Difference between revisions of "Wake-up"
m (fix) |
(Reworked detailed effects and acquisition to be in line with go-juice will work on the summary later) |
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| name = Wake-up | | name = Wake-up | ||
| image = Wake-up.png | | image = Wake-up.png | ||
− | | 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. | + | | 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><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. |
<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = Drug | | type = Drug | ||
Line 19: | Line 19: | ||
| addictiveness = 0.02 | | addictiveness = 0.02 | ||
| max num to ingest at once = 1 | | max num to ingest at once = 1 | ||
+ | | ingestion time = 100 | ||
<!-- Creation --> | <!-- Creation --> | ||
| production facility 1 = Drug lab | | production facility 1 = Drug lab | ||
| research = Wake-up production | | research = Wake-up production | ||
| work to make = 900 | | work to make = 900 | ||
+ | | skill 1 = Intellectual | ||
| resource 1 = Neutroamine | | resource 1 = Neutroamine | ||
| resource 1 amount = 2 | | resource 1 amount = 2 | ||
Line 31: | Line 33: | ||
| is pleasure drug = true | | is pleasure drug = true | ||
| preferability = NeverForNutrition | | preferability = NeverForNutrition | ||
+ | | page verified for version = 1.3.3326 | ||
<!-- Unused --> | <!-- Unused --> | ||
| always haulable = true | | always haulable = true | ||
Line 55: | Line 58: | ||
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.}} | It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.}} | ||
− | ==Gameplay | + | == Acquisition == |
+ | Go-juice can be manufactured at a [[{{lc:{{P|Production Facility 1}}}}]] for {{P|Resource 1 Amount}} [[{{lc:{{P|Resource 1}}}}]] taking {{ticks|{{P|Work To Make}}}}. It requires [[Research#{{P|Required Research}}|{{lc:{{P|Required Research}}}}]] to be researched. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{lc:{{P|Skill 1}}}}]] skill. | ||
+ | |||
+ | It can also be found on [[raider]]s and [[Trade|purchased]]. | ||
+ | |||
+ | == Gameplay overview == | ||
Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s. | Wake-up is a highly addictive drug that can be manufactured at a [[drug lab]], purchased from [[traders]] that deal in such, or occasionally found on [[raider]]s. | ||
Line 72: | Line 80: | ||
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%. | 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%. | ||
− | ==Detailed | + | == Detailed effects == |
− | ''' | + | === Upon consumption === |
− | * | + | A pawn taking wake-up will do so right where it stands 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: |
− | * | + | * {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]] |
− | + | * '''+75%''' Go-juice high severity ''(see "Go-juice high" below)'' | |
− | * | + | * {{+|100%}} [[Rest]] |
− | ''' | + | * <span style="color:firebrick>'''{{%|{{P|Addictiveness}}}}'''</span> [[Addiction]] chance |
− | + | * <span style="color:firebrick>'''0.5%'''</span> Chance for a [[Overdose#Major|major overdose]] | |
− | * | + | * {{++|18 to +35%}} [[Overdose]] severity |
− | + | * If the pawn has an addiction already: | |
− | * | + | ** {{+|90%}} Wake-up need ''(see "Addiction" below)'' |
− | * | + | ** {{++|20%}} Addiction severity ''(see "Withdrawal" below)'' |
− | * | ||
− | + | === Wake-up high === | |
+ | {{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."}} | ||
+ | While each wake-up injection increases the severity of the wake-up high by 75% ''(see "Upon injection" above)'', it decreases by 150% per day again, meaning that for one wake-up the high lasts {{#expr: 0.75/(1.5/24)}} hours. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/0.75}} wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly: | ||
+ | * {{+|10%}} [[Consciousness]] | ||
+ | * {{+|10%}} [[Moving]] | ||
+ | * {{+|50%}} [[Global work speed]] | ||
+ | * {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}} | ||
+ | * <span style="color:firebrick>'''Ailment'''</span> 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 "[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.</ref> | |
− | == | + | === Addiction === |
− | + | {{Quote|text="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."}} | |
+ | {{Quote|text="Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."}} | ||
+ | Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by 33.3% per day, consuming go-juice satisfies the need by 90% ''(see "Upon injection" above)'', meaning the pawn will need to consume wake-up at least every {{#expr: 0.9/0.333 round 1}} days to prevent withdrawal symptoms. | ||
− | + | === Withdrawal === | |
− | + | As soon as the wake-up need reaches 0%, the pawn will develop a wake-up withdrawal. From then on the addiction severity falls by 4.5% per day from the initial 100%, meaning it takes about {{#expr: 1/0.045 round 1}} days to overcome the addiction. Consuming a wake-up during a withdrawal will increase the severity by 20% ''(see "Upon injection" above)''. During the withdrawal the pawn suffers from the following symptoms: | |
− | == Withdrawal | + | * {{--|22}} [[Mood]] (''"I feel all fuzzy and unfocused. And I'm so tired."'') |
− | + | * {{--|30%}} [[Consciousness]] | |
− | + | * {{--|25%}} [[Manipulation]] | |
− | + | * {{--|20%}} [[Moving]] | |
− | * | + | * {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner) |
− | + | * <span style="color:firebrick>'''×200%'''</span> [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight) | |
− | * | + | * <span style="color:firebrick>'''Mental break'''</span> chances: |
− | * | + | ** [[Hard drug binge]]: on average every 40 days. |
− | * | + | ** [[Psychotic wandering]]: on average every 10 days. |
− | * Hard drug | ||
− | * Psychotic wandering | ||
− | |||
== Version history == | == Version history == | ||
* [[Version/0.15.1279|0.15.1279]] - Added. | * [[Version/0.15.1279|0.15.1279]] - Added. | ||
+ | |||
+ | == References == | ||
+ | <references /> | ||
{{nav/drugs}} | {{nav/drugs}} | ||
[[Category:Drug]] [[Category:Hard Drug]] | [[Category:Drug]] [[Category:Hard Drug]] |
Revision as of 11:53, 26 April 2022
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
-
"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.
- Tech Level
- industrial
- Stack Limit
- 150
- Mass
- 0.005 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 15 (46%)
Ingestion
- Recreation Offset
- 40%
- Recreation Kind
- chemical
- Addictiveness
- 2%
- Maximum To Ingest
- 1
- Ingestion Time
- 100 ticks (1.67 secs)
Creation
- Required Research
- Wake-up production
- Skill Required
- Intellectual
- Work To Make
- 900 ticks (15 secs)
- defName
- WakeUp
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood"hard" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- hard
- Is Pleasure Drug
- true
Wake-up is a powerful but dangerous non-combat stimulant. It greatly increases a pawn's working speed, and also gives a minor boost to surgery success chance, among many other things, via its 10% boost to Consciousness, and accordingly Manipulation. 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.
It also fully fills the rest need immediately upon use, but despite its in-game description, it has only a minor effect on the rate of tiredness increase during the high.
Acquisition
Go-juice can be manufactured at a drug lab for 2 neutroamine taking 900 ticks (15 secs). It requires wake-up production to be researched. Its synthesis speed is dependent on the [[Skills#|]] skill.
It can also be found on raiders and purchased.
Gameplay overview
Wake-up is a highly addictive drug that can be manufactured at a drug lab, purchased from traders that deal in such, or occasionally found on raiders.
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).
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dose carrying a 2% chance of addiction.
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%.
Detailed effects
Upon consumption
A pawn taking wake-up will do so right where it stands 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:
- +40% Chemical recreation
- +75% Go-juice high severity (see "Go-juice high" below)
- +100% Rest
- 2% Addiction chance
- 0.5% Chance for a major overdose
- +18 to +35% Overdose severity
- If the pawn has an addiction already:
- +90% Wake-up need (see "Addiction" below)
- +20% Addiction severity (see "Withdrawal" below)
Wake-up high
"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 injection increases the severity of the wake-up high by 75% (see "Upon injection" 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 1.3333333333333 wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
- +10% Consciousness
- +10% Moving
- +50% Global work speed
- +20% Psyfocus meditation rate
- Ailment chance:
- Heart attack: on average every 120 days.
Tolerance
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
"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."
"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."
Developing an addiction means a pawn has a wake-up need. The need for wake-up falls by 33.3% per day, consuming go-juice satisfies the need by 90% (see "Upon injection" above), meaning the pawn will need to consume wake-up at least every 2.7 days to prevent withdrawal symptoms.
Withdrawal
As soon as the wake-up need reaches 0%, the pawn will develop a wake-up withdrawal. From then on the addiction severity falls by 4.5% per day from the initial 100%, meaning it takes about 22.2 days to overcome the addiction. Consuming a wake-up during a withdrawal will increase the severity by 20% (see "Upon injection" above). During the withdrawal 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% Rest fall factor (meaning the pawn needs to sleep about a 30% sooner)
- ×200% Social fight chance (meaning the pawn is twice as likely to start a social fight)
- Mental break chances:
- Hard drug binge: on average every 40 days.
- Psychotic wandering: on average every 10 days.
Version history
- 0.15.1279 - Added.
References
- ↑ 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.