Get Rich With Drugs | Rimworld

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  • เผยแพร่เมื่อ 4 พ.ย. 2021
  • Today we look at how to get rich in rimworld by producing substances. Have you ever wondered which narcotic makes the most profit in Rimworld? Well here is your answer. If you find this video useful, consider subscribing. Thanks for watching.
    Side Note: The calculation for beer were a bit off concerning you get 5 beer per batch of 25 hops. The adjusted silver/work would be 1.6 BUT this does not include any extra hauling, wait times, loading kegs, building kegs, and extra power needed to maintain optimal fermentation temperature. Because of all of these external factors, I felt putting 1.6 would be strongly false advertising beers efficacy as a money maker. I know putting 0.32 is also doing it a disservice as it most likely lie's between the two depending on the efficiency of the brewing setup ~0.7 maybe. I still strongly recommend against producing beer. Smokeleaf is better out the gate and by the time you could get an efficient beer production setup going, you could easily be producing flake for much more profit and a much higher silver/weight ratio. Sorry I did not make this clear in the video.
    Music:
    🎵 | Music by l'Outlander
    / loutlander
    / @loutlander
    open.spotify.com/artist/5tvVR...
    Provided by Lofi Girl
    Songs
    Massa, To The Euphrates, Desert Night
    Watch: • l'Outlander - Massa 🐫 ... (all 3 tracks used together)
    Listen: open.spotify.com/artist/5tvVR...
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ความคิดเห็น • 103

  • @MrSkynert
    @MrSkynert 2 ปีที่แล้ว +71

    Why I should care about silver per work? Cant understand this ;/ Personally I think most important is market value, traders and faction bases have so little silver that i always had full warehouses of drugs :(

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +89

      So I chose silver per work as my metric because you want to get as much profit from drugs in as short amount of time or in as short amount of work. Work that is not spent making drugs can be spent elsewhere in your colony. If you have way to many drugs on your hands that you cannot unload, you probably just made to much. In terms of efficiency, we are trying to get the most profit possible (all that traders cash) in as short amount of time, hence where silver/work comes in. I also included silver per kilogram as that is an important metric when considering trading caravans. Hope that clears up my choice, it might not be the perfect one but I believe its the best metric to measure drug profitability!

    • @Magnus181
      @Magnus181 2 ปีที่แล้ว +6

      @@OneHunchMan did you consider the work and time involved with growing smokeleaf and psycoid?

    • @infernapocalypse
      @infernapocalypse ปีที่แล้ว +4

      @@Magnus181 I agree, you need to factor in the work required to plant, grow, harvest, and weight the results by the yield of that crop. You will get a better understanding of labor and turnover rate. Including packaged survival meal production as well because it directly competes for space in your hydroponics basins.

    • @entelin
      @entelin ปีที่แล้ว

      @@infernapocalypse That's a highly situational question. Fertility of the ground, using mechs or colonists, growing skill, implants, buffs, and most importantly hauling distance. It's just simply not part of the question the video is trying to answer.

    • @infernapocalypse
      @infernapocalypse ปีที่แล้ว +2

      @@entelin My argument is that the video should cover these things, even though it doesn't. The video is so simple that it's not useful; all be it entertaining.

  • @ctan2174
    @ctan2174 2 ปีที่แล้ว +56

    You can see the effort in this video. Thumbs up to you

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +3

      Won't lie, this took me so god dam long lmao

  • @TheTSense
    @TheTSense 2 ปีที่แล้ว +129

    Sell Flake, Drink Tea, Easy

    • @badxradxandy
      @badxradxandy 2 ปีที่แล้ว +1

      Yayo is better I thought. I think it's safer to take?

    • @demircan_demirbag
      @demircan_demirbag 2 ปีที่แล้ว +9

      it is not. There is always an addiction chance when using yoyo and flake unlike the tea.

    • @darkelysium2187
      @darkelysium2187 2 ปีที่แล้ว +6

      @@badxradxandy there is no safe dose interval with yayo and flake. Tea can be safely taken every 2 days but overconsumption can still lead to addiction

    • @samljer
      @samljer ปีที่แล้ว

      sell flake, smoke the leaf.

    • @yalkn2073
      @yalkn2073 ปีที่แล้ว +4

      @@samljer If you want your pawns less effective at every work ever

  • @hungushumongous3019
    @hungushumongous3019 2 ปีที่แล้ว +44

    loved the drug series, it helped to educate me on how role play the british selling opium to tribals.

    • @KL53986
      @KL53986 ปีที่แล้ว +2

      Drugs are ok, unless your Pawns are addicted or overdosed on them.
      In RL its different story, drugs that arent prescribed by doctor are illegal, which is why this funny meme exists "Its not drugs its medicine" When you get pulled over.
      So ye Drugs are bad in RL.

    • @hungushumongous3019
      @hungushumongous3019 ปีที่แล้ว

      @@KL53986 I take alot of drugs RL, most notably lean and cocaine and I'm doing fine. Drugs are good both in-game and real life as they help keep me awake and focused on my work

  • @OblivionOtaku
    @OblivionOtaku 2 ปีที่แล้ว +81

    Mad to see such a game created a deep economic system and we are seriously discussing market plans. Last time I made a drug colony, my pawns broke the golden rule anyways: they binged on the product with all the bad events chains.
    Thanks a bunch Randy. And thank you for confirming Flake is the profitmaker. I am still a Yayoboy though.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +11

      This is exactly why Randy is my favorite. Sometimes he just decides you now have a colony full of drug addicts

    • @thevoxdeus
      @thevoxdeus 2 ปีที่แล้ว +1

      Yayo makes sense if you're going to produce so much psychite leaf that you need to run caravans to sell all your product.
      As long as you can realistically sell all your product to visiting traders (either ships or on foot), then you might as well be efficient and make flake.

    • @molybdaen11
      @molybdaen11 2 ปีที่แล้ว +4

      If it comes to the worst you can build a seperate bedroom with a research table and a freezer, then seal away that pawn there for a jear to recover.

    • @BaconFrisbee
      @BaconFrisbee 2 ปีที่แล้ว

      That's part of the fun lol

    • @BaconFrisbee
      @BaconFrisbee 2 ปีที่แล้ว +1

      @@molybdaen11 or take their legs and give them bionics after they recover from their addiction

  • @jesusstaccato8448
    @jesusstaccato8448 2 ปีที่แล้ว +8

    These bite-sized videos are so helpful, I love them.

  • @molybdaen11
    @molybdaen11 2 ปีที่แล้ว +6

    Beer has advantages because every trader except it as payment, your colonists can savely drink it every day to gain relexacrion and happyness and you can even use it to kill dangerous animals without touching them.
    Only problem is that you can not have huskys at the same time - they are worse alcololics then every Russian.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +1

      Good points, agree with Huskies being degenerates, raccoons are more much sophisticated drinkers

  • @samljer
    @samljer ปีที่แล้ว +4

    My problem with doing drug empires is always the same.
    Traders NEVER have enough money to buy my stock.
    This includes going to settlements.
    THen it inflates my wealth and brings harder raids.

    • @alexanderlipowsky6055
      @alexanderlipowsky6055 ปีที่แล้ว +1

      burn it if you dont need it? scale down production a little?

    • @MemeFlavoredJam
      @MemeFlavoredJam 8 หลายเดือนก่อน

      @@alexanderlipowsky6055well that’s just losing out on potential profit!
      Give the excess to your slaves for a (mostly) risk-free way to increase production!

  • @BaconFrisbee
    @BaconFrisbee 2 ปีที่แล้ว +7

    Orbital trading definitely eases if not eliminates the neutroamine bottleneck. In practice my wealthiest colonies have always been the ones that got into go-juice production

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +5

      100%, Orbital trading also helps with the component bottleneck pre fabrication

    • @yesno8273
      @yesno8273 ปีที่แล้ว

      Never tried go juice production for wealth before so im not sure on the details but wouldnt wake up be a better alternative for neutroamine based drugs as the silver/kilo is way higher? The silver/work rate is higher in go juice but im not sure if it takes into account of the workload required to make yayo before being able to produce go juice with said yayo

    • @red7880
      @red7880 9 หลายเดือนก่อน

      @@yesno8273 yayo is 350 ticks to make and go juice is 600 making the total 950 ticks of work for each yield at 53 silver worth of product.
      wake up is 900 ticks and you get 35 silver worth of product. wake up just weighs way less than all other drugs

  • @jacobskovsbllknudsen5908
    @jacobskovsbllknudsen5908 2 ปีที่แล้ว +4

    Tea is good for leveling up cooks though. Meaning less food poisoning, less time spent cooking and therefore, more effective working pawns. If it adds up to more profit is hard to calculate though... Nice vid

  • @cuzildaozild2
    @cuzildaozild2 2 ปีที่แล้ว

    keep it up, great stuff

  • @willsirwin9458
    @willsirwin9458 2 ปีที่แล้ว +2

    not only does he give us individual videos but then knowing our rim infested minds couldn't process this further gave us something only a god would.... TABLES

  • @t900HAWK
    @t900HAWK ปีที่แล้ว +2

    I heard the best thing to do with Luciferium early game is to get prisoners addicted and release them they will eventually show back up in a raid with extra luciferium on them rinse and repeat.

  • @brettmcclain9289
    @brettmcclain9289 ปีที่แล้ว +6

    I like yayo over flake, since any drugs in your colony will be used by pawns. And then doing yayo a few times isn’t too risky and it buffs there productivity, while flake just destroys everything.

  • @buckaroobonzai2909
    @buckaroobonzai2909 3 หลายเดือนก่อน

    My personal experience is that just getting a small patch of rich soil, keeping only 1-5 colonists, and making survival meals is the most straightforward, flexible and simple way to go.

  • @aiji638
    @aiji638 2 ปีที่แล้ว

    Thanks for the video

  • @pendantblade6361
    @pendantblade6361 2 ปีที่แล้ว +5

    Thank you for your hard work, Walter White.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +1

      Thank you for your support Pendant Blade 👌

    • @Stewer1000
      @Stewer1000 ปีที่แล้ว

      say his name

  • @coops3600
    @coops3600 10 หลายเดือนก่อน

    Does your silver/work account for plants work or just crafting work?

  • @MrChopstsicks
    @MrChopstsicks 2 ปีที่แล้ว +1

    Top shelf drugs my man

  • @buckaroobonzai2909
    @buckaroobonzai2909 3 หลายเดือนก่อน

    You had me at spacecrack.

  • @noeldev
    @noeldev 2 ปีที่แล้ว +1

    I play with a dynamic economy mod, so i gotta diverisfy my drug empire

  • @Nico-YrRy
    @Nico-YrRy ปีที่แล้ว +1

    Ambrosía IS consistent if you play with Randy tho

  • @DjAkho
    @DjAkho ปีที่แล้ว +1

    how many smokeleaf joints must u be on in order to consider this a decent guide

  • @libertyprime9891
    @libertyprime9891 2 หลายเดือนก่อน

    My colony exclusively makes yayo instead of flake, because we have class.

  • @tobycat5799
    @tobycat5799 2 ปีที่แล้ว +2

    I never made flake.. only beer.. lots and lots of beer.... I couldnt sell it all, but I could get drunk all day.

  • @tatsunithelennyking2540
    @tatsunithelennyking2540 2 ปีที่แล้ว +2

    I know you've made individual videos on them, but it would be nice to have a concise video kinda like this one where you show drugs and their uses for consumption. I started a high life colony and looking to expand into other drugs than Psychite and Smokeleaf, so if you could make a video like this one but you instead maybe have columns saying like:
    % Chance of dependency per hit
    Days 'till drug induced afflication happens (like ashtma for smoking weed)
    Mood buff provided
    Etc etc
    You don't have to, but much like all your drugs videos where you summed up everything into this one, it might be nice to add all their pros and cons into a single video to know which one is better for consumption.
    This was just a random idea, I really enjoyed this video, keep up the good work!

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Oh man that would be a lot of columns. The main problem with that approach for usage is every drug has a myriad of effects and lots of substances would have little to compare against each other. I could choose the characteristics like mood that are common alterations but I feel that would leave out an important part of the picture. I get where you are coming from though. Maybe I could whip up an excel document or something along those lines. Thanks for the input!

    • @tatsunithelennyking2540
      @tatsunithelennyking2540 2 ปีที่แล้ว

      @@OneHunchMan Yeah I realize now how all these drugs kinda play different roles and aren't necessarely strictly used for recreation / chemical need. If you feel it is too much, don't worry about it, I can just watch all your videos again and take notes. Thanks for the reply too!

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      @@tatsunithelennyking2540 If I ever make something along those lines, I'll be sure to tag you Lenny!

  • @Kaiser282
    @Kaiser282 2 ปีที่แล้ว

    I know you make more money with Flake but early on I make Yayo since it can be sold and used as a combat drug. Plus I usually plant too big of fields.
    Later on its better prob to switch to dedicated selling and combat drugs. It also depends on if you have a good trade partner or not. Because of you don't, most of your psychite should be used for tea emergencies.
    Also, correct me if I'm wrong but don't tea, yayo and Flake all make you addicted to the same thing? (Psychite) Can't you use one or the other to help with your addiction?

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Yayo can certainly be a combat aid but at that point, you may as well go the Go-juice path. Similar negatives with much better positives. You can feed a Psychite addiction with any Psychite product to my knowledge

    • @Kaiser282
      @Kaiser282 2 ปีที่แล้ว

      @@OneHunchMan I agree. You should definitely change over when you can. But for emergencies where there is no go juice yet or you haven't started yet, going Scarface on some raiders is effective and fun.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      @@Kaiser282 Solid point, good for early game emergencies

  • @williammitchell6254
    @williammitchell6254 2 ปีที่แล้ว

    Yayo is good if your producing too much and need to send caravans out because its so light.

  • @Just_Another_Gravemind
    @Just_Another_Gravemind 2 ปีที่แล้ว +1

    Just a note but I'd like to see how penoxycyline would play against them

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +2

      Fair enough, thanks for sharing your ranking! Slightly different but seems we overall agree on most placements

    • @Just_Another_Gravemind
      @Just_Another_Gravemind 2 ปีที่แล้ว +2

      @@OneHunchMan uhmmm, I didn't share a ranking though...thanks?

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +1

      @@Just_Another_Gravemind I think I responded to the wrong comment hahaha
      EDIT: On that note, on what scale would you want to see how it plays against them? Market price or availability?

    • @Just_Another_Gravemind
      @Just_Another_Gravemind 2 ปีที่แล้ว +1

      @@OneHunchMan Honestly I hadn't fully thought about that, I just wanted to see how it might play. So ig in both aspects. I wanted to see how it would do compared to the others in all areas of your table. Also thanks that explains a lot I was pretty confused by that last one

    • @Just_Another_Gravemind
      @Just_Another_Gravemind 2 ปีที่แล้ว +1

      Another big thanks this was the first video I've watched in a while if I'm honest and it was extremely helpful as well as for how active you seem to be with commentors. It's very refreshing and appreciated

  • @EveryTimeV2
    @EveryTimeV2 7 หลายเดือนก่อน

    Or just farm corn.

  • @HyperionCSS
    @HyperionCSS 2 ปีที่แล้ว +1

    Your math is way off for beer. 25 hops (worth 32.5 silver) makes 5 wort, 5 wort makes 5 beers (worth 60 silver) and it only takes 17 work. So that should be 1.61 work per silver. Unless I'm missing something

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      I foresaw this comment coming when I posted the video, check the description for my reasoning and explanation

    • @HyperionCSS
      @HyperionCSS 2 ปีที่แล้ว

      ​@@OneHunchMan I agree beer takes infrastructure, but barely any hauling imo since it condenses 5x as its produced and you can have the barrels right next to the brewery. I actually think the main reason not to make it for money is how much space the bottles take up and how heavy they are. But it's my main mood regulator so it makes sense for me to overproduce and sell the excess. I know you shit on beer in your drug series but it's the only drug with a stacking mood buff and the only drug you can do everyday safely. And very low labor once you get your brewery set up.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว +2

      @@HyperionCSS I wouldn't say I shit on it, I ranked it above smokeleaf for mood boosts. I just find it has some serious downsides for profit and usage. I love every substance in rimworld for gameplay and a beer using colony is really fun to watch. My last playthrough was chronic smokeleaf users and we all know how awful smokeleaf can be. How you are treating it is the right way to sell it, make for usage and sell excess. I completely agree with the point of safely taking every day, it is nice to have a consistent mood booster even at higher risk of social fighting. I never want to dissuade certain playstyles as that is the best part in rimworld, these lists are just looking at optimization and of course are subjective to my interpretation of the data. I'm sure you could ask 10 players and get 10 slightly different lists

  • @TheLoyalOfficer
    @TheLoyalOfficer ปีที่แล้ว

    Bro - you need to calculate the neutramine costs with everything. I respect the effort but your money calcs are way off.

  • @nunyab1zn3ss2
    @nunyab1zn3ss2 ปีที่แล้ว

    Just grow devilstrand and farm wooly animals for ez profit

  • @I.eat.people
    @I.eat.people 2 ปีที่แล้ว

    I have over 45k silver purely by having a crap ton of muffalo and mega sloths and selling their wool

  • @AugmentedGravity
    @AugmentedGravity 2 ปีที่แล้ว

    420

  • @davidjr4903
    @davidjr4903 2 ปีที่แล้ว +2

    Beer is great for profit and also for leveling up cooks, I've literally got 3 drop pods full of beer just waiting to send to factions for rep or to sell
    Aso it's neutroamine not neutroeymine

    • @BaconFrisbee
      @BaconFrisbee 2 ปีที่แล้ว +2

      Who is to say how neutroamine is pronounced? Haha it's a made-up chemical in a game with no voiced dialog

  • @justliving920
    @justliving920 2 ปีที่แล้ว +2

    I don't agree that smokeleaf is across the board better than psychite tea in the early game. The thing with smokeleaf is that it reduces consciousness, reducing the output of any pawn you put on it. Whereas with tea, you can give it to them for the mood boost and it won't result in any reduction to their output.

    • @OneHunchMan
      @OneHunchMan  2 ปีที่แล้ว

      Hey Dale, I completely agree but this guide is purely talking about profit, not usage. :p

    • @everinghall8622
      @everinghall8622 2 ปีที่แล้ว

      It doesn't require any research though, and rolling joints gives tiny bits if crafting xp

    • @molybdaen11
      @molybdaen11 2 ปีที่แล้ว

      You are not supposed to take the drugs yourself :)

  • @samljer
    @samljer ปีที่แล้ว

    between smokeleaf and phycoid leaf you clearly didnt take crop time into account.

  • @Wourghk
    @Wourghk 2 ปีที่แล้ว

    Say it with me: new-tro-uh-meen. Neutroamine.