Drugs

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Revision as of 02:19, 20 September 2016 by Beagle (talk | contribs) (Go-Juice is now included from the main article to avoid duplication of information)
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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:

Go-juice

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

Type
DrugHard Drug
Tech Level
Industrial
Market Value
53 Silver
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

Crafted At
Drug lab
Required Research
Go-juice production
Work To Make
600 ticks (10 secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
Neutroamine 2 + Yayo 1
Technical
defName
GoJuice
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
Hard
Is Pleasure Drug
true
Bulk Product Amount
Go-juice


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:

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 refugeesContent added by the Royalty DLC, 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 psyfocusContent added by the Royalty DLC 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:

Drug dependency

The Go-juice dependency gene,Content added by the Biotech DLC 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 Silver 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 Silver 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 psyfocusContent added by the Royalty DLC when taken by psycasters.

References

  1. 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

A concoction of advanced glitterworld mechanites that dramatically improve the body's functioning in all respects. 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.

Drug info
Addictiveness 100%
Market value $100.00
Hit points 50
Work to make n/a
Drug effects
Blood filtration +70%
Blood pumping +15%
Breathing +10%
Consciousness +25%
Hearing +20%
Metabolism +20%
Moving +25%
Pain x80%
Sight +20%

Malari-block

A drug for blocking malaria. Take every five days to keep malaria away.

Drug info
Addictiveness 0.00%
Market value $40.00
Hit points 50
Work to make 9
Drug effects
Prevents infection Malaria

Flake

A flaky substance that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce, it is exceptionally addictive.

Drug info
Addictiveness 19%
Market value $11.00
Hit points 50
Work to make 5
Drug effects
Joy 70.00%
Pain x50%
Rest 20%
Tiredness x33%

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 $18.00
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%