More Drugs!

Oddly enough we don’t need rolling papers to enjoy our marijuana, yet we need a crack pipe to smoke our crack and a syringe for our heroin. Strange since everything powdered can also go up one’s nose without having to have special hardware IRL. Maybe if we had rolling papers we could hobo it and re-roll cigarette snipes into crappy bum smokes. Or disassemble cigars to make blunts.

I’m rambling. I guess I saw the thread title and got excited or something.

Regardless, I can’t help but think of an alternate version of finding CBMs in electrozombies: You butcher the smuggler zombie’s corpse. The zombie had a kilo of blow in its butt! You found a kilo of coke.

It’s funny you mention that. I’m having a hard time figuring out how the game determines routes of administration.

You can make a pipe out of anything. Pot smoking makes you crafty.

Version one of the More Drugs mod is now out.
https://sourceforge.net/projects/cataclysmfearan/files/?source=navbar

In place is a quality system, and several new drugs. I took as many suggestions from the forum as I could and made what I hope is a decent mod.

[quote=“TheGrifter, post:64, topic:261”]Version one of the More Drugs mod is now out.
https://sourceforge.net/projects/cataclysmfearan/files/?source=navbar

In place is a quality system, and several new drugs. I took as many suggestions from the forum as I could and made what I hope is a decent mod.[/quote]

Fear and Loathing is one of my favorite movies of all time haha, side note.

You can make a pipe out of anything. Pot smoking makes you crafty.

One of my friends made a bong out of a didgeridoo. It was stupid and great at the same time. God, stoners are weirdly crafy.

Get me an avocado, an ice pick and my snorkel. Trust me bro I’ve made bongs with less.

I’d like to see the following drugs added:

Hype - A major stimulant boost combined with hallucinatory effects, but very short lived. Fairly addictive, lowers Int, has a lingering effect similar to being drunk but without the boosts.

Lox - This drug knocks you out, putting you to “sleep”, but moves you to a pitch black area full of nothing but hallucinations that you can walk around in for half an hour. Lots of different colours may appear. Depending on the type of trip you roll, they can be generally good and result in a huge morale boost, or generally bad and result in a huge drop, open your mind (temp int boost) or give your character a mental problem. There may be more to this strange dream realm than meets the eye, and using Lox next a portal, well… Character recovers completely shortly after the trip is completed.

Kine - This drug boost your sense of smell by an incredibly amount for a short period of time, by hooking it into the brains visual circuits. Literally lets you see smells. Not addictive. (Uses scent bionic rules) Has a comedown of mild pain (headache), overdose is extreme headache and loss of sight for several hours.

I’m thinking that hallucinogenics and sense heightening substances could do with some more helpful properties if you dose up right. You know, delving into both myth and reality a bit more.

Stuff like seeing better in the dark thanks to dilated pupils and heightened light sensitivity. (Had this happen to me on many separate occasions. One time I could see clearly down an unlit corridor. It was awesome!)
Perhaps a bit of the ol’ “aura sensing”, allowing you to sort of see through walls and such.

So yeah, pretty much what Glyph was poking at.

I dunno. As a half-serious suggestion, maybe add in a new skill reflecting expertise in contraband items, so you could identify unmarked drugs, illicit drugs, maybe otherwise your survivor would be clueless as to what exact drug is in that plastic baggy, and the drug effects would be more random if they didn’t know the dosages.

I think a crack pipe should be a craftable item, requiring an aluminum can and a knife, then with that same skill, that opens up into crafting of ever more elaborate bongs. Drug crafting and certain NPC interactions would fall into the skill set too.

[quote=“DWC, post:70, topic:261”]I dunno. As a half-serious suggestion, maybe add in a new skill reflecting expertise in contraband items, so you could identify unmarked drugs, illicit drugs, maybe otherwise your survivor would be clueless as to what exact drug is in that plastic baggy, and the drug effects would be more random if they didn’t know the dosages.

I think a crack pipe should be a craftable item, requiring an aluminum can and a knife, then with that same skill, that opens up into crafting of ever more elaborate bongs. Drug crafting and certain NPC interactions would fall into the skill set too.[/quote]
Street sense?

[quote=“Slax, post:71, topic:261”][quote=“DWC, post:70, topic:261”]I dunno. As a half-serious suggestion, maybe add in a new skill reflecting expertise in contraband items, so you could identify unmarked drugs, illicit drugs, maybe otherwise your survivor would be clueless as to what exact drug is in that plastic baggy, and the drug effects would be more random if they didn’t know the dosages.

I think a crack pipe should be a craftable item, requiring an aluminum can and a knife, then with that same skill, that opens up into crafting of ever more elaborate bongs. Drug crafting and certain NPC interactions would fall into the skill set too.[/quote]
Street sense?[/quote]

This was my first gut reaction to call it, but the term seems cliche to me and out of place when survival on the streets means dealing with monsters and zombies everywhere.

I feel compelled to post in this thread to say that:

  1. I fully support the inclusion of this mod in the main branch.

  2. Anything that adds more options and toys to the game is heading in the right direction.

But most of all:

  1. The title of this thread is something I can agree with, within Cataclysm and without.

On a related note, am I the only one that thinks it odd that all the drugs in Cataclysm come by the fistful? Seriously, who keeps their illicit adult party favors just lying around loose like that? It seems to me that it would make a lot more sense if drugs came in plastic bags by default.

Sounds a bit Binding of Isaac-ish with the unindentified pills. Well, since it takes a decent cooking skill to cook up the good stuff, I’d presume you’d know what it was. Even hicks can cook up incredibly unhealthy one jug meth.
And about containers for the drugs, I was looking into that. I went in, and tried to add plastic bag containers to the drugs, but alas, it does not seem to register. You snort it all up and then there’s no bag. Guess you snorted the bag.

And I’d love for the mod to be included in the main branch, but Github confuses me. I wish it were all JSON files. It’d be way easier.

Rivet, I got it to work. Drugs that spawn now spawn in plastic bags. Good idea, man. Most drugs are now manufacturable. Ether is made with bleach and alcohol, a bit of a lie, but there’s acceptable breaks from reality, I guess. I added a recipe based on something Ffnill said at the end of page 2, a derivative of Marloss berries called “Bliss”.

And much apologies to Glyphgraph and Slax, as at the moment, as much as I’d love to manipulate hallucinations, I can’t figure it out, and duration is the same boat.

Thanks for necroing the thread, Clayton. I’d not have made the expansion if you hadn’t.

The only drugs I’m currently on are Thorazine “for my ‘mild’ schizophrenia” and some sleeping medication.

Now if I stop taking my Thorazine after having took it for a while shit gets real. If I haven’t been taking it shit dies down some, but the ‘hallucinations’ are constant while being reduced.

So, I want drug symbiosis. So I can smoke crack, weed, speed, threed, greed, dope, and croppah.

AFAIK Homemade Krokodil is made out of Heroin and Eye drops.

Krokodil is desomorphine, they make it from codine and iodine and some other crap, wikipedia says it’s traditionally made from just codine and thionyl chloride, which is in some types of lithium batteries. It’s something of a desperate cheap substitute for heroin. Afaik, Krokodil only started to become popular with junkies when the heroin supply started to dry up in Russia from the war in Afghanistan messing with the supply chain.

So, in the game it would be codine and batteries? Maybe add in other ingredients if it’s a full blown drug mod.

The synthesis of desomorphine (krokodil) is a lot more complicated than that.
It’s actually pretty similar in terms of manufacture to the synthesis used to produce nazi-style methamphetamine (the redneck crack that’s all over the American midwest) so whatever recipe you’re using to simulate bathtub meth production could be altered to simply utilize codeine as its base component instead of pseudoephedrine or whatever. What makes krokodil so nasty is the fact that it’s usually so impure. Desomorphine that’s been properly produced and purified is actually easier on the body that morphine. The gangrene that Russian junkies often end up with is usually just severely advanced cotton fever. Junkies aren’t generally very good about seeing the doctor about these things so it advances until pieces start falling off.

Yeah, the tissue damage from krokodil is from when the junkie misses the vien. Since viens get collapsed on junkies, it’s just sort of an inevitable state from constant use, not so much something that will happen with the first dose.

So, in game terms, once a player becomes addicted there would be a random change that a dose would maybe cause bite-like wounds and damage a random body part (since junkies can and will inject wherever they can, not just their arm). Not sure if the game is coded for damage-causing items yet. I drank some bleach on accident and I seem to remember it just made me kinda bummed out.