +75% Psychite tea high severity, depending on tolerance (see "Psychite tea high" below)
  • +3% Psychite tolerance severity, divided by body size (see "Psychite tolerance" below)
  • If the pawn has a 10% Psychite tolerance already:
    • 3.6% to 30% Psychite addiction chance (see "Psychite addiction" below)
  • If the pawn has a psychite addiction already:
    • +90% Psychite need (see "Psychite addiction" below)
    • −15% Psychite addiction progress (see "Psychite addiction" below)

Psychite tea high[edit]

"Active psychite tea in the bloodstream. Generates a mild euphoric effect."

Each psychite tea increases the psychite tea high severity by the following formula:

Increase in severity = 0.75 * (100 - (tolerance * 75 round 0))

Therefore with 0% tolerance the severity increases by 75%, with 100% tolerance by 18.75%. It decreases by 300% per day again, meaning that the high of a single dose lasts between 1.5 and 6 hours. The maximum severity of a psychite tea high is 100% which is reached with 1.3 to 5.3 psychite teas. Regardless of the psychite tea high severity, the effects are always the same. Only their duration changes accordingly:

Without any tolerance, a dose of psychite tea will last for 6 hours.

Psychite tolerance[edit]

"A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect."

— Tolerance description

Each Psychite tea consumed increases the psychite tolerance of the pawn by the following formula:

Increase in tolerance = 3% / body size

Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult human has a body size of 1. Psychite tolerance decreases at a rate of 1.5% per day.

See sections "Psychite tea high" and "Psychite addiction" for how psychite tolerance affects Psychite tea high severity and psychite addiction chance respectively.

If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following ailment:

  • Chemical damage (severe) Tolerance above 45% imposes a chance proportional to the tolerance held to get chemical damage (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.
    Tolerance Chemical damage (severe)
    average interval
    Graph
    45% 99999 Days
    50% 180 Days
    100% 135 Days

Psychite addiction[edit]

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

— Addiction description

Once a pawn has a psychite tolerance of 10% or above, each dose carries a chance of psychite addiction that scales with tolerance. Due to the minimum tolerance to addict, psychite tea can be safely consumed once every 2 days without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.

The chance of addiction is as follows:

Tolerance Addiction chance Graph
0% 0%
10% 3.6%
50% 10%
80% 30%

The addiction progresses by 3.33% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 15 days to overcome the addiction. Consuming Psychite tea during a psychite addiction will reduce the addiction progress by 15% again (see "Upon drinking" above).

Developing a psychite addiction has the following one time effect:

Developing an addiction also means a pawn has a psychite need. The need for psychite falls by 50% per day, consuming psychite satisfies the need by 90% (see "Upon drinking" above), meaning the pawn will need to consume Psychite tea at least every 1.8 days to prevent withdrawal symptoms.

Psychite withdrawal[edit]

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

— Need description

As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:

Analysis[edit]

Psychite tea is much less addictive than flake or yayo. Adult colonists, 18 or older, can drink it every 2 days without becoming addicted. Tea provides a greater mood buff than ambrosia or a single beer, while decreasing the need for rest, thus increasing a colonist's work time. Psychite tea can be consumed on a consistent schedule to increase productivity, or saved for combat situations where you need pawns to stay happy.

The main risk of psychite tea is addiction from unintended use, whenever from a drug binge or from a pawn with chemical interest. Psychite withdrawal is harsher than smokeleaf, much harsher than ambrosia, and it is noticeably harder to get addicted to beer. If these factors can be handled, then using psychite tea is a net positive for the colony. Of these, drug binges can be avoided by keeping mood up. Pawns with chemical interest will respect allowed areas, so restrict them from areas that create or store drugs.

Work analysis[edit]

Psychite tea provides ×80% to Rest Fall Rate for 6 hours, or +25% time per 1% Rest need. Without tea, the Rest need falls by ~3.96% per hour when not already tired. The boost from tea will equate to +5.94% Rest need over 6 hours, in addition to the instant +10% Rest from ingesting the drug. This results in a net boost of +15.94% Rest, or 4.03 hours of effective awake time.

Actual time saved will almost always be lower in a 24 hour schedule, as sleeping increases Rest faster than it falls. On a normal quality bed, a dose of tea equates to 0.95 hours of sleep, or 2,375 ticks (39.58 secs) . With healthy pawns at the lowest possible skill, it takes 480.5 ticks to sow a psychoid plant, 769.2 ticks to cook the tea, and 210 ticks to drink it, for a total of 1449.8 ticks per dose. Note that this is before travel time.

Time savings decrease as Rest Rate Multiplier increases, such as with better beds or the quick sleeper trait. However, psychite tea also increases the Recreation meter, which saves time recreating. Plus, high skill colonists create tea a lot faster. Short of a circadian half-cyclerContent added by the Royalty DLC or the Never sleep geneContent added by the Biotech DLC, creating psychite tea with perfect travel time is always a plus on work.

Trade[edit]

Flake costs the same amount of psychoid leaves, takes less work, and is worth Silver 4 silver more per unit. Therefore, psychite tea is a completely inferior option to both flake and yayo once Psychite refining has been researched.

Smokeleaf joints are a usually better option. Smokeleaf plants grow faster than psychoid, and give +12.5% more drugs per plant and planter work. Smokeleaf joints take 12.5% longer to create in a drug lab than psychite in a electric stove, but give +10% more silver per unit. Note that both crafting spots and campfires double the work for their respective drug, while fueled stoves require constant wood. Therefore, smokeleaf is the superior cash crop if you have a drug lab, or if you don't have either stove.

Regardless, psychoid may be grown in a colony for drinking - any excess tea can be sold for good money.

Gallery[edit]

Version history[edit]

  • Beta 18 - Added as Psychoid pekoe.
  • Beta 19 - Renamed from Psychoid pekoe to Psychite tea. No longer made at a crafting spot.
  • Beta 19/1.0 - tolerance gain 0.02 -> 0.03, market value 14 -> 10, restFallFactor 0.9 -> 0.8
  • 1.5.4062 - Drug tolerance gain is now divided by body size and not body size squared - this also had the effect of making the suggested safe dose intervals for children correct.