Difference between revisions of "Wake-up"

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{{Define|Pleasurable Drug
+
{{Infobox main|drug
| always haulable = true
+
| name = Wake-up
| def name =  
+
| image = Wakeup b.png
| description =  
+
| description = A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.<br/>In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
| draw gui overlay = true
+
<!-- Base Stats -->
| graphic class = Graphic_StackCount
+
| type = Drug
| graphic path = Things/Thing/Drug/Wake-up
+
| type2 = Hard Drug
| label = Wake-up
+
| tech level = Industrial
| parent name =  
+
| marketvalue = 35
| path cost = 15
+
| stack limit = 150
| resource readout priority = Last
+
| mass base = 0.005
 +
| hp = 50
 +
| deterioration = 2
 +
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| selectable = true
+
| path cost = 14
| social properness matters = true
+
<!-- Ingestion -->
| stack limit = 400
+
| joy offset = 0.4
| thing class = Drugs
+
| joy kind = Chemical
| ticker type =  
+
| addictiveness = 0.02
 +
| max num to ingest at once = 1
 +
| ingestion time = 100
 +
<!-- Creation -->
 +
| production facility 1 = Drug lab
 +
| research = Wake-up production
 +
| work to make = 900
 +
| work speed stat = Drug Synthesis Speed
 +
| resource 1 = Neutroamine
 +
| resource 1 amount = 2
 +
| bulk product amount = 4
 +
<!-- Technical -->
 +
| defName = WakeUp
 
| food preference = NeverForFood
 
| food preference = NeverForFood
| is pleasure drug =  
+
| drug category = Hard
| max num to ingest at once =  
+
| is pleasure drug = true
| nutrition base = 0
+
| preferability = NeverForNutrition
| sound eat =  
+
| page verified for version = 1.3.3326
| taste =  
+
}}
| preferability = 
+
{{Info|'''Wake-up''' is a powerful but mildly dangerous stimulant [[drug]]. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's [[global work speed]], and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of [[heart attack]] for the duration of the high.}}
| tech level = 
+
 
| work to make base = 14
+
== Acquisition ==
| use hit points = true
+
{{Acquisition}}
| max hit points base = 50
+
 
| joy base = 0.40
+
It can also be found on [[raider]]s and [[Trade|purchased]].
| joy kind = Chemical
+
 
| deterioration rate base = 2
+
== Summary ==
| flammability base = 1.0
+
Wake-up is a powerful stimulant that has a variety of effects. These can be broken into effects that occur:
| market value base = 28
+
 
| addictiviness base = .10
+
* Instantaneously and one time upon using the drug.
| Hunger  factor =
+
* While high on the drug.
| Hunger offset =  
+
* While addicted to the drug.
| Rest factor = 0.8
+
* While withdrawing from the drug.
| Rest offset = 1.0
+
 
| Global work speed offset = 0.50
+
=== Upon consumption ===
| Pain factor =
+
A pawn taking wake-up will do so right where they stand without looking for a place to sit first. It takes {{ticks|{{P|Ingestion Time}} }} to swallow the pill. It has the following one time effects:
| Pain offset =
+
 
| Consciousness factor = 
+
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]
| Consciousness offset =
+
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
| Sight factor = 
+
** {{+|30%}} [[Chemical need]]
| Sight offset =
+
* {{+|100%}} [[Rest]]
| Hearing factor = 
+
* {{++|18% to +35%}} [[Overdose]] severity
| Hearing offset =
+
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.005}} }} }} Chance for a [[Overdose#Major|major overdose]]
| Moving factor =
+
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} }}''' Wake-up high severity ''(see "Wake-up high" below)''
| Moving offset = 0.1
+
* {{Bad|{{%|{{P|Addictiveness}} }} }} [[Addiction]] chance
| Manipulation factor =
+
* If the pawn has an addiction already:
| Manipulation offset =  
+
** {{+|{{%|{{#vardefineecho:needOffset|0.9}} }} }} Wake-up need ''(see "Addiction" below)''
| Talking factor
+
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Withdrawal" below)''
| Talking offset =
+
 
| Breathing factor = 
+
=== Wake-up high ===
| Breathing offset =
+
{{Quote|text="Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."}}
| Blood Filtration factor =
+
 
| Blood Filtration offset =  
+
While each wake-up dose increases the severity of the wake-up high by {{%|{{#var:highSeverity}} }} ''(see "Upon consumption" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}} }} per day again, meaning that for one wake-up the high lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}} }}|hour}}'''. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 2}}&nbsp;wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
| Blood Pumping factor = 
+
 
| Blood Pumping offset =  
+
* {{+|10%}} [[Consciousness]]
| Metabolism factor = 
+
* {{+|10%}} [[Moving]]
| Metabolism offset =
+
* {{+|50%}} [[Global work speed]]
 +
* {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}}
 +
* {{Good|×80%}} [[Sleep Fall Rate]]
 +
* {{Bad|Ailment}} chance:
 +
** [[Heart attack]]: on average every 120 days.
 +
 
 +
=== Tolerance ===
 +
As of version [[Version/1.2.3005|1.2.3005]], wake-up 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.msg484707#msg484707 "&#91;1.2.2753&#93; Wake-up and go-juice do not cause tolerance"]. Unused tolerance effects: ''"A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect."'' Starting at 45% tolerance the pawn could get severe [[chemical damage]] in the kidney reducing the part efficiency by 80%. 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 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.</ref>
 +
 
 +
=== Addiction ===
 +
{{Quote|"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.<br/>Without regular doses of wake-up, 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 wake-up 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 wake-up during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see "Upon consumption" above)''.
 +
 
 +
Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by {{%|{{#vardefineecho:needFall|0.333}} }} per day, consuming wake-up satisfies the need by {{%|{{#var:needOffset}} }} ''(see "Upon consumption" above)'', meaning the pawn will need to consume wake-up at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
 +
 
 +
=== Withdrawal ===
 +
{{Quote|"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
 +
 
 +
As soon as the wake-up need reaches 0%, the pawn suffers from the following symptoms:
 +
 
 +
* {{--|22}} [[Mood]] (''"I feel all fuzzy and unfocused. And I'm so tired."'')
 +
* {{--|30%}} [[Consciousness]]
 +
* {{--|25%}} [[Manipulation]]
 +
* {{--|20%}} [[Moving]]
 +
* {{++|30%}} [[Sleep Fall Rate]] (meaning the pawn needs to sleep about a 30% sooner)
 +
* {{Bad|×200%}} [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight)
 +
* {{Bad|Mental break}} 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|wandering}} during each withdrawal.
 +
 
 +
== Analysis ==
 +
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
 +
 
 +
Unless you need an immediate and significant boost in chemical [[recreation]] or [[rest]] it is recommended to wait at least {{#expr: {{#var:highDuration}}*(({{#var:highSeverity}}-1+{{#var:highSeverity}})/{{#var:highSeverity}})}}&nbsp;hours between the first and the second dose of wake-up. 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 high will be wasted.
 +
 
 +
If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}}&nbsp;hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each dose). Be particularly careful when taking even more doses of wake-up or using it in combination with other drugs!
 +
 
 +
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:
 +
# Reducing the need for sleep
 +
# Providing stat buffs
 +
 
 +
In an emergency, the [[recreation]] boost may be necessary however there are safer and cheaper methods of getting chemical recreation.
 +
 
 +
=== Sleep reduction strategies ===
 +
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.
 +
 
 +
==== Awake without penalties ====
 +
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]:
 +
* The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 +
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 +
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.
 +
 
 +
Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
 +
 
 +
==== Awake with or without penalties ====
 +
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]:
 +
* The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 +
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 +
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a {{--|6}} penalty.
 +
* The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a {{--|12}} penalty.
 +
* The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a {{--|18}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.
 +
 
 +
Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
 +
 
 +
=== Stat boost strategies ===
 +
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
 +
 
 +
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.
 +
 
 +
== Gallery ==
 +
<gallery>
 +
Wakeup a.png|One wake-up
 +
Wakeup b.png|Stack of wake-up
 +
</gallery>
 +
 
 +
== Version history ==
 +
* [[Version/0.15.1279|0.15.1279]] - Added.
 +
* [[Version/1.1.2654|1.1.2654]] - Reduced wake-up meditation focus gain from 40% to 20%.
  
 +
== References ==
 +
<references />
  
}}
+
{{nav/drugs}}
{{Info|
+
[[Category:Drug]] [[Category:Hard Drug]]
An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.
 
}}
 

Latest revision as of 22:42, 30 September 2024

Wake-up

Wake-up

A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.
In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.

Base Stats

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

Ingestion

Recreation Offset
40%
Recreation Kind
Chemical
Addictiveness
2%
Maximum To Ingest
1
Ingestion Time
100 ticks (1.67 secs)

Creation

Crafted At
Drug lab
Required Research
Wake-up production
Work To Make
900 ticks (15 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Neutroamine 2
Technical
defName
WakeUp
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
Hard
Is Pleasure Drug
true
Bulk Product Amount
Wake-up


Wake-up is a powerful but mildly dangerous stimulant drug. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's global work speed, and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.

Acquisition[edit]

Wake-up can be crafted at a drug lab once the wake-up production research project has been completed. Each requires Neutroamine 2 Neutroamine and 900 ticks (15 secs) of work modified by the drug synthesis speed of the crafter.

It can also be found on raiders and purchased.

Summary[edit]

Wake-up is a powerful 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 consumption[edit]

A pawn taking wake-up will do so right where they stand without looking for a place to sit first. It takes 100 ticks (1.67 secs) to swallow the pill. It has the following one time effects:

Wake-up high[edit]

"Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."

While each wake-up dose increases the severity of the wake-up high by 75% (see "Upon consumption" above), it decreases by 150% per day again, meaning that for one wake-up the high lasts 12 hours. The maximum severity of a wake-up high is 100% which is reached with 1.33 wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:

Tolerance[edit]

As of version 1.2.3005, wake-up 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 wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
Without regular doses of wake-up, 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 wake-up carries a 2% 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 wake-up during an addiction will reduce the addiction progress by 20% again (see "Upon consumption" above).

Developing an addiction means a pawn has a wake-up need. The need for wake-up falls by 33.3% per day, consuming wake-up satisfies the need by 90% (see "Upon consumption" above), meaning the pawn will need to consume wake-up at least every 2.7 days to prevent withdrawal symptoms.

Withdrawal[edit]

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

— Need description

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

Analysis[edit]

It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).

Unless you need an immediate and significant boost in chemical recreation or rest it is recommended to wait at least 8 hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than 12 hours after the second to last dose. Otherwise some hours of the high will be wasted.

If the second dose is taken less than 4.8 hours after the first one, 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 dose). Be particularly careful when taking even more doses of wake-up or using it in combination with other drugs!

There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:

  1. Reducing the need for sleep
  2. Providing stat buffs

In an emergency, the recreation boost may be necessary however there are safer and cheaper methods of getting chemical recreation.

Sleep reduction strategies[edit]

No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.

Awake without penalties[edit]

If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% rest:

  • The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
  • While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
  • The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.

Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.

Awake with or without penalties[edit]

If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% rest:

  • The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
  • While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
  • The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a −6 penalty.
  • The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a −12 penalty.
  • The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a −18 penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.

Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.

Stat boost strategies[edit]

A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.

If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.

Gallery[edit]

Version history[edit]

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 wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect." Starting at 45% tolerance the pawn could get severe chemical damage in the kidney reducing the part efficiency by 80%. 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 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.