Difference between revisions of "Drugs"

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(Merge from User:Hordes/Drugs. Full rewrite.)
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{{For|the medical items see|Medicine (disambiguation)}}
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{{For|the medical items|Medicine (disambiguation)}}
{{Rewrite|section=1|reason=Total overhaul - rewrite and cleanup. Written too much in a guide style. Universal mechanics covered first, then strategy/analysis/editorializing (e.g. trade, withdrawl strategies, etc) later}}
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{{imagemargin|[[File:drugs_preview.png|right]]|30px}}'''Drugs''' are substances that alter the body and mind. While they can give [[mood]]- and [[stat]]- related boosts, most drugs come with a risk to addiction, overdose, or both.
{{imagemargin|[[File:drugs_preview.png|right]]|50px}}'''Drugs''' can be useful to gain temporary benefits of various sorts, but can lead to harmful [[addictiveness|addictions]], negative side effects, and even [[overdose]] resulting in permanent ailments or death. Most drugs are crafted at the [[drug lab]] using either [[psychoid leaves]] or [[neutroamine]].  
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==Summary==
Beer, however requires [[hops]] and has an intermediate stage before fermenting called [[wort]].
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When taken, a drug will have 2 major types of effects:
 +
*Effects that happen once, on taking the drug - such as [[wake-up]] immediately fulfilling [[Rest]]. Most drugs increase [[Recreation]].
 +
*Effects that happen as long as the "high" is active - such as [[go-juice]]'s increase to [[Moving]]. Most drugs increase [[mood]] directly. The effect is sustained so long as the "severity" is greater than 0.
 
{{TOCright}}
 
{{TOCright}}
If you want to avoid drugs in your colony, you have the option of burning them at a [[campfire]] or [[crematorium]], or forbidding them and selling them to a trader which is lucrative on the market. Binging pawns will take drugs even if they're forbidden though.
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However, drugs come with multiple downsides. A majority of drugs can cause [[addiction]], creating a demand for a drug. An addict without the drug will undergo a harmful [[withdrawal]]. Stronger drugs have stronger withdrawals, and always have a risk of [[overdose]], which can rarely lead to [[death]]. And, there can be [[health|health issues]] that arise, either from being overly tolerant to the drug (from taking it too much), or even being high on the drug at all.
<!--
 
[[File:Burning drugs.png|400px|thumb|none|Burning drugs to prevent policy breakers from overdose.]]
 
-->
 
The effects of drugs are modulated by body size, so smaller creatures need less beer to be drunk than bigger animals such as the [[Thrumbo]].
 
  
Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. You can also toggle to use the drug to feed an addiction, separately from recreational usage.
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==List of drugs==
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{{stub|reason=Table of effects. See and verify from [https://rimworldwiki.com/index.php?title=Drugs&oldid=121705 here] & each drug page.}}
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Drugs can be grouped into 3 major categories:
  
Drugs can also be administered through a medical operation. Animals may take drugs on their own if they are within their allowed areas.
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'''Social drugs:'''<br>Drugs that have a ''safe dose interval''. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often.
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*{{Icon Small|Ambrosia}} [[Ambrosia]]
 +
*{{Icon Small|Beer}} [[Beer]]
 +
*{{Icon Small|Psychite tea}} [[Psychite tea]]
 +
*{{Icon Small|Smokeleaf joint}} [[Smokeleaf]]
  
During the [[hard drug binge]] and [[social drug binge]] [[mental breaks]], pawns will attempt to consume any drugs of the relevant type that they can reach.
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'''Hard drugs:'''<br>Drugs that always have a chance for addiction and major overdose when a regular human takes the drug. These drugs also increase overdose severity; taking multiple gives a chance of starting a minor overdose.
 +
*{{Icon Small|Flake}} [[Flake]]
 +
*{{Icon Small|Yayo}} [[Yayo]]
 +
*{{Icon Small|Go-juice}} [[Go-juice]]
 +
*{{Icon Small|Wake-up}} [[Wake-up]]
  
== Drug policy ==
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'''Medical drugs:'''<br>Special purpose. They don't increase mood, don't follow the trends of other drugs, and treat some form of ailment. Penoxycyline contributes to overdoses, while luciferium doesn't.
{{Main|Drug policy}}
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*{{Icon Small|Penoxycyline}} [[Penoxycyline]]
 +
*{{Icon Small|Luciferium}} [[Luciferium]]
  
A player can edit and set drug policies that can be applied to each colonist. This allows the scheduling of drugs at when below certain mood thresholds and/or at certain intervals, allow their use for [[recreation]] or [[addiction]], and tell pawns to carry a certain number of doses for each individual drug type.
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==Tolerance==
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Many drugs have some form of '''tolerance''', or resistance to a drug's effects. Tolerance decreases the duration of a drug high, as well as addiction need gain, inversely to tolerance itself (75% tolerance = 25% drug high). In addition to [[social drugs]] requiring a minimum % tolerance before addiction can happen, tolerance itself makes addiction more likely:
  
Note: Pawns on a [[Mental break|drug binge]] may ignore these restrictions and take drugs at will and pawns with [[chemical fascination]] or [[chemical interest]] traits are treated as always having "Take drugs for recreation" enabled regardless of setting.
 
 
== Addiction and Tolerance ==
 
{{stub|section=1|reason=See adequate detail in other status levels such as [[Outdoors]] and [[Rest]]}}
 
Using drugs can lead to a pawn becoming addicted. Once they are addicted, addicts that do not regularly consume their drug will go into withdrawal and suffer a variety of effects depending on the drug in question. These effects can range from [[mood]] and [[stat]] penalties to [[mental break]]s and even [[death]] in the case of [[luciferium]].
 
 
Each drug has an addiction chance. For drugs without a minimum tolerance to addict, such as [[go-juice]], this chance is applied every time that the drug is taken. Otherwise, if the consuming pawn has tolerance to the drug above the threshold, then the addiction chance is rolled. Tolerance also increases addiction chance. Note that not all drugs create tolerance. Luciferium is unique in that it will always cause an addiction on the first dose.
 
 
'''Tolerance''' is the value related to addiction upon consumption of any drugs. It has a fixed buildup amount for each drug, and decreases each day afterwards. Tolerance gain is inversely proportional to [[body size]], so smaller colonists (teenagers 0.85 vs normal 1.0) gain more tolerance per drug use. Colonists will have a chance of getting addicted once they cross a certain tolerance threshold. '''Safe''' consumption of drugs can be set in the restriction tab for drug usage.
 
 
When tolerant, the severity given per dose of the drug will decrease by a fixed amount, meaning that the high will not last as long, and colonists will need to consume more of them. <br>
 
Addiction also has the same effect, in addition to requiring the pawn get a regular dose of the drug to prevent withdrawal.
 
 
Tolerance impacts addiction chance in two ways. First, some drugs have a minimum tolerance to addict. Second, tolerance adds a multiplier to the native addiction chance of each drug as follows:
 
 
{| class="wikitable"
 
{| class="wikitable"
 
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|}
  
{{Biotech|section=1}}
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Certain tolerances can directly cause chronic health problems. [[Smokeleaf]] tolerance (>36%) causes [[asthma]] and lung [[carcinoma]], [[beer]] (>?%) can cause liver [[cirrhosis]], and psychite (>45%) causes [[chemical damage]] to the [[kidney]]. Tolerance to [[ambrosia]] has no special ill effect, while the other drugs have no tolerances.
Pawns with [[Genes#Drugs|Addiction Resistance]] genes are less likely to get addicted to the drugs the genes relate to, and those with [[Genes#Drugs|Addiction Immune]] genes can never get addicted to them. However, Pawns with [[Genes#Drugs|Chemical Dependency]] on said drugs can't get addicted to them, but are dependent to them for survival, as they can die if not taken within 60 days. All genes only affect the drugs or, in psychite's case, family of drugs, that they mention. They have no effect on other drugs.
 
  
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Tolerance gain per drug scales inversely with [[body size]]. [[Children]] {{BiotechIcon}} and small [[animal]]s can get addicted much easier than an adult would.
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==Addiction==
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'''Addiction''' is a reality when using extreme drugs. When taking hard drugs, there is always a chance to cause addiction, and taking enough of any non-[[Penoxycyline]] drug can eventually get a pawn addicted. As they take the drug, a pawn's ''tolerance'' increases, which decreases a drug's effect while increasing the chance of addiction. Some drugs require a minimum tolerance (i.e. minimum drugs taken/time) before addiciton is possible at all.
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The following table is a summary of each drug's addiction potential:
 
<div><li style="display: inline-table;">
 
<div><li style="display: inline-table;">
{| {{STDT| sortable c_25 text-center}}
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{| {{STDT| sortable c_25 text-center}} style="width: 85%;"
!Drug   !!High duration per dose    !!Tolerance gain per dose    !!Tolerance fall rate     !!New addiction min tolerance !!New addiction chance !!Affected by body size  !!Safe dose interval !!Safe doses at 0 tolerance
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!Drug   !!High duration <br>(0% tol.)    !!Safe dose interval     !!Tolerance gain/dose    !!Tolerance fall rate     !!New addiction min tolerance     !!New addiction chance     !!Safe doses at 0 tolerance
 
|-
 
|-
  
 
! [[Ambrosia]]     
 
! [[Ambrosia]]     
| 16.7 h ||3.2% ||2% / Day  ||15% ||1% ||Yes||1.6 Days||4
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| 16.7 h ||1.6 Days ||3.2% ||2% / Day  ||15% ||1% ||4
 
|-
 
|-
 
! [[Psychite tea]]  
 
! [[Psychite tea]]  
| 7.2 h  ||3% ||1.5% / Day  ||10% ||2% ||Yes||2 Days||3
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| 7.2 h  ||2 Days ||3% ||1.5% / Day  ||10% ||2% ||3
 
|-
 
|-
 
! [[Beer]]        
 
! [[Beer]]        
| 4.8 h ||1.6% ||1.6% / Day  ||25% ||1% ||Yes||1 Day||15
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| 4.8 h ||1 Day ||1.6% ||1.6% / Day  ||25% ||1% ||15
 
|-
 
|-
 
! [[Smokeleaf]]     
 
! [[Smokeleaf]]     
| 12 h ||3% ||1.5% /Day  ||15% ||2% ||Yes||2 Days||5
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| 12 h ||2 Days ||3% ||1.5% /Day  ||15% ||2% ||5
 
|-
 
|-
 
! [[Flake]]        
 
! [[Flake]]        
| 7.2 h ||4% ||1.5% / Day  ||0% ||5% ||Yes||Never||0
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| 7.2 h ||Never ||4% ||1.5% / Day  ||0% ||5% ||0
 
|-
 
|-
 
! [[Yayo]]        
 
! [[Yayo]]        
| 12 h ||4% ||1.5% / Day  ||0% ||1% ||Yes||Never||0
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| 12 h ||Never ||4% ||1.5% / Day  ||0% ||1% ||0
 
|-
 
|-
 
! [[Wake-up]]       
 
! [[Wake-up]]       
| 12 h ||N/A ||N/A  ||0% ||2% ||No ||Never||0
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| 12 h ||Never ||N/A ||N/A  ||0% ||2% ||0
 
|-
 
|-
 
! [[Go-juice]]     
 
! [[Go-juice]]     
| 16.7 h ||N/A ||N/A  ||0% ||2.6% ||No ||Never||0
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| 16.7 h ||Never ||N/A ||N/A  ||0% ||2.6% ||0
 
|-
 
|-
 
|}
 
|}
</li><div>
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'''Notes:'''
Tolerance gain values are for size 1.00 pawns, or that of adult [[human]]s. Note that pawns with different sizes, such as teenagers or animals, may gain tolerance at an inverse ratio of their body size, if the drug has that property. For example, a small pawn at 0.5 body size taking Yayo will gain double the tolerance, and a larger pawn at 2.0 body size will only gain half the tolerance value.
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*[[Luciferium]] always causes an addiction when taken. [[Penoxycyline]] never does.  
 +
*[[Psychite tea]], [[flake]], and [[yayo]] all contribute toward ''psychite'' addiction and tolerance.
 +
**[[Go-juice]] doesn't, despite costing yayo to create.
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===Addiction need===
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When addicted, pawns gain a [[need]] for that specific drug. This is displayed in the Needs window of a pawn. When it hits 0, they receive the effects of [[withdrawal]]. Each drug type has their own seperate need. By default, pawns will automatically take drugs to satisfy this need, even if the "No Drugs" drug policy is selected. You can disable this in the drug policy menu (under the Assign tab).
 +
 
 +
Taking a non-Luciferium drug increases the addict's drug need by a base of {{+|90%}}, but this is reduced by a pawn's [[tolerance]] to that drug. Need fall rate depends on the drug itself:
 +
*Beer, smokeleaf, ambrosia, and psychite needs fall by 50% per day.
 +
*Wake-up and go-juice needs fall by 33.3% per day.
 +
*Luciferium need falls by 15% per day.
  
=== Fighting addictions ===
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This is seperate from the addiction (%) in the ''Health'' tab, which is the progress towards overcoming an addiction. See [[#Addiction progress]] for that.
  
Time spent in withdrawal is calculated by multiplying addiction severity by recovery time. This means that the addiction takes longer to cure for each dose the addict takes to a maximum of 100%.
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===Addiction progress===
 +
In an addict's Health tab, there will be either Addiction (%) or Withdrawal (%), depending on if the drug need is fulfilled. The percentage is the progress towards overcoming an addiction. Each drug has different stats on addiction gain. In general, progress increases as time passes and decreases as drugs are taken. Progress does not immediately restart after taking a new drug. New addicts will always start at 50%, so immediate action is best if you want to fix an addiction.
  
Addicts may randomly have drug binges. Such colonists will ignore drug policies. This can cause a relapse from getting those colonists clean.  
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[[Luciferium]] is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in [[death]].
  
==== Remove access to drugs ====
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===Withdrawal===
Colonists can't take drugs that they can't reach. A drug-binging colonist without access to that drug will only wander around until their senses are restored.
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When trying to overcome an addiction, '''withdrawal''' is inevitable. [[Ambrosia]] has the lightest withdrawal, consisting only of a {{--|10}} [[mood]]let. Every other (non-luciferium) drug withdrawal follows these trends:
 +
* ''At least'' a {{--|20}} [[mood]]let.
 +
*Large reduction to [[Consciousness]] and other [[stat]]s.
 +
*Chance of forced [[mental break]]s, such as [[psychotic wandering]], even if mood is high.
 +
*Chance of forced [[hard drug binge]]s, even for social drugs.
 +
As with addiction, each drug has a different form of withdrawal - see their page for details.
  
To destroy drugs, you can burn them at a campfire. You can also sell them to passing traders that are interested in buying, or have a non-binging colonist take them away on a caravan.
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==Overdose==
 +
'''Overdose''' is an [[ailment]] that can occur when taking [[hard drugs]] ([[flake]], [[yayo]], [[go-juice]], [[wake-up]]), though [[penoxycyline]] can also add to an overdose.
 +
*There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug).
 +
*Taking any hard drug always increases ''severity'' from 0.18 to 0.35 per dose.
 +
*Taking penoxycyline always increases ''severity'' from 0.08 to 0.14 per dose.
  
One alternative to keeping drugs out of the hands of binging addicts is to place the drugs in a room and wall up the entrance.  Another alternative is to load the drugs in a transport pod and keep them there until the binge is over.
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=== Effects ===
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Severity is translated to overdose effects, as follows:
  
Instead of keeping the drugs from the addict, you can keep the addict from the drugs by imprisoning them, walling the addict into a door-less room, or removing their legs via installation and removal of [[peg leg]]s.
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'''Hidden:''' Severity < 0.50
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* No effect, within tolerable levels of hard drug consumption
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* Doesn't show on the health tab of colonists
  
==== Caravan ====
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'''Minor:''' Severity 0.5 — 0.749
Pawns on a caravan can't take drugs that aren't part of their drug policy. Furthermore, mental breaks in a caravan tend to have less serious consequences unless the caravan get ambushed. You can completely avoid any chance of ambush by keeping the caravan on top of another faction's settlement.
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* {{Bad|50%}} [[Consciousness]] {{Check Tag|Added or multiplied?|Verify}}
 +
* Frequent vomiting - Every 0.3 days (4.8h) on average
  
==== Pawn Lend Quests ====
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'''Major:''' Severity 0.75 — 0.999
Pawns that are being loaned as part of the [[Quests#Pawn Lending|Pawn Lending]] [[quest]]{{RoyaltyIcon}} will advance their addiction and lose tolerance for the duration of the trip, but cannot have mental breaks or go on binges. This can be a great way to get some use out of a colonist in withdrawal, but will rarely be enough time for the addiction to fully pass and will likely need to be combined with other methods.
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* Conciousness {{Bad|10%}} max (immediate [[downed|down]]).
 +
* [[Chemical damage]] to the brain on average 2.5 days in this state
 +
* [[Death]] on average 3 days in this state
  
==== Recovery ====
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'''Fatal:''' Severity 1
[[File:Medicine.png|right]]
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* Overdosing pawn's body is unable to handle extreme drug levels, and succumbs
Withdrawal will make the person feel a great mood drop and impair their stats, depending on the addicted drug.
 
  
During this time, you may want to give your colonist more time to enjoy himself. Giving him social drugs may help depending on the situation, but remember never to feed his addiction as this resets the withdrawal countdown, unless he's addicted to multiple drugs at the same time, in which it may be easier to deal with 1 drug addiction at a time. <br>
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Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours for a full recovery, or 12 hours if no overdose is visible.
On the other hand, if they become incapacitated when the withdrawal symptoms hit all at once, it may be better to leave them like that, as they are unable to have mental breaks or such during the withdrawal period.
 
  
The health overview tab which will display a counter with withdrawal percentage. The higher it gets, the closer to complete recovery (100%, though 99.5% is rounded to 100% in display).
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==Trade==
<!-- [[File:Psychite addiction withdrawal 100 percent.png|550px|thumb|none|Colonist who almost defeated her addiction to psychite]] -->
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Drugs are highly profitable and very lightweight source of money. There is absolutely no penalty towards selling drugs to any [[faction]]. Factions are even [[goodwill|happy]] about drug gifts. Drugs are growable if you are in a temperate/warm [[biome]] or have a [[sun lamp#Analysis|greenhouse]].
==== Healer mech serum ====
 
Using the [[healer mech serum]] instantly treats non-[[luciferium]] drug addictions if there are no other serious health problems affecting the addict. This gives a convenient but somewhat costly way to bypass the lengthy withdrawal period. Note however healer mech serum '''cannot''' remove the luciferium need. There is no cure for luciferium addiction.
 
  
== Effects ==
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Drug creation relies on Plants (to grow [[hops]], [[smokeleaf leaves]], and [[psychoid leaves]]), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). Drug creation is considere a ''Crafting'' work, despite it not using the crafting skill.
{{Rewrite|section=1|reason=Rewrite - currently poorly suited to its intended purpose. Verification and general cleanup also needed.}}
 
Each drug has a unique set of effects. These are separated into instanteous effects that occur once upon consumption, such as refilling of [[needs]], and continous effects that occur while high on the drug. Drugs can have both positive and negative effects, as well as some that are situational. Effects and duration can be reduced by [[tolerance]] to a drug. Note that many drugs have a chance of [[heart attack]] or instant [[addiction]].
 
  
{| {{STDT| sortable c_23 text-center}}
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===Comparisons===
!Drug !! Time !!  [[Consciousness|Consc]] !! [[Mood]]   !!  [[Recreation|Rec]]         !!  [[Pain]]  !!  [[Rest]]    !!  [[Rest Fall Rate|Tired]]    !!  [[Moving]]   !!  Other
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[[Flake]] is usually the most profitable drug that your colony can produce on its own. Note that growing the [[psychoid plant]] requires a Plants skill of 6, and creating flake requires the [[Research#Psychite refining|Psychite refining]] research.
|-
+
 
! [[Ambrosia]]
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[[Smokeleaf]] is flake's biggest competitor. Compared to flake, smokeleaf only gives {{Bad|88%}} the silver per unit of planter work ({{+|12.5%}} more drug/plant, but {{--|21.5%}} value/drug). Joints also take longer to create: with equal skill, they take {{Bad|+80%}} more work. However, smokeleaf relies on Cooking skill, and grows much faster than psychoid in [[hydroponics]]. Therefore, using smokeleaf may be better if you have a great Cook, but no Intellectual pawn.
| 16.7 h ||  -  || +5  || {{%|{{Q|Ambrosia|Joy Offset}}}}        || -    || -     ||  -  ||  -     || +0.2 [[Nutrition|Nut]]
+
 
|-
+
'''Other comparisons:'''
! [[Beer]] (1st*)
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*Compared to [[yayo]], flake is worth 2/3<sup>rds</sup> the [[silver]], but requires 80% of the [[Work To Make]] and 50% of the ingredient costs. Flake gives 33% more silver per [[Psychoid leaves|psychoid leaf]] for only 7% more work.
| 4.8 h  ||  -  || +10 || {{%|{{Q|Beer|Joy Offset}}}}            || ×90% || -    || -  ||  -      || +0.08 [[Nutrition|Nut]], ''see notes''*
+
*[[Psychite tea]] costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make.
|-
+
*Brewing [[beer]] gives less material per [[hop plant]] grown than psychoid, and each beer is worth less than 1 flake.
! [[Psychite tea]]  
+
*[[Ambrosia]] can only be found in the [[Events#Ambrosia_sprout|event]], and it may grow in an inconvenient location. This makes ambrosia inconsistent at best.
| 7.2 h  ||  -  || +12 || {{%|{{Q|Psychite tea|Joy Offset}}}}    || ×90% || +10%  || x80%        || -  ||
+
 
|-
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Other drugs must be bought entirely, or require [[neutroamine]], which cannot be produced by a colony. The colony trade disadvantage normally rules out selling any neutroamine product as profitable, unless you have an amazing trader. Even then, their production is limited by the supply of neutroamine.
! [[Smokeleaf joint]]
+
 
| 12 h  || -30% || +13 || {{%|{{Q|Smokeleaf joint|Joy Offset}}}} || -20% || -10%  || -    ||  -      || -
+
==Reasons to use drugs==
|-
+
RimWorld isn't real life. A [[beer|drink]] a day won't really hurt anybody, though alcohol and [[smokeleaf]] do make colonists less productive. [[Psychite tea]] and [[ambrosia]] have purely positive effects when taken every 2 days, with tea itself reducing sleep (thus increasing work time). As long as you set a good drug schedule, using social drugs can be a safe way to boost mood.
! [[Flake]]  
+
 
| 7.2 h  ||  -  || +35 || {{%|{{Q|Flake|Joy Offset}}}}          || ×50% || -    || x33%      ||    -      || -   
+
[[Penoxycyline]] is completely safe to use, and can be taken once every 5 days (technically 5.55) to prevent a select amount of diseases. Good for tropical or swamp [[biome]]s, where [[malaria]] and [[sleeping sickness]] in particular are common. The overdose chance does not matter unless you take more than 1 hard drug a day.  
|-
+
 
! [[Go-juice]]  
+
===Setting a drug schedule===
| 16.7 h || +20% || +5  || {{%|{{Q|Go-juice|Joy Offset}}}}        || ×10% || +40%  || x33%      ||  +50%      || ''see<br> notes*''   
+
In the [[Assign]] tab, you can click on Manage Drug Policies to alter when a colonist will take their drugs. The main settings to change are ''For Recreation'', which should be turned off, and ''Scheduled'', to be turned on.
|-
+
 
! [[Wake-up]]  
+
A drug schedule consists of 3 parts:
| 12 h  || +10% || 0  || {{%|{{Q|Wake-up|Joy Offset}}}}        || -    || +100% || x80%  ||  +10%      ||  +50% [[Global Work Speed|GWS]]<br>''see notes*''   
+
*Frequency: How long between taking each drug. This can be set to an integer day number (or X times per day, if you so want).
|-
+
*Mood: Maximum mood before being able to take the drug.
! [[Yayo]]  
+
*Recreation: Maximum [[Recreation]] before being able to take the drug.
| 12 h  ||  -  || +35  || {{%|{{Q|Yayo|Joy Offset}}}}            || ×50% ||  -    || x33%      ||  +15%  ||        -
+
 
|-
+
All three requirements must be met in order for the drug to be taken. For example, setting Ambrosia to (2 days, 40% mood) will cause Ambrosia to be taken once every 2 days at most, and only when mood is below the threshold. If setting a mood threshold, it's best to keep it slightly above a mental break threshold, to account for walking time.
|}
+
 
</li><div>
+
Of course, you can direct pawns to take drugs manually, and only manually. You can set colonists to carry drug at all times, and take it whenever needed; this is especially useful for combat drugs like [[go-juice]].
'''Effect''' categories have been abbreviated to avoid an awkwardly large table. If several drugs share an effect, they are listed; drugs with (relatively) unique effects are listed in "other". Though some may be obvious, they are:
+
 
{|width="700"
+
===Reasons for hard drugs===
|
+
Hard drugs are never "safe" to use, but ''can'' be useful. [[Go-juice]], [[wake-up]], and [[yayo]] all help when you ''really'' need them. For example, go-juice helps a stray colonist run from a [[manhunter pack]], wake-up can get something done ''immediately'', and yayo/flake are an instant and huge mood boost, which can prevent mental breaks in combat. Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, slightly longer), but yayo and flake stack. If you don't care about a colonist at all, you can stack them up with available drugs until you run out, or they die.
* '''Time''' = the duration of effect of the 1st dose, measured in "hours". Note that a [[Drugs#Addiction and Tolerance|tolerance]] can reduce this time.
 
* '''Consc''' = [[Consciousness]]. Note that Consciousness translates ''directly'' to an ''identical'' change in both [[Manipulation]] and [[Moving]], both of which cascade to other stats. Values listed under "'''Moving'''" are separate for ''additional'' changes, and do ''not'' reflect any ''additional'' effect from a change in Consciousness. Also note that pawns loses consciousness when this falls below 30%, and '''dies''' when this reaches 0%.  
 
* '''Rec''' = [[Recreation]]
 
* '''Rest''' = a pawn's basic [[Needs|need]] for sleep
 
|
 
* '''Tired''' = [[Rest Fall Rate]], the rate at which a pawn ''loses'' Rest (i.e. how fast they ''become'' "Tired")
 
* '''Moving''' = [[Moving]] capacity. Has a direct effect on [[movement speed]] and some other [[stats]].
 
* '''Other''' = Other effects; if not listed or for explanation, see Notes on specific drugs, below
 
|}
 
; Notes:
 
* '''Ambrosia''' - This has a [[nutrition]]al value.
 
* '''Beer''' - The 1st beer gives 98% Manipulation and also increases "[[Social Fight Chance]]" by x1.5. Beer also has a small [[nutrition]]al value. Note that the very first beer has the effects listed, but ''additional'' beers can have ''additional'' negative effects, including a major drop in Consciousness.   See [[Beer]] for more information.
 
* '''Smokeleaf joint''' - Hunger rate offset +30% (i.e. the pawn gains hunger 30% faster).
 
* '''Go-juice''' -  +35% [[sight]];  restores +15% psyfocus{{RoyaltyIcon}}.  Note that 20% improved consciousness translates to +20% improved manipulation and [[talking]], and improved sight also cascades to other stats, all together yielding a +20% increase in [[General Labor Speed]], improved combat stats and in [[Medical Tend Quality]] and [[Medical Surgery Success Chance|surgery success]] chances; see  [[Go-juice#Detailed_Effects|detailed effects of go-juice]].
 
:: Caution: A pawn high on go-juice only feels 10% of the pain they would otherwise be feeling. In combat, this usually means they are not "[[downed]]" from severe injuries, they fight until they win or are killed outright.  For those literal "do or die" moments.
 
* '''Wake-up''' - Increases [[Global Work Speed]] by +50%.  
 
<!-- * '''Yayo''' - The "+15" to Movement is directly offset by -20 Consciousness, yielding a net -5 Movement.{{Check Tag|Confirm this is correct?}}  -->
 
  
=== Safety considerations ===
+
For [[Luciferium]], see its [[Luciferium#Analysis|Analysis]] section. It gives many stat boosts, can cure a myrad of injuries and conditions that otherwise require [[healer mech serum]] or the Scarless [[gene]]{{BiotechIcon}}, but causes a permanent and costly need.
To avoid the downsides of drugs, the following is advised:
 
  
* [[Beer]] can be safely drunk every day, providing a decent +10 [[mood]].
+
===Risk of storage===
* [[Psychite tea]] can be consumed every two days, providing an additional +12 mood. 
+
The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]].
* If an [[ambrosia]] sprout happens, 200 or so ambrosia can be harvested and one consumed every 1.6 days for +5 mood. 
 
* [[Smokeleaf joint]]s can also be smoked every 2 days, providing a +12 boost, but also massively reduces consciousness.
 
* [[Penoxycyline]] should be taken every 5 days to prevent 3 dangerous diseases in biomes where diseases are common or late game where the cost is not an issue. Note that each dose lasts ~5.556 days, so sheduling will always either wastefully overlap highs or leave pawns unprotected for a short time.
 
* [[Yayo]] is useful for periods of heavy mood penalties such as family deaths and for difficult or lengthy combats. Providing a massive +35 mood, +10% [[Moving]], halving [[pain]], providing 80% [[recreation]] and both refilling the [[Rest]] need by 40% and reducing further Rest loss. It is a strong mood controller and a fairly potent combat drug, making pawns better fighters and preventing them from breaking, but with a 1 percent addiction chance each time, regardless of tolerance. It also pales in comparison to go-juice in combat potential.
 
* [[Flake]] should almost never be smoked although it is cheaper and provides the same mood buffs, it has a gigantic 5% addiction chance each. A key exception are perhaps Guests, as they will leave shortly and there is little practical downside to their addiction.
 
* [[Go-juice]] is an exceptionally potent combat drug, significantly reducing pain and buffing several key [[capacity|capacities]] and almost every [[stat]]. It also restores a modest amount of [[psyfocus]] {{RoyaltyIcon}}. This is especially useful used when utilizing [[kiting]] combat tactics, as it increases the speed of a pawn by 50 percent. 
 
* [[Wake-up]] is very useful in situations where something needs to be finished as soon as possible or when a pawn cannot stop working. It not only makes pawns work faster and better, but it also provides a full night's rest and significantly reduces rest fall rate.
 
  
== Trade ==
+
In addition, those with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any drug as Recreation. This can be avoided in the following ways:
Drugs, especially hard drugs, can be manufactured and sold for a large profit. Below are the optimal types of drugs for sale.
+
*They will respect [[allowed area]]s and forbidden items, unless they are on a binge. You'll have to keep on top of these rules, but they are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Note that, as of 1.4, these traits never force a binge, and do not increase the chance to binge.
=== Psychoid-Type ===
+
*They will only take the drug if they are ''assigned'' to Recreation or Anything. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it).
[[Yayo]] costs 8 [[Psychoid leaves]] and is valued at 21 silver each. It weighs 50 grams and takes 6 work to make. On the other hand, [[flake]] takes 4 psychoid leaves and is valued at 14 silver each. It also weighs 50 grams and takes 5 work to make. [[Psychite tea]], however, is the most inefficient. It takes the same amount of leaves as flake, but is 4 silver less valuable than it. On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug, or producing the leaves in the first place.  
 
  
If converting the leaves into drugs is the bottleneck then there are two options. The psychoid leaves could be turned into yayo, however converting as much as possible to flake and then selling the remaining psychoid leaves themselves is even more efficient. For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could craft 140 flake worth {{icon Small|silver||1960}} and consume 560 of the 800 psychoid leaves. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}} for a total of {{icon Small|silver||2416}}. This is not without its downsides however - fewer traders accept psychoid leaves than accept drugs and without refrigeration, the leaves will eventually rot away. Thus, if the player is likely to caravan to a settlement or receive a relevant trader before they rot entirely away, or can accommodate the refrigeration of leaves long term, converting to flake and selling the remainder of leaves is ideal. If they cannot, converting to yayo for storage may be necessary.
+
==Fighting addictions==
If psychoid leaf production is the bottleneck and there is insufficient leaf supply to fully occupy your drug synthesizers' time, producing flake is the optimum as it produces more value per leaf at the cost of more work.
+
Whenever a prisoner started with an addiction, or a colonist got unlucky drinking [[go-juice]], addictions do happen. There are two main strategies to doing so:
  
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options mean this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver.
+
===Keeping the pawn from drugs===
 +
*'''Prison.''' [[Arrest]]ing an addict is the simplest way to prevent addiction, so long as somebody has a good [[Arrest Success Chance]]. As long as the prison cell is clear of drugs, there is no chance of relapse.
 +
**Watch out for their [[mood]], as withdrawal is difficult to go through. [[Berserk]] in particular can be harmful, to both the addict and others. You might want to administer some other social drugs, or if you can afford the medicine cost, [[anesthetic]].
 +
*'''Send them on a [[caravan]].'''  Mental breaks inside a caravan are much less impactful, only slowing the caravan down. Don't forget to remove the drug in question.
 +
** As long as you are on top of a settlement, ambushes will not happen. Note that sending an addict alone to park on your colony is ''not'' safe if extreme breaks are possible.
 +
*'''Send them on a [[Quests#Pawn Lending|Pawn Lending]] [[quest]]'''.{{RoyaltyIcon}} Lending a pawn will advance addiction and tolerance, but prevents all the negatives of addiction. As getting quests at all isn't reliable, this itself isn't reliable. Also note that a single quest is rarely enough to fix a full addiction.
  
=== Other Hard Drugs ===
+
===Keeping drugs from reach===
[[Wake-up]] and [[Go-juice]] are both made from 2 [[neutroamine]], with go-juice costing an additional unit of [[yayo]]. Wake-up is valued at 28 silver and takes 14 units of work to make. Go-juice is valued at 53 silver and takes 50 units of work to make. Because these hard drugs use [[neutroamine]] for production, it is generally unadvised to use these as profit drugs because neutroamine is both expensive and can not be made. It is better used for high-quality [[medicine]].
+
While [[allowed area]]s and drug policies won't work against binges, the following tactics can keep the drugs from the colonist.
 +
*'''Sell them.''' You'll gain some money out of it, which is always useful.
 +
*'''Load them in a [[transport pod]].''' Once loaded, the drugs will remain so long as the pod is not destroyed.
 +
*'''Load them inside other colonists.''' Note that colonists can only hold 3 drugs, each - this only works against a small amount of drugs.
 +
*'''Wall them in.''' Set a [[stockpile zone]], haul the drugs in, and seal them off with [[wall]]s. If there's no path to it, then it's out of mind.
 +
*'''Destroy them''', with a [[campfire]], [[electric crematorium]], or controlled [[fire]]. Do this if you don't want the hassle of the other methods, or if you have no other choice.
  
 
== Recipes ==
 
== Recipes ==
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| {{Required Resources|Beer|sep=&nbsp;+|simple=1}}            || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}}
 
| {{Required Resources|Beer|sep=&nbsp;+|simple=1}}            || {{Ticks|{{Q|Beer|Work To Make|-}} }} || {{Q|Beer|Skill 1|-}} {{Q|Beer|Skill 1 Level}} || {{Q|Beer|Market Value Base}} {{Icon Small|Silver}}
 
|}
 
|}
 
== Social drugs ==
 
{{List|Social Drug}}
 
 
== Hard drugs ==
 
{{List|Hard Drug}}
 
 
== Medical drugs ==
 
{{List|Medical Drug}}
 
  
 
{{nav/drugs}}
 
{{nav/drugs}}
 
[[Category:Items]]
 
[[Category:Items]]

Revision as of 03:14, 9 December 2022

Drugs preview.png

Drugs are substances that alter the body and mind. While they can give mood- and stat- related boosts, most drugs come with a risk to addiction, overdose, or both.

Summary

When taken, a drug will have 2 major types of effects:

  • Effects that happen once, on taking the drug - such as wake-up immediately fulfilling Rest. Most drugs increase Recreation.
  • Effects that happen as long as the "high" is active - such as go-juice's increase to Moving. Most drugs increase mood directly. The effect is sustained so long as the "severity" is greater than 0.

However, drugs come with multiple downsides. A majority of drugs can cause addiction, creating a demand for a drug. An addict without the drug will undergo a harmful withdrawal. Stronger drugs have stronger withdrawals, and always have a risk of overdose, which can rarely lead to death. And, there can be health issues that arise, either from being overly tolerant to the drug (from taking it too much), or even being high on the drug at all.

List of drugs

Drugs can be grouped into 3 major categories:

Social drugs:
Drugs that have a safe dose interval. They never cause overdoses, and won't cause addiction or permanent health problems unless taken too often.

Hard drugs:
Drugs that always have a chance for addiction and major overdose when a regular human takes the drug. These drugs also increase overdose severity; taking multiple gives a chance of starting a minor overdose.

Medical drugs:
Special purpose. They don't increase mood, don't follow the trends of other drugs, and treat some form of ailment. Penoxycyline contributes to overdoses, while luciferium doesn't.

Tolerance

Many drugs have some form of tolerance, or resistance to a drug's effects. Tolerance decreases the duration of a drug high, as well as addiction need gain, inversely to tolerance itself (75% tolerance = 25% drug high). In addition to social drugs requiring a minimum % tolerance before addiction can happen, tolerance itself makes addiction more likely:

Tolerance Multiplier Graph
0% ×100%
50% ×500%
80% ×1500%

Certain tolerances can directly cause chronic health problems. Smokeleaf tolerance (>36%) causes asthma and lung carcinoma, beer (>?%) can cause liver cirrhosis, and psychite (>45%) causes chemical damage to the kidney. Tolerance to ambrosia has no special ill effect, while the other drugs have no tolerances.

Tolerance gain per drug scales inversely with body size. Children Content added by the Biotech DLC and small animals can get addicted much easier than an adult would.

Addiction

Addiction is a reality when using extreme drugs. When taking hard drugs, there is always a chance to cause addiction, and taking enough of any non-Penoxycyline drug can eventually get a pawn addicted. As they take the drug, a pawn's tolerance increases, which decreases a drug's effect while increasing the chance of addiction. Some drugs require a minimum tolerance (i.e. minimum drugs taken/time) before addiciton is possible at all.

The following table is a summary of each drug's addiction potential:

  • Drug High duration
    (0% tol.)
    Safe dose interval Tolerance gain/dose Tolerance fall rate New addiction min tolerance New addiction chance Safe doses at 0 tolerance
    Ambrosia 16.7 h 1.6 Days 3.2% 2% / Day 15% 1% 4
    Psychite tea 7.2 h 2 Days 3% 1.5% / Day 10% 2% 3
    Beer 4.8 h 1 Day 1.6% 1.6% / Day 25% 1% 15
    Smokeleaf 12 h 2 Days 3% 1.5% /Day 15% 2% 5
    Flake 7.2 h Never 4% 1.5% / Day 0% 5% 0
    Yayo 12 h Never 4% 1.5% / Day 0% 1% 0
    Wake-up 12 h Never N/A N/A 0% 2% 0
    Go-juice 16.7 h Never N/A N/A 0% 2.6% 0

    Notes:

    Addiction need

    When addicted, pawns gain a need for that specific drug. This is displayed in the Needs window of a pawn. When it hits 0, they receive the effects of withdrawal. Each drug type has their own seperate need. By default, pawns will automatically take drugs to satisfy this need, even if the "No Drugs" drug policy is selected. You can disable this in the drug policy menu (under the Assign tab).

    Taking a non-Luciferium drug increases the addict's drug need by a base of +90%, but this is reduced by a pawn's tolerance to that drug. Need fall rate depends on the drug itself:

    • Beer, smokeleaf, ambrosia, and psychite needs fall by 50% per day.
    • Wake-up and go-juice needs fall by 33.3% per day.
    • Luciferium need falls by 15% per day.

    This is seperate from the addiction (%) in the Health tab, which is the progress towards overcoming an addiction. See #Addiction progress for that.

    Addiction progress

    In an addict's Health tab, there will be either Addiction (%) or Withdrawal (%), depending on if the drug need is fulfilled. The percentage is the progress towards overcoming an addiction. Each drug has different stats on addiction gain. In general, progress increases as time passes and decreases as drugs are taken. Progress does not immediately restart after taking a new drug. New addicts will always start at 50%, so immediate action is best if you want to fix an addiction.

    Luciferium is special. The need for luciferium can never be cured, and trying to withdraw can and will eventually result in death.

    Withdrawal

    When trying to overcome an addiction, withdrawal is inevitable. Ambrosia has the lightest withdrawal, consisting only of a −10 moodlet. Every other (non-luciferium) drug withdrawal follows these trends:

    As with addiction, each drug has a different form of withdrawal - see their page for details.

    Overdose

    Overdose is an ailment that can occur when taking hard drugs (flake, yayo, go-juice, wake-up), though penoxycyline can also add to an overdose.

    • There is a 0.5% to 1.5% chance to immediately gain a Major-level overdose upon taking a hard drug (dependent on the drug).
    • Taking any hard drug always increases severity from 0.18 to 0.35 per dose.
    • Taking penoxycyline always increases severity from 0.08 to 0.14 per dose.

    Effects

    Severity is translated to overdose effects, as follows:

    Hidden: Severity < 0.50

    • No effect, within tolerable levels of hard drug consumption
    • Doesn't show on the health tab of colonists

    Minor: Severity 0.5 — 0.749

    • 50% Consciousness [Added or multiplied?]
    • Frequent vomiting - Every 0.3 days (4.8h) on average

    Major: Severity 0.75 — 0.999

    • Conciousness 10% max (immediate down).
    • Chemical damage to the brain on average 2.5 days in this state
    • Death on average 3 days in this state

    Fatal: Severity 1

    • Overdosing pawn's body is unable to handle extreme drug levels, and succumbs

    Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours for a full recovery, or 12 hours if no overdose is visible.

    Trade

    Drugs are highly profitable and very lightweight source of money. There is absolutely no penalty towards selling drugs to any faction. Factions are even happy about drug gifts. Drugs are growable if you are in a temperate/warm biome or have a greenhouse.

    Drug creation relies on Plants (to grow hops, smokeleaf leaves, and psychoid leaves), and one of Cooking (smokeleaf, beer, psychite tea) or Intellectual (other drugs). Drug creation is considere a Crafting work, despite it not using the crafting skill.

    Comparisons

    Flake is usually the most profitable drug that your colony can produce on its own. Note that growing the psychoid plant requires a Plants skill of 6, and creating flake requires the Psychite refining research.

    Smokeleaf is flake's biggest competitor. Compared to flake, smokeleaf only gives 88% the silver per unit of planter work (+12.5% more drug/plant, but −21.5% value/drug). Joints also take longer to create: with equal skill, they take +80% more work. However, smokeleaf relies on Cooking skill, and grows much faster than psychoid in hydroponics. Therefore, using smokeleaf may be better if you have a great Cook, but no Intellectual pawn.

    Other comparisons:

    • Compared to yayo, flake is worth 2/3rds the silver, but requires 80% of the Work To Make and 50% of the ingredient costs. Flake gives 33% more silver per psychoid leaf for only 7% more work.
    • Psychite tea costs the same amount of psychoid leaves as flake, but is worth less and takes longer to make.
    • Brewing beer gives less material per hop plant grown than psychoid, and each beer is worth less than 1 flake.
    • Ambrosia can only be found in the event, and it may grow in an inconvenient location. This makes ambrosia inconsistent at best.

    Other drugs must be bought entirely, or require neutroamine, which cannot be produced by a colony. The colony trade disadvantage normally rules out selling any neutroamine product as profitable, unless you have an amazing trader. Even then, their production is limited by the supply of neutroamine.

    Reasons to use drugs

    RimWorld isn't real life. A drink a day won't really hurt anybody, though alcohol and smokeleaf do make colonists less productive. Psychite tea and ambrosia have purely positive effects when taken every 2 days, with tea itself reducing sleep (thus increasing work time). As long as you set a good drug schedule, using social drugs can be a safe way to boost mood.

    Penoxycyline is completely safe to use, and can be taken once every 5 days (technically 5.55) to prevent a select amount of diseases. Good for tropical or swamp biomes, where malaria and sleeping sickness in particular are common. The overdose chance does not matter unless you take more than 1 hard drug a day.

    Setting a drug schedule

    In the Assign tab, you can click on Manage Drug Policies to alter when a colonist will take their drugs. The main settings to change are For Recreation, which should be turned off, and Scheduled, to be turned on.

    A drug schedule consists of 3 parts:

    • Frequency: How long between taking each drug. This can be set to an integer day number (or X times per day, if you so want).
    • Mood: Maximum mood before being able to take the drug.
    • Recreation: Maximum Recreation before being able to take the drug.

    All three requirements must be met in order for the drug to be taken. For example, setting Ambrosia to (2 days, 40% mood) will cause Ambrosia to be taken once every 2 days at most, and only when mood is below the threshold. If setting a mood threshold, it's best to keep it slightly above a mental break threshold, to account for walking time.

    Of course, you can direct pawns to take drugs manually, and only manually. You can set colonists to carry drug at all times, and take it whenever needed; this is especially useful for combat drugs like go-juice.

    Reasons for hard drugs

    Hard drugs are never "safe" to use, but can be useful. Go-juice, wake-up, and yayo all help when you really need them. For example, go-juice helps a stray colonist run from a manhunter pack, wake-up can get something done immediately, and yayo/flake are an instant and huge mood boost, which can prevent mental breaks in combat. Yayo is better than flake as an actual taken drug (more effects, less addiction/overdose chance, slightly longer), but yayo and flake stack. If you don't care about a colonist at all, you can stack them up with available drugs until you run out, or they die.

    For Luciferium, see its Analysis section. It gives many stat boosts, can cure a myrad of injuries and conditions that otherwise require healer mech serum or the Scarless geneContent added by the Biotech DLC, but causes a permanent and costly need.

    Risk of storage

    The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. Social drug binges happen as a major mental break, and hard drug binges happen as an extreme one. However, you can arrest a binging pawn to stop the binge, at the cost of the −6 Was imprisoned moodlet for 12 days. Healthy colonists decent at Social have a 100% Arrest Success Chance, but unskilled pawns can fail arrest, which will cause the more dangerous berserk.

    In addition, those with the chemical interest and chemical fascination traits will ignore their drug policy - they will take any drug as Recreation. This can be avoided in the following ways:

    • They will respect allowed areas and forbidden items, unless they are on a binge. You'll have to keep on top of these rules, but they are effective. In particular, watch out for caravans and the Drop on Floor bill setting. Note that, as of 1.4, these traits never force a binge, and do not increase the chance to binge.
    • They will only take the drug if they are assigned to Recreation or Anything. Setting these pawns entirely to Sleep, Work, and MeditationContent added by the Royalty DLC will prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it).

    Fighting addictions

    Whenever a prisoner started with an addiction, or a colonist got unlucky drinking go-juice, addictions do happen. There are two main strategies to doing so:

    Keeping the pawn from drugs

    • Prison. Arresting an addict is the simplest way to prevent addiction, so long as somebody has a good Arrest Success Chance. As long as the prison cell is clear of drugs, there is no chance of relapse.
      • Watch out for their mood, as withdrawal is difficult to go through. Berserk in particular can be harmful, to both the addict and others. You might want to administer some other social drugs, or if you can afford the medicine cost, anesthetic.
    • Send them on a caravan. Mental breaks inside a caravan are much less impactful, only slowing the caravan down. Don't forget to remove the drug in question.
      • As long as you are on top of a settlement, ambushes will not happen. Note that sending an addict alone to park on your colony is not safe if extreme breaks are possible.
    • Send them on a Pawn Lending quest.Content added by the Royalty DLC Lending a pawn will advance addiction and tolerance, but prevents all the negatives of addiction. As getting quests at all isn't reliable, this itself isn't reliable. Also note that a single quest is rarely enough to fix a full addiction.

    Keeping drugs from reach

    While allowed areas and drug policies won't work against binges, the following tactics can keep the drugs from the colonist.

    • Sell them. You'll gain some money out of it, which is always useful.
    • Load them in a transport pod. Once loaded, the drugs will remain so long as the pod is not destroyed.
    • Load them inside other colonists. Note that colonists can only hold 3 drugs, each - this only works against a small amount of drugs.
    • Wall them in. Set a stockpile zone, haul the drugs in, and seal them off with walls. If there's no path to it, then it's out of mind.
    • Destroy them, with a campfire, electric crematorium, or controlled fire. Do this if you don't want the hassle of the other methods, or if you have no other choice.

    Recipes

    Drug Ingredients Work to Make Minimum Skills Market Value
    Wake-up Neutroamine 2 900 ticks (15 secs) - 35 Silver
    Penoxycyline Neutroamine 2 600 ticks (10 secs) - 18 Silver
    Flake Psychoid leaves 4 250 ticks (4.17 secs) - 14 Silver
    Yayo Psychoid leaves 8 350 ticks (5.83 secs) - 21 Silver
    Psychite tea Psychoid leaves 4 400 ticks (6.67 secs) Cooking 2 10 Silver
    Smokeleaf joint Smokeleaf leaves 4 450 ticks (7.5 secs) - 11 Silver
    Go-juice Neutroamine 2 + Yayo 1 600 ticks (10 secs) - 53 Silver
    Beer Wort 1 ticks (0 secs) - 12 Silver