Drugs In Rimworld (How To Tips And Tricks Guide)

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Good video, you talk a tad fast for a non-native speaker but it's well accompanied by pictures so still very understandable.

Couple of things that might have been worth mentioned:

  • Smokeleaf, Beer and Psychite Tea don't give addiction if taken every 2 days (1 day for Beer).
  • Despite the debuff Smokeleaf can be really useful, not just for the mood but also for its incredible 80% recreation fill. It also reduce pain by 20%, I've used it at time for Wimp pawns I needed to move or to sell prisoner in Pain Shock.
  • Smokeleaf has the worst work/silver ratio of all drugs so not so good to sell (it's decent if your bottleneck is arable land rather than workforce). 30 work will give you 4 Smokejoint so 44 silver (1.47 silver per work) pretty much similar to Psychite Tea (1.48 silver per work). Beer on the other hand require 17 work for 5 Beer which is 60 silver (3.53 silver per work, more than twice!) but it does require more hauling. Flake and Yayo are by far the best selling drugs compared to work required with respectively 3.29 and 3.5 silver per work without the hauling job of Beer, Yayo is better for caravan (more silver per kg) while Flake require less plants for the same amount of silver.
👍︎︎ 7 👤︎︎ u/Kuirem 📅︎︎ Jan 15 2021 🗫︎ replies

My knowledge of contraband has increased significantly after watching this lol. Thanks for the entertaining and informative video!

👍︎︎ 5 👤︎︎ u/Hotdog71 📅︎︎ Jan 15 2021 🗫︎ replies

A guide designed to teach players everything they need to know about drugs in the base game including their various uses.

👍︎︎ 3 👤︎︎ u/NoobTubeGamingChnl 📅︎︎ Jan 15 2021 🗫︎ replies

Thanks for the video with lots of good info!

If anyone wants a picture: Here is my standard default drug policy.

Adjust the %s based on your availability and needs. Make similar/shifted ones for Steadfast/Neurotic etc. I make copies for Luciferium. Late game shift Penoxycylene to 5 days.

Whatever drug plan is the TOP on the list is the default. I make the TOP plan what is pictured but NO drugs are taken to inventory. I also check Luciferium "take for addiction" on the default one. The default no carry is so temporary pawns don't show up, put tons of drug in their inventory" then walk off with them.

Note: Young pawns have a different body size and may get addicted to a drug based on this schedule. I think it is below 18 but I'm not sure on the exact age. You can click a pawn, go to their "i" information page and see their body size.

👍︎︎ 3 👤︎︎ u/MortalSmurph 📅︎︎ Jan 15 2021 🗫︎ replies

Hey u/NoobTubeGamingChanl, good video!

However if I have to make some criticism, is that its better to make an info graphic for each drug in one go.

Instead of making each line go pop op, have a little info graph taken from the game and display what it does.

One thing you missed is that go-juice restores a bit of psycast power if you use them. You can also make each pawn carry a bottle of go-juice and only make them take it when ordered to. Useful for psycasters and melee troopers.

I also think you're injecting the mod suggestions too early. It should be its own separate category and come with its own timestamp instead of mixed with vanilla stuff.

Either way I left a like!

👍︎︎ 2 👤︎︎ u/cannibalgentleman 📅︎︎ Jan 16 2021 🗫︎ replies
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oh yo you are going to buy so many chinchillas and foxes fbi open up well time to show you my little friend well that's one rim world i won't be coming back to this time thanks for the queen hello everyone today i would like to share some knowledge on all vanilla drugs in rimworld this is very important knowledge as drugs can be useful to gain temporary benefits of various sorts like boosting your colonies productivity healing illnesses drugs can also be used to poison your enemies drugs can also lead to harmful addictions negative side effects and overdoses resulting in permanent ailments or death so we need to be aware of the usage we will talk about five important things on how to use vanilla rumoral drugs and also with some modded drugs number one is getting to know each of the drugs second is avoiding and managing drugs and addiction third is rehab center and recovery fourth is drug production and the last one number five is drug trading let's not waste any time and roll the intro all right first of all let's get to know each of the drugs they're split into three categories hard social and medical under hard as goat juice flake wake up and yayo under social is ambrosia beer smoke leaf and psychite tea and under medical is luciferium and penoxillin although drugs can be useful for your colony be mindful that most of the drugs are addictive let us go through them one by one in random order beer you need one more to make one bottle of beer beer is produced in three steps step one is planting hops which is an easy task and then build a brewery this step requires research the last step is to process 25 hops for five units of wart a test that requires a cut to perform the action another easy task and also beer is addictive yes it is moving on to the next one who doesn't know about yayo huh well yayo is a fine white powders in order to produce a euphoric height yayo reduces the user's need for rest and suppresses pain it is a drug that can be manufactured at a drug lab using eight cycloid leaves yayo is a stimulant pleasure drug and it is also addictive stop playing with flake a flaky substance that can be smoked to induce a short but powerful euphoric state flake provides an incredible plus 35 moon buff while it remains in the user's system it is a cheaper and less powerful version of yayo but has a significantly higher addiction rate which makes using this drug somewhat impractical flake can be manufactured at a drug lab using four psychoand leaves flake is a cheap short high and very addictive wake up can improve work performance your colonists will keep waking up and work more and once again yep it's also addictive smoke leaf will improve mood but worsen capacities making your colonists hungry all the time and it is slowing their movement smoke leaf is addictive goat juice is a drug that can be purchased found on raiders or manufactured at a drug lab all you need are two nutramine and one yayo goju sax as a potent stimulant and painkiller it has a significant performance impact on combat and as it improves the mobility speed along with the enhancement of your colonist's sight and consciousness which are vital for shooting accuracy go juice is able to boost speed and fighting capacity tremendously but it is addictive luciferium glitter world mechanites that give huge bonuses to most capacities however without repeated doses the user goes insane and dies it is impossible to clear the addiction and the drug is 100 addictive after one dose the effects of drugs are modulated by body size for example smaller creatures need less beer to be drunk than bigger animals such as a thrombo and here the drugs that have a lower addiction rate some people say they are not drugs but medicine monoxicillin the medical drug fully blocks various infections such as malaria sleeping sickness and plague penicillin can either be crafted at a drug lab or purchased from traders you need to have penoxyl and production research each penicillin pill requires two nutramine psychities a fragrant tea infused with leaves of the psychoid plant it is made with a fueled stove or electric stove using four cycloid leaves to produce it a minimum of two cooking skills are required and you should research cycloid brewing first this is romantic ambrosia is a food stuff that is only obtainable through the ambrosia sprout event or by trading it is also somewhat rare to get an ambrosia addiction as each fruit only has a one percent chance to give one don't worry too much with the addiction managing the drugs and its consumption for your colony is part of the fun so let's move on to our second topic avoiding and managing drugs and addiction there is an option of completely avoiding drugs in your colony you have the option to burn them at the campfire or crematorium or forbid the drug on your colony system and sell them to a trader which is lucrative on the market just be aware that addicted pawns will take drugs anyway even if they are forbidden drugs can be assigned for regular taking through the drug policy system similar to outfits drug policies are an assigned schedule for taking drugs you can set any number of drugs each with a frequency for example you can assign a colonist to drink two beers every day and take one penicillin every five days you can also toggle to use the drug to feed an addiction separately from joy usage tolerance value is the value related to addiction upon consumption of any drugs it has a fixed build up amount for each drug and decreases each day afterwards illness will have a chance of getting addicted once they cross a certain tolerance threshold safe consumption of drugs can be set in the restriction tab for drug usage anyone need a prescription anyone when tolerant the severity given per dose of the drug will decrease by a fixed amount that means they will last less time and colonists will need to consume more of them addiction also has the same effect in addition to requiring the pawn to get a regular dose of the drug to prevent withdrawal i love you you you love me i love me all drugs are very dangerous for animals especially small animals like puppies et cetera so make sure your animals are zone restricted from access to wherever your drugs are kept colonists can't take drugs they can't reach a drug bingeing colonist without access to that drug will only wander around until their senses are restored other withdrawal based mental breaks are another story one alternative to keeping drugs out of the hands of addicts is to place the drugs in a room and board up the entrance this could also be done to the addicts by trapping them but they will become counterproductive once they becoming hungry another alternative which may be quicker depending on the case is to load the drugs in a transport pod and keep them there until the binge is over how about transporting attic pawns to pluto instead since it's not easy to fight addictions it's time we talked about point number three rehab centers and recovery instead of keeping drugs from the attic you can keep the addict away from the drugs by imprisoning them until they are clean imprisoning them can give impacts up to their mental breaks it may be best to wait until the pawn collapses due to exhaustion or starvation then arrest them without the possibility of a physical intervention if it must be done while they can stand then it is wise to disarm this colonist before attempting to arrest them as they may resist and go berserk this also works great for addicted prisoners as they are already in prison it is recommended to keep them in their own cell though otherwise they can go berserk and attack other prisoners if you want to recruit such an addict it's recommended to get them clean before recruiting there's no use in releasing an addicted new recruit only to throw them right back in their cell very very soon you can avoid the berserk state of a druggie rehab inmate by removing his or her two legs that way they will lay on their bed until the drug withdrawal completes just replace the pawns leg with peg legs and then remove the peg legs once recovered you can install two bionic legs keep an eye on your technological level and make sure you have bionic gloves at your disposal during this time you may want to give your colonists more time to enjoy himself giving him social drugs may help depending on the situation but remember never to feed his addiction as this resets the withdrawal countdown unless he's addicted to multiple drugs at the same time in which it may be easier to deal with one addiction at a time the health overview tab displays a counter with withdrawal percentage the higher it gets the closer to complete recovery there is a good mod that helps you with managing your colonist's addiction is the auto injectors mod this mod has an implant which automatically applies a dose of a given drug once a certain threshold is met for example if you create a flake iv an auto-injector and equip a pawn with it the moment that pawn's mood drops below the extreme brake threshold the implant will automatically apply a dose of flake and remove itself here is what you need to do first you research drug extraction a simple prerequisite for the mod then you research specific drug categories to make extract shrubs the extracts are unusable crafting items which are used to craft the auto injector then you research iv auto injection and then craft the implants by the way did you subscribe to my channel it's pretty easy you don't need any drugs to do it but if you click that subscribe button you might get high now we come to number four it's a drug production we should know how each of them is being produced knowing each of the drug production is part of an important phase in battling addiction balancing productivity yet also to raise some income for your colony one good thing about drugs is that they are very skill independent only require a bare minimum growing skill and only depend on the amount of farmland you can devote to it if you have a year round growing it's really easy to just set up large plots of land for drugs comparing the production costs for business with our or furniture drugs are better drugs are produced in various ways typically at the new drug lab building from various precursor chemicals and growable crops for productivity here's some mods you can install simple bulk drugs mod is a good to add bulk drug production recipes produce wake up medicine or other drugs in bulk to save time when crafting and carrying ingredients you can use etrt medicine production mod to add research projects for nutramine luciferium and glitter world medicine crafting and two farms neutral leaf as the main ingredient of nutramine you can install the farmable nutrime mod and plant as many neutral leaf as you want you can also use vegetable garden mod to produce more ambrosia with other useful vegetables and fruits i hope those drugs will not overwhelm you if you feel dizzy you can grow grab your aspirin but before that if you have any comments or requests or questions please do not hesitate to write them in the comment section down below now go grab your ass okay that's enough with drug production now let's sell the drug drugs are simply the most effective early mid game money maker that your colony can produce it requires much lower devotion of time and skills and other money making plans i wouldn't really mess with nutramine based drugs for income since i can't produce it myself but you can get a nice profit from crafting new german into drugs flake sold particularly well for the amount of time resources vested it typically outsold most crafty goods simply because it was reliable the only balance issues i see are that flake and smoke leaf are probably relatively cheap to produce compared to others increasing minimum resources required for both or aligning the prices to their base components might be the best balance there's also the weight system drugs in general are pretty weightless due to how much you can make in bulk while clothing power armor and weapons are extremely heavy to move and more often than not require pack animals in fact the only problem with selling drugs is not having enough space to carry the profit back to your colony any efforts you pawns with smoke leaf will be profitable use smoke leaf industry reborn mod a smoke leaf industry reborn is a mod that adds various new drugs foods medicines building materials and more all based around smokely cultivation and processing okay folks that is all about the drugs please do not hesitate to write or comment down below request in the comments section thank you click another video don't forget to like comment subscribe do subscribe and join our discord
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Channel: Noobert
Views: 126,929
Rating: undefined out of 5
Keywords: Noobert, Rimworld, Rimworld Tips And Tricks, Rimworld How To, Top Ten Rimworld, Rimworld Guide, rimworld drugs, rimworld drugs guide, Rimworld 1.2 drugs guide, Rimworld Guide 2021, Rimworld xbox, rimworld ps4
Id: iDFStvJ8AQc
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Length: 10min 44sec (644 seconds)
Published: Fri Jan 15 2021
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