"Back in my day, all drugs could be consumed once without addiction, and people didn't care if you removed limbs." "Okay Grandma, let's get you to bed."
Chemical Interest and Fascination do not function as described in the video. Chemical Interest and Fascination function by essentially setting "Take for Addiction" and "Take for Recreation" to always be checked -- regardless of what the player selects on the drug policy. Chems do not have random drug binges. This behavior was removed. Chems do not take drugs on their own based on their mood nor based on their chemical need bar. Their Chem Need bar only affects mood. The Chem "taking drugs on their own" and "chems mood being affected by drug use" are two entirely separate, but related, mechanics. Chems take drugs on their own solely as if "Take for Rec" or "Take For Addiction" were checked. Test and confirm via setting a colonist to Sleep 24/7. On a Sleep schedule, a colonist will never do recreation. The Chem will become Recreation starved and never take drugs. Truly, surround them with drugs, set to all sleep, and watch them ignore all the drugs despite their need bar and mood being empty. Then, set a colonist to 24/7 Recreation. Watch them slam the drugs repeatedly for recreation. Also, "Take For Recreation" always take drugs from inventory if possible. If set your Chem person to hold beer, and no other drugs, then they will ALWAYS take beer for recreation. That assumes you have enough beer so they can always have some in their inventory. You may or may not wish the chem person to hold harder drugs in inventory. Schedule other drugs, like tea and ambrosia, based on mood as shown -- but you may not wish them to hold those drugs. Set beer not to be taken, but to be the only drug held. You probably want to use beer because it has the shortest safe dose interval. This is also easy to test and confirm in game. Get a Chem. Set to hold 1 and only 1 type of drug. Surround them with huge piles of other drugs. Set them to 24/7 recreation. Watch them pound the drug from their inventory and ignore all the drugs around them.
Funnily enough the fact that smoke leaf is terrible can be used to your advantage if you take the highlife meme you can use the autobong to reduce the raiders consciousness to make them easier to down/kill.
It also reduces pain by 20%. Downing raiders through pain is actually the most effective way - just look at how many rounds pigskins can tank compared to baseliners, despite them being just as durable as one another.
Penoxycycline: If you're on a high disease tile like tropical rainforest or swamp, it's absolutely worth it. It generally isn't on most other tiles. Keep in mind that malaria and sleeping sickness are slow diseases. Your pawn will be in bed for 4-8 days without the penoxycycline and you'll churn through medicine in the process.
No, my pawn will be working until it's medicine time, then he'll lay down long enough to get his dose. Only the fast acting diseases are worth making them lay down for.
Also good for sickly pawns. They can get so many diseases, sometimes at the same time, it's so annoying. Had a great crafter recently, but she was never around to craft things because she was always sick and she was a wimp (genie) so kept collapsing. With penoxy, at least some of the diseases were no issue any more.
It's good against infection, as it's the most common way your pawn died in early game. Just pop one during manhunter pack or raid before drafting them.
Since I just got this game a month ago I have made lots of errors. One was hilarious. I built a pet bed for whatever animal was the pet that run. I didn't realize a door had been either destoryed of propped open by something. A turkey wandered in and drank like 6 beers. I kept getting medical emergency warnings for the GD turkey....passed out....and vomiting in pet bed. So we had lunch.
😂 And the ani als get all the stages of drunkenness...I once had a wild stallion come into my storage room when raiders had smashed the walls. It downed many beers and got hammered. It then passed out and next day it had a bad hangover. The other day a batch of chickens hatched in the dining room/recreation area (I put the eggs there because the stable was too cold). The chicks drank beer, passed out and had to be rescued, but one had permanent brain damage afterwards. One bottle of beer is A LOT for a little chick. 😳😒
I run dinosauria. Got a pet T-rex when my trainer got an inspiration. They're AWESOME in a fight. They also, for some reason, like to occasionally ignore zoning. I have no idea why. Been stashing up ambrosia because a tribal nearby paid top dollar. Mr. T-rex decided he liked ambrosia. A lot. Didn't notice my stash went from like 60 to 10. When I did I was trying to figure out which pawn I'd screwed up the drug policy on when the buzz alarm went off "T-Rex #1 is addicted to Ambrosia". FML. Got rid of the ambrosia and, well... it didn't go well. Did you know T-rex can bit a limb off a pawn even when they're wearing cataphract armor? I do now.
After big raids on my sea ice tile always results in wild snowhares drinking all the bear and eating all the ambrosia, getting addicted and blackout drunk multiple times in the process.
That last tip is about four weeks late. Hope became addicted to ambrosia, husky 1 turned to alcoholism and his brothers and sisters quickly followed suit in the end no hauling ever got done only canine debauchery in an unbelivably impressive dining/rec room. Then after tedious zoning the slate was at last wiped clean and a few overdoses provided us with a parka or two in a dalmatian pattern.
with all the morally questionable things you can do in this game it's kind of surprising Australia would be concerned if a drug didn't have side effects.
I'm surprised that RimWorld is available there at all. From what it seems if your game have bad graphics then you can do almost whatever you want in terms of violence in games but if RimWorld would be 3D then it would be no-no. As I read about those rules selling somebody for organs kinda makes game not being good enough for Australia but I guess there are some restrictions how graphical it is. Overall it's pretty insanely strict policies they got there. I like to joke around that Australia didn't got memo that Hitler was actually Austrian not Australian so they don't need to keep so strict policies for good image xD
Luciferium is _really_ good if you do the 'take off from planet' game end, with the swarm of hostiles at the end. Not so much the other two endings, because you might actually run across pawns you abandoned in a previous segment of the run, and sentiment _will_ demand you recruit them. Of course, if you're on the last leg of the multistage stuff, feel free to snort that devil's pep.
Happy to see this guide. When I started playing I was way, way too leery of giving my pawns drugs. I could've saved myself a lot of hardship and irritation by putting them to proper use.
On the topic of drunk animals, if you take beer on a road trip, be sure to not leave it lying around outside of base. More then once have I found rabbits and rats black out drunk next to the animal pens. Never had a drink horse throw up in my kitchen before.
I used to let my pawns smoke whenever they wanted. I also forbade them from psychite tea and ambrosia. but after watching this video, I'll change my strategy.
11:52 WHAAAAT?! Thousands of hours ingame and I had no idea that this was a thing... welp thats why I watched the video, to learn something new. Thank you Francis!
No tolerance buildup is the thing really making the impervious genes good, you can keep pounding yayo and flake every day without the effects diminishing, and get 100% uptime from flake and yayo.
I believe they also don't cause overdoses from cumulative stacked drugs (not just from taking that drug one too many times), which is good for go-juice that really messes with overdose chances.
Just to add to the observation on the "Dead calm" gene, I think the "catatonic state" mental breakdown is also eligible, as well as "crisis of belief". I don't look at code and I haven't tested this, so I could be wrong, but if a pawn has the gene and they have a mental breakdown, your chances of them becoming catatonic instead go way up, as you only have 2 options. This is a substantial risk increase, as it is an incredibly annoying ocurrence. Anyway, great video! Edit: I've just read a comment that mentions one can have a daze too. Less annoying, more options, meaning less risk of becoming catatonic than I previously expected. Then again, there's a substantially high risk anyway.
My drug policy is way more lax: Psychite 60% every 2 days Ambrosia and beer 45% 2 day and 1 day Smoke leaf 40% every 2 days. They carry 2 tea and 1 of everything else including go juice and wake up. With a biphasic schedule, getting them taking that tea proactively gives them a lot of inspirations. Also, body size is a major problem. For 13 to 17 year olds, in normal body size, and all small sized pawns, I will usually add an extra day for each drug as safe period, which seems to work. Also, visiting royals... pile the drugs on... all of them. We don't care if they get addicted
I had playthrough with "medical use only" imperials once. That was painfull. They tend to end up either with stats debuff due to unfullfulled chemical dependancy, or with mood strike if I feed them required tablets. Not to mention these hussars, starting social fights left and right.
@@DeepProbe Had that before. My current run, though, the Royals don't care what I give them. They are really happy visitors ! 3 or 4 more days, and I get to send them back home.
@@vRANDv They actually don't. They certainly can spawn with an ideology that prohibits drug use, but my current colony is housing two royals who just don't care. Their major worry, right now, is that I refuse to let them leave the two rooms they are zoned in to and the fact they are forced to eat fine meals containing insect meat. Even with this, though, their mood is capped at 100 due to scheduling, room impressiveness and a buttload of drugs.
Yes yes go go ! More Rimworld ! Maybe a colony of addicts that have to fight off mechanoids while bbeing high all the time? or colony of non violent pawns casters with robots? or non violent pawns using animals to fight for them? something that will make your game really hard, because you are just too good and everything is easy for you. i like your videos
I bet youtube is going to love the Francis 'Always keep some drugs in your hold' John guide to drugs! It would be interesting to see the game with production of go-juice and wakeup as their starting process- then switch into the ANCAP employee mode on those two products for super 24-7 production 🛠
I actively produce penoxicilian on nearly every single playthrough. It is a must have, especially on large colonies... It does NOT cause addiction! Francis!!! It helps you stay off sickness, that puts your pawns to bed for days... In late game when you are rich, it's a no-brainer. First time I seriously disagree with you on something. I feel like you should review this further ;)
I think the value of Penox varies based on your biome; some of the swampier or jungle tiles spawn lots of disease and of the type that penox can block. Some of the colder or drier tiles don't spawn those diseases nearly as often, it can still block plague but not flu, worms, or mechanites and so 1 out of 4 ain't as big of a deal.
If you are on a swamp/tropical then malaria, sleeping sickness and plague are big issues so the value goes up. But outside of them biomes I don't see it being to valuable.
I'm running a desert base, and I have a path to a bedroom open so that enemies don't start hitting the walls. No animals to tame so I can't do the squirrel trick. But sometimes ostriches show up, and I always forget to tame them, but heh. I keep noticing they show up, because I find them black out drunk in the rec room after helping themselves to the beer, because the map has 0 food outside.
I've had multiple pawns die on the first dose of wakeup. ODs and heart attacks. It can be incredibly useful if your RNG is less awful than mine. When you need that pawn awake, it can save a colony. Even with my lousy luck, I still keep a dose on every pawn.
Oh wow In my very first no-dlc colony I had 3 addicts for a year Then of course one of them died because of the overdose and shortly after the resurrection catched chemical brain damage so I sent them into caravan for ~20 days
Also one thing that not many people know is that soft drugs have minimum 10-15% sensitivity before they even CAN give you an addiction, you can take 5 teas in a row and not get addicted.
I once had a pawn put fertilized duck eggs on a shelf next to a bunch of beer. When the eggs hatched, the ducklings immediately slammed ten beers each and gave themselves brain damage and liver cirrhosis before an animal handler could get to them.
When I saw this pop up on my notifications I literally squeed, high pitched enough to alarm everyone around me. I then explained that an Irish UA-camr had just posted a video about pawns doing drugs. Then I had MORE explaining to do...
I once had a megacrab that kept getting blacked out because of alchol So i named him Bob the Addict He didn't make it to the next quadrum He was too weak that the tribesmen that were raiding us killed him with bat and bombs without any issues
I once sold some extra dogs to a wandering trader, immediately after completing the transaction their zone restrictions changed and they raided all my beer.... it took 2 days for the lot of those dogs to wander off lol.
One point that I've seen people misunderstand. If you change the settings on ONE pawn, you've changed them on ALL pawns that have that policy. If you want a special drugs setting for someone make an new policy for them,
2:20 Also smokeleaf can incapacitate if your pawns if they have other maluses, one of my pregnant pawns was in major break threshold and would get knocked down when I ordered her to smoke a joint
Prisoners can also get the Daze mental break. Low prisoner morale has actually doomed several of my Vamp colonies as a Dazed prisoner cannot be operated on.
Yayo has a better profit margin per work spent crafting it compared to Flake. Flake pulls out ahead with the time spent harvesting as Yayo takes double the resources. Though you can argue that it's not a 1:1 comparison as different individuals do the different work. Someone with dual field hands and elephants hauling would be quite efficient at planting, harvesting and hauling the leaves.
So I am just starting to play the game. got a scenario with Dwarfs off the steam workshop. they are all alcoholics with addiction/withdraw , but one has Teetotaler and refuses to take anything... I guess I could of imprisoned and hobbled them. was a learning experience for sure.
9:06 This only counts for the extreme breaks that prisoners can only have (that are not your colonists that you've recruited then imprisoned), I have had a pawn who I captured that went through go-juice withdrawal and was an ascetic sanguine pawn who didn't care about the terrible environment, paste meals, and had a constant +12 moodlet (in other words they never got into mental break territory), and they just went into dazes throughout their withdrawal, and were usually the one who was getting hurt by the other prisoner going through alcohol withdrawal. Also Go-juice seems to be a relatively short withdrawal period, at least compared to alcohol which took forever by comparison. Ambrosia is the weakest with a very short withdrawal period and only a -10 with no other negatives. 13:21 Be very careful if you have biotech installed and one of those chemical interest pawns is younger than 18, because they don't have the body size to tolerate the normal drug schedule. I had a pawn that I picked them up when they were 14 and had chemical interest and eventually they did get an alcohol addiction when they were like 16 and I had to arrest them and get them to work off their addiction.
Does wake-up impervious/dependency genes get rid of random heart attacks during wake-up high? Also Dependency genes do not prevent normal OD from large drug consumption, so if you want your production specialist to gulp wake-up every morning it's probably better to give him Impervious gene
for me I set smokeleaf down at 20, and psychite tea I have every 2 days for free no matter what, because its just a bonus as long as they dont get addicted, beer I dont like too much because its a hassle but I let anyone take it when below 35 as a boost, ambrosia I dont harvest enough of to set scheduled, I always manually tell a dude to take some when he drops low or needs a boost
I have PTSD from adding too much wealth to my colony. I feel like I never use drugs because I'm so freaked out about having wealth lying around that I'm not currently using. I tend to run semi small pawn count colonies and just end up getting creamed at some point. I think I'm 5,000 hours into the game and have only "won" three times. I must have the masochist trait.
4:57 “You need to take Luciferium every 5-6 days” That’s what the description of the drug says but this is inaccurate. The correct info is that the Luciferium bar depletes every 6.667 days, which means that if you create a drug policy to take every 5 days you are wasting 1.6 days of filled need bar. Explained in another way; an addicted pawn will waste almost 2 extra luciferiums every 30 days if he takes the drug every 5 days. That doesn’t seem like a lot except when you multiply for each pawn using it. So the recommended setting would necessarily be to take every 6 days but In reality you can go as far as 7 days with minimal issues. Specially if you are low on the drug and/or have a lot of addicted pawns and need to ration it. After the luciferium need reaches 0% the pawn suffers from the following symptoms: +40% pain (-15 mood) -20% consciousness Berserk mental breaks every 0.4 days Death by destroyed brain after 10 days (since the last Luciferium)
That chemical interest information is wrong. Chem int and chem fasc basically have an override on their "do drug for recreation" option where it's always set to on. Chemical bar fullness is irrelevant, they will go take random drugs if they want recreation and have access (in their zone, not forbidden) to them. They're still manageable, just not like that.
I've had several running around my base with no zone restrictions for the hard drugs, and they never consumed more than their beer a day unless their mood got too low.
@Jack Andersen you're welcome to do a controlled test yourself. Most likely they just had high enough recreation when hard chems were easier to access or were set to Work, but neither is sustainable indefinitely
My poor husky Winnie T_T In the like 2 seconds between purchasing some luciferium from a visiting trader and whisking it away to a puppy-free drug storage room, she ate one. I decided to see if animals also went berserk from not taking it, since you can't schedule animals on a drug policy - and yep, they do. I had to get her bonded owner to take her out. It was all very Ol' Yelleresque.
I don't know, have not tested, but so long as their tolerance is not going up it means they are stable. If their tolerance starts going up then you know they are going to need more and more beer which leads to liver failure.
in my first Biotech playthrough, I created a race of (40k) Orks, I wanted to make them dependant on Go-Juice (as a proxy for Painnboy Fighting Juice), bur the game didn't let me give them both genes for dependency and addiction immunity, am I doing something wrong?
You dont need both, take just dependency Immunity is too weak because it doesn't save you from overdoses(for one take of course, several doses in a row still kill you) At least for the very first biotech version I tested
About penoxycycline: It has a lasting effect of 5.5 days and if taken regularly using drug policies, it will prevent your pawns from getting infections after combat or help them not get sick when disease event come by. As long as you have a steady flow of neutromarine through trading, you should let everyone have it regularly Addictions in my experience never cause a problem unless the drug one's addicted to runs out. So just an early game issue. Honestly only addictions I care about are go juice (expensive) and luciferium (rare). For example in my last run 1/3 of my pawns were addicted to wake-up I'd totally forgot because it didn't cause any problems (late game). Don't be afraid of drugs, be afraid of food though, that's the real killer in harsch climates
Penox only affects plague, malaria, and sleeping sickness. It has no impact on wound infections, flu, gut worms, or mechanites. I'll use it if I'm in a swamp or similar biome with frequent diseases, on a sickly pawn, or in very small colonies late-game, but it's otherwise generally not worth it.
Body size also directly affects the chance of addictions, a slim pawn will become addicted to the soft drugs even with the correct schedule, a plump pawn is less likely to develop addictions. My slim researcher and slim planter both became addicted to psychite tea, and alcohol, even though they were set to take them on a "safe" schedule. My plump crafter and plump planter were absolutely fine on the same schedule. Edited for spelling mistake.
I think you are referring to body mass? Adult pawns 18+ are what the schedule is designed for anyone below 18 has smaller mass, you can't feed a beer to a 3 year old without getting them hammered.
Peg legs is so last year, now... With the Harvest all mod and the new genes(and gene mods), it means no prisoner has arms, legs, eyes, ears, nose, stomach, or spine and is missing a lung and kidney. They also secrete insect jelly and grow devilstrand on their body. They also convert food to bioelectric energy, which charges batteries. I also give them a master psychic gene so they emit a nice mood hit to people around them, even though their mood never goes over zero. You can add an ageless gene and superimmune, so they stay like that forever.
Next colony: Pawns that never sleep due to wake up while pounding luciferium. Genetic enhancements? who needs them, drugs are the way. Ok well maybe drug imperiousness.
so if people want to have fun with drugs IN GAME !! there are a few mods that make then really good and broken lol...there is a no addiction. there is a mod that has a addiction heal pill...and there is a mod that lets you grow your own luciferium! (the bad part about that drug is sooner or later it runs out cuz you used it all lol). now this is a warning the mods take away ALOT from the game lol. if you go with alot of mods and you use the drug memes you can get super powered people. my 5 people can do the work and combat of about 20 people. they just annihilate everything and never go down unless they die lol
I know some one is going to give me shit for this but let me explain I’m too poor for a pc so I play rimworld on console it’s a lot harder to micro manage everything because it’s not built the same as a pc you can still manage really well but since I just started I’m not used to it I by chance found some luciferiam I forbidden it went to the drug tab made sure it was on full lock down the only thing I was really worried about was that damn dog I started with for some reason it will go around eating random shit like my drugs once got addicted I don’t know how to avoid it so I sold that Lucifer drug as soon as possible I know somebody is going to be like oh you could have done this to stop that or but it’s so rare but considering what was happening I didn’t want somebody having a mental break and snort it or that stupid dog to for some reason eat it and before people say the dog had no choice that’s bullshit I have at least 30 simple meals meat rice some potatoes hay grass kibble and some berries don’t tell me that dog had no choice
"drugs and how to use them" i guess this one's not monetized
Looking at it the symbol is still green so I think YT was ok with it. Nice to know it's not a totally dumb system.
@@FrancisJohnYT for now......
@@FrancisJohnYTmanual review has pros and cons. The intern who manually reviewed this must be a rimworld enjoyer lmao
"Back in my day, all drugs could be consumed once without addiction, and people didn't care if you removed limbs."
"Okay Grandma, let's get you to bed."
Chemical Interest and Fascination do not function as described in the video. Chemical Interest and Fascination function by essentially setting "Take for Addiction" and "Take for Recreation" to always be checked -- regardless of what the player selects on the drug policy.
Chems do not have random drug binges. This behavior was removed.
Chems do not take drugs on their own based on their mood nor based on their chemical need bar. Their Chem Need bar only affects mood. The Chem "taking drugs on their own" and "chems mood being affected by drug use" are two entirely separate, but related, mechanics.
Chems take drugs on their own solely as if "Take for Rec" or "Take For Addiction" were checked. Test and confirm via setting a colonist to Sleep 24/7. On a Sleep schedule, a colonist will never do recreation. The Chem will become Recreation starved and never take drugs. Truly, surround them with drugs, set to all sleep, and watch them ignore all the drugs despite their need bar and mood being empty. Then, set a colonist to 24/7 Recreation. Watch them slam the drugs repeatedly for recreation.
Also, "Take For Recreation" always take drugs from inventory if possible. If set your Chem person to hold beer, and no other drugs, then they will ALWAYS take beer for recreation. That assumes you have enough beer so they can always have some in their inventory. You may or may not wish the chem person to hold harder drugs in inventory. Schedule other drugs, like tea and ambrosia, based on mood as shown -- but you may not wish them to hold those drugs. Set beer not to be taken, but to be the only drug held. You probably want to use beer because it has the shortest safe dose interval.
This is also easy to test and confirm in game. Get a Chem. Set to hold 1 and only 1 type of drug. Surround them with huge piles of other drugs. Set them to 24/7 recreation. Watch them pound the drug from their inventory and ignore all the drugs around them.
Funnily enough the fact that smoke leaf is terrible can be used to your advantage if you take the highlife meme you can use the autobong to reduce the raiders consciousness to make them easier to down/kill.
Lool
Also it is even better with heat+gas tunnel
Used to work on mechanoids(the main reason I used the meme) but it's been patched out :(
It also reduces pain by 20%. Downing raiders through pain is actually the most effective way - just look at how many rounds pigskins can tank compared to baseliners, despite them being just as durable as one another.
@@vRANDvisn't that bad? Don't you WANT them to go down?
@@prateekkarn9277 Yes it is bad. I do not suggest using autobongs as part of your defense.
Penoxycycline: If you're on a high disease tile like tropical rainforest or swamp, it's absolutely worth it. It generally isn't on most other tiles. Keep in mind that malaria and sleeping sickness are slow diseases. Your pawn will be in bed for 4-8 days without the penoxycycline and you'll churn through medicine in the process.
No, my pawn will be working until it's medicine time, then he'll lay down long enough to get his dose. Only the fast acting diseases are worth making them lay down for.
Also good for sickly pawns. They can get so many diseases, sometimes at the same time, it's so annoying. Had a great crafter recently, but she was never around to craft things because she was always sick and she was a wimp (genie) so kept collapsing. With penoxy, at least some of the diseases were no issue any more.
Randy once gave me plague twice in a row on a pawn after he gained immunity
It's good against infection, as it's the most common way your pawn died in early game. Just pop one during manhunter pack or raid before drafting them.
Since I just got this game a month ago I have made lots of errors.
One was hilarious.
I built a pet bed for whatever animal was the pet that run. I didn't realize a door had been either destoryed of propped open by something.
A turkey wandered in and drank like 6 beers.
I kept getting medical emergency warnings for the GD turkey....passed out....and vomiting in pet bed.
So we had lunch.
😂 And the ani als get all the stages of drunkenness...I once had a wild stallion come into my storage room when raiders had smashed the walls. It downed many beers and got hammered. It then passed out and next day it had a bad hangover.
The other day a batch of chickens hatched in the dining room/recreation area (I put the eggs there because the stable was too cold). The chicks drank beer, passed out and had to be rescued, but one had permanent brain damage afterwards. One bottle of beer is A LOT for a little chick. 😳😒
@@murphychurch8251 yep. Some chicks just can't hold their beer.
does the beer give the turkey extra flavor? lol
Coq au vin
I run dinosauria. Got a pet T-rex when my trainer got an inspiration. They're AWESOME in a fight. They also, for some reason, like to occasionally ignore zoning. I have no idea why. Been stashing up ambrosia because a tribal nearby paid top dollar. Mr. T-rex decided he liked ambrosia. A lot. Didn't notice my stash went from like 60 to 10. When I did I was trying to figure out which pawn I'd screwed up the drug policy on when the buzz alarm went off "T-Rex #1 is addicted to Ambrosia". FML. Got rid of the ambrosia and, well... it didn't go well. Did you know T-rex can bit a limb off a pawn even when they're wearing cataphract armor? I do now.
Lmao, i always get thrumbos drinking my beer
After big raids on my sea ice tile always results in wild snowhares drinking all the bear and eating all the ambrosia, getting addicted and blackout drunk multiple times in the process.
@@CAMSLAYER13 what is it with thrombos and beer? Mine like smokeleaf too.
You guys putting animal pen on colonist home?
I am drinking my 5th beer this week and I am happy that I am not yet addicted.
That last tip is about four weeks late.
Hope became addicted to ambrosia, husky 1 turned to alcoholism and his brothers and sisters quickly followed suit in the end no hauling ever got done only canine debauchery in an unbelivably impressive dining/rec room.
Then after tedious zoning the slate was at last wiped clean and a few overdoses provided us with a parka or two in a dalmatian pattern.
with all the morally questionable things you can do in this game it's kind of surprising Australia would be concerned if a drug didn't have side effects.
I'm surprised that RimWorld is available there at all.
From what it seems if your game have bad graphics then you can do almost whatever you want in terms of violence in games but if RimWorld would be 3D then it would be no-no.
As I read about those rules selling somebody for organs kinda makes game not being good enough for Australia but I guess there are some restrictions how graphical it is.
Overall it's pretty insanely strict policies they got there. I like to joke around that Australia didn't got memo that Hitler was actually Austrian not Australian so they don't need to keep so strict policies for good image xD
Adding insult to injury by having the stoned pawns lose to a bunch of impids, who are also crap at melee
Luciferium is _really_ good if you do the 'take off from planet' game end, with the swarm of hostiles at the end.
Not so much the other two endings, because you might actually run across pawns you abandoned in a previous segment of the run, and sentiment _will_ demand you recruit them.
Of course, if you're on the last leg of the multistage stuff, feel free to snort that devil's pep.
Amazing tutorial, thanks.
I always avoided hard drugs because it seemed to be too complicated, but turns out it's not that bad.
Happy to see this guide. When I started playing I was way, way too leery of giving my pawns drugs. I could've saved myself a lot of hardship and irritation by putting them to proper use.
On the topic of drunk animals, if you take beer on a road trip, be sure to not leave it lying around outside of base. More then once have I found rabbits and rats black out drunk next to the animal pens.
Never had a drink horse throw up in my kitchen before.
I had an elephant do that once. It was hilarious.
@@yaemz123 For me, it's always the chickens. Drunk chickens staggering around everywhere, vomiting and passing out under the furniture.
I used to let my pawns smoke whenever they wanted. I also forbade them from psychite tea and ambrosia. but after watching this video, I'll change my strategy.
Yea. Would explaln a lot
11:52 WHAAAAT?! Thousands of hours ingame and I had no idea that this was a thing... welp thats why I watched the video, to learn something new. Thank you Francis!
No tolerance buildup is the thing really making the impervious genes good, you can keep pounding yayo and flake every day without the effects diminishing, and get 100% uptime from flake and yayo.
The dependency ones aren't terrible either but you will need a source of whatever drug they are dependent on.
I believe they also don't cause overdoses from cumulative stacked drugs (not just from taking that drug one too many times), which is good for go-juice that really messes with overdose chances.
@@Zennethe Go Juice is op and wakeup is hilarious because of the heart attack chance.
My experience in college was simply to say "yes please" and hope for the best.
"No real way around it"
Narrator: "there was a mod to get around it."
Mr Francis John thank you for teaching me how to use drugs
Great video! Love these!
Just to add to the observation on the "Dead calm" gene, I think the "catatonic state" mental breakdown is also eligible, as well as "crisis of belief". I don't look at code and I haven't tested this, so I could be wrong, but if a pawn has the gene and they have a mental breakdown, your chances of them becoming catatonic instead go way up, as you only have 2 options. This is a substantial risk increase, as it is an incredibly annoying ocurrence. Anyway, great video!
Edit: I've just read a comment that mentions one can have a daze too. Less annoying, more options, meaning less risk of becoming catatonic than I previously expected. Then again, there's a substantially high risk anyway.
My drug policy is way more lax:
Psychite 60% every 2 days
Ambrosia and beer 45% 2 day and 1 day
Smoke leaf 40% every 2 days.
They carry 2 tea and 1 of everything else including go juice and wake up.
With a biphasic schedule, getting them taking that tea proactively gives them a lot of inspirations.
Also, body size is a major problem. For 13 to 17 year olds, in normal body size, and all small sized pawns, I will usually add an extra day for each drug as safe period, which seems to work.
Also, visiting royals... pile the drugs on... all of them. We don't care if they get addicted
Royals with ideology will always spawn with an ideology that gives them a huge mood debuff if they take drugs.
I had playthrough with "medical use only" imperials once. That was painfull. They tend to end up either with stats debuff due to unfullfulled chemical dependancy, or with mood strike if I feed them required tablets. Not to mention these hussars, starting social fights left and right.
@@DeepProbe Had that before. My current run, though, the Royals don't care what I give them. They are really happy visitors ! 3 or 4 more days, and I get to send them back home.
@@vRANDv They actually don't. They certainly can spawn with an ideology that prohibits drug use, but my current colony is housing two royals who just don't care.
Their major worry, right now, is that I refuse to let them leave the two rooms they are zoned in to and the fact they are forced to eat fine meals containing insect meat. Even with this, though, their mood is capped at 100 due to scheduling, room impressiveness and a buttload of drugs.
I miss these 😢
Yes yes go go ! More Rimworld ! Maybe a colony of addicts that have to fight off mechanoids while bbeing high all the time? or colony of non violent pawns casters with robots? or non violent pawns using animals to fight for them? something that will make your game really hard, because you are just too good and everything is easy for you. i like your videos
I bet youtube is going to love the Francis 'Always keep some drugs in your hold' John guide to drugs!
It would be interesting to see the game with production of go-juice and wakeup as their starting process- then switch into the ANCAP employee mode on those two products for super 24-7 production 🛠
I actively produce penoxicilian on nearly every single playthrough. It is a must have, especially on large colonies...
It does NOT cause addiction! Francis!!!
It helps you stay off sickness, that puts your pawns to bed for days... In late game when you are rich, it's a no-brainer.
First time I seriously disagree with you on something. I feel like you should review this further ;)
I can stop taking it whenever I want! :) (I do the same thing, because the plague is annoying AF)
I think the value of Penox varies based on your biome; some of the swampier or jungle tiles spawn lots of disease and of the type that penox can block. Some of the colder or drier tiles don't spawn those diseases nearly as often, it can still block plague but not flu, worms, or mechanites and so 1 out of 4 ain't as big of a deal.
If you are on a swamp/tropical then malaria, sleeping sickness and plague are big issues so the value goes up.
But outside of them biomes I don't see it being to valuable.
This is your pawns ... this is your pawns on smokeleaf! Reminds me of the old commercials.
It has been a very very long time since I've laughed so hard.
The alcoholic course throwing up in a kitchen got me so bad
Great video you earned a sub keep the great work
I'm running a desert base, and I have a path to a bedroom open so that enemies don't start hitting the walls. No animals to tame so I can't do the squirrel trick. But sometimes ostriches show up, and I always forget to tame them, but heh. I keep noticing they show up, because I find them black out drunk in the rec room after helping themselves to the beer, because the map has 0 food outside.
I've had multiple pawns die on the first dose of wakeup. ODs and heart attacks. It can be incredibly useful if your RNG is less awful than mine. When you need that pawn awake, it can save a colony. Even with my lousy luck, I still keep a dose on every pawn.
Oh wow
In my very first no-dlc colony I had 3 addicts for a year
Then of course one of them died because of the overdose and shortly after the resurrection catched chemical brain damage so I sent them into caravan for ~20 days
Ah yes all of them had bionic hearts
Not completely prevents deaths but lowers the chances a lot afaik
I have NEVER had an alcoholic horse throw up in my kitchen. An alcoholic dog on the other hand...
Also one thing that not many people know is that soft drugs have minimum 10-15% sensitivity before they even CAN give you an addiction, you can take 5 teas in a row and not get addicted.
I once had a pawn put fertilized duck eggs on a shelf next to a bunch of beer. When the eggs hatched, the ducklings immediately slammed ten beers each and gave themselves brain damage and liver cirrhosis before an animal handler could get to them.
i didn't play rimworld for a while then randomly watched this video and realised how mental this game actually is
"don't find them Yayo"
*Me giving my colonist Yayo 2 times a day to boost prosuctivity
When I saw this pop up on my notifications I literally squeed, high pitched enough to alarm everyone around me. I then explained that an Irish UA-camr had just posted a video about pawns doing drugs. Then I had MORE explaining to do...
I once had a megacrab that kept getting blacked out because of alchol
So i named him Bob the Addict
He didn't make it to the next quadrum
He was too weak that the tribesmen that were raiding us killed him with bat and bombs without any issues
I once sold some extra dogs to a wandering trader, immediately after completing the transaction their zone restrictions changed and they raided all my beer.... it took 2 days for the lot of those dogs to wander off lol.
Australia banned rimworld because a drug in game is overpowered, lol
One point that I've seen people misunderstand. If you change the settings on ONE pawn, you've changed them on ALL pawns that have that policy. If you want a special drugs setting for someone make an new policy for them,
Bet yet, give then the psychite dependent gene. The addiction immediately goes away. Afterwhich, give them new genes if you chose.
A follow-up idea: what about the overdose, how does that work.
These are your pawns. These are your pawns on smokeleaf.
2:20 Also smokeleaf can incapacitate if your pawns if they have other maluses, one of my pregnant pawns was in major break threshold and would get knocked down when I ordered her to smoke a joint
Thanks for the video
Prisoners can also get the Daze mental break. Low prisoner morale has actually doomed several of my Vamp colonies as a Dazed prisoner cannot be operated on.
Yayo has a better profit margin per work spent crafting it compared to Flake. Flake pulls out ahead with the time spent harvesting as Yayo takes double the resources. Though you can argue that it's not a 1:1 comparison as different individuals do the different work. Someone with dual field hands and elephants hauling would be quite efficient at planting, harvesting and hauling the leaves.
So I am just starting to play the game. got a scenario with Dwarfs off the steam workshop. they are all alcoholics with addiction/withdraw , but one has Teetotaler and refuses to take anything... I guess I could of imprisoned and hobbled them. was a learning experience for sure.
"everyone's done it at least once."
... I've never gotten around to making alcohol 😁
FJ not caring about the demonitzation with that title lol
9:06 This only counts for the extreme breaks that prisoners can only have (that are not your colonists that you've recruited then imprisoned), I have had a pawn who I captured that went through go-juice withdrawal and was an ascetic sanguine pawn who didn't care about the terrible environment, paste meals, and had a constant +12 moodlet (in other words they never got into mental break territory), and they just went into dazes throughout their withdrawal, and were usually the one who was getting hurt by the other prisoner going through alcohol withdrawal. Also Go-juice seems to be a relatively short withdrawal period, at least compared to alcohol which took forever by comparison. Ambrosia is the weakest with a very short withdrawal period and only a -10 with no other negatives.
13:21 Be very careful if you have biotech installed and one of those chemical interest pawns is younger than 18, because they don't have the body size to tolerate the normal drug schedule. I had a pawn that I picked them up when they were 14 and had chemical interest and eventually they did get an alcohol addiction when they were like 16 and I had to arrest them and get them to work off their addiction.
Francis telling a bunch of stoners not to put their pawns on smokeleaf. Our pawns are here for a good time, not a long time.
Does wake-up impervious/dependency genes get rid of random heart attacks during wake-up high? Also Dependency genes do not prevent normal OD from large drug consumption, so if you want your production specialist to gulp wake-up every morning it's probably better to give him Impervious gene
Thanks man, I really needed this
Quick question though, what's Rimworld?
"an alcoholic horse throwing up in your kitchen." Rimworld things.
for me I set smokeleaf down at 20, and psychite tea I have every 2 days for free no matter what, because its just a bonus as long as they dont get addicted, beer I dont like too much because its a hassle but I let anyone take it when below 35 as a boost, ambrosia I dont harvest enough of to set scheduled, I always manually tell a dude to take some when he drops low or needs a boost
I have PTSD from adding too much wealth to my colony. I feel like I never use drugs because I'm so freaked out about having wealth lying around that I'm not currently using. I tend to run semi small pawn count colonies and just end up getting creamed at some point. I think I'm 5,000 hours into the game and have only "won" three times. I must have the masochist trait.
Yeah the game is a bit of a balancing act, you need enough defence to counteract what every wealth you have. Makes expanding fast a bit hard.
4:57 “You need to take Luciferium every 5-6 days” That’s what the description of the drug says but this is inaccurate. The correct info is that the Luciferium bar depletes every 6.667 days, which means that if you create a drug policy to take every 5 days you are wasting 1.6 days of filled need bar. Explained in another way; an addicted pawn will waste almost 2 extra luciferiums every 30 days if he takes the drug every 5 days. That doesn’t seem like a lot except when you multiply for each pawn using it.
So the recommended setting would necessarily be to take every 6 days but In reality you can go as far as 7 days with minimal issues. Specially if you are low on the drug and/or have a lot of addicted pawns and need to ration it.
After the luciferium need reaches 0% the pawn suffers from the following symptoms:
+40% pain (-15 mood)
-20% consciousness
Berserk mental breaks every 0.4 days
Death by destroyed brain after 10 days (since the last Luciferium)
Don't schedule the taking of luciferium at all just tick (for addctions) and they will take more Lucy when the need bar gets near the bottom.
That chemical interest information is wrong. Chem int and chem fasc basically have an override on their "do drug for recreation" option where it's always set to on.
Chemical bar fullness is irrelevant, they will go take random drugs if they want recreation and have access (in their zone, not forbidden) to them.
They're still manageable, just not like that.
I've had several running around my base with no zone restrictions for the hard drugs, and they never consumed more than their beer a day unless their mood got too low.
@Jack Andersen you're welcome to do a controlled test yourself.
Most likely they just had high enough recreation when hard chems were easier to access or were set to Work, but neither is sustainable indefinitely
3:20 Ah yes, Wehrmacht tactics!
1:29 this game has now more accurately portrayed drug addiction than any other lol
My poor husky Winnie T_T In the like 2 seconds between purchasing some luciferium from a visiting trader and whisking it away to a puppy-free drug storage room, she ate one. I decided to see if animals also went berserk from not taking it, since you can't schedule animals on a drug policy - and yep, they do. I had to get her bonded owner to take her out. It was all very Ol' Yelleresque.
Wish my IRL slider was Beer only if mood ABOVE 80%.
If someone is addicted to alcohol, is there a downside to giving them a beer a day?
I don't know, have not tested, but so long as their tolerance is not going up it means they are stable. If their tolerance starts going up then you know they are going to need more and more beer which leads to liver failure.
I bet Smokeleaf would be fine in a context where you're not fighting motherfuckers constantly. But uh, this is Rimworld.
in my first Biotech playthrough, I created a race of (40k) Orks, I wanted to make them dependant on Go-Juice (as a proxy for Painnboy Fighting Juice), bur the game didn't let me give them both genes for dependency and addiction immunity, am I doing something wrong?
I'm pretty sure that dependency makes you immune.
no, 2 of my orks are already addicted. now they have to consume their fighting juice twice as often :(
You dont need both, take just dependency
Immunity is too weak because it doesn't save you from overdoses(for one take of course, several doses in a row still kill you)
At least for the very first biotech version I tested
are you sure wake up was nerfed because of the australia stuff? i can't find any info on that. if it was i'd want a mod to undo that.
What was the middle Colum if one side was high and the other sober?
Go Juice… hell of a drug.
About penoxycycline: It has a lasting effect of 5.5 days and if taken regularly using drug policies, it will prevent your pawns from getting infections after combat or help them not get sick when disease event come by. As long as you have a steady flow of neutromarine through trading, you should let everyone have it regularly
Addictions in my experience never cause a problem unless the drug one's addicted to runs out. So just an early game issue. Honestly only addictions I care about are go juice (expensive) and luciferium (rare). For example in my last run 1/3 of my pawns were addicted to wake-up I'd totally forgot because it didn't cause any problems (late game).
Don't be afraid of drugs, be afraid of food though, that's the real killer in harsch climates
Penox only affects plague, malaria, and sleeping sickness. It has no impact on wound infections, flu, gut worms, or mechanites. I'll use it if I'm in a swamp or similar biome with frequent diseases, on a sickly pawn, or in very small colonies late-game, but it's otherwise generally not worth it.
Hi! I am the chef of this colony and oh, my family member has died I am so sad! I should take a smokeleaf....EVERYONE HAS POISONING.
This video is actually just an advertisement for the dev pallatte
Body size also directly affects the chance of addictions, a slim pawn will become addicted to the soft drugs even with the correct schedule, a plump pawn is less likely to develop addictions. My slim researcher and slim planter both became addicted to psychite tea, and alcohol, even though they were set to take them on a "safe" schedule. My plump crafter and plump planter were absolutely fine on the same schedule.
Edited for spelling mistake.
I think you are referring to body mass? Adult pawns 18+ are what the schedule is designed for anyone below 18 has smaller mass, you can't feed a beer to a 3 year old without getting them hammered.
9:15 so what you are saying is we have to peg leg them right?
Peg legs is so last year, now... With the Harvest all mod and the new genes(and gene mods), it means no prisoner has arms, legs, eyes, ears, nose, stomach, or spine and is missing a lung and kidney. They also secrete insect jelly and grow devilstrand on their body. They also convert food to bioelectric energy, which charges batteries. I also give them a master psychic gene so they emit a nice mood hit to people around them, even though their mood never goes over zero. You can add an ageless gene and superimmune, so they stay like that forever.
08:12 give them drugs to withstand low mood from drug withdrawal ? suure that can never go wrong, just like in irl.
Pretty good stuff, i tried luciferum and im feelin great, im feelin soo alive i can dive 200 met....
Dies
Next colony: Pawns that never sleep due to wake up while pounding luciferium. Genetic enhancements? who needs them, drugs are the way. Ok well maybe drug imperiousness.
"Lucifirium... the devils bargain... its a great drug" - FJ 2023
Just like my pawns, I always make sure I carry around 2 beers and 2 joints just in case I need a pick me up.
so if people want to have fun with drugs IN GAME !! there are a few mods that make then really good and broken lol...there is a no addiction. there is a mod that has a addiction heal pill...and there is a mod that lets you grow your own luciferium! (the bad part about that drug is sooner or later it runs out cuz you used it all lol). now this is a warning the mods take away ALOT from the game lol. if you go with alot of mods and you use the drug memes you can get super powered people. my 5 people can do the work and combat of about 20 people. they just annihilate everything and never go down unless they die lol
Lol. FJ pleading with people not to lop the legs of prisoners...who'd have thunk it.
However, nice
I know some one is going to give me shit for this but let me explain I’m too poor for a pc so I play rimworld on console it’s a lot harder to micro manage everything because it’s not built the same as a pc you can still manage really well but since I just started I’m not used to it I by chance found some luciferiam I forbidden it went to the drug tab made sure it was on full lock down the only thing I was really worried about was that damn dog I started with for some reason it will go around eating random shit like my drugs once got addicted I don’t know how to avoid it so I sold that Lucifer drug as soon as possible I know somebody is going to be like oh you could have done this to stop that or but it’s so rare but considering what was happening I didn’t want somebody having a mental break and snort it or that stupid dog to for some reason eat it and before people say the dog had no choice that’s bullshit I have at least 30 simple meals meat rice some potatoes hay grass kibble and some berries don’t tell me that dog had no choice
Do an updated ONI tutorial!!! PLS!!!
sell them instead for profit
"we only want people to take a beer when they are feeling unhappy" worst rl advice ever 😂🤣😂
farts and how to use them would be funnier