Yayo

== Acquisition ==
It can also be found on raiders and purchased.
== Usage ==
== Summary ==
Yayo is a highly potent mood enhancing drug 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 having a built-up tolerance to the drug.
* While addicted to the drug.
* While withdrawing from the drug.
Note that psychite tolerance, addiction and withdrawal are shared by psychite tea, flake and yayo.
=== Upon snorting ===
A pawn taking yayo will do so right where it stands without looking for a place to sit first. Yayo is taken nasally, taking . It has the following one time effects:
* recreation
* If the pawn has the chemical interest or chemical fascination trait:
** Chemical need
* Rest
* Chance for a major overdose
* Overdose severity (same across all hard drugs)
* + to + Yayo high severity, depending on tolerance (see "Yayo high" below)
* Psychite tolerance severity, divided by body size (see "Psychite tolerance" below)
* Psychite addiction chance (see "Psychite addiction" below)
* If the pawn has an addiction already:
** Psychite need (see "Psychite addiction" below)
** Addiction progress (see "Psychite withdrawal" below)
=== Yayo high ===
Each yayo increases the yayo high severity by the following formula:
Increase in severity = * (100 - (tolerance * 75 round 0))
Therefore with 0% tolerance the severity increases by , with 100% tolerance by . It decreases by per day again, meaning that the high of a single dose lasts between and . The maximum severity of a yayo high is 100% which is reached with to  yayo. Regardless of the yayo high severity, the effects are always the same. Only their duration changes accordingly:
* Mood ("Feeling pumped! Let's do this!")
* Moving
* Pain
* Sleep Fall Rate
Without any tolerance, a dose of yayo will last for .
== Analysis ==
Yayo is one of three drugs that can be produced from psychoid leaves, the others being flake and psychite tea. Yayo can also be further refined into go-juice with the addition of 2 neutroamine. As a rough guideline, yayo is for using, and flake is for selling.
=== Drug ===
As a mood control drug, yayo is generally superior to flake. Yayo is safer: it has a much lower addiction chance (1% vs 5%), a lower major overdose chance (1% vs 1.5%), and each unit of yayo lasts twice as long as flake, meaning there are less chances to overdose/become addicted. They both give mood and x50% pain, but yayo also gives Moving. Flake's only real advantages as a taken drug are 1. the increased chemical Recreation per leaf, and 2. flake's smaller discrete doses. Yayo is worth two flake and each high lasts twice as long, but it has to be taken all at once. You can "split up" flake for 2 separate mood emergencies.
Psychite tea only gives mood and Sleep Fall Rate, but is considerably safer than both flake and yayo. Adults can safely drink tea once every 2 days without getting addicted. This makes tea far more useful for regular use. However, all 3 psychite drugs contribute towards the same tolerance, so tea's safe usage interval does not apply if a colonist has used flake or yayo. Yayo is more appropriate for mood emergencies, or as an ersatz combat drug if go-juice isn't available. In absolute emergencies, you can take yayo, flake, and psychite tea simultaneously for a mood buff.
For the Psychite dependency gene, addiction and major overdoses are non-factors. As psychite tea provides less mood and rest, it is inferior to both flake and yayo. Yayo is more expensive to produce than flake, but satisfies the same dependency for the same time. If producing psychoid isn't an issue, then yayo can be helpful for the increase to Moving.
=== Drug comparison table ===
Drug 	Mood buff	Moving	Pain	Tiredness	Consciousness	Sight	Global working speed
Yayo 	+35 	+15% 	×50%	×33% 	- 	- 	-
Flake 	+35 	- 	×50%	×33% 	- 	- 	-
Go juice	+5 	+50% 	×10%	- 	+20% 	+35% 	-
Wake-up 	- 	+10% 	- 	×80% 	+10% 	- 	+50%
=== Trade ===
On the market, yayo is worth 50% more silver than flake, with a 20% increase in the Work To Make and a 100% increase in ingredient cost. Flake gives 33% more silver per leaf for only 7% more work.
Specifically, yayo will sell for silver per leaf, and flake will sell for silver per leaf.
If the work required to create drugs is a bottleneck, then flake remains more efficient when you sell the remaining leaves raw. For example, a pawn requires of work and 800 psychoid leaves to synthesize 100 yayo worth . With the same amount of work, a pawn could use 560 leaves to craft 140 flake worth . The remaining 240 psychoid leaves are worth , for a total of . However, psychoid leaves will eventually rot away without refrigeration, and fewer traders accept raw leaves. Therefore, if long term refrigeration is an issue, then yayo may be necessary.
If caravan weight is a limiting factor, yayo is worth more proportional to mass, however the low weight of all the options means this is unlikely to be relevant as a single muffalo can carry almost 20 stacks of flake worth over 20,000 silver. 
Note that the third possible product for psychoid leaves, psychite tea, is economically inferior to both yayo and flake. Its primary advantage instead lies in ease and safety of use by colonists. It is produced at a campfire or stove with the Cooking skill and requires only the Psychoid Brewing research, and thus may be a more accessible in the early game. And being a social drug, it has a safe dose interval (of 2 days in an adult) and no possibility of overdose. 
== Trivia ==
* Yayo is slang for Cocaine in Spanish derived from Santiago Luis Polanco Rodriguez, but it's more commonly known from the quote "Chichi, get the Yayo" from Scarface (1983).
== Gallery ==
Yayo a.png|One yayo
Yayo b.png|Partial stack
Yayo c.png|Full stack
== Version history ==
* 0.15.1279 - Added.
* 1.2.2719 - Reduced yayo new addiction chance from 10% to 1%, and removed the min tolerance to addict.
Category:Drug Category:Hard Drug