Smokeleaf joint
<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
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
- Drug – Social Drug
- Stack Limit
- 150
Base Stats
Stat Modifiers
The Smokeleaf joint is a drug of low addiction rate that can be crafted on a crafting spot using 4 Smokeleaf leaves (but does not improve Crafting skill) from early stage as it doesn't require any research (unlike other drugs). It can also be crafted in a Drug lab at an higher speed. Consumption will generate the "I'm, like, stoned, man." thought which has a +13 mood effect and affects the body with:
- Pain: -20%
- Consciousness: -30%
- Moving: -10%
- Hunger rate: x130%
The default drug policy is set to "Social drugs", which allows colonists to smoke a toke whenever they feel like it for joy and social purposes.
Consumption of one smokeleaf joint every two days will not cause dependency. Those with visible tolerance will develop asthma or carcinoma in the lungs in a mean time of 180 days.
Withdrawal Symptoms
Detailed Symptoms
- Mood -20
- Consciousness: -20%
- Moving: -15%
Long-term effects and duration unknown
Note
- Unlike real life, if a colonist's consciousness is currently below 30%, smoking a joint can be fatal.
Version History
In version 1.0 the effect of the mood buff was decreased from 15 to 13.