Difference between revisions of "Chemical (Need)"

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{{Stub|reason= not up too the standard. math unclear, no time till thresholds,  see other need pages}}
'''Chemical''' need is the game mechanic that controls the [[need]] of [[Characters]] with the [[Traits#Chemical interest|Chemical interest]] or [[Traits#Chemical fascination|Chemical fascination]] traits to consume [[social drugs|social]] and [[hard drugs]] of any kind, distinct from [[addiction]]s. A character with a higher chemical value has consumed drugs recently, and has fulfilled that need more than another character with a low chemical level. Only pawns with those traits have the need. You can view the chemical need of any affected human by viewing the "Chemical" bar and the corresponding mouseover text in the [[Needs]] tab.
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{{About|the need created by chemical need traits|the need created by addiction|Addiction}}
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'''Chemical''' need is the game mechanic that controls the [[need]] of [[Characters]] with the [[Chemical interest]] or [[Chemical fascination]] traits to consume [[social drugs|social]] and [[hard drugs]] of any kind, distinct from [[addiction]]s. A character with a higher chemical value has consumed drugs recently, and has fulfilled that need more than another character with a low chemical level. Only pawns with those traits have the need. You can view the chemical need of any affected human by viewing the "Chemical" bar and the corresponding mouseover text in the [[Needs]] tab.
  
 
Pawns with this need that spend too long without consuming drugs will become increasingly [[Mood|unhappy]], while satisfying the need provides a mood bonus.
 
Pawns with this need that spend too long without consuming drugs will become increasingly [[Mood|unhappy]], while satisfying the need provides a mood bonus.
  
==Need changes==
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{{Quote|"Chemical expresses the desire to ingest drugs. When above a certain level it will create good mood, but when below a certain level it will create increasingly bad mood."|Chemical description}}
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== Need changes ==
 
The chemical need is fulfilled by consuming certain [[drugs]]:
 
The chemical need is fulfilled by consuming certain [[drugs]]:
* [[Social drugs]] satisfy the need by 20%. Social drugs include: {{#Ask: [[Category:Social Drug]]}}.
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* [[Social drugs]] satisfy the need by {{+|20%}}. Social drugs include: {{#Ask: [[Category:Social Drug]]}}.
* [[Hard drugs]] satisfy the need by 30%. Hard drugs include: {{#Ask: [[Category:Hard Drug]]}}.
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* [[Hard drugs]] satisfy the need by {{+|30%}}. Hard drugs include: {{#Ask: [[Category:Hard Drug]]}}.
 
* [[Medical drugs]] have no effect. Medical drugs include: {{#Ask: [[Category:Medical Drug]]}}.
 
* [[Medical drugs]] have no effect. Medical drugs include: {{#Ask: [[Category:Medical Drug]]}}.
  
Over time, the need ticks down and must be replenished. The rate the need ticks down is dependent on two factors; the trait causing the need, and the current value of the need. The value decreases every {{ticks|150}}.
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The need satisfaction decreases at a base rate of {{--|7.1%}} per day, it does not change while the pawn is sleeping, however. The actual rate the need ticks down is dependent on two factors; the trait causing the need, and the current value of the need. The value decreases every {{Ticks|150}}.
 
 
  
Chemical interest:  
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'''Chemical interest:'''
 
  50% * (1 * num) / 60000f * 150f
 
  50% * (1 * num) / 60000f * 150f
 
Where num is defined by  
 
Where num is defined by  
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Multiplier by Current Need
 
! Multiplier by Current Need
 
|-
 
|-
| {{GraphChart|width=200|height=200|xAxisTitle=Current Need (%)|yAxisTitle=Mutiplier|type=line|x=0, 40, 40.1, 70, 100 |y1=0.3, 0.6, 1, 1, 1 }}
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| {{Graph:Chart|width=200|height=200|xAxisTitle=Current Need (%)|yAxisTitle=Mutiplier|type=line|x=0, 40, 40.1, 70, 100 |y1=0.3, 0.6, 1, 1, 1 }}
 
|}
 
|}
  
Chemical fascination:  
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'''Chemical fascination:'''
 
  50% * (1.25 * num) / 60000f * 150f
 
  50% * (1.25 * num) / 60000f * 150f
 
Where num is defined by
 
Where num is defined by
 
{| class="wikitable"
 
{| class="wikitable"
|-
 
 
! Multiplier by Current Need
 
! Multiplier by Current Need
 
|-
 
|-
| {{GraphChart|width=200|height=200|xAxisTitle=Current Need (%)|yAxisTitle=Mutiplier|type=line|x=0, 40, 40.1, 70, 100 |y1=0.4, 0.7, 1, 1, 1 }}
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| {{Graph:Chart|width=200|height=200|xAxisTitle=Current Need (%)|yAxisTitle=Mutiplier|type=line|x=0, 40, 40.1, 70, 100 |y1=0.4, 0.7, 1, 1, 1 }}
 
|}
 
|}
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The end result is that Chemically Fascinated pawns need
  
 
== Need thresholds ==
 
== Need thresholds ==
private static readonly Need_Chemical_Any.LevelThresholds FascinationDegreeLevelThresholdsForMood = new Need_Chemical_Any.LevelThresholds
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{{Stub|section=1|reason=Time to reach/spent in thresholds (see [[Rest]] for example]] }}
{
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A character's chemical need level is divided by five thresholds: "Chemical starvation", "Chemical hunger", "Chemical want", "Chemical comfort", and "Chemical satisfaction". These thresholds determine when the mood buffs and penalties are applied. The thresholds are indicated by small notches on the "Chemical" bar in the tab of pawns with this need.
extremelyNegative = 0.1f,
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veryNegative = 0.25f,
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The location of each threshold and the magnitude of the mood effect is dependent on whether the pawn in question has the Chemical Interest or Chemical Fascination trait.
negative = 0.4f,
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positive = 0.7f,
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=== Chemical interest ===
veryPositive = 0.85f
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{| class="wikitable"
};
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! colspan="3" | Chemical interest
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|-
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! Label
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! Saturation
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! Mood modifier
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|-
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| Chemical starvation  || 0% - 1%    || {{--|6}}
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|-
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| Chemical hunger      || 2% - 15%  || {{--|4}}
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|-
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| Chemical want        || 16% - 30%  || {{--|2}}
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|-
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| ''N/A''              || 30% - 60%  || '''0'''
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|-
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| Chemical comfort      || 60% - 75%  || {{+|1}}
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|-
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| Chemical satisfaction || 75% - 100% || {{+|3}}
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|}
  
// Token: 0x040032DC RID: 13020
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Taking one social drug every {{#expr: 20 / 7.1 round 1}} days or one hard drug every {{#expr: 25 / 7.1 round 1}} days should be more than enough to keep a pawn with chemical interest above the chemical satisfaction threshold.
private static readonly Need_Chemical_Any.LevelThresholds InterestDegreeLevelThresholdsForMood = new Need_Chemical_Any.LevelThresholds
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{
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=== Chemical fascination ===
extremelyNegative = 0.01f,
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{| class="wikitable"
veryNegative = 0.15f,
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! colspan="3" | Chemical fascination
negative = 0.3f,
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|-
positive = 0.6f,
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! Label
veryPositive = 0.75f
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! Saturation
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! Mood modifier
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|-
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| Chemical starvation  || 0% - 10%  || {{--|12}}
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|-
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| Chemical hunger      || 11% - 25%  || {{--|8}}
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|-
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| Chemical want        || 26% - 40%  || {{--|4}}
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|-
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| ''N/A''              || 41% - 70%  || '''0'''
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|-
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| Chemical comfort      || 71% - 85%  || {{+|3}}
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|-
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| Chemical satisfaction || 85% - 100% || {{+|6}}
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|}
  
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Taking one social or hard drug every {{#expr: 15 / 7.1 round 1}} days should be more than enough to keep a pawn with chemical fascination above the chemical satisfaction threshold.
  
 
{{Verified|1.3.3287}}
 
{{Verified|1.3.3287}}
[[Category: Status Level]]
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{{Nav|status levels|wide}}
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[[Category:Status Level]]

Latest revision as of 23:46, 13 November 2024

Chemical need is the game mechanic that controls the need of Characters with the Chemical interest or Chemical fascination traits to consume social and hard drugs of any kind, distinct from addictions. A character with a higher chemical value has consumed drugs recently, and has fulfilled that need more than another character with a low chemical level. Only pawns with those traits have the need. You can view the chemical need of any affected human by viewing the "Chemical" bar and the corresponding mouseover text in the Needs tab.

Pawns with this need that spend too long without consuming drugs will become increasingly unhappy, while satisfying the need provides a mood bonus.

"Chemical expresses the desire to ingest drugs. When above a certain level it will create good mood, but when below a certain level it will create increasingly bad mood."

— Chemical description

Need changes[edit]

The chemical need is fulfilled by consuming certain drugs:

The need satisfaction decreases at a base rate of −7.1% per day, it does not change while the pawn is sleeping, however. The actual rate the need ticks down is dependent on two factors; the trait causing the need, and the current value of the need. The value decreases every 150 ticks (2.5 secs).

Chemical interest:

50% * (1 * num) / 60000f * 150f

Where num is defined by

Multiplier by Current Need

Chemical fascination:

50% * (1.25 * num) / 60000f * 150f

Where num is defined by

Multiplier by Current Need

The end result is that Chemically Fascinated pawns need

Need thresholds[edit]

A character's chemical need level is divided by five thresholds: "Chemical starvation", "Chemical hunger", "Chemical want", "Chemical comfort", and "Chemical satisfaction". These thresholds determine when the mood buffs and penalties are applied. The thresholds are indicated by small notches on the "Chemical" bar in the tab of pawns with this need.

The location of each threshold and the magnitude of the mood effect is dependent on whether the pawn in question has the Chemical Interest or Chemical Fascination trait.

Chemical interest[edit]

Chemical interest
Label Saturation Mood modifier
Chemical starvation 0% - 1% −6
Chemical hunger 2% - 15% −4
Chemical want 16% - 30% −2
N/A 30% - 60% 0
Chemical comfort 60% - 75% +1
Chemical satisfaction 75% - 100% +3

Taking one social drug every 2.8 days or one hard drug every 3.5 days should be more than enough to keep a pawn with chemical interest above the chemical satisfaction threshold.

Chemical fascination[edit]

Chemical fascination
Label Saturation Mood modifier
Chemical starvation 0% - 10% −12
Chemical hunger 11% - 25% −8
Chemical want 26% - 40% −4
N/A 41% - 70% 0
Chemical comfort 71% - 85% +3
Chemical satisfaction 85% - 100% +6

Taking one social or hard drug every 2.1 days should be more than enough to keep a pawn with chemical fascination above the chemical satisfaction threshold.