Yayo

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Revision as of 23:48, 7 March 2022 by Albedo (talk | contribs) (→‎Trade: When "selling the leaves" is factored in, it's no longer a straight line, but a calc curve. The "example" is (was) just one dot on that curve, not meaningful in isolation.)
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<ul><li>"hard" 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>"industrial" is not in the list (Neolithic, Medieval, Industrial, Archotech, Spacer, Ultra) of allowed values for the "Tech Level" property.</li></ul>

Yayo

Yayo c.png

A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.
Because of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.


Type
DrugHard Drug
Stack Limit
150

Base Stats

Deterioration Rate
2
Flammability
1
Market Value
21
Mass
0.05
Max Hit Points
50
... further results

Stat Modifiers

... further results

Yayo is a drug of 1% addiction rate that can be produced at a drug lab with 8 psychoid leaves after researching Psychite refining. Consumption provides +80% to recreation and will generate the Feeling pumped! Let's do this! thought which has a +35 mood effect and affects the body with:

  • Moving: +15%
  • Improves joy 80%
  • Suppresses pain x50%
  • Reduces need for rest by 66%

Excessive consumption of yayo within a short timespan, or consumption in combination with other hard drugs may result in a drug overdose. Furthermore, each dose has an unavoidable 1.0% chance of instantly causing a major overdose, regardless of previous drug consumption.

Those with visible tolerance to psychite will develop chemical damage in the kidneys in a mean time of 120 days.

It is also used in the crafting of go-juice.

Crafting

Yayo can be manufactured at a drug lab for 8 psychoid leaves. Its synthesis speed is dependent on the Intellectual skill.

Withdrawal Symptoms

Like Flake and Psychite tea, Yayo can cause psychite addiction. Withdrawal lasts for 30 days and causes the following symptoms:

Analysis

Yayo is one of three drugs that can be produced from psychoid leaves, the others being flake and psychite tea. Yayo can also be further refined into go-juice with the addition of 2 neutroamine.

Drug

Drug Mood buff Moving Pain Tiredness Consciousness Sight Global working speed
Yayo +35 +15% x50% x33% - - -
Flake +35 - x50% x33% - - -
Go juice +5 +50% x10% - +20% +35% -
Wake-up - +10% - x80% +10% - +50%

For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Yayo, it still contributes to tolerance to Psychite tea.

Trade

On the market, yayo is worth 50% more silver than flake, with a 20% increase in the Work To Make and a 100% increase in ingredient cost. The most economical option depends on which is the greater bottleneck: converting the leaves to the drug (i.e. limited manpower and/or time), or producing the leaves in the first place (i.e. limited raw material).

If you have a limited amount of psychoid leaves and and you have labor to spare, producing flake is the optimum as it produces more value per leaf (33% more*) at the cost of almost 43% more work.

(* Silver 14/4 leaves vs. Silver 21/8 lvs. for yayo, or 3.5/2.625)

If you have lots of leaves but manpower is the bottleneck, then there are technically two options, depending whether you hope to sell the remaining leaves or not. Without factoring in the remaining leaves, yayo is slightly more value for the same work, about 7% more. However, the more raw leaves you can sell, the smaller this difference becomes, and soon it's better to make what little flake you can and sell the rest as leaves.

The problem is that fewer traders accept psychoid leaves than accept drugs*, and, long term, without refrigeration the leaves will eventually rot away. If this is a real concern, producing yayo will consume leaves faster and make the most value before the rest goes to waste.

(* This sort of plant material is only accepted by shaman merchants, or any village that you visit.)

If caravan weight is a limiting factor, yayo is worth more proportional to mass, however, depending on what pack animals you have available (if any), 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.

Note that the third possible product for psychoid leaves, psychite tea, is economically inferior to both yayo and flake. Its primary advantage instead lies in ease of use by colonists. It is produced at a campfire or stove with the Cooking skill and requires only the Psychoid Brewing research, and thus may be a more accessible in the early game.

Version history

  • 0.15.1279 - Added.
  • 1.2.2719 - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.