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Crack = flake
Meth = wake up
oh ok then, thanks
Scopolamine, disabling mental breaks while its in the system, making for example prisoners more docile, but with a powerful negative moodlet because they were essentially blacked out all that time and dont know what they were doing
Mushrooms, granting positive moodlets in small doses, inducing a mushroom specific mental break on high doses, having long lasting moodlets or even gain a trait
LSD or Ergot poisoning or Ergot wine, all pretty similar with different amounts of toxicity
same deal as mushrooms
Ketamine, powerful anesthetic, disassociative, for its duration the pawns wont mind doing anything they deem immoral because well, they are entirely disassociated
Opioids, you know the deal
refined smokeleaf (hash, hash oil, crystalized resin)
Speed, a weaker version of Yayo but longer lasting and with a high addiction chance
maybe some more sci fi stuff too?
like
neuro-boosters increasing research speed but having painful comedowns once the effects wear off
i mean there already are similar drugs ingame but they dont really do anything other than boosting pawns for combat
would be nice to have more variety in the uses they can provide
like
meditation enhancement, research boosting, social lubricant, stimulants, amnestetics, anestetics
all sorts of goodies to make a drug lab colony that much more interesting
The highlights of this mod is that it adds shrooms, lsd and opium equivalents. This allows you to sell heroin (called skag in the mod) and it gives you other possible options for recreational drugs to keep your whiny colonists happy.
Check my workshop page in a week or two and I'll probably have it up by then.
Nanomachines son! Jokes aside they're probably some sort of sci-fi nano machine increasing the performance of local tissues. With them most likely with them breaking down quickly and causing damage when they're not replaced. Which is why they lead to psychosis and such. Remember Rimworld is set in the year 5500 ;)