Wake-up - RimWorld Wiki (2024)

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.

Base Stats

Type
DrugHard Drug
Tech Level
Industrial
Market Value
35
Stack Limit
150
Mass
0.005 kg
HP
50
Deterioration Rate
2
Flammability
100%
Rotatable
False
Path Cost
14

Ingestion

Recreation Offset
40%
Recreation Kind
Chemical
Addictiveness
2%
Maximum To Ingest
1
Ingestion Time
100ticks (1.67secs)

Creation

Crafted At
Required Research
Wake-up production
Work To Make
900ticks (15secs)
Work Speed Stat
Drug Synthesis Speed
Resources to make
2

Technical

defName
WakeUp
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
hard
Is Pleasure Drug
true
Bulk Product Amount
Wake-up - RimWorld Wiki (5)

Wake-up is a powerful but mildly dangerous stimulant drug. It fully fills the rest need immediately upon use, and reduces the rate that rest need is lost during the high. It also greatly increases a pawn's global work speed, and also gives a modest boost to a number of stats via its capacity boosts. However, it cannot be used safely - any use carries the risk of an instant addiction, and of an instant overdose. There is also a low risk of heart attack for the duration of the high.

Contents

  • 1 Acquisition
  • 2 Summary
    • 2.1 Upon consumption
    • 2.2 Wake-up high
    • 2.3 Tolerance
    • 2.4 Addiction
    • 2.5 Withdrawal
  • 3 Analysis
    • 3.1 Sleep reduction strategies
      • 3.1.1 Awake without penalties
      • 3.1.2 Awake with or without penalties
    • 3.2 Stat boost strategies
  • 4 Gallery
  • 5 Version history
  • 6 References

Acquisition[edit]

Wake-up can be crafted at a drug lab once the wake-up production research project has been completed. Each requires 2Neutroamine and 900ticks (15secs) of work modified by the drug synthesis speed of the crafter.

It can also be found on raiders and purchased.

Summary[edit]

Wake-up is a powerful stimulant that has a variety of effects. These can be broken into effects that occur:

  • Instantaneously and one time upon using the drug.
  • While high on the drug.
  • While addicted to the drug.
  • While withdrawing from the drug.

Upon consumption[edit]

A pawn taking wake-up will do so right where they stand without looking for a place to sit first. It takes 100ticks (1.67secs) to swallow the pill. It has the following one time effects:

  • +40% Chemical recreation
  • If the pawn has the chemical interest or chemical fascination trait:
    • +30% Chemical need
  • +100% Rest
  • +18% to +35% Overdose severity
  • 0.5% Chance for a major overdose
  • +75% Wake-up high severity (see "Wake-up high" below)
  • 2% Addiction chance
  • If the pawn has an addiction already:
    • +90% Wake-up need (see "Addiction" below)
    • −20% Addiction progress (see "Withdrawal" below)

Wake-up high[edit]

"Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. It also increases the psyfocus gains from meditation."

While each wake-up dose increases the severity of the wake-up high by 75% (see "Upon consumption" above), it decreases by 150% per day again, meaning that for one wake-up the high lasts 12hours. The maximum severity of a wake-up high is 100% which is reached with 1.33wake-up. Regardless of the wake-up high severity the effects are always the same, only their duration changes accordingly:

  • +10% Consciousness
  • +10% Moving
  • +50% Global work speed
  • +20% Psyfocus meditation rate
  • ×80% Sleep Fall Rate
  • Ailment chance:
    • Heart attack: on average every 120 days.

Tolerance[edit]

As of version 1.2.3005, wake-up no longer gives a pawn any tolerance at all when taken, despite the effects of tolerance still existing in-game. This has been confirmed as intended behaviour.[1]

Addiction[edit]

"A chemical addiction to wake-up. Long-term presence of wake-up has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug.
Without regular doses of wake-up, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."

—Addiction description

Each dose of wake-up carries a 2% chance of addiction. There is therefore no safe dose interval.

The addiction progresses by 4.5% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 11.1days to overcome the addiction. Consuming wake-up during an addiction will reduce the addiction progress by 20% again (see "Upon consumption" above).

Developing an addiction means a pawn has a wake-up need. The need for wake-up falls by 33.3% per day, consuming wake-up satisfies the need by 90% (see "Upon consumption" above), meaning the pawn will need to consume wake-up at least every 2.7days to prevent withdrawal symptoms.

Withdrawal[edit]

"Because of a wake-up addiction, this person needs to regularly consume the drug to avoid withdrawal symptoms."

—Need description

As soon as the wake-up need reaches 0%, the pawn suffers from the following symptoms:

  • −22 Mood ("I feel all fuzzy and unfocused. And I'm so tired.")
  • −30% Consciousness
  • −25% Manipulation
  • −20% Moving
  • +30% Sleep Fall Rate (meaning the pawn needs to sleep about a 30% sooner)
  • ×200% Social fight chance (meaning the pawn is twice as likely to start a social fight)
  • Mental break chances:
    • Hard drug binge: on average every 40 days. This averages to 0.6hard drug binges during each withdrawal.
    • Psychotic wandering: on average every 10 days. This averages to 2.2wanderings during each withdrawal.

Analysis[edit]

It is a powerful stimulant that fully satisfies one's need for rest, slows the tiredness progression rate, and boosts consciousness, movement, and global work speed. The high for wake-up typically lasts 12 in-game hours from 75% severity (one pill), but can last as long as 16 hours from 100% severity (multiple pills).

Unless you need an immediate and significant boost in chemical recreation or rest it is recommended to wait at least 8hours between the first and the second dose of wake-up. The third dose and any dose after that shouldn't be taken earlier than 12hours after the second to last dose. Otherwise some hours of the high will be wasted.

If the second dose is taken less than 4.8hours after the first one, the overdose severity might build up resulting in a minor overdose (this is unrelated to the 0.5% chance for a major overdose that comes with each dose). Be particularly careful when taking even more doses of wake-up or using it in combination with other drugs!

There are two primary reasons to take wake-up, though both might be relevant at the same time. These reasons are:

  1. Reducing the need for sleep
  2. Providing stat buffs

In an emergency, the recreation boost may be necessary however there are safer and cheaper methods of getting chemical recreation.

Sleep reduction strategies[edit]

No matter the goal, it is usually preferable to manually take each pill to get the most out of the complete satisfaction of the need to rest and the high.

Awake without penalties[edit]

If the goal is to avoid any mood penalties from tiredness, then the following math applies, assuming the pawn starts from 100% rest:

  • The first dose should be taken after 18.2 hours awake, at which point the pawn's rest has declined to 28%, the "Drowsy" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
  • While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
  • The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will either need to take another dose or sleep normally.

Thus, a single dose can keep a pawn awake for 38.8 hours before getting drowsy. Each individual dose keeps a pawn awake for 20.6 more hours without penalty. In 20.6 hours, normal overdose severity will completely wear off entirely by the next dose, but in the case of the 1/200 chance of a large overdose occurring, then only the mildest large overdoses will have resolved themselves by this point. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.

Awake with or without penalties[edit]

If mood is not is not a factor, and the goal is simply to keep the pawn from falling unconscious (i.e. keep rest need above 0%), then the following math applies, again assuming the pawn starts from 100% rest:

  • The first dose should be taken after 34.2 hours awake, at which point the pawn's rest has declined to 1%, the "Exhausted" threshold. This resets their rest to 100% and gives the wake-up high for the next 12 hours.
  • While high, only 80% of the rest is lost. 12 hours would normally result in 47.5% rest loss, but only 38% while on wake up. This places the rest need at 62% when the first dose of wake up wears off.
  • The remaining rest will drop to the 28% penalty threshold after 8.6 hours, at which point the pawn will be "Drowsy" and incur a −6 penalty.
  • The remaining rest will drop to the 14% penalty threshold after 5.1 hours, at which point the pawn will be "Tired" and incur a −12 penalty.
  • The remaining rest will drop to the 1% penalty threshold after 10.9 hours, at which point the pawn will be "Exhausted" and incur a −18 penalty. At this point the pawn has 0.4 hours to take another dose or sleep normally, otherwise they risk falling unconscious where they are.

Thus, a single dose can keep a pawn awake for 70.7 hours, if you are willing to make a pawn exhausted. Each individual dose keeps a pawn awake for up to 36.5 more hours. By this time, both normal and large overdoses of any severity will have completely worn off. Large overdoses run the risk of causing brain damage. The risk of heart attack must also be considered, unless a prosthetic or bionic heart is installed.

Stat boost strategies[edit]

A surgeon can take Wake-up to improve their surgery success chance due to the consciousness enhancement, so it may not be the worst of ideas to have them take a pill beforehand. Taking a hit of Go-juice stacks with it as well for better buffs, though you risk a drug overdose this way, ruining the stat buffs.

If maximum increase in surgery success chance with a single drug is desired, and working speed is not a concern, Go-juice is superior to Wake-up due to its 20% boost to consciousness, compared to Wake-up's 10%.

Gallery[edit]

  • One wake-up

  • Stack of wake-up

Version history[edit]

  • 0.15.1279 - Added.
  • 1.1.2654 - Reduced wake-up meditation focus gain from 40% to 20%.

References[edit]

  1. Rejected bug report: "[1.2.2753] Wake-up and go-juice do not cause tolerance". Unused tolerance effects: "A built-up tolerance to wake-up. The more severe this tolerance is, the more wake-up it takes to get the same effect." Starting at 45% tolerance the pawn could get severe chemical damage in the kidney reducing the part efficiency by 80%. The chemical damage would be applied in a curve with the following points: a) At 45% tolerance on average every 99999 days. b) At 50% tolerance on average every 180 days. c) At 100% tolerance on average every 135 days. All values in between are calculated with linear interpolation. The wake-up tolerance would decrease by 1.5% per day.

Drugs

Social drugs
AmbrosiaBeerPsychite teaSmokeleaf joint
Hard drugs
FlakeGo-juiceWake-upYayo
Medical drugs
LuciferiumPenoxycyline
Serums
Ghoul resurrection serumJuggernaut serumMetalblood serumMind-numb serumVoidsight serum

Wake-up - RimWorld Wiki (2024)

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