Difference between revisions of "Flake"

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{{rewrite|reason=Verification and correction. Appears to have been brought up to [[User:Ickputzdirwech ]]'s drug standard but has mistakes like saying it has a safe dosage interval. Update to standard needs to be checked}}{{Infobox main|drug
+
{{Infobox main|drug
 
| name = Flake
 
| name = Flake
| image = Flake_c.png|Flake
+
| image = Flake_c.png
 
| description = A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.
 
| description = A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
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| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 15
+
| path cost = 14
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| joy offset = 0.7
 
| joy offset = 0.7
Line 25: Line 25:
 
| research = Psychite refining
 
| research = Psychite refining
 
| work to make = 250
 
| work to make = 250
| skill 1 = Intellectual
+
| work speed stat = Drug Synthesis Speed
 
| resource 1 = Psychoid leaves
 
| resource 1 = Psychoid leaves
 
| resource 1 amount = 4
 
| resource 1 amount = 4
 +
| bulk product amount = 4
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = Flake
 
| defName = Flake
 
| preferability = NeverForNutrition
 
| preferability = NeverForNutrition
 
| food preference = NeverForFood
 
| food preference = NeverForFood
| drug category = hard
+
| drug category = Hard
 
| is pleasure drug = true
 
| is pleasure drug = true
 
<!-- Unused -->
 
<!-- Unused -->
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| rest fall factor = 0.33
 
| rest fall factor = 0.33
 
| rest offset = 0.2
 
| rest offset = 0.2
| mood offset = 35}}
+
| mood offset = 35
{{Info|'''Flake''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.}}
+
}}
 
+
{{Info|'''Flake''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than [[yayo]], but comes with additional maluses.}}
Flake will [[Deterioration|deteriorate]] with the usual conditions...
 
  
 
== Acquisition ==
 
== Acquisition ==
Flake can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
+
{{Acquisition}}
  
 
It can also be found on [[raider]]s and [[Trade|purchased]].
 
It can also be found on [[raider]]s and [[Trade|purchased]].
Line 71: Line 71:
  
 
=== Upon smoking ===
 
=== Upon smoking ===
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
+
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, 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:
 +
** {{+|30%}} [[Chemical need]]
 
* {{+|20%}} [[Rest]]
 
* {{+|20%}} [[Rest]]
* <span style="color:firebrick>'''{{%|{{#vardefineecho:overdoseChance|0.015}}}}'''</span> Chance for a [[Overdose#Major|major overdose]]
+
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.015}}}}}} Chance for a [[Overdose#Major|major overdose]]
 
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity
 
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity
 
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Flake high severity, depending on psychite tolerance ''(see "Flake high" below)''
 
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Flake high severity, depending on psychite tolerance ''(see "Flake high" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}}}} psychite tolerance already:
+
* {{Bad|{{%|{{P|Addictiveness}}}}}} Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
** <span style="color:firebrick>'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''</span> 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 "Addiction" below)''
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see "Addiction" below)''
Line 92: Line 93:
 
<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|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 flake high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&nbsp;flake. Regardless of the flake 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 flake high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&nbsp;flake. Regardless of the flake high severity, the effects are always the same. Only their duration changes accordingly:
  
 
* {{+|35}} [[Mood]] (''"So good, so good."'')
 
* {{+|35}} [[Mood]] (''"So good, so good."'')
* <span style="color:forestgreen>'''×50%'''</span> [[Pain]]
+
* {{Good|×50%}} [[Pain]]
* <span style="color:forestgreen>'''×33%'''</span> [[Rest Fall Rate|Rest fall factor]]
+
* {{Good|×33%}} [[Sleep Fall Rate]]
 
 
=== Psychite tolerance ===
 
{{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 flake 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.
+
Without any tolerance, a dose of flake will last for 6 hours.
 
 
See sections ''"Flake high"'' and ''"Psychite addiction"'' for how psychite tolerance affects flake 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]]:
 
 
 
<ul><li><span style="color:firebrick>'''Chemical damage (severe)'''</span><br/>
 
'''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.
 
{| 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 ===
+
{{:Psychite}}
{{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. From 1 dose, takes {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} between doses to reach 0% tolerance, so long as the pawn has a body size of 1 or higher.
 
The chance of addiction is as follows:
 
{| 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 flake during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see "Upon smoking" above)''.
 
 
 
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 smoking" above)'', meaning the pawn will need to consume flake at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
 
 
 
=== Psychite withdrawal ===
 
{{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 ==
 
== Analysis ==
 
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[psychite tea]] and [[yayo]]. [[Go-juice]] is a derivative of yayo. In general, flake is better for selling, not using.
 
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[psychite tea]] and [[yayo]]. [[Go-juice]] is a derivative of yayo. In general, flake is better for selling, not using.
  
===Drug===
+
=== Drug ===
As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to become addicted. They both give {{+|35}} mood and x50% pain, but yayo also gives {{+|15%}} [[Moving]]. Flake's only real advantages as a taken drug are 1. the increased chemical Recreation per leaf, and 2. flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 seperate mood emergencies.
+
As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to overdose/become addicted. They both give {{+|35}} mood and '''x50%''' pain, but yayo also gives {{+|15%}} [[Moving]]. Flake's only real advantages as a taken drug are 1.) the increased chemical recreation per leaf, and 2.) flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 separate mood emergencies.
  
Psychite tea only gives {{+|12}} mood and {{Good|x80%}} Rest Fall Rate, but is considerably safer than both flake and yayo. '''Adults''' can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a {{+|82}} mood buff.
+
Psychite tea only gives {{+|12}} mood and {{Good|x80%}} Sleep Fall Rate, but is considerably safer than both flake and yayo. '''Adults''' can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a {{+|82}} mood buff.
  
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} flake is often superior to the other psychite druggs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. Yayo may be preferred due to the Moving increase if cost is not an issue.
+
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} flake is often superior to the other psychite drugs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. But if psychoid cost isn't an issue, then yayo is likely preferred due to the increase in Moving.
  
===Drug comparison table===
+
=== Drug comparison table ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
 +
! Drug !! Mood Buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed
 
|-
 
|-
! Drug !! Mood Buff !! Moving !! Pain !! Tiredness !! Concsciousnes !! Sight !! Global working speed
+
| Flake       || +35 ||   - || x50% || x33% ||   - ||   - ||   -
|-
 
| Flake ||   +35   ||   -   ||   x50%   ||   x33%   ||   -   ||   -   ||   -  
 
 
|-
 
|-
| Yayo ||   +35   ||   +15%   ||   x50%   ||   x33%   ||   -   ||   -   ||   -  
+
| Yayo         || +35 || +15% || x50% || x33% ||   - ||   - ||   -
 
|-
 
|-
| Psychite tea ||   +12 ||   -   ||   x90%   ||   x80%   ||   -   ||   -   ||   -  
+
| Psychite tea || +12 ||   - || x90% || x80% ||   - ||   - ||   -
 
|-
 
|-
| Go-juice ||   +5   ||   +50%   ||   x10%   ||   -   ||   +20%   ||   +35%   ||   -  
+
| Go-juice     || +5 || +50% || x10% ||   - || +20% || +35% ||   -
 
|-
 
|-
| Wake-up   ||  -   ||   +10%   ||   -   ||   x80%   ||   +10%   ||   -   ||   +50%  
+
| Wake-up     ||  - || +10% ||   - || x80% || +10% ||   - || +50%
 
|}
 
|}
  
Line 195: Line 131:
 
On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.
 
On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.
  
If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. ​For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}}, for a total of {{icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
+
If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. For example, a pawn requires {{Ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{Icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{Icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{Icon Small|silver||456}}, for a total of {{Icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
  
 
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake, worth over 20,000 silver.  
 
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake, worth over 20,000 silver.  
  
[[Psychite tea]] is economically inferior to both; its primary advantage instead lies in its use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and only the [[Research#Psychoid brewing|Psychoid Brewing]] research however, and thus may be a more accessible in the early game.
+
* [[Psychite tea]] is economically inferior to both yayo and flake; its primary advantage instead lies in its use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and only the [[Research#Psychoid brewing|Psychoid Brewing]] research however, and thus may be a more accessible in the early game.
 +
* Compared to [[smokeleaf joint]]s, flake takes less work to harvest, flake takes much less work to synthesize, and flake is worth more per unit. Smokeleaf's major advantage is that [[smokeleaf plant]]s grow faster than psychoid. If colonist work time doesn't matter, then smokeleaf can be worthwhile. Also, creating joints requires Cooking rather than Intellectual.
 +
* Compared to [[beer]], flake is more efficient for overall value / work. Flake takes much less grower work, and it's worth more per unit. Like smokeleaf, hop plants grow faster than psychoid, and use Cooking rather than Intellectual.
  
 
== Gallery ==  
 
== Gallery ==  
Line 216: Line 154:
 
</gallery>
 
</gallery>
  
 
+
{{Nav/drugs}}
 
 
{{nav/drugs}}
 
 
 
 
[[Category:Drug]] [[Category:Hard Drug]]
 
[[Category:Drug]] [[Category:Hard Drug]]

Latest revision as of 22:40, 30 September 2024

Flake

Flake

A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.

Base Stats

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

Ingestion

Recreation Offset
70%
Recreation Kind
Chemical
Addictiveness
5%
Maximum To Ingest
1
Ingestion Time
650 ticks (10.83 secs)

Creation

Crafted At
Drug lab
Required Research
Psychite refining
Work To Make
250 ticks (4.17 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Psychoid leaves 4
Technical
defName
Flake
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
Hard
Is Pleasure Drug
true
Bulk Product Amount
Flake


Flake is potent mood enhancing hard drug that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.

Acquisition[edit]

Flake can be crafted at a drug lab once the psychite refining research project has been completed. Each requires Psychoid leaves 4 Psychoid leaves and 250 ticks (4.17 secs) of work modified by the drug synthesis speed of the crafter.

It can also be found on raiders and purchased.

Summary[edit]

Flake is a highly potent mood enhancing 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 smoking[edit]

A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking 650 ticks (10.83 secs). It has the following one time effects:

  • +70% Chemical recreation
  • If the pawn has the chemical interest or chemical fascination trait:
  • +20% Rest
  • 1.5% Chance for a major overdose
  • +18% to +35% Overdose severity
  • +18.75% to +75% Flake high severity, depending on psychite tolerance (see "Flake high" below)
  • +4% Psychite tolerance severity, divided by body size (see "Psychite tolerance" below)
  • 5% Psychite addiction chance (see "Psychite addiction" below)
  • If the pawn has a psychite addiction already:
    • +90% Psychite need (see "Addiction" below)
    • −30% Addiction progress (see "Withdrawal" below)

Flake high[edit]

"Active flake in the bloodstream. Generates an intense euphoric, debilitating high."

— High on flake description

Each flake increases the flake 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 flake high is 100% which is reached with 1.3 to 5.3 flake. Regardless of the flake high severity, the effects are always the same. Only their duration changes accordingly:

Without any tolerance, a dose of flake 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 Flake consumed increases the psychite tolerance of the pawn by the following formula:

Increase in tolerance = 4% / 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 "Flake high" and "Psychite addiction" for how psychite tolerance affects Flake 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

Each dose of Flake carries a 5% chance of a psychite addiction regardless of tolerance. There is therefore no safe dose interval.

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 Flake during a psychite addiction will reduce the addiction progress by 30% again (see "Upon smoking" 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 smoking" above), meaning the pawn will need to consume Flake 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]

Flake is one of three drugs that can be produced from psychoid leaves, the others being psychite tea and yayo. Go-juice is a derivative of yayo. In general, flake is better for selling, not using.

Drug[edit]

As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to overdose/become addicted. They both give +35 mood and x50% pain, but yayo also gives +15% Moving. Flake's only real advantages as a taken drug are 1.) the increased chemical recreation per leaf, and 2.) flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 separate mood emergencies.

Psychite tea only gives +12 mood and ×80% Sleep Fall Rate, but is considerably safer than both flake and yayo. Adults can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a +82 mood buff.

For the Psychite dependency gene,Content added by the Biotech DLC flake is often superior to the other psychite drugs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. But if psychoid cost isn't an issue, then yayo is likely preferred due to the increase in Moving.

Drug comparison table[edit]

Drug Mood Buff Moving Pain Tiredness Consciousness Sight Global working speed
Flake +35 - x50% x33% - - -
Yayo +35 +15% x50% x33% - - -
Psychite tea +12 - x90% x80% - - -
Go-juice +5 +50% x10% - +20% +35% -
Wake-up - +10% - x80% +10% - +50%

Trade[edit]

On the market, flake is worth 2/3rds the silver of yayo, requires 80% of the Work To Make, and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.

If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. For example, a pawn requires 35,000 ticks (9.72 mins) of work and 800 psychoid leaves to synthesize 100 yayo worth Silver 2100. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth Silver 1960. The remaining 240 psychoid leaves are worth Silver 456, for a total of Silver 2416. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.

If caravan weight is a limiting factor, yayo is worth more proportional to mass, however the low weight of all the options means this is unlikely to be relevant as a single muffalo can carry almost 20 stacks of flake, worth over 20,000 silver.

  • Psychite tea is economically inferior to both yayo and flake; its primary advantage instead lies in its use by colonists. It is produced at a campfire or stove with the Cooking skill and only the Psychoid Brewing research however, and thus may be a more accessible in the early game.
  • Compared to smokeleaf joints, flake takes less work to harvest, flake takes much less work to synthesize, and flake is worth more per unit. Smokeleaf's major advantage is that smokeleaf plants grow faster than psychoid. If colonist work time doesn't matter, then smokeleaf can be worthwhile. Also, creating joints requires Cooking rather than Intellectual.
  • Compared to beer, flake is more efficient for overall value / work. Flake takes much less grower work, and it's worth more per unit. Like smokeleaf, hop plants grow faster than psychoid, and use Cooking rather than Intellectual.

Gallery[edit]

Version history[edit]

  • 0.15.1279 - Added.
  • 1.2.2719 - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4%