Difference between revisions of "Smokeleaf joint"

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(You can change which drug policy a pawn uses, but also change the details of each individual drug policy, so two "by defaults" are correct.)
Tag: Undo
(Reworked to be more in line with the other drug pages.)
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| mood offset = 13
 
| mood offset = 13
 
}}{{#set: Drug Category = social}}
 
}}{{#set: Drug Category = social}}
The '''Smokeleaf joint''' is a drug of low [[Drugs#Addiction and Tolerance|addiction]] rate that can be crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].
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The '''Smokeleaf joint''' is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.
  
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the <u>[[Skills#Cooking|Cooking]]</u> skill. Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.
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== Gameplay Overview ==
 +
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
 +
 
 +
Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe [[Consciousness]] penalty of 30%. Consciousness directly impacts Moving and Manipulation, and [[Manipulation]] in turn heavily impacts a very large number of critical pawn stats.
  
Consuming a smokeleaf joint improves Pain tolerance and greatly improves both [[Mood]] and Recreation level at a cost of Rest, Consciousness, Hunger and Movement (see next).
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The default [[Menus#Assign|drug policy]] for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.
__NoTOC__
 
== Use ==
 
Consumption has the following effects:
 
  
* A one-time change in [[needs]]:
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== Detailed Effects ==
** [[Recreation]]: +80%
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'''Instant - upon consumption'''
** [[Rest]]: -10%
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* [[Recreation]]: +80%
* Whole-body "Stoned on smokeleaf" effect for, initially, 12 hours (the actual duration depends on the developed smokeleaf tolerance):
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* [[Rest]]: -10%
** [[Pain]]: -20%
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'''Whole-body "Stoned on smokeleaf" effect for, initially, 12 hours (the actual duration depends on the developed smokeleaf tolerance):'''
** [[Consciousness]]: -30%
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* [[Pain]]: -20%
** [[Moving]]: -10%
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* [[Consciousness]]: -30%
** Hunger rate offset: +30%
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* [[Moving]]: -10%
 +
* Hunger rate offset: +30%
 
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the "Stoned on smokeleaf" effect and lasting as long
 
* [[Thoughts/Drugs|High on smokeleaf]], a +13 [[mood]] thought bound to the "Stoned on smokeleaf" effect and lasting as long
 
* Whole-body "Smokeleaf tolerance" effect: +3%, capped at 100%
 
* Whole-body "Smokeleaf tolerance" effect: +3%, capped at 100%
  
Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
+
== Crafting ==
 +
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].
  
The default [[Menus#Assign|drug policy]] is set to "Social drugs", which, also by default, allows colonists to smoke a toke whenever they feel like it for joy and social purposes. Due to the [[#Warning|risks]] and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent [[mental break]]s.  
+
Crafting a smokeleaf joint can be done at a [[crafting spot]], but uses the [[Drug Cooking Speed]] stat, so production speed is largely based on the <u>[[Skills#Cooking|Cooking]]</u> skill.  Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity.  The joint can also be crafted at a [[Drug lab]] at a higher speed, but still uses the same stats.
  
=== Warning ===
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== Warning ==
* If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.
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If a colonist's '''consciousness is currently below 30%''', smoking a joint can be fatal.
  
=== Withdrawal Symptoms ===
+
== Withdrawal Symptoms ==
 
'''Detailed Symptoms'''
 
'''Detailed Symptoms'''
 
* Mood -20
 
* Mood -20

Revision as of 08:46, 13 February 2022

Smokeleaf joint

Smokeleaf joint

Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.

Base Stats

Type
DrugSocial Drug
Market Value
11 Silver
Stack Limit
150
Mass
0.05 kg
Beauty
-4
HP
50
Deterioration Rate
6
Flammability
130%

Ingestion

Recreation Offset
80%
Recreation Kind
Chemical
Addictiveness
2%
Maximum To Ingest
1

Creation

Crafted At
Crafting spot / Drug lab
Skill Required
Cooking
Work To Make
450 ticks (7.5 secs)
Resources to make
Smokeleaf leaves 4

"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.

The Smokeleaf joint is a relatively safe and relatively easy to acquire drug with a moderate mood boosting effect, but significant productivity and food consumption drawbacks. As such, it is advisable to change its drug policy setting from the default of free recreational use.

Gameplay Overview

Consumption of one smokeleaf joint every 2 days will not cause dependency. If smoked more often, and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop asthma or carcinoma in the lungs in a mean time of 180 days.

Despite its decent +13 mood boost and relative safety, smokeleaf is not suitable for regular mood management due to its severe Consciousness penalty of 30%. Consciousness directly impacts Moving and Manipulation, and Manipulation in turn heavily impacts a very large number of critical pawn stats.

The default drug policy for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the risks and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent mental breaks.

Detailed Effects

Instant - upon consumption

Whole-body "Stoned on smokeleaf" effect for, initially, 12 hours (the actual duration depends on the developed smokeleaf tolerance):

  • Pain: -20%
  • Consciousness: -30%
  • Moving: -10%
  • Hunger rate offset: +30%
  • High on smokeleaf, a +13 mood thought bound to the "Stoned on smokeleaf" effect and lasting as long
  • Whole-body "Smokeleaf tolerance" effect: +3%, capped at 100%

Crafting

It is crafted using 4 Smokeleaf leaves without any requirement for special Research.

Crafting a smokeleaf joint can be done at a crafting spot, but uses the Drug Cooking Speed stat, so production speed is largely based on the Cooking skill. Note that production does not increase any skill, neither Crafting nor Cooking, however Crafting must be active in the Work tab in order to perform this activity. The joint can also be crafted at a Drug lab at a higher speed, but still uses the same stats.

Warning

If a colonist's consciousness is currently below 30%, smoking a joint can be fatal.

Withdrawal Symptoms

Detailed Symptoms

  • Mood -20
  • Consciousness: -20%
  • Moving: -15%

Long-term effects and duration unknown

Version history

  • 0.15.1279 - Added.
  • Version 1.0 the effect of the mood buff was decreased from 15 to 13.