Difference between revisions of "Chemical (Need)"
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− | {{Stub}} | + | {{Stub|reason= not up too the standard. math unclear, no time till thresholds, see other need pages}} |
{{About|the need created by chemical need traits|the need created by addiction|Addiction}} | {{About|the need created by chemical need traits|the need created by addiction|Addiction}} | ||
− | '''Chemical''' need is the game mechanic that controls the [[need]] of [[Characters]] with the [[ | + | '''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== | + | {{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}} |
+ | |||
+ | == 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]]}}. | + | * [[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]]}}. | + | * [[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]]}}. | ||
− | + | 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:''' | '''Chemical interest:''' | ||
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Where num is defined by | Where num is defined by | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
! Multiplier by Current Need | ! Multiplier by Current Need | ||
|- | |- | ||
− | | {{ | + | | {{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 }} |
|} | |} | ||
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Where num is defined by | Where num is defined by | ||
{| class="wikitable" | {| class="wikitable" | ||
− | |||
! Multiplier by Current Need | ! Multiplier by Current Need | ||
|- | |- | ||
− | | {{ | + | | {{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 }} |
|} | |} | ||
− | The end result is that Chemically Fascinated pawns need | + | The end result is that Chemically Fascinated pawns need |
+ | |||
== Need thresholds == | == Need thresholds == | ||
{{Stub|section=1|reason=Time to reach/spent in thresholds (see [[Rest]] for example]] }} | {{Stub|section=1|reason=Time to reach/spent in thresholds (see [[Rest]] for example]] }} | ||
− | 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 | + | 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. | 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 === | ||
{| class="wikitable" | {| class="wikitable" | ||
− | + | ! colspan="3" | Chemical interest | |
− | ! colspan=3 | Chemical | ||
|- | |- | ||
! Label | ! Label | ||
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! Mood modifier | ! Mood modifier | ||
|- | |- | ||
− | | Chemical starvation || 0 - 1% || {{--|6}} | + | | Chemical starvation || 0% - 1% || {{--|6}} |
|- | |- | ||
| Chemical hunger || 2% - 15% || {{--|4}} | | Chemical hunger || 2% - 15% || {{--|4}} | ||
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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. | ||
+ | |||
+ | === Chemical fascination === | ||
{| class="wikitable" | {| class="wikitable" | ||
− | + | ! colspan="3" | Chemical fascination | |
− | ! colspan=3 | Chemical | ||
|- | |- | ||
! Label | ! Label | ||
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| Chemical satisfaction || 85% - 100% || {{+|6}} | | Chemical satisfaction || 85% - 100% || {{+|6}} | ||
|} | |} | ||
+ | |||
+ | 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}} | ||
− | {{ | + | {{Nav|status levels|wide}} |
− | [[Category: Status Level]] | + | [[Category:Status Level]] |
Latest revision as of 23:46, 13 November 2024
This article is a stub. You can help RimWorld Wiki by expanding it. 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 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:
- Social drugs satisfy the need by +20%. Social drugs include: Ambrosia, Beer, Psychite tea, Smokeleaf joint.
- Hard drugs satisfy the need by +30%. Hard drugs include: Flake, Go-juice, Wake-up, Yayo.
- Medical drugs have no effect. Medical drugs include: Luciferium, Penoxycyline.
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]
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Time to reach/spent in thresholds (see Rest for example]]. |
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.