Drugs
Drugs can be used to gain temporary benefits of various sorts at the risk of addiction, negative side effects, and even overdose resulting in death. Most drugs are crafted using either Psychoid leaves or Neutroamine, however beer requires Hops and has an intermediate stage before fermenting called Wort.
The Drugs in the game are split into the following categories:
- Social
- Uncategorised
Go-juice
Go-juice
A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user's melee and shooting abilities. The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.
Base Stats
- Tech Level
- Industrial
- Stack Limit
- 150
- Mass
- 0.1 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Recreation Offset
- 40%
- Recreation Kind
- Chemical
- Addictiveness
- 2.6%
- Maximum To Ingest
- 1
- Ingestion Time
- 80 ticks (1.33 secs)
Creation
- Required Research
- Go-juice production
- Work To Make
- 600 ticks (10 secs)
- Work Speed Stat
- Drug Synthesis Speed
Go-juice is a potent hard combat drug that almost completely blocks pain and significantly improves a pawn's capabilities, at the risk of addiction and overdose.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
It can also be found on raiders and purchased.
Summary
Go-juice is a potent combat stimulant 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 injection
A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking Expression error: Unexpected < operator.. It has the following one time effects:
- +Expression error: Missing operand for *.% recreation
- If the pawn has the chemical interest or chemical fascination trait:
- +30% Chemical need
- +40% Rest
- +15% Psyfocus
- 0.5% Chance for a major overdose
- +18% to +35% Overdose severity
- +50% Go-juice high severity (see "Go-juice high" below)
- Expression error: Missing operand for *.% Addiction chance
- If the pawn has an addiction already:
- +90% Go-juice need (see "Addiction" below)
- −20% Addiction progress (see "Withdrawal" below)
Go-juice high
"Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected."
While each go-juice injection increases the severity of the go-juice high by 50% (see "Upon injection" above), it decreases by 75% per day again, meaning that the high of a single dose lasts 16 hours. The maximum severity of a go-juice high is 100% which is reached with 2 go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly:
- +5 Mood ("I feel pumped but steady. I am the bullet in flight, ready to cut through you.")
- ×10% Pain (meaning all pain will be divided by ten)
- +20% Consciousness
- +35% Sight
- +50% Moving
Tolerance
As of version 1.2.3005, go-juice 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 go-juice. Long-term presence of go-juice has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of go-juice, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."
— Addiction description
Each dose of go-juice carries a Expression error: Missing operand for *.% chance of addiction. There is therefore no safe dose interval.
The addiction progresses by 4.5% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 11.1 days to overcome the addiction. Consuming go-juice during an addiction will reduce the addiction progress by 20% again (see "Upon injection" above).
Developing an addiction means a pawn has a go-juice need. The need for go-juice 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 go-juice at least every 2.7 days to prevent withdrawal symptoms.
Withdrawal
"Because of a go-juice addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."
— Need description
As soon as the go-juice need reaches 0%, the pawn suffers from the following symptoms:
- −22 Mood ("I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?")
- ×300% Pain (meaning all pain will be tripled)
- −20% Consciousness
- −50% Moving
- −20% Sight
- −20% Blood pumping
- −10% Manipulation
- +30% Sleep Fall Rate (meaning the pawn needs to sleep about a 30% sooner)
- +50% Hunger rate factor (meaning the pawn needs to eat about 50% sooner)
- Mental break chances:
- Hard drug binge: on average every 40 days. This averages to 0.3 hard drug binges during each withdrawal.
- Psychotic wandering: on average every 10 days. This averages to 1.1 wanderings during each withdrawal.
Analysis
Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring wake-up and luciferium, no other drug helps much with combat - reducing pain and with a slight movement increase at most. There is no real comparison to wake-up; go-juice is made for combat and movement, and wake-up is made for work speed. Luciferium comes with a permanent addiction, and in any case, works with go-juice.
Combat
Increases to Sight and Consciousness boosts accuracy, both ranged and melee. Increased Moving helps with all forms of kiting tactics and makes it easier to retreat. Increased medical tend speed can save a pawn that's bleeding out quickly. Like the painstopper, the large reduction in pain allows a pawn to stand up far longer and win more fights. But they will continue fighting until very close to death - or when physically made unable.
Finally, go-juice provides slight boosts to mood, recreation, and rest. While weaker in this regard than most other drugs, they can still help prevent mental breaks.
The risk of addiction and overdose is always present, but addiction is better than death. For example, a miner digging out far away from your base will appreciate carrying go-juice, for when a raid or manhunter pack spawns near them. Withdrawal symptoms are harsh, but its 11.1 day withdrawal (assuming no future doses are taken) can be managed by arresting the addict in question. Go-juice has the second shortest withdrawal, behind ambrosia.
Misc work
Besides combat, the increase in Moving can make pawns much faster at hauling and somewhat quicker at other tasks. Usually this is not worth the risk of addiction unless you need to repair your defenses. But if you have a pawn you don't care about, like an unwanted wanderer or some desperate refugees, then you can use go-juice to expedite your work.
Go-juice's consciousness boost also improves the odds of successful surgery. Useful for surgeries with a reduced chance to succeed, such as carcinoma removal. Otherwise, surgery success chance can usually be capped at 98%, with a sterile room, hospital bed, and a good doctor.
- Tip: Unless you need an immediate and significant boost in chemical recreation, rest or psyfocus it is recommended to wait at least 4.8 hours between the first and the second dose of go-juice. Otherwise the overdose severity might build up resulting in a minor overdose (this is unrelated to the 0.5% chance for a major overdose that comes with each injection). Be particularly careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than 16 hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted.
Stats
Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to:
- A +50% increase to Move Speed, equivalent to an increase of 2.3 c/s on a healthy, unencumbered pawn.
- A +20% increase in General Labor Speed.
- A +30% increase in Medical Tend Quality at Medical skill 10. At Medical 20, this is a 27% increase, at Medical 5, a 32% increase
- A 1.2× multiplier to Medical Surgery Success Chance.
- An increase in Shooting Accuracy equivalent to +4.2 extra levels of Shooting.
- An increase in Melee Hit Chance equivalent to +6.6 extra levels of Melee.
- An increase in Melee Dodge Chance equivalent to +11.8 extra levels of Melee.
Drug dependency
The Go-juice dependency gene, found in hussars, completely removes the chance of normal addiction and overdose. But at 5 days without the drug, the pawn will incur severe penalties. At the least, dependency is less severe than actual addiction or withdrawal.
Each dose of go-juice requires to create. A stack of 50 neutroamine, worth 300 before Trade Price Improvement and difficulty, can last a single pawn for 125 days, or just over 2 years. With 0 Social skill in Losing is Fun, this price increases to 504. In practice, this supply will end up being somewhat shorter if you want to use go-juice for combat or work purposes. Meanwhile, psychoid/yayo can be grown inside your colony. A drug-dependent pawn will survive for up to 60 days without the drug, usually more than enough time to form a caravan or find an orbital trader.
Overall, go-juice dependency is very affordable; you'll just need [[Research#|]] and Psychite refining researched, and some form of trade. In exchange, a dependent pawn can get all the benefit of go-juice at any time, with 0% chance of any health problems whatsoever.
Gallery
Version history
- 0.15.1279 - Added.
- 1.1.2647 - Rebalanced. Addiction risk and effects reduced, safe dose interval removed. Now instantly gives psyfocus when taken by psycasters.
References
- ↑ Rejected bug report: "[1.2.2753] Wake-up and go-juice do not cause tolerance". Unused tolerance effects: "A built-up tolerance to go-juice. The more severe this tolerance is, the more go-juice it takes to get the same effect." Starting at 45% tolerance the pawn could get moderate chemical damage in the brain reducing part efficiency by 50%, impairing the pawn in all jobs from combat to daily work. 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 120 days. c) At 100% tolerance on average every 90 days. All values in between are calculated with linear interpolation. The go-juice tolerance would decrease by 1.5% per day.
Luciferium
Luciferium
A concoction of mechanites that dramatically improve the body's functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.
After the first dose, there is no way to get the mechanites out, ever.
On the urbworlds, they call Luciferium the 'Devil's Bargain'. Many have been forced to kill friends when no more of the seductive red pills could be found.
Base Stats
- Type
- Drug – Medical Drug
- Tech Level
- Ultra
- Stack Limit
- 150
- Mass
- 0.01 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Addictiveness
- 100%
- Maximum To Ingest
- 1
- defName
- Luciferium
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood
- Drug Category
- Medical
- Is Pleasure Drug
- false
Luciferium is a rare, powerful, expensive and dangerous drug that can heal permanent injuries, chronic health conditions, and helps fight disease, but will kill its user if not taken regularly.
Acquisition
Luciferium cannot be crafted, and must be either acquired through trade, as a quest reward, found in ancient shrines, or looted from pirate Raiders.
Summary
Luciferium provides a variety of enhancing effects. It always causes addiction. These can be broken into effects that occur:
- While addicted to the drug.
- While withdrawing from the drug.
Luciferium Addiction
- Improved blood filtration (+70%)
- Improved digestion (+20%)
- Improved blood pumping (+15%)
- Improved sight (+15%)
- Improved consciousness (+10%)
- Improved breathing (+10%)
- Improved moving (+5%)
- Reduced pain (×80%)
- 1 Scar/permanent injury or ailment removed every 900,000 to 1,800,000 ticks (15 - 30 in-game days) (Also included but not limited to Alzheimer's, Asthma, Cataracts, Carcinoma, Dementia, Frail, Hearing Loss and Blindness)[Purely random?]
- If a pawn is not addicted: +100% luciferium need
- If a pawn is already addicted: +90% lucifierium need (scaled by body size)
Luciferium addiction is unique in that it is permanent - there is no waiting it out. If not taken regularly, luciferium will eventually kill. Pawns will remain addicted even after applying healer mech serum or resurrector mech serum. The only possible way to save someone going through a luciferium withdrawal is to give them more luciferium.
Developing an addiction forms a luciferium need. This need falls by 15% every day, consuming luciferium satisfies the need by +90%. Therefore, an adult human would need to take 1 dose of luciferium every 6 days exactly. Only the first dose sets luciferium need to 100%.
Withdrawal
As soon as the luciferium need reaches 0%, the pawn suffers from the following symptoms:
- Intense pain (+40%) (−15 mood normally, +7 mood with the Ideoligion meme Pain: Idealized and +15 with Masochist trait)
- Impaired consciousness (80% Max)
- Berserk mental breaks (MTB of 0.4 days)
- Death (MTB of 10 days)
Death is caused by the brain being instantly destroyed, meaning that the Deathless gene does not protect against it.
Healing method table
Some injuries and health conditions will not naturally heal or cannot be immediately cured by treatment. In these cases, transplantation, artificial body parts, healer mech sera, luciferium or biosculpter pods may help, but each has its own unique list of what it can and cannot cure.
The full comparison table between healing methods is collapsed due to length. Expand to view.
- ^Both Heals both relevant organs if condition is present in both.
- ^One Heals only one organ, even if condition is present in both.
- ^Prev This option prevents the acquisition of new cases of this condition, independent of whether or not it cures existing cases.
- ^IGS While this option does not outright cure these diseases, the increase to Immunity Gain Speed can hasten their healing and/or help prevent fatal cases.
- ^Note 1 This only heals the pawn it is applied to. The other pawn that gained duplicate sickness with this pawn must be separately healed.
- ^Note 2 This condition can only be cured before it reaches its final stage, "crumbled mind". Once it has, it becomes permanently incurable.
Analysis
Luciferium is useful for treating permanent injuries and conditions. Curing many of these would otherwise require the much rarer healer mech serum or DLC-exclusive options such as the biosculpter pod , the Scarless gene , or the Unnatural healing ability. Some other ailments require long-term and potentially ineffective medicial treatment, or a surgery with an unavoidable chance of instant death. The increase in blood filtration also increases Immunity Gain Speed, which can help fight off otherwise fatal diseases (whenever from old age or poor treatment). For a breakdown of what can be cured by which method, see the healing method table or the page of the ailment in question.
In addition to its medical properties, luciferium provides a small but permanent buff to many tasks a pawn can perform, in combat or out. Other than that, luciferium is useful for the ship launch or the Royal Ascent quest . Once you've left the planet, addiction doesn't matter - at least for gameplay purposes.
Lucifierium isn't too expensive. 10 doses of luciferium costs a market value of Expression error: Unexpected * operator. silver and can sustain a human for a year. If you can get a consistent source of trade and income, luciferium can be tolerated even if you don't need its medical properties. Keeping many colonists addicted is difficult, as faction bases and traders only come with so many doses per restock. However, an extensive trade network can support into the double digits.
Luciferium can be administered to animals via the operations menu, substantially improving their combat effectiveness. Sometimes, animals may also take Luciferium randomly by themselves if it is within their allowed zone.
Luciferium management
Luciferium has to be taken every 6 days on the dot, or the withdrawal risks killing them. However, due to the mechanics of a fixed drug schedule, setting their drug assignment to take one pill every 6 days does NOT work. If this is set, pawns will only begin to take luciferium 6 days after they have taken their last drug. Therefore, even the slightest delay (e.g. the small time spent walking to an open tile to take the drug) will cause the need to slowly decay, potentially killing the pawn.
Instead, for all adult pawns that take luciferium, players should use the "take for addiction" setting in the drug policy. This has pawns take the drug as soon as their need level hits 10%, which is both self-correcting in the event a dose is delayed, and avoids all waste. Players should also ensure that the pawn's drug policy has them carry at least one dose of the drug, to ensure that it's taken in as timely a manner as possible. For pawns younger than 18, "take for addiction" can be used for safety, though note that it can waste a small amount of dosage.
When creating a caravan with addicted pawns, remember to either bring luciferium manually or have the pawns set up to carry several doses. For long trips or maximum safety, having transport pods available to launch additional doses in an emergency is also advisable.
Putting a pawn into a cryptosleep casket or a biosculpter pod will suspend their luciferium needs until they are let out. This can be a way to save their life in case the drug runs out. If you run out of luciferium before researching or building them, you can look for ancient shrines, as they have ancient cryptosleep caskets.
Raider farming
It is possible to give prisoners luciferium to make them addicted, if the prisoner leaves the map title safely, they may reappear in future raids and bring two or three doses of luciferium with them.
Trivia
- Luciferium is considered to be in the "Ultra" tech level.
- Luciferium is named after Lucifer; the personification of evil in Christian theology. Its nickname, "The Devil's Bargain," is a further hint to this; and, indeed, addicting a pawn to luciferium is quite like a deal with the devil: unparalleled power at the cost of a lifelong race against the death-clock.
Gallery
Version history
- 0.15.1279 - Added.
- 1.1.0 - Fixed Luciferium not removing Frail. Now, lucifierum can remove all chronic health conditions.
- 1.1.2610 - Reduced market value from 120 to 70.
- 1.4.3523 - Luciferium now causes death from brain destruction, meaning the deathless gene cannot stop it.
Malari-block
Penoxycyline
A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague.[sic] Must be taken every five days to remain effective.
This drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.
Base Stats
- Type
- Drug – Medical Drug
- Tech Level
- Industrial
- Stack Limit
- 150
- Mass
- 0.005 kg
- Beauty
- -4
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Addictiveness
- 0%
- Maximum To Ingest
- 1
Creation
- Required Research
- Penoxycyline production
- Work To Make
- 600 ticks (10 secs)
- Work Speed Stat
- Drug Synthesis Speed
Penoxycyline is a drug that prevents users from catching malaria, sleeping sickness, and plague
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter. Note that Neutroamine can only be obtained from traders or found in cargo pods.
It can also be bought from orbital, Outlander, or Empire traders, as well as Outlander and Empire faction bases.
Summary
Penoxycyline completely prevents users from catching any of the following diseases while its "high" is active:
Despite the wording of the description, it does nothing to prevent or treat infections, or any other diseases or ailments besides the three above.
When the Disease event occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.
Penoxycyline is not addictive and has no direct side effects. Penoxycyline can contribute to overdoses, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with hard drugs.
Analysis
Diseases usually aren't a fatal problem by the time you can get a good supply of neutroamine and have the [[Research#|]] research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using herbal medicine or medicine is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, you can reserve it for your doctors. This prevents your doctors from getting sick when a disease outbreak occurs. It can also be used on sickly pawns for obvious reasons. If you can afford the neutroamine cost (and won't be using it for medicine, wake-up, or go-juice), then this drug is a net positive.
While the in-game description says to "Take every five days", the effect actually lasts just over than a half-day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a drug policy to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to "6 days" and live dangerously.
Gallery
Version history
- 0.15.1279 - Added as Malari-block, and only prevents Malaria
- 0.16.1393 - Reworked. Renamed from Malari-block to Penoxycyline and now prevents a wide variety of infections. Cost decreased from 5 neutroamine to 3.
- Alpha 17 - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.
Penoxycycline
Penoxycyline
A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague.[sic] Must be taken every five days to remain effective.
This drug only prevents new infections. It does not cure existing infections - even those that are not yet discovered.
Base Stats
- Type
- Drug – Medical Drug
- Tech Level
- Industrial
- Stack Limit
- 150
- Mass
- 0.005 kg
- Beauty
- -4
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 70%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Addictiveness
- 0%
- Maximum To Ingest
- 1
Creation
- Required Research
- Penoxycyline production
- Work To Make
- 600 ticks (10 secs)
- Work Speed Stat
- Drug Synthesis Speed
Penoxycyline is a drug that prevents users from catching malaria, sleeping sickness, and plague
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter. Note that Neutroamine can only be obtained from traders or found in cargo pods.
It can also be bought from orbital, Outlander, or Empire traders, as well as Outlander and Empire faction bases.
Summary
Penoxycyline completely prevents users from catching any of the following diseases while its "high" is active:
Despite the wording of the description, it does nothing to prevent or treat infections, or any other diseases or ailments besides the three above.
When the Disease event occurs, pawns that were protected from getting the disease by penoxycyline will be specifically noted as such. Penoxycyline does nothing to treat pre-existing diseases.
Penoxycyline is not addictive and has no direct side effects. Penoxycyline can contribute to overdoses, increasing severity by 0.08-0.14 per dose consumed. This severity is not enough to cause any health effect on its own. However, it can cause minor overdoses when taken along with hard drugs.
Analysis
Diseases usually aren't a fatal problem by the time you can get a good supply of neutroamine and have the [[Research#|]] research. For an otherwise healthy colonist: a decent doctor, in a clean hospital, using herbal medicine or medicine is usually enough to treat the disease (so long as the colonist rests for the duration). However, this drug can still be helpful.
Penoxycyline can reduce the time spend resting in bed, especially in tropical biomes where disease is prevalent and sleeping sickness is possible. If you don't want to use penoxycyline on every colonist, you can reserve it for your doctors. This prevents your doctors from getting sick when a disease outbreak occurs. It can also be used on sickly pawns for obvious reasons. If you can afford the neutroamine cost (and won't be using it for medicine, wake-up, or go-juice), then this drug is a net positive.
While the in-game description says to "Take every five days", the effect actually lasts just over than a half-day longer. This gives pawns some leeway, in case colonists don't consume the pills promptly. Set a drug policy to tell the pawns to take one every 5 days and keep one in the inventory to take as soon as possible, or be cheap, set it to "6 days" and live dangerously.
Gallery
Version history
- 0.15.1279 - Added as Malari-block, and only prevents Malaria
- 0.16.1393 - Reworked. Renamed from Malari-block to Penoxycyline and now prevents a wide variety of infections. Cost decreased from 5 neutroamine to 3.
- Alpha 17 - Cost is further reduced from 3 to 2 neutroamine. It also received an overhaul, such that instead of instantly boosting disease immunity to 61%, it now provides true immunity and cannot reactively increase immunity against a disease that is already in progress.
Is a medical drug that blocks malaria, sleeping sickness and the plague. For it to work, the colonists should take them every 5 days. Added in Alpha 16.
Flake
Flake
A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.
Base Stats
- Tech Level
- Industrial
- Stack Limit
- 150
- Mass
- 0.05 kg
- HP
- 50
- Deterioration Rate
- 2
- Flammability
- 100%
- Rotatable
- False
- Path Cost
- 14 (48%)
Ingestion
- Recreation Offset
- 70%
- Recreation Kind
- Chemical
- Addictiveness
- 5%
- Maximum To Ingest
- 1
- Ingestion Time
- 650 ticks (10.83 secs)
Creation
- Required Research
- Psychite refining
- Work To Make
- 250 ticks (4.17 secs)
- Work Speed Stat
- Drug Synthesis Speed
Flake is potent mood enhancing hard drug that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.
Acquisition
s can be crafted, each requiring and Expression error: Unexpected < operator. of work modified by the general labor speed of the crafter.
It can also be found on raiders and purchased.
Summary
Flake is a highly potent mood enhancing 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 having a built-up tolerance to the drug.
- While addicted to the drug.
- While withdrawing from the drug.
Note that psychite tolerance, addiction and withdrawal are shared by psychite tea, flake and yayo.
Upon smoking
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking Expression error: Unexpected < operator.. It has the following one time effects:
- +Expression error: Missing operand for *.% recreation
- If the pawn has the chemical interest or chemical fascination trait:
- +30% Chemical need
- +20% Rest
- 1.5% Chance for a major overdose
- +18% to +35% Overdose severity
- +18.75% to +75% Flake high severity, depending on psychite tolerance (see "Flake high" below)
- +4% Psychite tolerance severity, divided by body size (see "Psychite tolerance" below)
- Expression error: Missing operand for *.% Psychite addiction chance (see "Psychite addiction" below)
- If the pawn has a psychite addiction already:
- +90% Psychite need (see "Addiction" below)
- −30% Addiction progress (see "Withdrawal" below)
Flake high
"Active flake in the bloodstream. Generates an intense euphoric, debilitating high."
— High on flake description
Each flake increases the flake high severity by the following formula:
Increase in severity = 0.75 * (100 - (tolerance * 75 round 0))
Therefore with 0% tolerance the severity increases by 75%, with 100% tolerance by 18.75%. It decreases by 300% per day again, meaning that the high of a single dose lasts between 1.5 and 6 hours. The maximum severity of a flake high is 100% which is reached with 1.3 to 5.3 flake. Regardless of the flake high severity, the effects are always the same. Only their duration changes accordingly:
- +35 Mood ("So good, so good.")
- ×50% Pain
- ×33% Sleep Fall Rate
Without any tolerance, a dose of flake will last for 6 hours.
Psychite tolerance
"A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect."
— Tolerance description
Each consumed increases the psychite tolerance of the pawn by the following formula:
Increase in tolerance = 4% / body size
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult human has a body size of 1. Psychite tolerance decreases at a rate of 1.5% per day.
See sections " high" and "Psychite addiction" for how psychite tolerance affects high severity and psychite addiction chance respectively.
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following ailment:
- Chemical damage (severe)
Tolerance above 45% imposes a chance proportional to the tolerance held to get chemical damage (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.
Tolerance Chemical damage (severe)
average intervalGraph 45% 99999 Days 50% 180 Days 100% 135 Days
Psychite addiction
"A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."
— Addiction description
The addiction progresses by 3.33% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 15 days to overcome the addiction. Consuming during a psychite addiction will reduce the addiction progress by 30% again (see "Upon " above).
Developing a psychite addiction has the following one time effect:
- 15% Chemical damage (severe) chance
Developing an addiction also means a pawn has a psychite need. The need for psychite falls by 50% per day, consuming psychite satisfies the need by 90% (see "Upon " above), meaning the pawn will need to consume at least every 1.8 days to prevent withdrawal symptoms.
Psychite withdrawal
"Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."
— Need description
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:
- −35 Mood ("God I'm tired. Everything's so slow and boring. Especially me.")
- −20% Consciousness
- −20% Moving
- −20% Manipulation
- +30% Sleep Fall Rate (meaning the pawn needs to sleep about a 30% sooner)
- 300% Social Fight Chance Factor (Note: This factor is not added or multiplied, but set.)
- Mental break chances:
- Hard drug binge: on average every 40 days. This averages to 0.8 hard drug binges during each withdrawal.
- Psychotic wandering: on average every 10 days. This averages to 3 psychotic wanderings during each withdrawal.
Analysis
Flake is one of three drugs that can be produced from psychoid leaves, the others being psychite tea and yayo. Go-juice is a derivative of yayo. In general, flake is better for selling, not using.
Drug
As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to overdose/become addicted. They both give +35 mood and x50% pain, but yayo also gives +15% Moving. Flake's only real advantages as a taken drug are 1.) the increased chemical recreation per leaf, and 2.) flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 separate mood emergencies.
Psychite tea only gives +12 mood and ×80% Sleep Fall Rate, but is considerably safer than both flake and yayo. Adults can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a +82 mood buff.
For the Psychite dependency gene, flake is often superior to the other psychite drugs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. But if psychoid cost isn't an issue, then yayo is likely preferred due to the increase in Moving.
Drug comparison table
Drug | Mood Buff | Moving | Pain | Tiredness | Consciousness | Sight | Global working speed |
---|---|---|---|---|---|---|---|
Flake | +35 | - | x50% | x33% | - | - | - |
Yayo | +35 | +15% | x50% | x33% | - | - | - |
Psychite tea | +12 | - | x90% | x80% | - | - | - |
Go-juice | +5 | +50% | x10% | - | +20% | +35% | - |
Wake-up | - | +10% | - | x80% | +10% | - | +50% |
Trade
On the market, flake is worth 2/3rds the silver of yayo, requires 80% of the Work To Make, and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.
If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. For example, a pawn requires 35,000 ticks (9.72 mins) of work and 800 psychoid leaves to synthesize 100 yayo worth 2100. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth 1960. The remaining 240 psychoid leaves are worth 456, for a total of 2416. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
If caravan weight is a limiting factor, yayo is worth more proportional to mass, however the low weight of all the options means this is unlikely to be relevant as a single muffalo can carry almost 20 stacks of flake, worth over 20,000 silver.
- Psychite tea is economically inferior to both yayo and flake; its primary advantage instead lies in its use by colonists. It is produced at a campfire or stove with the Cooking skill and only the Psychoid Brewing research however, and thus may be a more accessible in the early game.
- Compared to smokeleaf joints, flake takes less work to harvest, flake takes much less work to synthesize, and flake is worth more per unit. Smokeleaf's major advantage is that smokeleaf plants grow faster than psychoid. If colonist work time doesn't matter, then smokeleaf can be worthwhile. Also, creating joints requires Cooking rather than Intellectual.
- Compared to beer, flake is more efficient for overall value / work. Flake takes much less grower work, and it's worth more per unit. Like smokeleaf, hop plants grow faster than psychoid, and use Cooking rather than Intellectual.
Gallery
Version history
- 0.15.1279 - Added.
- 1.2.2719 - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4%
Yayo
A fine white powder snorted to produce a euphoric high. Yayo reducing the user's need for rest, and suppresses pain. It is, however, addictive.
Drug info | |
---|---|
Addictiveness | 5% |
Market value | $22.00 |
Hit points | 50 |
Work to make | 9 |
Drug effects | |
---|---|
Joy | 80.00% |
Moving | +15% |
Pain | x50% |
Rest | 40% |
Tiredness | x33% |
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. Can be produced without equipment, at a crafting spot.
Drug info | |
---|---|
Addictiveness | 1% |
Market value | $13.00 |
Hit points | 50 |
Work to make | 4 |
Drug effects | |
---|---|
Consciousness | -30% |
Hunger rate | x130% |
Joy | 80.00% |
Moving | -30% |
Pain | -20% |
Rest | -10% |
Wake-up
An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. Addiction causes reduced mental performance and, sometimes, psychotic breaks with reality.
Drug info | |
---|---|
Addictiveness | 10% |
Market value | $26.00 |
Hit points | 50 |
Work to make | 14 |
Drug effects | |
---|---|
Consciousness | +10% |
Global work speed | +50% |
Joy | 40.00% |
Moving | 10% |
Rest | 100% |
Tiredness | x80% |