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No. Go-juice and Wake-up are never safe. Colonists can form an addiction to go-juice with a single dose, and it has absolutely brutal and sometimes fatal withdrawal symptoms. Wake-up always has a chance to cause a heart attack with every minute a colonist is high on it.
Once you take it, addiction is inevitable and you have a pawn with a permanent drug requirement.
Getting rid of the addiction is not impossible, but it has very very nasty withdrawal symptoms.
On the other hand, it is possible to keep the drug in use, but at moderated levels so as to prevent tolerance buildup.
It makes for a VERY speedy, productive, pain-free, hyper, aggro soldier/worker.
Just don't look at him funny, or withhold his next dose of Juice. You *will* regret it.
Wake-up is very risky, but again it's useful in the endgame gauntlet when you have 30 pawns and a constant flow of enemies and things that need to be done. No time for sleeping.
Wake-up is safe to use every 3 days and shouldn't cause addiction ever at that level, as I understand it.
If a pawn does form an addiction to something and you need to help them through withdrawl - select the pawn, go into the 'Health' tab, select 'Operations', and slate 'Anesthetize' every 8-12 hours or so. Order them to bed (or put a hospital bed in the prison and arrest them and send them there), and have a doctor use medicine to render them unconcious through the worst of the withdrawl process.
Edit: Also, regarding expensive drugs, addictions, withdrawl and all that - cryptosleep caskets are a safe way to preserve colonists who have health issues or addictions to substances of which you do not have a steady supply. Luciferium really is a fantastic drug and I'd strongly recommend making use of it on a colonist or two once your colony develops to the point where you can send out caravans to visit 4-5 outlander settlements, and when you're producing enough crops or tradeable goods to throw money around.
A luciferium dosed combat pawn is pretty scary, and you could lock them down in cryptosleep between battles to keep them from chewing through doses. If a vital colonist falls ill and it doesn't look like they'll be able to fight off the plague or some such, a dose of luciferium may raise their immunity gain speed enough to save their lives (for a time, at least).
Tldr; Don't write off drugs just because their side effects are scary. Pretty much all of them (I'm excluding yayo and flake here) have their uses.
Wake-up is, again, the least safe drug in the game and can literally kill your colonists with a single dose. No other drug in the game is as risky. If you have slave colonists you don't care about dying it has it's use, but you wouldn't be caring about "safety" or addiction in that case, you'd just be grinding them into the ground until they die and replacing them.
The chance of wake-up killing you on your first dose is 1/240, (1/120 per day if you're high all the time, and a dose lasts 12 hours). Wake-up is really useful in max-difficulty endgame scenarios. It also increases conciousness by 10%, which according to the wiki is good for doctors performing operations (but it seems like a really minor boost).
In the endgame gauntlet on extreme, you have a constant stream of things to do -- healing patients, repairing turrets/walls/firefoam, reloading mortars, fighting, more fighting. You don't have the luxury of rest, and sometimes a calculated risk is needed.
On my (only) successful Randy Savage run, I was so deep in ♥♥♥♥ already, I basically just had most of my colony perma-high on either wake-up or yayo for the last 2 days. Good times.
The real issue with wake-up isn't the instant death, it's brain damage that leaves your pawn at 50% conciousness (work speed). This is inevitable if you develop a tolerance.