Psilocap

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Psilocap

Psilocap

The fruiting body of a hallucinogenic fungus. When eaten it produces vivid sensory experiences and lifts mood. There is a small chance to immediately induce a catatonic state, or creatively inspire the user. Psilocaps are not addictive, but can cause overdoses if eaten in large quantities.
Some cultures use psilocaps for religious ceremonies, while many others have outlawed the mushrooms entirely.

Base Stats

Type
DrugSocial drug
Tech Level
Neolithic
Market Value
10 Silver
Mass
0.1 kg
Beauty
-4
HP
50
Deterioration Rate
4
Flammability
100%
Days To Start Rot
30
Rotatable
False
Path Cost
14 (48%)

Ingestion

Nutrition
0.1
Recreation Offset
70%
Recreation Kind
Chemical
Addictiveness
0%
Maximum To Ingest
1
Ingestion Time
80 ticks (1.33 secs)
Technical
defName
Drug_Psilocap
Preferability
Desperate
Drug Category
Social


Psilocap is a social drug added by the Odyssey DLC that <does something?>

Acquisition[edit]

Can be harvested by cutting wild psilocap plants. These plants appear in Glowforest biome and in underground insect nests.

Summary[edit]

Psilocap is a moderately potent mood enhancing social drug. Its effects 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.

Upon ingestion[edit]

A pawn eating a psilocap will look for a place to sit in a four tile radius first, but will also eat it while standing if it doesn't find one. Eating a psilocap takes 80 ticks (1.33 secs). It has the following one time effects:

Psilocap high[edit]

"Chemicals from psilocap spores, possibly inhaled from the air, are causing this person to experience subtle hallucinations that distort their perception of reality."

— Psilocap high description

Each psilocap increases the psilocap high severity by the following formula:

Increase in severity = 0.6 * (100 - (tolerance * 75 round 0))

Therefore with 0% tolerance the severity increases by 60%, with 100% tolerance by 15%. It decreases by 192% per day again, meaning that the high of a single dose lasts between 1.875 and 7.5 hours. The maximum severity of an psilocap high is 100% which is reached with 1.67 to 6.67 psilocaps. The psilocap high severity not only sets the length of the high but also affects the symptoms.

Level Severity range Mood Effects
Minor 0% - 24% +5 Psilocap hallucinations mood
Moderate 25% - 84% +14 Psilocap hallucinations mood
Extreme 85% - 100% +24 Psilocap hallucinations mood

Without any tolerance, a dose of psilocap will last for 7.5 hours.

Tolerance[edit]

"An acquired tolerance to psilocap. The more severe this tolerance is, the more psilocap it takes to get the same effect."

— Tolerance description

Each psilocap consumed increases the 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. Tolerance decreases at a rate of 2% per day.

See the "Psilocap high" section for how tolerance affects psilocap high severity. Otherwise tolerance against psilocap has no ongoing effects.

Addiction[edit]

Psilocap is not addictive, and will never cause addiction even at 100% tolerance.

Analysis[edit]

Its appearance in hive queen's cave is a subtle hint of its purpose. As suggested in the description, getting high all day on psilocap is a healthy way to farm for inspiration instead of yayo or beer. With a variety of legendary animals like alpha thrumbo and hive queen to tame, stock of psilocap will help a lot to get the taming inspiration needed.

Psilocaps provide a powerful but risky option for managing moods and pawns with chemical interests/fascinations. All psilocap use comes with a consciousness penalty which reduces all pawn capabilities, and the 1% chance of a catatonic breakdown on use means that setting drug policies that allow pawns to take psilocaps on their own initiative might be a bad idea.

Trade[edit]

?

Gallery[edit]

Version history[edit]

  • Odyssey DLC Release - Added.
  • 1.6.4528 - When consumed, psilocaps now correctly have a small chance to inspire colonists or induce a catatonic state, matching their in-game description. Previously, no such mechanic existed.
  • 1.6.4535 - Catatonic breakdown chance lowered to 1% and inspiration chance lowered to 2%