Smokeleaf joint
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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.
Base Stats
- Type
- Drug – Social drug
- Stack Limit
- 150
- Mass
- 0.05 kg
- Beauty
- -4
- HP
- 50
- Deterioration Rate
- 6
- Flammability
- 130%
Ingestion
- Recreation Offset
- 80%
- Recreation Kind
- Chemical
- Addictiveness
- 2%
- Maximum To Ingest
- 1
Creation
"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- social
The smokeleaf joint, categorized in-game as a "social" drug, is available to all starting colonies, tribal and industrial. It is relatively safe to use, easy to produce and has a decent commercial value, but is not without some drawbacks.
Gameplay Overview
This is a relatively easy to acquire drug with a moderate mood boosting and Recreation effect, but significant and temporary health debuffs. As such, it is advisable to change its drug policy setting from the default of free recreational use.
As a social drug, consumption is relatively safe compared to hard drugs; one smokeleaf joint every 2 days will not cause dependency. If smoked more often and the smokeleaf tolerance reaches 15% or more, then consumption has a 2% chance to create addiction. Those with visible tolerance will develop asthma or carcinoma in the lungs in a mean time of 180 days.
Despite a +13 mood boost and its relative safety, smokeleaf is not suitable for regular mood management due to its severe Consciousness penalty of 30%. Consciousness directly impacts Moving and Manipulation, and Manipulation in turn heavily impacts a very large number of critical pawn stats and most production speeds.
The default drug policy for new colonists is set to "Social drugs", which, also by default, has smokeleaf set to "For recreation", meaning colonists are allowed to smoke a toke whenever they feel like it for joy and social purposes. Due to the risks and the loss of productivity caused by smokeleaf highs, it is advisable to change this policy so joints are only used when needed to prevent mental breaks.
Detailed Effects
Instant - upon consumption
- Recreation: +80%
- Rest: -10%
Whole-body "Stoned on smokeleaf" effect - for 12 hours, initially (the actual duration depends on the developed smokeleaf tolerance)
- Pain: -20%
- Consciousness: -30%
- Moving: -10%
- Hunger rate offset: +30%
- High on smokeleaf, a +13 mood thought bound to the "Stoned on smokeleaf" effect and lasting as long
- Whole-body "Smokeleaf tolerance" effect: +3%, capped at 100%
Crafting
Crafting 1 smokeleaf joint consumes 4 smokeleaf leaves. No Research is required to unlock Smokeleaf Joint crafting.
This task can be done at a Crafting spot or Drug lab, with an increased production speed at the Drug Lab compared to the Crafting Spot. Joint production speed uses the Drug Cooking Speed stat, which is primarily affected by the crafter's Cooking skill, and the Cooking skill is trained by this task. Despite being Cooking-based, Crafting work must be enabled in the Work tab in order to perform this activity.
Warning
If a colonist's consciousness is currently below 30%, smoking a joint can be fatal.
Withdrawal Symptoms
Detailed Symptoms
- Mood -20
- Consciousness: -20%
- Moving: -15%
Long-term effects and duration unknown
Version history
- 0.15.1279 - Added.
- Version 1.0 the effect of the mood buff was decreased from 15 to 13.