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  3. Drug Lab and Brewery | RimWorld

Drug Lab and Brewery | RimWorld

Posted on September 12, 2026September 12, 2026 by alienshooter

Drugs

Luciferium – A concoction of mechanites that dramatically improve the body’s functioning in all respects. Over time, it can even heal old scarred-over wounds or brain damage, though it cannot regenerate lost limbs. Unfortunately, without the moderating effects of regular doses every five or six days, the mechanites lose cohesion, causing continuous berserk rages and, eventually, death.

After the first dose, there is no way to get the mechanites out, ever. On the urbworlds, they call Luciferium the ‘Devil’s Bargain’. Many have been forced to kill friends when no more of the seductive red pills could be found.

Requirements: No ways to craft, only buy/find.

  • Safe dose interval for adults – Never Safe
  • Random overdose chance – 0%
  • Addiction need dose interval – 6.0 days
  • Addiction recovery time – No recovery

Effects

  • Blood filtration +70%
  • Blood pumping +15%
  • Breathing +10%
  • Consciousness +10%
  • Digestion +20%
  • Moving +5%
  • Sight +15%
  • Pain x80%

Psychite tea – A fragrant tea infused with leaves of the psychoid plant. Drinking it induces a subtle psychite euphoria. This tea is easy to produce at cooking facilities, but can produce psychite addiction if consumed too often.

Many tribes use psychoid tea, both as a daily energizer and as part of social and religious rituals.

Requirements: Psychoid leaves x4, Campfire/stove.

  • Safe dose interval for adults – 2.0 days
  • Random overdose chance – 0%
  • Duration per dose – 0.3 days
  • Addiction need dose interval – 1.8 days
  • Addiction recovery time – 15 days

Effects

  • Sleep fall rate x80%
  • Pain x90%

Smokeleaf joint – Smokeleaf leaves prepared in small rolls for smoking. The drug improves mood, but also increases appetite, reduces focus and slows movement. Smokeleaf use can produce a dependency. Joints can be produced at a crafting spot without equipment, and are a fixture in many traditional low-industriousness cultures.

Requirements: Psychoid leaves x4, Crafting Spot/Drug Lab.

  • Safe dose interval for adults – 2.0 days
  • Random overdose chance – 0%
  • Duration per dose – 0.5 days
  • Addiction need dose interval – 1.8 days
  • Addiction recovery time – 15 days

Effects

  • Consciousness -30%
  • Moving -10%
  • Hunger rate offset +30%
  • Pain -20%

Go-juice – A synthetic performance-enhancing drug developed for space marines during the early days of interplanetary warfare. Go-juice blocks pain, increases movement speed, and improves the user’s melee and shooting abilities.

The military chemists who created it were never able to remove its addictiveness. Some saw this as a downside; others saw it as a benefit.

Requirements: Neutroamine x2, Yayo x1, Drug Lab.

  • Safe dose interval for adults – Never Safe
  • Random overdose chance – 0.5%
  • Duration per dose – 0.7 days
  • Addiction need dose interval – 2.7 days
  • Addiction recovery time – 11.1 days

Effects

  • Consciousness +20%
  • Moving +50%
  • Sight +35%
  • Pain x10%

Flake – A flaky white preparation of psychite that can be smoked to induce a short but powerful euphoric state. While it is cheap to produce and extremely pleasurable to use, it is exceptionally addictive. Flake is known for destroying lives, communities, and entire societies.

Requirements: Psychoid leaves x4, Drug Lab.

  • Safe dose interval for adults – Never Safe
  • Random overdose chance – 1.5%
  • Duration per dose – 0.3 days
  • Addiction need dose interval – 1.8 days
  • Addiction recovery time – 15 days

Effects

  • Sleep fall rate x33%
  • Pain x50%

Yayo – A refined powdery preparation of the psychite drug. When snorted, it produces a rapid euphoric high, dramatically reduces the user’s need for rest, and suppresses pain. Like all forms of psychite, it is addictive, though it is not as addictive as the cruder flake.

Because of its high cost and refined appearance, many cultures associate yayo with degenerate wealth. Whether in the throneroom or the boardroom, many hare-brained policy schemes have been developed during yayo-fueled binge parties.

Requirements: Psychoid leaves x8, Drug Lab.

  • Safe dose interval for adults – Never Safe
  • Random overdose chance – 1%
  • Duration per dose – 0.5 days
  • Addiction need dose interval – 1.8 days
  • Addiction recovery time – 15 days

Effects

  • Sleep fall rate x33%
  • Moving +15%
  • Pain x50%

Wake-up – A synthetic stimulant. Wake-up fills the user’s need for rest, allowing them to work for extended periods without getting tired. However, taking wake-up runs the risk of developing an addiction.

In the most competitive universities and companies of many worlds, high-achievers are sometimes called ‘wake-ups’ because of the association with this drug.

Requirements: Neutroamine x2, Drug Lab.

  • Safe dose interval for adults – Never Safe
  • Random overdose chance -0.5%
  • Duration per dose – 0.5 days
  • Addiction need dose interval – 2.7 days
  • Addiction recovery time – 11.1 days

Effects

  • Global work speed +50%
  • Sleep fall rate x80%
  • Consciousness +10%
  • Moving +10%

Medicine

Neutroamine – A synthetic precursor chemical. While it is useless on its own, many drugs require neutroamine as an ingredient.

Market value – 6.00$

Medicine – A kit of industrial-era medical equipment. It contains basic drugs, tools for suturing and bone setting, diagnostic devices, and various pads and fluids.

Requirements: Herbal Medicine x1, Neutroamine x1, Cloth x3, Drug Lab.

Market value – 18$

Penoxycyline – A drug for preventing infections before they take hold. Blocks malaria, sleeping sickness, plague. Must be taken every five days to remain effective.

This drug only prevents new infections. It does not cure existing infections – even those that are not yet discovered.

Requirements: Neutroamine x2, Drug Lab.

  • Safe dose interval for adults – Always Safe
  • Random overdose chance – 0%
  • Duration per dose – 5.6 days

Effects:

  • Prevents infection – malaria, sleeping sickness, plague.

Alcohol

Wort – Un-fermented beer. This substance needs to ferment in a fermenting barrel before it becomes drinkable beer.

Requirements: Hops x25, Brewery.

Market value – 2.50$

Beer – The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction.

Requirements: Wort x5, Fermenting Barrel.

  • Safe dose interval for adults – 1.0 days
  • Random overdose chance – 0%
  • Duration per dose – 0.2 days
  • Addiction need dose interval – 1.8 days
  • Addiction recovery time – 15.0 days

Effects:

  • Melee Weapon:
  • Melee damage per second – 4.50
  • Melee armor penetration – 13%

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