RimWorld

RimWorld

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All Drugs in RimWorld
By KKRLL
   
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Introduction
Drugs are substances that alter the body and mind. Although they can improve mood and increase statins, most drugs carry the risk of addiction, overdose, or both.
Summary
When taken, the drug has 2 main types of effects:

  • Effects that occur once, when the drug is taken - for example, Bodrine, which fully restores rest. Most drugs increase rest.

  • Effects that last for the duration of the "high"- e.g. GO juice increases speed. Most drugs directly increase mood. The effect lasts as long as the "degree of severity" is greater than 0
Disadvantages
However, drugs have many disadvantages.

Most drugs can be addictive, creating a need for the drug.

An addict deprived of the drug will experience harmful withdrawal. Strong drugs cause more severe withdrawal, and there is always a risk of overdose, which in rare cases can lead to death.

In addition, health problems can occur, either from over-tolerance to the drug (from taking it too much) or from not feeling the high at all.
Impulsive use
Even if you never ordered colonists to take drugs, their presence in your colony allows colonists to get them during a mental breakdown.

Colonists in a mental breakdown will ignore authorized areas and prohibited items.

Drugs are desirable for pawns with chemical interest and chemical fascination, who will become frustrated (-6 and -12 moods, respectively) if their chemical need is not met. They will take recreational drugs regardless of the purpose of the drug. However, they will never engage in indiscriminate drug binges and will respect both authorized areas and prohibited areas.

Medications (penoxicillin and luciferium) will never be taken as part of drug withdrawal or to fulfill a chemical need.
Types of Drugs
Drugs can be divided into 3 main categories:


Social Drugs:
Drugs that have a safe dose interval. They never lead to overdose, do not cause addiction or permanent health problems unless taken too often.


Hard drugs:.
Drugs that always have a chance of causing addiction and serious overdose if the drug is taken by a regular person. These drugs also increase the severity of overdose; if taken repeatedly, there is a chance of starting a mild overdose.


Medical drugs:
Special Purpose. They do not enhance mood, follow the trend of other drugs, or treat a medical condition. Penoxycyline promotes overdose, while Luciferium does not. These drugs are never taken recreationally or used as a withdrawal drug.




Drug
Type
Mood
Rec.
Rest
Severity
Duration
Effect
Ambrosia
Safe
+5
+50%
-
50%
16h
Represents food
Beer
Safe
+10
+17%
-
15%
5h
Depends on the degree of intoxication (amount of beer drunk).
More beer: + mood, - consciousness, - mobility, + social fights
Represents food (+0.08 to satiety).
Psyche Tea
Safe
+12
+40%
+10%
75%
6h
×80% Sleep Rate, x90% Pain
Joint
Safe
+13
+80%
-10%
50%
12h
-30% consciousness, -10% movement, +30% hunger, -20% pain.
Psychin (Flakes)
Unsafe
+35
+70%
+20%
75%
6h
×33% Sleep Speed, x50% Pain.
[/tr]
Psychin (Powder)
Unsafe
+35
+80%
+40%
75%
12h
×33% Sleep Speed, x50% pain, + 15% to movement speed
Go-Soak
Unsafe
+5
+40%
+40%
50%
16h
+20% consciousness, +50% movement, +35% vision, x10% pain
Bodrin
Unsafe
+5
+40%
+100%
75%
12h
×80% sleep speed, +10% consciousness, +10% movement,+50% Global running speed 120 days of increased heart attack risk
Penoxycyline
Med.
-
-
-
100%
5.5d
Prevents malaria, plague, sleeping sickness.
[/tr]
Luciferium
Honey.
-
-
-
90%
6.66d
+10% consciousness, +5% movement, +15% vision, x80% pain[br]+70% blood filtration, +20% metabolism, +15% blood pumping[ Treats 1 scar or chronic disease every 15 - 30 days




Rec. - Immediate recreation from a single dose of a drug. Counts as chemical recreation; reduced by recreational tolerance.
Rest - Immediate gain in recreational demand from a single dose of a drug. Does not account for the rate of falling asleep while under the influence of the drug.
Severity - The gain in severity per dose divided by body size (but not health scale). The rate of gravity loss is the same for any creature. Effective: drugs take less time to act on larger creatures.
Duration -Assuming a single dose and no tolerance.
Tolerance
Many drugs have some form of tolerance, which increases as you take more of the drug. Tolerance decreases the duration of a drug high, as well as addiction need gain. Tolerance does not decrease the effects of the high while it lasts. The multiplier on high duration is calculated as follows:

In game, tolerance is displayed using the duration multiplier.

Higher tolerance also increases chance for addiction: Social drugs requires a minimum % tolerance before addiction can happen and tolerance itself makes addiction more likely:

Certain tolerances can directly cause chronic health problems. Smokeleaf tolerance above 36% can cause lung carcinoma and above 45% asthma, beer above 45% can cause liver cirrhosis and carcinoma, and psychite tolerance (Flake/Psychite tea/Yayo) above 45% can cause chemical damage to the kidney. Tolerance to ambrosia has no special ill effect, while the other drugs have no tolerances.

Tolerance gain per dose scales inversely with body size. It can be calulated with the following formula:

tolerance gain = tolerance per dose / body size^2

Children Content and small animals can therefore get addicted much easier than an adult would.
Addiction
Dependence is a reality with extreme drug use. There is always a chance of addiction when taking hard drugs, and taking enough of any drug other than penoxicillin can eventually cause addiction in a pawn.


As the drug is taken, the pawn's tolerance increases, which is what increases the likelihood of addiction. Some drugs require a minimum tolerance (i.e., a minimum amount of drug/time taken) for addiction to be possible at all.


The pawn's current drug tolerance is not directly displayed in the game. The multiplier of a pawn's drug effect depends entirely on its drug tolerance.


The following table, "Minimum Effect Multiplier for No Addiction", translates the number "Minimum Tolerance for New Addiction" into an effect multiplier that the player can see in-game on the pawn's health tab. Uniquely, an addiction to psysite has a 15% chance of causing chemical damage to the kidneys.






The following table summarizes the addiction potential of each drug:




Drug
Duration of high (0% tolerance)
Safe Interval (adult)
Tolerance gain/dose (adult)
Rate of decline coefficient.
Dependence
Minimum effect multiplier for no dependence
Chance of getting dependence
Safe doses per 0 tolerance
[/tr]
Ambrosia
16.7 hrs
1.6 d.s
3.2%
2% D.s
15%
89%
1%
4
Beer
4.8 h.
1 D.
1.6%
1.6% /D.
25%
93%
1%
15
Nutter (Flakes)[/a]
7.2 hrs
Never
4%
1.5% /d.
N/A
N/A
5%
0
GO-Sock
16.7 hrs
Never
N/A
N/A
N/A
N/A
2.6%
0
Psycho tea
7.2 hrs
2 D.s
.
3%
1.5%/D.s
10%
82%
2%
3
Shoal
12 hrs
2 D.s
3%
1.5%/D.s
15%
89%
2%
5
Bodrin
12 hrs
Never
N/A
N/A
N/A
N/A
2%
0
Psychine (Powder).
12 hrs
Never
4%
1.5% /d.
N/A
N/A
1%
0
Additional Info
These safe dose intervals do not apply to animals with a body size greater than 1 or humans under 18 years of age, including but not limited to infants and children. These pawns receive more or less tolerance per dose depending on their body size.

Luciferium is always addictive when taken. Penoxycyline never.

Psyche tea, cereal, and yayo promote addiction and tolerance to psyche.
The "Chance of New Addiction" column does not take tolerance into account. For drugs with tolerance, the chance of addiction increases as tolerance increases.

Go-juice does not have this, despite the fact that it costs yayo to create.
Current safe dose intervals (in days) for people based on age.

NOTE: the "safe dose intervals" listed in the game for pawns from 0 to 17 years old are not accurate.
.
It is unclear whether it is the calculation or the display that is not working.
Need
When pawns become addicted, they have a need for that particular drug. This indicator is displayed in the pawn's needs window. When it becomes equal to 0, pawns get the effect of withdrawal. Each type of drug has its own separate need. By default, pawns will automatically take drugs to fulfill that need, even if the default drug-free policy is selected. This can be turned off in the drug policy menu (on the Assignment tab).

Taking a non-Luciferium drug increases the addict's drug need by +90%, but this decreases depending on the pawn's tolerance to that drug. The rate at which the need drops depends on the drug itself:

  • The needs for beer, smoky leaf, ragweed, and psysite drop by 50% per day.

  • The need for pep and go-juice drops 33.3% per day.

  • The need for luciferium drops 15% per day, so it must be taken every 6.667 days.

This is a separate addiction score (%) on the Health tab, which is progress in overcoming addiction.
Dependency Progression
On the Health tab, the addict displays either dependence (%) or withdrawal (%), depending on whether the need for the drug has been met. The percentage is the progress in overcoming the addiction. Each drug has its own statistics of addiction progression. In general, progress increases over time and decreases as the drug is taken. Progress does not resume immediately after taking a new drug. New addicts always start at 50%, so if you want to get rid of your addiction, it's best to act immediately.

Luciferium is special. The need for luciferium can never be cured, and trying to give it up can lead to death.
Denial
When trying to overcome addiction, withdrawal is inevitable. Ambrosia has the mildest withdrawal, consisting of just a -10 mood. All other (non-luciferium) drug withdrawals follow these trends:

  • At least -20 mood.

  • Large decrease in consciousness and other indicators.

  • Chance of involuntary psychotic breakdowns, such as psychotic wandering, even if mood is high.

  • Chance of involuntary severe drug withdrawal, even for social drugs.

  • As with addiction, each drug has its own form of withdrawal - see their page for details. When withdrawal reaches 100%, the addiction is lifted
Overdose
An overdose is a condition that can occur with hard drugs, although penoxycyline can also aggravate an overdose.

  • There is a 0.5-1.5% chance of an immediate Major level overdose when taking a heavy drug (depends on the drug).

  • Taking any heavy drug always increases the severity level from 0.18 to 0.35 per dose.

  • Taking penoxycyline always increases severity from 0.08 to 0.14 per dose.
Effects
Severity translates to overdose effects as follows:
Hidden: Severity < 0.50

  • No effect, within the tolerance level of heavy drug use.

  • Not displayed in the colonists health tab.
.
Minor: Severity 0.5 - 0.749.

  • ×50% Consciousness.

  • Frequent vomiting - on average every 0.3 days (4.8 h).
.
Significant: Severity 0.75 - 0.999

  • Consciousness 10% maximum (instantaneous decrease).

  • Chemical brain damage - average 2.5 days in this state.

  • Death averages 3 days in this state.

Fatal: Severity 1

  • In an overdose, the pawn's body cannot withstand the extreme levels of drugs and dies.


  • Severity decreases at a rate of 1 per game day. This means it takes up to 24 hours to fully recover, or 12 hours if the overdose is not visible.
Interaction with DLC
The commandment "Drug Use: Essential" forces colonists to use drugs.

The colonists' mood changes from +3 to -10 depending on the time elapsed since taking the drug, but the ideology does not force them to use drugs beyond the mood penalty. This commandment increases the yield of drug plants by +50%, the synthesis rate by +50%, and adds a +10% increase to the trade price when selling drugs.

Genes can influence drug addiction. For all drug genes, alcohol and smoke bomb have the least effect on metabolism.
Genes
  • Indestructible eliminates all addictions and tolerance, as well as accidental and cumulative overdoses, at a metabolic efficiency of -3 or - 5

  • Drug Resistant reduces addiction, tolerance, and chance of accidental overdose by 50%, with a metabolic effectiveness of -1 or - 2.

  • Drug Dependence requires taking the drug every 5 days to avoid large penalties, induces coma after 30 days, and kills after 60 days. However, it grants immunity to addiction and accidental overdose. This gene adds +3 or +4 metabolic efficiency
Trade
Drugs are a highly profitable and very easy source of money. They are a valid and powerful source of income if you are in a temperate/warm biome or have a greenhouse in which to produce them.

Selling drugs to any faction does not incur any penalties. Factions are even happy to gift drugs. This is true even if a faction's ideology forbids drugs.

Synthesizing drugs requires Plants (to grow hops, smokestack leaves, and psyche leaves) and one of Cooking (smokestack, beer, psyche tea) or Intelligence (other drugs). This counts as crafting, even though it does not use the Craft skill.
Why should I use it
RimWorld is not real life. 2 bottles a day won't hurt anyone, although alcohol and smokes make colonists less productive.

Psyche tea and ragweed have an extremely positive effect if taken every 2 days. The tea even increases productivity by reducing the need for sleep. Provided you make a proper drug schedule, using social drugs can be a safe way to boost your mood.

Penoxycyline is completely safe to use, preventing diseases such as malaria and sleeping sickness, which are common in tropical/swampy biomes.
Setting the schedule
On the "Assignment" tab, you can click on "Manage Drug Policy" to change when the colonist will take drugs. The main options to change are "For Recreation", which should be turned off, and "On Schedule", which should be turned on.


The intake schedule consists of 3 parts


  • Frequency: How long between doses of each medication. This can be set as an integer number of days (or X times per day if you prefer).


  • Note that penoxicillin is effective for 5.55 days, and you can set the interval between doses to only 5 or 6 days. Either some of its effect will be wasted, or the colonists will be vulnerable to disease for a while.


  • Mood: maximize your mood before taking the drug.


  • Rest: Maximum amount of rest before the drug can be taken.
.

All three requirements must be met for the drug to be taken. For example, if you set Ambrosia to (2 days, 40% mood), then Ambrosia will not be taken more than once every 2 days, and only when the mood is below the threshold. If you set the mood threshold, it's best to have it slightly above the mental break threshold to account for the walk time.


Of course, you can direct pawns to take drugs manually, and only manually.


You cancustomize colonists to carry drugs with them at all times and take them when needed; this is especially useful for combat drugs like go-sok.
Storing
The main risk associated with drug possession is drug binges. They can be addictive despite your best planning and zoning efforts.

However, you can arrest a stoned pawn to stop a binge, at the cost of -6 mood ("Been in confinement") for 12 days.

Healthy colonists with good social skills have a 100% chance of arrest success, but inept pawns can fail the arrest, leading to a more dangerous breakdown.

Colonists with the Chemical Interest and Chemical Craving traits will ignore drug policy - they will accept any non-medical drug as a form of recreation.
Fighting addiction
There are two main strategies for dealing with it:


  • Keep the pawn off the drug


    • Jail.
      Arresting an addict is the easiest way to prevent addiction, as long as one has a good chance of arrest success. As long as there are no drugs in the jail cell, there is no chance of relapse.


    • Keep an eye on their mood, as withdrawal is a difficult ordeal. While mental breakdowns are easier to deal with in jail, berserkness in particular can be detrimental to the addict themselves and those around them.


    • Send them to the caravan.
      Mental withdrawal in a caravan has much less consequences - it only slows down the caravan's movement. Be sure to remove the drug in question.


    • Pawn Borrowing Quest.
      Promotes addiction and tolerance, but prevents all the negative effects of drug addiction. Since obtaining quests in general is unreliable, this method itself is unreliable. Also note that a single quest is rarely enough to cure a full addiction
.

  • Keep drugs out of reach.


    • While authorized zones and drug policies won't help in the fight against constipation, the following tactics can keep drugs out of the colonist's reach:


    • Sell them. You will get money for doing so, which will always come in handy.


    • Load them into a transport pod. You don't have to launch it, but you can. Once loaded, the drugs will remain in the capsule until it is destroyed.


    • Load them into other colonists. Note that colonists can only store 3 drugs each - this only works against small amounts of drugs.


    • Fence them in. Set up a storage area, drag the drugs there, and wall them off. If there is no way to get to them, then they are not needed.


    • Destroy them with a bonfire, electric crematorium, or controlled fire. Each method destroys entire stacks at once. Do this if you don't want the hassle of the other methods, or if you have no other choice.
.
8 Comments
KKRLL  [author] 16 May, 2024 @ 6:38pm 
called
KKRLL  [author] 16 May, 2024 @ 6:38pm 
dats caller translation
Nayko93 16 May, 2024 @ 5:04pm 
Why doe the drugs have weird names like GO-Sock, Shoal, Bodrin, Psychine, ragweed, smokestack, go-sok...
What are those ??
Prometheus_blu 2 Mar, 2024 @ 3:48pm 
Honey.
Diamondman0607 21 Feb, 2024 @ 5:22am 
wooh crack lets go get some free crack
cmotes 17 Jan, 2024 @ 8:07am 
yes
Dylan Rhodes 17 Jan, 2024 @ 7:51am 
This is so detailed that it sounds suspicious after some point
cmotes 6 Jan, 2024 @ 9:14pm 
cool