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{{Infobox main|drug
 
{{Infobox main|drug
 
| name = Flake
 
| name = Flake
| image = Flake_c.png
+
| image = Flake.png|Flake
 
| description = A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.
 
| description = A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
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| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 14
+
| path cost = 15
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| joy offset = 0.7
 
| joy offset = 0.7
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| research = Psychite refining
 
| research = Psychite refining
 
| work to make = 250
 
| work to make = 250
| work speed stat = Drug Synthesis Speed
+
| skill 1 = Intellectual
 
| resource 1 = Psychoid leaves
 
| resource 1 = Psychoid leaves
 
| resource 1 amount = 4
 
| resource 1 amount = 4
| bulk product amount = 4
 
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = Flake
 
| defName = Flake
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| rest fall factor = 0.33
 
| rest fall factor = 0.33
 
| rest offset = 0.2
 
| rest offset = 0.2
| mood offset = 35
+
| mood offset = 35}}
}}
+
{{Info|'''Flake''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than yayo, but comes with additional maluses.}}
{{Info|'''Flake''' is potent [[mood]] enhancing [[hard drugs|hard]] [[Drugs|drug]] that significantly improves the mood of a pawn and provides additional bonuses, at the risk of addiction and overdose. It is cheaper than [[yayo]], but comes with additional maluses.}}
 
  
== Acquisition ==
+
== Aquisition ==
 
Flake can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
 
Flake can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose requires {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill.
  
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=== Upon smoking ===
 
=== Upon smoking ===
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking {{Ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
+
A pawn taking flake will do so right where it stands without looking for a place to sit first. Flake is smoked, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
  
 
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
 
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
 
** {{+|30%}} [[Chemical need]]
 
 
* {{+|20%}} [[Rest]]
 
* {{+|20%}} [[Rest]]
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.015}}}}}} Chance for a [[Overdose#Major|major overdose]]
+
* <span style="color:firebrick>'''{{%|{{#vardefineecho:overdoseChance|0.015}}}}'''</span> Chance for a [[Overdose#Major|major overdose]]
 
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity
 
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity
 
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Flake high severity, depending on psychite tolerance ''(see "Flake high" below)''
 
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Flake high severity, depending on psychite tolerance ''(see "Flake high" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.04}}}}}} Psychite tolerance severity, divided by body size ''(see "Psychite tolerance" below)''
* {{Bad|{{%|{{P|Addictiveness}}}}}} Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
+
* If the pawn has a {{%|{{#vardefineecho:minToleranceToAddict|0.1}}}} psychite tolerance already:
 +
** <span style="color:firebrick>'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''</span> Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
 
* If the pawn has a psychite addiction already:
 
* If the pawn has a psychite addiction already:
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see "Addiction" below)''
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see "Addiction" below)''
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* {{+|35}} [[Mood]] (''"So good, so good."'')
 
* {{+|35}} [[Mood]] (''"So good, so good."'')
* {{Good|×50%}} [[Pain]]
+
* <span style="color:forestgreen>'''×50%'''</span> [[Pain]]
* {{Good|×33%}} [[Sleep Fall Rate]]
+
* <span style="color:forestgreen>'''×33%'''</span> [[Rest Fall Rate|Rest fall factor]]
 +
 
 +
=== Psychite tolerance ===
 +
{{Main|Tolerance}}
 +
{{Quote|"A built-up tolerance to psychite. The more severe this tolerance is, the more psychite-based drugs like yayo or flake it takes to get the same effect."|Tolerance description}}
 +
 
 +
Each flake consumed increases the psychite tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the body size of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[Human]] has a body size of {{Q|Human|Body Size}}. Psychite tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.015}}}} per day.
 +
 
 +
See sections ''"Flake high"'' and ''"Psychite addiction"'' for how psychite tolerance affects flake high severity and psychite addiction chance respectively.
 +
 
 +
If the psychite tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailment]]:
 +
 
 +
<ul><li><span style="color:firebrick>'''Chemical damage (severe)'''</span><br/>
 +
'''Tolerance above 45%''' imposes a chance proportional to the tolerance held to get [[chemical damage]] (severe). Chemical damage (severe) gained this way will affect only kidneys and only one kidney at a time.
 +
{| class="wikitable" style="text-align:right"
 +
|-
 +
! Tolerance !! Chemical damage (severe)<br>average interval !! Graph
 +
|-
 +
| 45% || 99999 Days
 +
| rowspan="3" | {{GraphChart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB (Days) | x = 50, 50, 100 | y = 250, 180, 135 | xAxisMin = 45 | yAxisMax = 250}}
 +
|-
 +
| 50% || 180 Days
 +
|-
 +
| 100% || 135 Days
 +
|}</li></ul>
  
Without any tolerance, a dose of flake will last for 6 hours.
+
=== Psychite addiction ===
 +
{{Quote|"A chemical addiction to psychite. Long-term presence of psychite has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of psychite from drugs like flake or yayo, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
  
{{:Psychite}}
+
Once a pawn has a psychite tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of psychite addiction that scales with tolerance. Due to the minimum tolerance to addict, flake can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.
  
== Analysis ==
+
The chance of addiction is as follows:
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[psychite tea]] and [[yayo]]. [[Go-juice]] is a derivative of yayo. In general, flake is better for selling, not using.
+
{| class="wikitable" style="text-align:right"
 +
|-
 +
! Tolerance !! Addiction chance !! Graph
 +
|-
 +
| 0% || 0%
 +
| rowspan="4" | {{GraphChart
 +
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)
 +
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100
 +
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}
 +
}}
 +
|-
 +
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}
 +
|-
 +
| 50% || {{%|{{P|Addictiveness}} * 5}}
 +
|-
 +
| 80% || {{%|{{P|Addictiveness}} * 15}}
 +
|}
 +
 
 +
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}} }} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Consuming flake during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see "Upon smoking" above)''.
 +
 
 +
Developing a psychite addiction has the following one time effect:
 +
* <span style="color:firebrick>'''15%'''</span> [[Chemical damage]] (severe) chance
  
=== Drug ===
+
Developing an addiction also means a pawn has a psychite [[Needs#Drug addictions|need]]. The need for psychite falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, consuming psychite satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon smoking" above)'', meaning the pawn will need to consume flake at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
As a mood control drug, flake is generally inferior to yayo. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to overdose/become addicted. They both give {{+|35}} mood and '''x50%''' pain, but yayo also gives {{+|15%}} [[Moving]]. Flake's only real advantages as a taken drug are 1.) the increased chemical recreation per leaf, and 2.) flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 separate mood emergencies.
 
  
Psychite tea only gives {{+|12}} mood and {{Good|x80%}} Sleep Fall Rate, but is considerably safer than both flake and yayo. '''Adults''' can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if combined with either of the other two. Yayo is more appropriate for mood emergencies. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a {{+|82}} mood buff.
+
=== Psychite withdrawal ===
 +
{{Quote|"Because of a psychite addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
  
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} flake is often superior to the other psychite drugs. As dependency eliminates regular addiction and overdose, the regular safety advantages of yayo/psychite tea are negated. Flake is cheaper than yayo and satisfies the dependency for the same amount of time. Flake costs the same as psychite tea, but flake has a much greater mood increase, and restores more Rest. But if psychoid cost isn't an issue, then yayo is likely preferred due to the increase in Moving.
+
As soon as the psychite need reaches 0%, the pawn suffers from the following withdrawal symptoms:
 +
* {{--|35}} [[Mood]] (''"God I'm tired. Everything's so slow and boring. Especially me."'')
 +
* {{--|20%}} [[Consciousness]]
 +
* {{--|20%}} [[Moving]]
 +
* {{--|20%}} [[Manipulation]]
 +
* {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner)
 +
* <span style="color:firebrick>'''300%'''</span> [[Social Fight Chance Factor]] (Note: This factor is not added or multiplied, but set.)
 +
* <span style="color:firebrick>'''Mental break'''</span> chances:
 +
** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.
 +
** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|psychotic wandering}} during each withdrawal.
  
=== Drug comparison table ===
+
== Analysis ==
 +
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Yayo]]}}
 +
Flake is one of three drugs that can be produced from psychoid leaves, the others being [[psychite tea]] and [[yayo]]. [[Go-juice]] is a derivative of yayo.
 +
 
 +
===Drug===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Drug !! Mood Buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed
 
 
|-
 
|-
| Flake        || +35 ||    - || x50% || x33% ||    - ||    - ||    -
+
! Drug !! Mood Buff !! Moving !! Pain !! Tiredness !! Counsciousnes !! Sight !! Global working speed
 
|-
 
|-
| Yayo        || +35 || +15% || x50% || x33% ||   - ||   - ||   -
+
| Flake ||   +35   ||   -  ||   x50%   ||   x33%   ||   -   ||   -   ||   -  
 
|-
 
|-
| Psychite tea || +12 ||   - || x90% || x80% ||   - ||   - ||   -
+
| Yayo ||   +35  ||   +15%  ||   x50%   ||   x33%   ||   -   ||   -   ||   -  
 
|-
 
|-
| Go-juice     || +5 || +50% || x10% ||   - || +20% || +35% ||   -
+
| Go-juice ||   +5   ||   +50%   ||   x10%   ||   -   ||   +20%   ||   +35%   ||   -  
 
|-
 
|-
| Wake-up     ||  - || +10% ||   - || x80% || +10% ||   - || +50%
+
| Wake-up   ||  -   ||   +10%   ||   -   ||   x80%   ||   +10%   ||   -   ||   +50%  
 
|}
 
|}
 +
For use as a mood control drug, yayo is far preferable to flake, with stronger effects and only one fifth as addictive (1% vs 5% addictiveness). Psychite tea is considerably weaker, but it is much less addictive than either of the other two and, unlike them, has a safe usage interval. It is thus a significantly safer option than either. This makes tea far more useful for regular use, while yayo is more appropriate for mood emergencies. Though there is no minimum tolerance to get addicted to Flake, it still contributes to tolerance to Psychite tea.
  
=== Trade ===
+
===Trade===
On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it always superior if you are able to use all your psychoid leaves.
+
On the market, flake is worth 2/3<sup>rds</sup> the [[silver]] of yayo, requires 80% of the [[Work To Make]], and 50% of the ingredient costs. Flake gives 33% more silver per leaf for only 7% more work, making it superior if you are able to use all your psychoid leaves.
 
 
If the work required to create drugs is a bottleneck, then flake still remains more efficient when you sell the remaining leaves raw. For example, a pawn requires {{Ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{Icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{Icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{Icon Small|silver||456}}, for a total of {{Icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
 
  
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake, worth over 20,000 silver.  
+
If the work required to create drugs is a bottleneck, then flake remains more efficent when you sell the remaining leaves raw. ​For example, a pawn requires {{ticks|35000}} of work and 800 psychoid leaves to synthesize 100 yayo worth {{icon Small|silver||2100}}. With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth {{icon Small|silver||1960}}. The remaining 240 psychoid leaves are worth {{icon Small|silver||456}}, for a total of {{icon Small|silver||2416}}. However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
  
* [[Psychite tea]] is economically inferior to both yayo and flake; its primary advantage instead lies in its use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and only the [[Research#Psychoid brewing|Psychoid Brewing]] research however, and thus may be a more accessible in the early game.
+
If caravan weight is a limiting factor, yayo is worth more proportional to [[mass]], however the low weight of all the options means this is unlikely to be relevant as a single [[muffalo]] can carry almost 20 stacks of flake worth over 20,000 silver.  
* Compared to [[smokeleaf joint]]s, flake takes less work to harvest, flake takes much less work to synthesize, and flake is worth more per unit. Smokeleaf's major advantage is that [[smokeleaf plant]]s grow faster than psychoid. If colonist work time doesn't matter, then smokeleaf can be worthwhile. Also, creating joints requires Cooking rather than Intellectual.
 
* Compared to [[beer]], flake is more efficient for overall value / work. Flake takes much less grower work, and it's worth more per unit. Like smokeleaf, hop plants grow faster than psychoid, and use Cooking rather than Intellectual.
 
  
== Gallery ==
+
[[Psychite tea]] is economically inferior to both; its primary advantage instead lies in its use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and only the [[Research#Psychoid brewing|Psychoid Brewing]] research however, and thus may be a more accessible in the early game.
<gallery>
 
Flake_a.png|Single item
 
Flake_b.png|Partial Stack
 
Flake_c.png|Full Stack
 
</gallery>
 
  
 
== Version history ==
 
== Version history ==
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* [[Version/1.2.2719|1.2.2719]] - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4%  
 
* [[Version/1.2.2719|1.2.2719]] - Reduce flake new addiction chance from 20% to 5%. Reduce flake tolerance gain from 4.5% to 4%  
  
<gallery>
+
{{nav/drugs}}
Flake old.png|Old texture
 
</gallery>
 
  
{{Nav/drugs}}
 
 
[[Category:Drug]] [[Category:Hard Drug]]
 
[[Category:Drug]] [[Category:Hard Drug]]

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