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{{Infobox main|drug
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{{Define|Drug
| name = Wake-up
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| always haulable = true
| image = Wakeup a.png
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| def name = WakeUp
| description = A synthetic stimulant. Wake-up fills the user's need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.<br/>In the most competitive universities and companies of many worlds, high-achievers are sometimes called 'wake-ups' because of the association with this drug.
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| description = An addictive stimulant. Fills the need for rest, and allows users to work for extended periods without getting tired. [[Drugs#Addiction and Tolerance|Addiction]] causes reduced mental performance and, sometimes, psychotic breaks with reality.
<!-- Base Stats -->
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| deterioration rate base = 2.0
| type = Drug
+
| draw gui overlay = true
| type2 = Hard Drug
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| flammability base = 1.0
| tech level = Industrial
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| food preference = NeverForFood
| marketvalue = 35
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| graphic class = Graphic_StackCount
| stack limit = 150
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| graphic path = Things/Thing/Drug/WakeUp
| mass base = 0.005
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| label = wake-up
| hp = 50
+
| market value base = 28
| deterioration = 2
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| max hit points base = 50
| flammability = 1
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| max num to ingest at once = 1
 +
| nutrition base = 0
 +
| parent name = MakeableDrugPillBase
 +
| path cost = 15
 +
| preferability =
 +
| resource readout priority = Last
 
| rotatable = false
 
| rotatable = false
| path cost = 14
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| selectable = true
<!-- Ingestion -->
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| social properness matters = true
| joy offset = 0.4
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| sound eat =
| joy kind = Chemical
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| stack limit = 400
| addictiveness = 0.02
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| taste =
| max num to ingest at once = 1
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| tech level = industrial
| ingestion time = 100
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| thing class = Drugs
<!-- Creation -->
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| ticker type =  
| production facility 1 = Drug lab
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| use hit points = true
| research = Wake-up production
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| work to make base = 14
| work to make = 900
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<!--
| work speed stat = Drug Synthesis Speed
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- Drug Parameters -->
| resource 1 = Neutroamine
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| addictiveness base = 0.10
| resource 1 amount = 2
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| blood filtration factor =
| bulk product amount = 4
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| blood filtration offset =
<!-- Technical -->
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| blood pumping factor =
| defName = WakeUp
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| blood pumping offset =
| food preference = NeverForFood
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| breathing factor =
 +
| breathing offset =
 +
| consciousness factor =  
 +
| consciousness offset = 0.1
 
| drug category = hard
 
| drug category = hard
 +
| global Work Speed offset = 0.50
 +
| hearing factor = 
 +
| hearing offset =
 +
| hunger factor =
 +
| hunger offset =
 
| is pleasure drug = true
 
| is pleasure drug = true
| preferability = NeverForNutrition
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| joy kind = chemical
| page verified for version = 1.3.3326
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| joy offset = 0.40
 +
| manipulation factor = 
 +
| manipulation offset =
 +
| metabolism factor = 
 +
| metabolism offset =
 +
| moving factor = 
 +
| moving offset = 0.1
 +
| pain factor =
 +
| pain offset =
 +
| rest fall factor = 0.8
 +
| rest offset = 1.0
 +
| sight factor = 
 +
| sight offset =
 +
| talking factor =
 +
| talking offset =
 +
 
 
}}
 
}}
{{Info|'''Wake-up''' is a powerful but mildly dangerous stimulant [[drug]]. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's [[global work speed]], and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of [[heart attack]] for the duration of the high.}}
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{{Info|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. Can cause heart attacks rarely.}}
  
== Acquisition ==
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==Gameplay Overview==
{{Acquisition}}
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Wake-up is a highly addictive drug that can be purchased, found on raiders, or manufactured at a [[drug lab]]. It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).  It may be preferable to manually take each pill, both to get the most out of the complete satisfaction of the need to rest but also to make sure that a pawn only consumes a pill after exactly 3 days have passed.
  
It can also be found on [[raider]]s and [[Trade|purchased]].
+
As there is no minimum tolerance to become addicted, there is no safe usage interval, with each dosage carrying a 2% chance of addiction.
  
== Summary ==
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A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
Wake-up is a powerful 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 consumption ===
 
A pawn taking wake-up will do so right where they stand without looking for a place to sit first. It takes {{ticks|{{P|Ingestion Time}} }} to swallow the pill. It has the following one time effects:
 
 
 
* {{+|{{%|{{P|Joy Offset}} }} }} {{P|Joy Kind}} [[recreation]]
 
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
 
** {{+|30%}} [[Chemical need]]
 
* {{+|100%}} [[Rest]]
 
* {{++|18% to +35%}} [[Overdose]] severity
 
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.005}} }} }} Chance for a [[Overdose#Major|major overdose]]
 
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} }}''' Wake-up high severity ''(see "Wake-up high" below)''
 
* {{Bad|{{%|{{P|Addictiveness}} }} }} [[Addiction]] chance
 
* If the pawn has an addiction already:
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}} }} }} Wake-up need ''(see "Addiction" below)''
 
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Withdrawal" below)''
 
 
 
=== Wake-up high ===
 
{{Quote|text="Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."}}
 
 
 
While each wake-up dose increases the severity of the wake-up high by {{%|{{#var:highSeverity}} }} ''(see "Upon consumption" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}} }} per day again, meaning that for one wake-up the high lasts '''{{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}} }}|hour}}'''. The maximum severity of a wake-up high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 2}}&nbsp;wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:
 
 
 
* {{+|10%}} [[Consciousness]]
 
* {{+|10%}} [[Moving]]
 
* {{+|50%}} [[Global work speed]]
 
* {{+|20%}} [[Psycasts#Psyfocus|Psyfocus meditation rate]] {{RoyaltyIcon}}
 
* {{Good|×80%}} [[Sleep Fall Rate]]
 
* {{Bad|Ailment}} chance:
 
** [[Heart attack]]: on average every 120 days.
 
 
 
=== Tolerance ===
 
As of version [[Version/1.2.3005|1.2.3005]], wake-up 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.<ref>Rejected bug report: [https://ludeon.com/forums/index.php?topic=53403.msg484707#msg484707 "&#91;1.2.2753&#93; Wake-up and go-juice do not cause tolerance"]. Unused tolerance effects: ''"A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect."'' Starting at 45% tolerance the pawn could get severe [[chemical damage]] in the kidney reducing the part efficiency by 80%. 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 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.</ref>
 
 
 
=== Addiction ===
 
{{Quote|"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.<br/>Without regular doses of wake-up, 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 wake-up carries a {{%|{{P|Addictiveness}} }} chance of addiction. There is therefore no safe dose interval.
 
  
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.045}} }} 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 wake-up during an addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}} }} again ''(see "Upon consumption" above)''.
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'''Detailed Effects'''
 
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* Increased [[Global Work Speed|global work speed]] (+50%)
Developing an addiction means a pawn has a wake-up [[Needs#Drug addictions|need]]. The need for wake-up falls by {{%|{{#vardefineecho:needFall|0.333}} }} per day, consuming wake-up satisfies the need by {{%|{{#var:needOffset}} }} ''(see "Upon consumption" above)'', meaning the pawn will need to consume wake-up at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
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* Improved [[Moving]] (+10%)
 
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* Heightened [[consciousness]] (+10%)
=== Withdrawal ===
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* Fully satisfies rest need (+100%)
{{Quote|"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."|Need description}}
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* Chemical joy (+40%)
 
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* Reduces tiredness rate (x80%)
As soon as the wake-up need reaches 0%, the pawn suffers from the following symptoms:
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* Wake-up tolerance (+4.5%)
 
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* Heart attack (''mtb of 120 days'')
* {{--|22}} [[Mood]] (''"I feel all fuzzy and unfocused. And I'm so tired."'')
 
* {{--|30%}} [[Consciousness]]
 
* {{--|25%}} [[Manipulation]]
 
* {{--|20%}} [[Moving]]
 
* {{++|30%}} [[Sleep Fall Rate]] (meaning the pawn needs to sleep about a 30% sooner)
 
* {{Bad|×200%}} [[Social#Social Fights|Social fight chance]] (meaning the pawn is twice as likely to start a social fight)
 
* {{Bad|Mental break}} 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|wandering}} during each withdrawal.
 
 
 
== Analysis ==
 
It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).
 
 
 
Unless you need an immediate and significant boost in chemical [[recreation]] or [[rest]] it is recommended to wait at least {{#expr: {{#var:highDuration}}*(({{#var:highSeverity}}-1+{{#var:highSeverity}})/{{#var:highSeverity}})}}&nbsp;hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}}&nbsp;hours after the second to last dose. Otherwise some hours of the high will be wasted.
 
 
 
If the second dose is taken less than {{#expr: (2*{{#vardefineecho:maxOverdoseSeverity|0.35}}-0.5)/(1/24)}}&nbsp;hours after the first one, the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the 0.5% chance for a [[Overdose#Major|major overdose]] that comes with each dose). Be particularly careful when taking even more doses of wake-up or using it in combination with other drugs!
 
 
 
There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:
 
# Reducing the need for sleep
 
# Providing stat buffs
 
 
 
In an emergency, the [[recreation]] boost may be necessary however there are safer and cheaper methods of getting chemical recreation.
 
 
 
=== Sleep reduction strategies ===
 
No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.
 
 
 
==== Awake without penalties ====
 
If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% [[rest]]:
 
* The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.
 
 
 
Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
 
 
 
==== Awake with or without penalties ====
 
If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% [[rest]]:
 
* The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
 
* While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
 
* The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a {{--|6}} penalty.
 
* The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a {{--|12}} penalty.
 
* The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a {{--|18}} penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.
 
 
 
Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of [[heart attack]] must also be considered, unless a [[prosthetic heart|prosthetic]] or [[bionic heart]] is installed.
 
 
 
=== Stat boost strategies ===
 
A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of [[Go-juice]] stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.
 
  
If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.
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==Crafting==
 +
Wake-up can be manufactured at a [[drug lab]] using 2 [[neutroamine]].
  
== Gallery ==
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==Side-Effects==
<gallery>
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While high on wake-up, there is a small chance the pawn will develop a heart attack. It occurs on average once every 120 days the colonist is high.
Wakeup a.png|One wake-up
 
Wakeup b.png|Stack of wake-up
 
</gallery>
 
  
== Version history ==
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==Withdrawal Symptoms==
* [[Version/0.15.1279|0.15.1279]] - Added.
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The process of going through wake-up withdrawal, like any other withdrawal, is a painstaking process. As with most other withdrawals, it takes 30 days to struggle through the process of wake-up withdrawal. Typical withdrawal symptoms include severely impaired consciousness, impaired manipulation, and lethargy. Other symptoms include a very poor mood, increased chance of social fighting, binging, and psychotic wandering. The mood hit is so bad, that one would rather butcher and eat their recently deceased close friend raw than go on wake-up withdrawal.
* [[Version/1.1.2654|1.1.2654]] - Reduced wake-up meditation focus gain from 40% to 20%.
 
  
== References ==
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'''Detailed Symptoms'''
<references />
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* Impaired [[Consciousness]] (-50%)
 +
* Impaired [[Manipulation]] (-25%)
 +
* Impaired [[Moving]] (-20%)
 +
* Increased tiredness (x130%)
 +
* Increased likelihood of social fighting (x200%)
 +
* Hard drug binges (''mtb of 40 days'')
 +
* Psychotic wandering (''mtb of 10 days'')
 +
* Awful mood (-40)
  
 
{{nav/drugs}}
 
{{nav/drugs}}
[[Category:Drug]] [[Category:Hard Drug]]
 

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