Difference between revisions of "Smokeleaf joint"
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This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use. | This is a relatively easy to acquire drug with moderate [[mood]] boosting and [[Recreation]] effects, but the high has significant penalties to Pawn [[Capacities]], such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' [[drug policy]] setting from the default of free recreational use. | ||
Revision as of 18:15, 14 September 2022
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
- Drug – Social drug
- Tech Level
- Neolithic
- 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
- Ingestion Time
- 720 ticks (12 secs)
Creation
"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- social
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, with some drawbacks. It is infamous for being one of the only drugs other than luciferium to be able to kill.
Aquisition
Yayo can be synthesized at a Crafting spot or Drug lab. No Research is required to unlock Smokeleaf Joint crafting. Each join requires 4 Smokeleaf leaves and 450 ticks (7.5 secs) of work. Its synthesis speed is dependent on the [[Skills#|]] skill. Despite being [[Skills#|]]-based, the Crafting work-type must be enabled in the Work menu in order to perform this activity.
It can also be found on raiders and purchased.
Summary
Smokeleaf is a moderately potent mood enhancing social 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 addicted to the drug.
- While withdrawing from the drug.
Upon smoking
A pawn smoking a smokeleaf joint will look for a place to sit first, but is still able to smoke without one. Smokeleaf joints are smoked, taking 720 ticks (12 secs). It has the following one time effects:
- +80% Chemical recreation
- +50% Stoned on smokeleaf severity (see "Stoned on smokeleaf" below)
- −10% Rest
- 2% Addiction chance
- If the pawn has an addiction already:
- +90% Smokeleaf need (see "Addiction" below)
- +6% Addiction severity (see "Withdrawal" below)
Stoned on smokeleaf
"Smokeleaf's active chemical in the bloodstream. Generates a soft feeling of fuzzy well-being."
— Stoned on smokeleaf description
- +13 Mood ("I'm, like, stoned, man.")
- −30% Consciousness (WARNING : If a colonist's consciousness is currently below 30%, smoking a joint can be FATAL!
- −10% Moving
- +30% Hunger rate offset
- -20% Pain
Tolerance
"A built-up tolerance to smokeleaf. The more severe this tolerance is, the more smokeleaf it takes to get the same effect."
— Tolerance description
Addiction
"A chemical addiction to smokeleaf. Long-term use of smokeleaf has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of smokeleaf, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."
— Addiction description
Developing an addiction means a pawn has a smokeleaf need. The need for smokeleaf falls by 50% per day, consuming smokeleaf satisfies the need by 90% (see "Upon smoking" above), meaning the pawn will need to consume smokeleaf at least every 1.8 days to prevent withdrawal symptoms.
Withdrawal
"Because of a smokeleaf dependence, this person needs to regularly consume the drug to avoid withdrawal symptoms."
— Need description
As soon as the smokeleaf need reaches 0%, the pawn will develop a smokeleaf withdrawal. From then on the addiction severity falls by 6.66% per day from the initial 50%, meaning it takes about 15 days to overcome the addiction. Consuming smokeleaf during a withdrawal will increase the addiction severity by 6% again (see "Upon smoking" above). During the withdrawal the pawn suffers from the following symptoms:
- −20 Mood ("I really wish I could smoke. I feel jittery, and my gut has that anxious sensation all the time.")
- −20% Consciousness
- −15% Moving
- Mental break chances:
- Hard drug binge: on average every 40 days. This averages to 0.4 hard drug binges during each withdrawal.
- Psychotic wandering: on average every 10 days. This averages to 1.5 psychotic wanderings during each withdrawal.
Analysis
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This is a relatively easy to acquire drug with moderate mood boosting and Recreation effects, but the high has significant penalties to Pawn Capacities, such as decreased Consciousness and Moving. As such, it is advisable to change your colonists' 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 joint 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.
Gallery
Version history
- 0.15.1279 - Added.
- Version 1.0 the effect of the mood buff was decreased from 15 to 13.