Beer every day. tea, smokeleaf joint, ambrosia every 2 days. Wake up and penoxilline every 5 days. Thats the perfect schedule just make sure that mood is set to different amounts.
i can't stop watching these guides i love how he is being animated and talks jesus you got a sub from me hope you keep this up. yes i fell into a rabbit hole while watching rimworld tips and trick but have been stuck on you Noobert about two hours right now
My rehab method is to basically make a room for them, fill it with rec items, put in a research bench and make that a high priority, put in a food method (fridge with meals or paste meal dispenser either works) and basically have them sleep, eat and research
@@geevee9582 you can set up an allowed area for them away from the drugs while still giving them access to foods and bed, or just lock them into a walled off room with no exit. this will contain their inevitable mental breaks from the drug withdrawal mood penalty. in this case, walling them off with a nutrient paste dispenser built into the room will provide them with food without letting the addict contact other colonists outside the room. i'm curious, how did you get so many addicts? and to which drug are they getting addicted to? you should set up a drug assignment to tell your colonists which drugs to take and not take. drugs are relatively safe if you know what you're doing and the performance enhancing drugs always save me in a pinch when i'm otherwise underequiped against a raid. the worst part is dealing with a colonist with the chemical interest or chemical fascination trait. they will ignore social and addiction drug assignment and use drugs whenever they please, mostly to satisfy an addiction if they are addicted or use drug when they are doing recreation.
@@geevee9582idk if u still need help since four months have passed but you can forbid the door and then colonists wont use it, you can effectively lock them in that way, you could also just wall off the door till withdrawal is over
I remember one time when I had the unluckiest pawn. He was the main researcher, and I was working on SOS2 Techs He had chemical fascination He took 1 unit of yayo which we had obtained by killed raiders we had 2 units The pawn died after having a freak overdose on 1 unit of yayo His punishment was being resurrected resurrector nanites lost cohesion even though he was perfectly preserved so I used a healer serum so that he can continue to live
i had an untended farm where ducks bred out of control. the only thing worse than them laying eggs faster than i could wrangle them was when they got into the beer from the hitching spot and started to puke and pass out all over the place.
Drugs honestly make this game so much easier, first playthrough I didn’t use them and I have this second and progressed so much faster. Beer is probably my favorite since it’s easy, you get tons of it and you almost never get addictions so you can use if every 2 days for moods. Ambrosia is also nice though.
Tbh if drugs are in from raiders I let em have it because it helps also a lot of it is used by my lowest mood pawns in the colony on a daly (currently I have some pawns suffering from a breack up so they drink and stuff) also I can't grow any because I'm ON A PROPANE LAKE COLDER THAN ICE SHEETS. Tbh most of my games only get drugs from raiders draging the stuff in so I don't see addicts.
I found your channel like a week and a half ago and I am almost completely done with every video on your channel. I'm not addicted but make more videos please and thank you!
Im doing my best hahaha. That being said our patreon supporters can watch videos ahead of time. I think we have 3 or 4 up for early access viewing right now
I think when somkeleaf is burned it should make the nearby pawns high. This means that if the planets are burning they would make anyone nearby high on somkeleaf. Also, this would make anyone nearby someone that is smoking somkeleaf would also get high and if they burned the smokeleaf in a fire or crematorium everyone nearby would also get high on smokeleaf.
@@amitakartok Your just assume that being high in Rimworld would be bad, when in fact in Rimworld using smokeleaf is good as long as the pawn isn't going thru a withdrawal. However, I don't think there is withdrawal for smokeleaf in Rimworld, but I don't play it currently.
Ahhh yes, i remember drugs in rimworld. I had several muffalo with a fine taste for yayo when i wasn't looking. Damn brats. They all got sick but managed to not get addicted or die that time.
Once when I started a game with lotta resources (I love building freely, don't judge me) I saw the beer option and was like, meh why not and I added like 125 of them? Well umm... I had/have 14 huskies, 2 cows, 2 sheeps and some chicken (+the animals I tamed) and they have found the beer. The worst one was the chicken! He even got cirrhosis.... and I'm surprised neither of my animals got addicted to it when it surely seemed like they where addicted. Sold the beer and solved the problem. Poor animals were always blacked out or something like that. /Still talking about Rimworld!/
I killed a colonist after changing my drug policy, to medicate them everyday they had full synthetic organs, (from expanded organs and prosthetics mod). I gave them yayo and flake combined. I used resurrector serum. luckily had 1 left after removing 2 persona cores after the murderous rages they experienced multiple times. The reason I made the drugs mandatory was it was the final 15 days week after starting the ships reactor. It was a good run took ages as I was waiting for nuclear warheads for the rimatomics mod and multiple components to mod everyone to make them nearly unstoppable. All thanks to the profits from yayo. Crime pays on a world with no police.
Man I didn't know smokeleaf made my guys eat more. I started producing it and my guys all started smoking it and going through a ton more food. Not sure how I didn't make the connection
I say 'no' to those drugs. When I find them in other camps, I leave them. I also burn them when raiders bring them with it. Yes, I do care my colonists.
Vegetable Garden is definitely useful because of their non addictive Coffee, Tea and other stuff, giving your colonists a well needed boost that stacks as well as stat boosts
@@Golden_Pig64 i agree the vanilla game already has minimally addictive drugs like psycite tea and smokeleaf, adding benefits and NO downsides is just broken, there literally is no reason to not do it.
I can't help but wonder if there's a mod out there that adds poisoned drugs so you could just send/trade those to your enemies to make them unknowingly kill themselves by using your drug
in my most recent playthrough i got like 6 ambrosia sprouts in a week, safe to say i was rolling in the dough after a trader showed up but sadly a forest fire took out all but 1 sprout so now i grow and produce flake to sell to any traders who happen to show up as well as drug my prisoners because screw them
Not sure if you know about this, especially since you can only see it splitsecends but ... the second head from the left in your audience has a couple visible transparent pixel, and every single time you do the animation where the antagonist walks from the left to the right, we can see him walk through his or her head.
That's how I learned about setting zones for my animals. A flock of a dozen ducks joined the colony, set them to home zone and next I knew they were in my bar and drank all the beer. Ducks all over the base passed out and puke eveywhere.
Capture raider - > Get them heavily addicted to flake, smokeleaf or alcohol - > Release - > Laugh when they return barely able to function in a future raid
-I need some silver...quickly ➡YA-YO -My dude is one step from a mental break down ➡ YA-YO -This wall needs to be finished today, not tommorow ➡ YA-YO -Lets finish this game and start a new colony ➡ Flake
Could you send someone suffering from withdrawl on a pointless caravan mission for a week to clean them up perhaps? I'm looking to finally pull the trigger and get Rimworld and been watching your vids for tips, thanks for all your help Noobert
Animals part is a bit tricky. There are 2 ways animals can eat drugs: for food (usually it is beer), and as a rare job that specifically forces animal to eat random ingestible item nearby (it can be drug, food, or anything else that is tagged as edible). First can be dealt with by zoning animals away from beer, but second is not - animals ignore any restrictions when doing that task. This task has limited search range (something like 12 tiles), but ignores patch length as long as it is reachable, so animal can make a long trip around walls. While it is somewhat rare, it has separate MTB for each animal, so more free roaming animals you have more often it happens.
The animals thing is why I haven’t tried the drug trade yet. After one ambrosia event, the dog ate literally all of it and got addicted. And I kind of need him not dead from OD since he can haul/rescue when others are to busy sitting alone at a table.
where can i buy the smokeleaf joints i am on withdrawle and my prisoners just revolted and i needed to gun them down so now they won't make smokeleaf joints anymore
Addicted pawns wont take drugs if you forbid them from the drug policy (turning off addiction use and recreation.) Only pawns with the chemical interest and chemical fascination would ignore these policies.
I bought a polar fox/wolf (Not sure) in rimworld and panther killed them right away so i fed the panther so many drugs and luciferium and just watched it go crazy
indeed is flake better... yayo is worth only if your carry capacity is limited... both are stackable (500) so... yeah just make sure those dumbheads don't smoke flake during mental breakdown, it's addictive af
so, smokeleaf is like, the evolved descendent of cannabis, right? and psychite is, I assume, coca leaf? but the question that leaves me with is what happened to all the opium in the far future?
Colonist addicted to smokeleaf? Not to worry! Just chop off both their legs, wait for the addiction to end, then install peg legs! I am so glad I am not a colonist in your colony! :D
Its never addicting if drug policy tab carefully designed for mood needs. social drugs used once per two day but if they use regularly they still can be addicted. They should only use the to avoid breakdowns like setting max mood limit to %25-40. So only sad ones use it temporarily to avoid breakdowns while others dont even know what it feels like to use it. This drug policy works on physic drones but still debuffs like my mother/father/son/lover died can cause addiction. Hard drugs are far more dangerous with over doses addictions lasting over month and with huge debuffs like -35. I done so many experiments on laborers about hard drugs >:). But I can say that raiders sometimes use hard drugs as combat tactic. Yayo and flake increases accuracy and pain threshold while go juice making them faster. In production wise only go juice and wake up is usefull for workers because they dont aim attack or take damage while doing workbench/haul jobs. I only use hard drugs on guests to make them happy or productive while colonists only use them manually if something urgent happens like war
www.patreon.com/noobert PLEASE help us keep this channel going!
I get the feeling this and a handful other videos are the reason Rimworld got banned in Australia, lol.
Beer every day. tea, smokeleaf joint, ambrosia every 2 days. Wake up and penoxilline every 5 days. Thats the perfect schedule just make sure that mood is set to different amounts.
XD there we go someone has the ratios
Ahhhh now I can stop burning my drugs off fear of addiction
Wake up can still give heart attacks though :/
Wake up us kind of a "ok we push the red button now..."
@@semst007 just get bionic heart and no more heart attacks
Video editor: How many pop SFX you want?
Noobert: Yes
XD
Johnny test whip noise
Vine/Instagram thud sound effect
Great, now I'm focusing on them too much lol
I've been using the smoke leaf mod for a very long time now, its a game changer. once you go green your pockets will never be lean!
lmao best ryhme
LMFAOOOOOOOOOOOO!!
Lol have you been dealing with fat Larry And leagal Lees drug emporium again?
That rhyme also sounds like some "Green technology" slogan of sorts.
@@dumbleking5172 "green" peace
Like this comment if the editor abused the sound effects
no shit was just going to say dude the pop sfx had me mute and use closed captions
XD
Idk I thought it was charming
XD
@@ik00li just report the bots
all the fucking popping sounds have put me at an extreme break risk
Rip
i can't stop watching these guides i love how he is being animated and talks jesus you got a sub from me hope you keep this up.
yes i fell into a rabbit hole while watching rimworld tips and trick but have been stuck on you Noobert about two hours right now
Mwahahahahahahahahaha glad you like em mate. Made my day
My parents walked into the room while I was watching this.
They had many questions...
Really? Like what
Did they walk in when he was going over all the drugs or when he said addicts should be arrested and have their legs chopped off?
@@TheConjurersTower tbh that's not even the lowist crime.
My rehab method is to basically make a room for them, fill it with rec items, put in a research bench and make that a high priority, put in a food method (fridge with meals or paste meal dispenser either works) and basically have them sleep, eat and research
Thus Is the way
Ah yes, the "happy place"
how do you lock them in there? im new too all this. my guys are all slowly getting addicted. i think i have 3-4 now. nobody wants to sweep help!
@@geevee9582 you can set up an allowed area for them away from the drugs while still giving them access to foods and bed, or just lock them into a walled off room with no exit. this will contain their inevitable mental breaks from the drug withdrawal mood penalty. in this case, walling them off with a nutrient paste dispenser built into the room will provide them with food without letting the addict contact other colonists outside the room.
i'm curious, how did you get so many addicts? and to which drug are they getting addicted to? you should set up a drug assignment to tell your colonists which drugs to take and not take. drugs are relatively safe if you know what you're doing and the performance enhancing drugs always save me in a pinch when i'm otherwise underequiped against a raid. the worst part is dealing with a colonist with the chemical interest or chemical fascination trait. they will ignore social and addiction drug assignment and use drugs whenever they please, mostly to satisfy an addiction if they are addicted or use drug when they are doing recreation.
@@geevee9582idk if u still need help since four months have passed but you can forbid the door and then colonists wont use it, you can effectively lock them in that way, you could also just wall off the door till withdrawal is over
I remember one time when I had the unluckiest pawn.
He was the main researcher, and I was working on SOS2 Techs
He had chemical fascination
He took 1 unit of yayo which we had obtained by killed raiders
we had 2 units
The pawn died after having a freak overdose on 1 unit of yayo
His punishment was being resurrected
resurrector nanites lost cohesion even though he was perfectly preserved
so I used a healer serum so that he can continue to live
Omg that sounds like a pain in the butt colonist
Now he lives on barrowed time!
Had a pawn that once had a addiction to luciferum and go juice, guy has 16 in shooting, guy became a fucking monster
WE DID IT WE MADE A DRUGS GUIDE! DONT FORGET TO SHARE THIS VIDEO AND SUBSCRIBE!
i forgot
i had an untended farm where ducks bred out of control. the only thing worse than them laying eggs faster than i could wrangle them was when they got into the beer from the hitching spot and started to puke and pass out all over the place.
That just sounds classic haha
The popping sound was overkill.. Otherwise great video
Noted thanks mate
And it’s called Yay-O
Drugs honestly make this game so much easier, first playthrough I didn’t use them and I have this second and progressed so much faster.
Beer is probably my favorite since it’s easy, you get tons of it and you almost never get addictions so you can use if every 2 days for moods. Ambrosia is also nice though.
Yeah beer is fun.
Tbh if drugs are in from raiders I let em have it because it helps also a lot of it is used by my lowest mood pawns in the colony on a daly (currently I have some pawns suffering from a breack up so they drink and stuff) also I can't grow any because I'm ON A PROPANE LAKE COLDER THAN ICE SHEETS. Tbh most of my games only get drugs from raiders draging the stuff in so I don't see addicts.
Agree. Small field can grow enough hops to produce beer for colony for whole year, even in boreal forest.
I found your channel like a week and a half ago and I am almost completely done with every video on your channel. I'm not addicted but make more videos please and thank you!
Im doing my best hahaha. That being said our patreon supporters can watch videos ahead of time. I think we have 3 or 4 up for early access viewing right now
I think when somkeleaf is burned it should make the nearby pawns high. This means that if the planets are burning they would make anyone nearby high on somkeleaf. Also, this would make anyone nearby someone that is smoking somkeleaf would also get high and if they burned the smokeleaf in a fire or crematorium everyone nearby would also get high on smokeleaf.
I agree
Ideally, burning any drug in a crematorium should vaporise it, not just burn it!
That is what happens in far cry 3 :P your burbing weed in a mission so
Wouldn't that mean that teetotaler pawns would go berserk from destroying the object of their hatred? Sounds kinda counterintuitive.
@@amitakartok Your just assume that being high in Rimworld would be bad, when in fact in Rimworld using smokeleaf is good as long as the pawn isn't going thru a withdrawal. However, I don't think there is withdrawal for smokeleaf in Rimworld, but I don't play it currently.
8:09 jokes on you Noobert im already subscribed and high on smoke leaf
Lmao good colonist
Same
Ahhh yes, i remember drugs in rimworld. I had several muffalo with a fine taste for yayo when i wasn't looking. Damn brats. They all got sick but managed to not get addicted or die that time.
Lmao that's the best
Once when I started a game with lotta resources (I love building freely, don't judge me) I saw the beer option and was like, meh why not and I added like 125 of them?
Well umm... I had/have 14 huskies, 2 cows, 2 sheeps and some chicken (+the animals I tamed) and they have found the beer.
The worst one was the chicken! He even got cirrhosis.... and I'm surprised neither of my animals got addicted to it when it surely seemed like they where addicted. Sold the beer and solved the problem.
Poor animals were always blacked out or something like that.
/Still talking about Rimworld!/
I killed a colonist after changing my drug policy, to medicate them everyday they had full synthetic organs, (from expanded organs and prosthetics mod). I gave them yayo and flake combined. I used resurrector serum. luckily had 1 left after removing 2 persona cores after the murderous rages they experienced multiple times. The reason I made the drugs mandatory was it was the final 15 days week after starting the ships reactor. It was a good run took ages as I was waiting for nuclear warheads for the rimatomics mod and multiple components to mod everyone to make them nearly unstoppable. All thanks to the profits from yayo. Crime pays on a world with no police.
Did a fantastic job in this video, the audio is normal, you are easy to hear and you gave a TON of awesome info. Thank You!
Noice thats the goal thanks
great video, was hoping something like this existed and am happy to see something this thorough
I personally prefer to use rimfactory to auto farm and craft yayo. A full digital storage unit full of yayo can supply an excessive volume of silver
1million solver colony do it. But no above normal weapons or explosives
Man I didn't know smokeleaf made my guys eat more. I started producing it and my guys all started smoking it and going through a ton more food. Not sure how I didn't make the connection
Lmao
I say 'no' to those drugs. When I find them in other camps, I leave them. I also burn them when raiders bring them with it.
Yes, I do care my colonists.
Vegetable Garden is definitely useful because of their non addictive Coffee, Tea and other stuff, giving your colonists a well needed boost that stacks as well as stat boosts
A consciousness boosting drug with 0% addiction or overdose chance? That doesn't sound very balanced...
@@Golden_Pig64 i agree the vanilla game already has minimally addictive drugs like psycite tea and smokeleaf, adding benefits and NO downsides is just broken, there literally is no reason to not do it.
I can't help but wonder if there's a mod out there that adds poisoned drugs so you could just send/trade those to your enemies to make them unknowingly kill themselves by using your drug
Now I finally know how the tolerance mechanics works xD
Noice
lmao when i saw the title i knew it was gonna be a good one XD
XD this video was planned to be a good one hahaha. the other vids we just cross our fingers
These videos are great and make me feel great after watching them
im super glad mate
Love the content dude, do more of it
(Love the accent also, what accent is that?)
Its custom hahahahah
Mr worldwide
Perfect video to pop down and consume some smokeleaf while watching
Oh my goodness hahaha
We're running a drug compound in rimworld. Yayo every 10 days, smokeleaf whenever, beer whenever unless addicted. We sell off the excess
in my most recent playthrough i got like 6 ambrosia sprouts in a week, safe to say i was rolling in the dough after a trader showed up but sadly a forest fire took out all but 1 sprout so now i grow and produce flake to sell to any traders who happen to show up as well as drug my prisoners because screw them
Very informative, very cool :D
Please make more videos like this!
Will do
Not sure if you know about this, especially since you can only see it splitsecends but
... the second head from the left in your audience has a couple visible transparent pixel, and every single time you do the animation where the antagonist walks from the left to the right, we can see him walk through his or her head.
good lord man did you have an unrequested surplus of pop sound effects or something, literally can't go a second without hearing one
I recommend the Medicines+ mod if you want to expand your pharmaceutical empire of war crimes
I agree with this statement
Now I'm gonna look into that
I traded for some beer for the first time, and my pet racoon got into it before anyone else did :I threw up all over my storage area
Dude thats great hahaha. Wish it was a traders muffalo though
That's how I learned about setting zones for my animals. A flock of a dozen ducks joined the colony, set them to home zone and next I knew they were in my bar and drank all the beer. Ducks all over the base passed out and puke eveywhere.
@@dirkwolf9463 lol
Capture raider - > Get them heavily addicted to flake, smokeleaf or alcohol - > Release - > Laugh when they return barely able to function in a future raid
those popping effects driving me fucking insane
Thank you for the video!
No problem mate
Np mate
can you do a guide on how many colonists and what jobs you should give them?
So colonist.work guide
@@Noobert i think soyeah
I had a colonist get a little depressed and ate all 60 pieces of ambrosia and passed out in a field.
My cat drank all my alcohol and got brain damage
I am surprised you didn't included Vanilla Expanded Brewing and the various liqueurs and coffee you can get from that.
XD
COFFE the only socially accepted addiction XD
You are great, Sir!
-I need some silver...quickly ➡YA-YO
-My dude is one step from a mental break down ➡ YA-YO
-This wall needs to be finished today, not tommorow ➡ YA-YO
-Lets finish this game and start a new colony ➡ Flake
Wow! you gained a new subscriber :)
yoooo
Could you send someone suffering from withdrawl on a pointless caravan mission for a week to clean them up perhaps?
I'm looking to finally pull the trigger and get Rimworld and been watching your vids for tips, thanks for all your help Noobert
Yeahbthats a method but they may have mental breaks haha
You didn't really cover the tea or ambrosia. It seems like the tea is mood and energy, while ambrosia is warmth and energy. Is that basically it?
Thanks for the guide.
Your welcome mate
As a nomad playtrough gamer i say all of them are worth taking (i use luci)
You should go further into detail about luciferium!
I should mhm
i don't let my colonists use any drugs but i do let them grow absurd amounts of them
Good guid thx a lot!
Glad i could help mate
Animals part is a bit tricky. There are 2 ways animals can eat drugs: for food (usually it is beer), and as a rare job that specifically forces animal to eat random ingestible item nearby (it can be drug, food, or anything else that is tagged as edible). First can be dealt with by zoning animals away from beer, but second is not - animals ignore any restrictions when doing that task. This task has limited search range (something like 12 tiles), but ignores patch length as long as it is reachable, so animal can make a long trip around walls. While it is somewhat rare, it has separate MTB for each animal, so more free roaming animals you have more often it happens.
The animals thing is why I haven’t tried the drug trade yet.
After one ambrosia event, the dog ate literally all of it and got addicted.
And I kind of need him not dead from OD since he can haul/rescue when others are to busy sitting alone at a table.
*Puff, puff, pass, thats the rule.* :)
puf pff puff puff puff puff puff. pass
@@Noobert Don't bogart that joint, my friend
Is mine i nonshare
@@Noobert *twist, lick, filter: I made moar >".'
This is bro right here
2 wake-up every day is best drug schedule, sleep is for the weak. Bionic hearths prevent heart attacks and just YOLO on the deathchance on overdose
Lmao
where can i buy the smokeleaf joints i am on withdrawle and my prisoners just revolted and i needed to gun them down so now they won't make smokeleaf joints anymore
Rip
Good job!
Thanks mate
thank you sir. very cool.
your welcome mate glad you liked it
I’m strangely love the pop sounds. XD
Lol
This yayo thing sounds useful wonder if it exists in real life
Hahahahaha it does its coke
@@Noobert coke is liquid, cant fool me this easily mister.
maybe it's something like MDMA?
Hey noobert i have a question i give penoxiline to my colonists all 5 days and were with penoxiline effect but they still got malarya can you help me
There is also the Neutrolope mod, because what could go wrong with a blue exploding animal that you milk for Neutromine.
XD yeah thats true
hi, can you remove the bubble sound eveyr 1 sec please?
I apologize i cant removr anythjng after upload. Ive already made fun of my editors over the issue
Addicted pawns wont take drugs if you forbid them from the drug policy (turning off addiction use and recreation.)
Only pawns with the chemical interest and chemical fascination would ignore these policies.
Addicted pawns would still take em. Are you using a mod?
I've definitely seen my addicted pawns take drugs for being forbidden and it was my very first playthrough.
Smokeleaf joints use cooking skill but needs crafting job allowed. Is there any mod to correct this?
Very informative video, thank you!
Yayo? You mean Cucumber paste, right? xD #1d2gaming
Lmao references are the best
junior the justs drugs on rim video vs nooberts drug guide
Exactly the plan here
WHO DOES THE BETTER DRUG guide YOU OR junior the just
Why arresting pawn? Couldnt you just seal him off with paste dispenser?
If i remove them both arms, can they still go berserk or take drugs?
I bought a polar fox/wolf (Not sure) in rimworld and panther killed them right away so i fed the panther so many drugs and luciferium and just watched it go crazy
Many balloons were harmed in the making of this video
YAY-YO. Like llelo.
In extreme cases, you can anesthetize the addict every 24 hours until they are clean, costing one herbal medicine per day.
I usually produce yayo as my colony's money maker. Is flake better for income?
indeed is flake better...
yayo is worth only if your carry capacity is limited...
both are stackable (500) so... yeah
just make sure those dumbheads
don't smoke flake during mental breakdown, it's addictive af
Flake sells better yeah
So if you know a addict. Remove their legs, sow on peg legs, once clean install bionic legs.
Love the fact that to cure addiction, saw their legs off and give them wood
Drinking game, take a shot every time you hear a boop.
Oh god
More like snort some flake
I would love a guide on medical stuff!
Can do
what is going on with background music?
XD
so, smokeleaf is like, the evolved descendent of cannabis, right? and psychite is, I assume, coca leaf? but the question that leaves me with is what happened to all the opium in the far future?
The whole video script is the rimworld wiki page on drugs...
Whatever gets ya through the day
Colonist addicted to smokeleaf? Not to worry! Just chop off both their legs, wait for the addiction to end, then install peg legs!
I am so glad I am not a colonist in your colony! :D
So for making medicine, go juice, yayo, ect does it require crafting skill or medical? Can't remember, thanks for the vid!
Late comment, but it actually requires intelligence *and* crafting.
Why did you censor out the 1 in the video
2:08
Entertainment purposes
Still need a credit card mod for RimWorld. That's the true way of yayo.
Lmao
This feels like Juniorjust's Drugs on the Rim
Also I pronounce Penoxycyline as ("Peenosaikylain")
Yeah wanted this vid to outrank his in search haha
I delcare war on timworld tubers. Only i shall make the guides
@@Noobert Oh no
Pen ox ah sigh lean.
Is there a way to completely remove addiction from the game? like never getting addicted to any drug no matter how many times you take them
Probably a mod
well...there is no IRS, CIA, and FBI in space
for the Addicts? uhh (looks at no door asylum)
Lmao yeah
Its never addicting if drug policy tab carefully designed for mood needs. social drugs used once per two day but if they use regularly they still can be addicted. They should only use the to avoid breakdowns like setting max mood limit to %25-40. So only sad ones use it temporarily to avoid breakdowns while others dont even know what it feels like to use it. This drug policy works on physic drones but still debuffs like my mother/father/son/lover died can cause addiction. Hard drugs are far more dangerous with over doses addictions lasting over month and with huge debuffs like -35. I done so many experiments on laborers about hard drugs >:). But I can say that raiders sometimes use hard drugs as combat tactic. Yayo and flake increases accuracy and pain threshold while go juice making them faster. In production wise only go juice and wake up is usefull for workers because they dont aim attack or take damage while doing workbench/haul jobs. I only use hard drugs on guests to make them happy or productive while colonists only use them manually if something urgent happens like war
im still sad about losing colonists to overdose
Man there is so much popping.
"yay oh" Real life slang term for coke
me pumping my pet warg full with tea and smokeleaf to decrease the pain meter from extreme to medium
Good video but that popping sound effect was overused
Oh i know. See pinned
not enough pop sound effects, gotta add more next time
Completely agree