Chemical (Need)
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Chemical need is the game mechanic that controls the need of Characters with the Chemical interest or Chemical fascination traits to consume social and hard drugs of any kind, distinct from addictions. A character with a higher chemical value has consumed drugs recently, and has fulfilled that need more than another character with a low chemical level. Only pawns with those traits have the need. You can view the chemical need of any affected human by viewing the "Chemical" bar and the corresponding mouseover text in the Needs tab.
Pawns with this need that spend too long without consuming drugs will become increasingly unhappy, while satisfying the need provides a mood bonus.
Need changes
The chemical need is fulfilled by consuming certain drugs:
- Social drugs satisfy the need by 20%. Social drugs include: Ambrosia, Beer, Psychite tea, Smokeleaf joint.
- Hard drugs satisfy the need by 30%. Hard drugs include: Flake, Go-juice, Wake-up, Yayo.
- Medical drugs have no effect. Medical drugs include: Luciferium, Penoxycyline.
Over time, the need ticks down and must be replenished. The rate the need ticks down is dependent on two factors; the trait causing the need, and the current value of the need. The value decreases every 150 ticks (2.5 secs).
Chemical interest:
50% * (1 * num) / 60000f * 150f
Where num is defined by
Multiplier by Current Need |
---|
Chemical fascination:
50% * (1.25 * num) / 60000f * 150f
Where num is defined by
Multiplier by Current Need |
---|
Need thresholds
private static readonly Need_Chemical_Any.LevelThresholds FascinationDegreeLevelThresholdsForMood = new Need_Chemical_Any.LevelThresholds { extremelyNegative = 0.1f, veryNegative = 0.25f, negative = 0.4f, positive = 0.7f, veryPositive = 0.85f };
// Token: 0x040032DC RID: 13020 private static readonly Need_Chemical_Any.LevelThresholds InterestDegreeLevelThresholdsForMood = new Need_Chemical_Any.LevelThresholds { extremelyNegative = 0.01f, veryNegative = 0.15f, negative = 0.3f, positive = 0.6f, veryPositive = 0.75f