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The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]].
 
The main risk of keeping drugs around at all are drug binges. These can cause addiction, despite your best scheduling and zoning tools. [[Social drug binge]]s happen as a major [[mental break]], and [[hard drug binge]]s happen as an extreme one. However, you can [[arrest]] a binging pawn to stop the binge, at the cost of the {{--|6}} ''Was imprisoned'' [[mood]]let for 12 days. Healthy colonists decent at Social have a 100% [[Arrest Success Chance]], but unskilled pawns can fail arrest, which will cause the more dangerous [[berserk]].
  
Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any non-medical drug as a form of Recreation. This can be avoided in the following ways:
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Colonists with the [[chemical interest]] and [[chemical fascination]] traits will ignore their drug policy - they will take any drug as a form of Recreation. This can be avoided in the following ways:
*They will respect [[allowed area]]s and forbidden items. You'll have to keep on top of these rules, but these restrictions are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Pawns on a drug binge still ignore these, but chemical interest/fascination no longer force binges, nor do they increase the chance to binge.
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*They will respect [[allowed area]]s and forbidden items, unless they are on a binge. You'll have to keep on top of these rules, but these restrictions are effective. In particular, watch out for [[caravan]]s and the ''Drop on Floor'' bill setting. Note that these traits no longer force binges, nor do they increase the chance to binge.
*They will only take the drug if they are ''assigned'' to Recreation or Anything in their [[schedule]]. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will largely prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it). Note that if a pawn has no available work, then they will "idle", and be able to take drugs.
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*They will only take the drug if they are ''assigned'' to Recreation or Anything in their [[schedule]]. Setting these pawns entirely to Sleep, Work, and Meditation{{RoyaltyIcon}} will prevent unwanted drug taking. Meditation can satisfy the recreation need (though they'll get bored of it).
  
 
In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). Colony-owned animals will completely respect zone / [[pen]] rules.
 
In addition, [[animal]]s can wander and take drugs. Most often, they will consume [[ambrosia]] and [[beer]] (which count as [[food]] items). Colony-owned animals will completely respect zone / [[pen]] rules.

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