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| name = Yayo
 
| name = Yayo
 
| image = Yayo a.png
 
| image = Yayo a.png
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.<br/>Because of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.
+
| description = A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user's need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake. Because of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
 
| type = Drug
 
| type = Drug
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| flammability = 1
 
| flammability = 1
 
| rotatable = false
 
| rotatable = false
| path cost = 14
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| path cost = 15
 
<!-- Ingestion -->
 
<!-- Ingestion -->
 
| joy offset = 0.8
 
| joy offset = 0.8
| joy kind = Chemical
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| joy kind = chemical
 
| addictiveness = 0.01
 
| addictiveness = 0.01
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
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| research = Psychite refining
 
| research = Psychite refining
 
| work to make = 350
 
| work to make = 350
| work speed stat = Drug Synthesis Speed
+
| skill 1 = Intellectual
 
| resource 1 = Psychoid leaves
 
| resource 1 = Psychoid leaves
 
| resource 1 amount = 8
 
| resource 1 amount = 8
| bulk product amount = 4
 
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = Yayo
 
| defName = Yayo
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| is pleasure drug = true
 
| is pleasure drug = true
 
}}
 
}}
{{Info|'''Yayo''' is a 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 also used in the manufacturing of [[go-juice]].}}
+
{{Info|'''Yayo''' 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 also used in the manufacturing of [[go-juice]].}}
  
 
== Acquisition ==
 
== Acquisition ==
Yayo 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#Intellectual|intellectual]] skill.
+
Yayo 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.
  
 
It can also be found on [[raider]]s and [[Trade|purchased]].
 
It can also be found on [[raider]]s and [[Trade|purchased]].
 
== Usage ==
 
{{Ingredient List|noCollapse=true}}
 
  
 
== Summary ==
 
== Summary ==
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=== Upon snorting ===
 
=== Upon snorting ===
A pawn taking yayo will do so right where it stands without looking for a place to sit first. Yayo is taken nasally, taking {{ticks|{{P|Ingestion Time}} }}. It has the following one time effects:
+
A pawn taking yayo will do so right where it stands without looking for a place to sit first. Yayo is taken nasally, 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]]
 
 
* {{+|40%}} [[Rest]]
 
* {{+|40%}} [[Rest]]
* {{Bad|{{%|{{#vardefineecho:overdoseChance|0.01}} }} }} Chance for a [[Overdose#Major|major overdose]]
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* <span style="color:firebrick>'''{{%|{{#vardefineecho:overdoseChance|0.01}}}}'''</span> Chance for a [[Overdose#Major|major overdose]]
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}} }} }} [[Overdose]] severity (same across all [[hard drugs]])
+
* {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity (same across all [[hard drugs]])
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}} }}''' Yayo high severity, depending on tolerance ''(see "Yayo high" below)''
+
* '''+{{%|{{#vardefineecho:highSeverity|0.75}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Yayo high severity, depending on tolerance ''(see "Yayo 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)''
+
* <span style="color:firebrick>'''{{%|{{P|Addictiveness}}}}'''</span>  Psychite [[addiction]] chance ''(see "Psychite addiction" below)''
 
* If the pawn has an addiction already:
 
* If the pawn has an addiction already:
** {{+|{{%|{{#vardefineecho:needOffset|0.9}} }} }} Psychite need ''(see "Psychite addiction" below)''
+
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Psychite need ''(see "Psychite addiction" below)''
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Psychite withdrawal" below)''
+
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see "Psychite withdrawal" below)''
  
 
=== Yayo high ===
 
=== Yayo high ===
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<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
 
<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
  
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}} }}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}} }} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}} }} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}'''. The maximum severity of a yayo high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&nbsp;yayo. Regardless of the yayo high severity, the effects are always the same. Only their duration changes accordingly:
+
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|1.5}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} round 1}}|hour}}. The maximum severity of a yayo high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr: 1/{{#var:highSeverity}}/0.25 round 1}}&nbsp;yayo. Regardless of the yayo high severity, the effects are always the same. Only their duration changes accordingly:
  
 
* {{+|35}} [[Mood]] (''"Feeling pumped! Let's do this!"'')
 
* {{+|35}} [[Mood]] (''"Feeling pumped! Let's do this!"'')
 
* {{+|15%}} [[Moving]]
 
* {{+|15%}} [[Moving]]
* {{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]]
  
Without any tolerance, a dose of yayo will last for {{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24)}} }}|hour}}.
+
=== 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}}
  
{{:Psychite}}
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Each yayo 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.
  
== Analysis ==
+
See sections ''"Psychite tea high"'' for how psychite tolerance affects psychite tea high severity.
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]]. As a rough guideline, yayo is for using, and flake is for selling.
+
 
 +
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>
 +
 
 +
=== 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}}
 +
 
 +
Each dose of yayo carries a {{%|{{P|Addictiveness}}}} chance of a psychite addiction regardless of tolerance. There is therefore no safe dose interval.
 +
 
 +
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 yayo during a psychite addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon snorting" above)''.
 +
 
 +
Developing a psychite addiction has the following one time effect:
 +
* <span style="color:firebrick>'''15%'''</span> [[Chemical damage]] (severe) chance
  
=== Drug ===
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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 snorting" above)'', meaning the pawn will need to consume yayo at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
As a mood control drug, yayo is generally superior to flake. 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 a colonist has used flake or yayo. Yayo is more appropriate for mood emergencies, or as an ersatz combat drug if [[go-juice]] isn't available. 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}}
 +
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.
  
For the [[Genes#Drugs|Psychite dependency]] gene,{{BiotechIcon}} addiction and major overdoses are non-factors. As psychite tea provides less mood and rest, it is inferior to both flake and yayo. Yayo is more expensive to produce than flake, but satisfies the same dependency for the same time. If producing psychoid isn't an issue, then yayo can be helpful for the increase to Moving.
+
== Analysis ==
 +
{{Stub|section=1|reason=Should compare stat buffs as well as mood buffs - any comparison should be duplicated on [[Flake]]}}
 +
Yayo is one of three drugs that can be produced from psychoid leaves, the others being [[flake]] and [[psychite tea]]. Yayo can also be further refined into [[go-juice]] with the addition of 2 [[neutroamine]].
  
=== Drug comparison table ===
+
=== Drug ===
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
! Drug    !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed
 
 
|-
 
|-
| Yayo     || +35       || +15%   || ×50% || ×33%     ||    -         ||    - ||    -     
+
! Drug !! Mood buff !! Moving !! Pain !! Tiredness !! Consciousness !! Sight !! Global working speed
 +
|-
 +
| Yayo ||   +35   ||   +15%   ||   ×50%   ||   ×33%   ||    -   ||    -   ||    -     
 
|-
 
|-
| Flake   || +35       ||    -   || ×50% || ×33%     ||    -         ||    - ||    -     
+
| Flake ||   +35   ||    -   ||   ×50%     ||   ×33%   ||    -   ||    -   ||    -     
 
|-
 
|-
| Go juice || +5       || +50%   || ×10% ||    -      || +20%         || +35% ||    -     
+
| Go juice ||   +5   ||   +50%   ||   ×10%   ||   -   ||   +20%   ||   +35%   ||    -     
 
|-
 
|-
| Wake-up ||   -       || +10%   ||    - || ×80%     || +10%         ||    - || +50%     
+
| Wake-up ||   -   ||   +10%   ||    -   ||   ×80%   ||   +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 Yayo, it still contributes to tolerance to Psychite tea.
  
 
=== Trade ===
 
=== Trade ===
 
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. Flake gives 33% more silver per leaf for only 7% more work.
 
On the market, yayo is worth 50% more [[silver]] than flake, with a 20% increase in the [[Work To Make]] and a 100% increase in ingredient cost. Flake gives 33% more silver per leaf for only 7% more work.
  
Specifically, yayo will sell for {{Icon Small|silver||{{#expr:{{P|Market Value Base}}/{{P|Resource 1 Amount}} }} }} silver per leaf, and flake will sell for {{Icon Small|silver||{{#expr:{{Q|Flake|Market Value Base}}/{{Q|Flake|Resource 1 Amount}} }} }} silver per leaf.
+
If the work required to create drugs is a bottleneck, then flake 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 the work required to create drugs is a bottleneck, then flake 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 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.  
  
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake. Its primary advantage instead lies in ease and safety of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game. And being a social drug, it has a safe dose interval (of 2 days in an adult) and no possibility of overdose.  
+
Note that the third possible product for psychoid leaves, [[psychite tea]], is economically inferior to both yayo and flake. Its primary advantage instead lies in ease of use by colonists. It is produced at a [[campfire]] or stove with the [[Cooking]] skill and requires only the [[Research#Psychoid brewing|Psychoid Brewing]] research, and thus may be a more accessible in the early game.
  
 
== Trivia ==
 
== Trivia ==
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* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
 
* [[Version/1.2.2719|1.2.2719]] - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
  
{{Nav/drugs}}
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{{nav/drugs}}
 
[[Category:Drug]] [[Category:Hard Drug]]
 
[[Category:Drug]] [[Category:Hard Drug]]

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