Difference between revisions of "Smokeleaf joint"

From RimWorld Wiki
Jump to navigation Jump to search
m (confirmed Cooking skill increased; minor rewrite)
Line 44: Line 44:
 
| mood offset = 13
 
| mood offset = 13
 
}}{{#set: Drug Category = social}}
 
}}{{#set: Drug Category = social}}
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.
+
The '''smokeleaf joint''', categorized in-game as a [[Social Drugs|"social" drug]], is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, but is not without some drawbacks.
  
 
== Gameplay Overview ==
 
== 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 [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
+
This is a 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.
  
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.
+
As a social drug, consumption is relatively safe compared to [[Hard Drugs|hard drugs]]; 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 [[Drugs#Addiction and Tolerance|addiction]]. Those with visible tolerance will develop [[asthma]] or [[carcinoma]] in the lungs in a mean time of 180 days.
 +
 
 +
Despite a +13 mood boost and its 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 and most production speeds.
  
 
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.
 
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.
Line 66: Line 68:
  
 
== Crafting ==
 
== Crafting ==
It is crafted using 4 [[Smokeleaf leaves]] without any requirement for special [[Research]].
+
Crafting 1 smokeleaf joint consumes 4 [[smokeleaf leaves]], and has no special requirement for special [[Research]].
 +
 
 +
This task can be done at a [[crafting spot]] or [[drug lab]], but uses the [[Drug Cooking Speed]] stat, so production speed is affected by the [[Skills#Cooking|Cooking]] skill, and the Cooking skill is increased by this task.  Despite being Cooking-based, the <u>Crafting</u> skill must be active in the Work tab in order to perform this activity.  
  
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 [[Skills#Cooking|Cooking]] skill.  Note that 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.
+
If crafted at a drug lab, production speed is increased compared to doing so at a crafting spot.
  
 
== Warning ==
 
== Warning ==

Revision as of 20:04, 24 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

The smokeleaf joint, categorized in-game as a "social" drug, is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, but is not without some drawbacks.

Gameplay Overview

This is a 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.

As a social drug, consumption is relatively safe compared to hard drugs; 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 a +13 mood boost and its 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 and most production speeds.

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 12 hours, initially (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

Crafting 1 smokeleaf joint consumes 4 smokeleaf leaves, and has no special requirement for special Research.

This task can be done at a crafting spot or drug lab, but uses the Drug Cooking Speed stat, so production speed is affected by the Cooking skill, and the Cooking skill is increased by this task. Despite being Cooking-based, the Crafting skill must be active in the Work tab in order to perform this activity.

If crafted at a drug lab, production speed is increased compared to doing so at a crafting spot.

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.