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π Drugs System
π All Drugs Quick Reference
| Drug | Mood | Safe Interval | Addiction% | Rating |
|---|---|---|---|---|
| π΅ Psychite Tea | +12 | Every 2 days | β0% (if interval kept) | βββββ Best daily drug |
| πΊ Beer | +10 | 1/day | Low | ββββ Safe social drug |
| π« Ambrosia | Mood boost | Every 2 days | Low | βββ Good but uncraftable |
| πΏ Smokeleaf | +13 | Every 2-3 days | Medium | ββ β30% Consciousness |
| π Yayo | +35 | Manual only | 1-10% per dose | ββ Emergency rescue |
| β‘ Wake-Up | None | Manual, every 3d | Med + 0.4% instant death | βββ Eliminates sleep need |
| πͺ Go-Juice | +5 | Manual, pre-combat | Very high | β Do-or-die fights |
| π Luciferium | β | Every 15-30d, permanent | 100% permanent, fatal if supply runs out | β 10+ stockpile first |
π‘οΈ Safe Drugs β Automate These
Psychite tea is the best daily drug. Every 2 days, mood <40% β +12 mood, slight sleep reduction, near-zero addiction risk, no productivity penalty. Assignment tab β Social Drugs β every 2 days β mood <40%.
Beer is the safe secondary option, 1/day. Stack with tea for a dual safety net.
Ambrosia only comes from random eventsβdon't rely on it as a core strategy.
β οΈ Dangerous Drugs β Manual Use Only
Smokeleaf: +13 mood, but β30% consciousness makes pawns useless. Long-term cancer risk. Use only when it's "smokeleaf or mental break."
Yayo: +35 mood, +15% work speedβbut 1-10% addiction per dose. Manual use only in extreme emergencies. Withdrawal is brutal.
Wake-Up: No mood boost, but negates sleep need. 0.4% chance of instant heart attack death per use. Clutch production bursts or pre-battle prep.
Go-Juice: Pre-combat injection: +50% move, Γ10% pain, +20% consciousness. But near-zero pain perception = can bleed to death without noticing. Have doctors ready post-combat.
π Luciferium β Deal with the Devil
Permanent nanite enhancement: heals scars, chronic conditions, massive stat boosts. But addiction is permanent and 100% fatal if supply runs out (death within ~10 days of withdrawal). Never administer without 10+ doses stockpiled. Only for irreplaceable colonists with unfixable permanent injuries. The only cure is a Healer Mech Serum.
π§ Drug Policy Template β Copy This
| Drug | Scheduled | Mood Condition | Carry |
|---|---|---|---|
| Psychite Tea | β Every 2 days | Mood <40% | 1 |
| Beer | β Daily | Mood <35% | 1 |
| Ambrosia | β Every 2 days | Mood <35% | 1 |
| Smokeleaf | β Every 3 days | Mood <25% | 1 |
| Yayo/Wake-Up/Go-Juice | β Never | β | 0-1 |
β Common Drug Mistakes
- Psychite tea every day: Every 2 days max. Daily builds tolerance, triggers addictionβsame psychite addiction as Yayo
- Automating yayo: Automatic = pawn doses every time mood drops = guaranteed addiction. Always manual
- Smokeleaf as daily driver: β30% consciousness means pawns get nothing done. Least priority social drug
- Starting luciferium without stockpile: Never touch it with less than 10 doses on hand
- Drugs in public storage: Chemical Interest/Fascination pawns ignore policies. Lock hard drugs in restricted rooms
- Ignoring dependency genes (Biotech): Psychite/Go-Juice/Wake-Up dependency genes let pawns safely use hard drugs without addiction risk