Difference between revisions of "Smokeleaf joint"

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(→‎Gameplay Overview: Minor rewrite.)
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== Gameplay Overview ==
 
== Gameplay Overview ==
Since Smokeleaf can be crafted in early game, in mass without any research need (like the other drugs), and its relatively low addiction rate, it is good for either sale or domestic use.
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Since smokeleaf joints don't require research, unlike other drugs, they can be crafted in the early game in large quantities to be traded for profit. Joints may be safely consumed due to their relatively low addiction rate.
  
The default [[drug policy]] allows colonists to smoke a toke whenever they feel like it. This can burden a colony with reduced productivity, so it may be worth changing the default policy immediately upon starting a new colony.
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The default [[Menus#Assign|drug policy]] allows colonists to smoke a toke whenever they feel like it. This can burden a colony with reduced productivity, so it may be worth changing the default policy immediately upon starting a new colony.
  
In the [[Version#Current_Version_:_Alpha_16|current game version]], taking one smokeleaf joint every two days will not cause dependency. Pawns with the [[Traits|chemical interest]] or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.
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Taking one smokeleaf joint every two days will not cause dependency. Pawns with the [[Traits|chemical interest]] or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.
  
High from 1 joint with no tolerance lasts 12 hours.
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The high from one joint with no tolerance lasts 12 hours.
  
 
== Tolerance ==
 
== Tolerance ==

Revision as of 19:17, 24 July 2017

<ul><li>"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.</li> <!--br--><li>"chemical" is not in the list (Chemical, Gluttonous, Meditative, Social, Gaming_Dexterity, Gaming_Cerebral, Television, Telescope, Reading, HighCulture) of allowed values for the "Joy Kind" property.</li> <!--br--><li>"neolithic" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Smokeleaf joint

Joint c.png

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.


Type
DrugSocial Drug
Stack Limit
150

Base Stats

Deterioration Rate
6
Flammability
1.3
Market Value
11
Mass
0.05
Max Hit Points
50
... further results

Stat Modifiers

... further results



Gameplay Overview

Since smokeleaf joints don't require research, unlike other drugs, they can be crafted in the early game in large quantities to be traded for profit. Joints may be safely consumed due to their relatively low addiction rate.

The default drug policy allows colonists to smoke a toke whenever they feel like it. This can burden a colony with reduced productivity, so it may be worth changing the default policy immediately upon starting a new colony.

Taking one smokeleaf joint every two days will not cause dependency. Pawns with the chemical interest or related traits will however override regulations to smoke, giving it an addiction risk. In addition to the stat changes, colonists gain a mellow +15 mood buff while stoned.

The high from one joint with no tolerance lasts 12 hours.

Tolerance

If a pawn develops a visible tolerance to smokeleaf, they will develop asthma or carcinoma in the lungs in a mean time of 180 days.


Note

  • The game actually recognizes the character binge as alcoholic mental break (major drug binge).
  • If a colonist has a low enough consciousness (<30%) then smoking a joint can be fatal to them.