How to Make Smokeleaf Joints in RimWorld | Workflow Tool + Bill Planner

Smokeleaf workflow tool
RimWorld 1.6.4633 Vanilla Tool

RimWorld Smokeleaf Joint Workflow Tool & Calculator

Build a smokeleaf setup that actually holds. Plan grow tiles, bench speed, stockpile size, and policy rules with current vanilla values from the game defs, then use the generated bill and drug-policy blocks in your colony right away.

how to make smokeleaf joints rimworld smokeleaf leaves icon 4 leaves -> 1 joint
how to make smokeleaf joints rimworld smokeleaf joint icon 450 work per joint
how to make smokeleaf joints rimworld smokeleaf plant icon Plants 4 to sow, 9 leaves per harvest
how to make smokeleaf joints rimworld drug lab icon Lab 0.8x if it is not in a Laboratory
how to make smokeleaf joints rimworld quick pipeline preview
Fastest vanilla line: grow smokeleaf, keep leaves near the bench, craft at a spot on day one or a drug lab after research, then schedule smokeleaf on the lowest-risk pawns only.
Quick Pipeline: Grow to Toke Fastest path without guesswork

The shortest safe answer is still the best one: sow with a Plants 4+ pawn, keep leaves cold and close, craft the first batch at a CraftingSpot, then graduate to a DrugLab once DrugProduction is researched.

how to make smokeleaf joints rimworld grow zone card

1. Grow Zone

Plant_Smokeleaf has growDays 7.5, harvestYield 9, and sowMinSkill 4. In practical play that lands around 13.85 real days on soil and about 4.95 days in hydro.

Plants 4 gate Ground + hydro tags
how to make smokeleaf joints rimworld harvest and haul card

2. Harvest & Haul

SmokeleafLeaves are worth 1.6 each and start rotting after 30 days. Put them on a shelf beside the bench and keep the room roofed and cool so you do not lose your input stack.

30 day rot timer Shelf-adjacent works best
how to make smokeleaf joints rimworld crafting station card

3. Craft at the Right Bench

SmokeleafJoint is craftable at both CraftingSpot and DrugLab. The spot is available immediately, but its WorkTableWorkSpeedFactor is only 0.5. The lab is full speed and uses the pawn's DrugCookingSpeed.

Spot = no research Lab = faster
how to make smokeleaf joints rimworld stockpile and policy card

4. Stockpile & Policy

Each joint costs 4 leaves, takes 450 work, and sells for 11. A practical adult baseline is still 1 joint every 2 days, with smokeleaf reserved away from surgeons, fighters, and low-consciousness pawns.

4 leaves -> 1 joint Every 2 days baseline
Production Calculator & Economy Code-backed bench math
how to make smokeleaf joints rimworld calculator panel preview
Keep this on for a real lab. Turn it off to apply the def's 0.8x room penalty.
8 tiles is the sweet spot for a shelf right beside the bench.
Daily Joints Needed 4.0 Colonists divided by the scheduled interval.
Leaves per Restock 160 Four leaves for every stored joint.
Daily Work Ticks 1607 Assumes a healthy worker with normal sight and manipulation.
Restock Craft Ticks 16071 How much crafting to refill from empty to target.
Grow Plots Needed 25 Based on the selected grow method and harvest yield bonus.
Stockpile Coverage 10.0d How long the target stash lasts at the current schedule.
Bench speed snapshot: Cooking 10 gives a base DrugCookingSpeed of 100% from the stat curve. With two tool cabinets and a real lab room, the drug lab runs at a clean full-speed setup.
Smart Bill Configuration Do until X, close radius, no babysitting
how to make smokeleaf joints rimworld smart bill preview
BillMake smokeleaf joint x4 (bulk)
Repeat modeDo until you have 40
Count modeThis bill + stockpiles
Ingredient radius8 tiles
Allowed skillCook 4 to 20
Finished item flowDrop on floor
Pause when satisfiedOn
Bench noteDrug lab, 2 cabinets, Laboratory room role active.
SmokeleafJoint.recipeMaker.workSkill = Cooking DrugLab jobs use Crafting priority DoBillsProduceDrugs carries an Intellectual tag
Bill: Make smokeleaf joint x4 (bulk)
- Repeat: Do until you have 40
- Count: this bill + stockpiles
- Radius: 8 tiles
- Minimum skill: Cooking 4
- Finished joints: Drop on floor
- Pause when satisfied: On
- Bench: Drug lab in a Laboratory
- Worker reminder: Crafting work enabled; pawn must also be capable of Intellectual for DrugLab
Ready
Important: the code split is easy to miss. Smokeleaf joints scale with Cooking, but the actual work giver for the drug lab is under Crafting and includes an Intellectual work tag. If a pawn is incapable of Intellectual, the lab can be skipped even when Cooking is high. The crafting spot avoids that specific blocker.
Safe Drug Policy Generator Mood smoothing without the bad overdraft
how to make smokeleaf joints rimworld policy preview
Only let smokeleaf trigger below 30% unless you are deliberately running a prison or emergency policy.
Protect surgery and tending windows.
Keep smokeleaf off drafted or frontline workers.
SmokeleafHigh applies a -30% Consciousness offset.
Drug Frequency Mood Notes
Smokeleaf joint Every 2 days Only if below 30% Adult body size 1.0 baseline. Keep off surgeons, fighters, and low-Consciousness pawns.
SmokeleafHigh in vanilla: +13 mood, -30% Consciousness, -10% Moving, +30% Hunger rate, and -20% Pain. That is why smokeleaf stabilizes mood but can turn a wounded pawn into a downed pawn fast.
Avoid surgeons Avoid combatants Avoid low Consciousness
Policy: Sane socials
- Beer: every 1 day, if mood below 35%
- Psychite tea: every 2 days, if mood below 35%
- Smokeleaf joint: every 2 days, if mood below 30%
- Smokeleaf inventory: 0
- Exclude: surgeons, combat pawns, low-Consciousness pawns
Ready
Profitability Check Side hustle, not your best silver printer
how to make smokeleaf joints rimworld profit preview
how to make smokeleaf joints rimworld profitability panel card
Raw leaves value for target batch64.0 silver
Joint stack value for target batch440 silver
Gross value added by rolling184.0 silver
Daily gross at current schedule18.4 silver/day
Full 150-stack market value1650 silver
Read it correctly: smokeleaf joints are fine if your growers are already producing leaves and you want easy stackable trade goods. They are not the highest silver per work in the game, but they are low-friction and day-one craftable at a spot.
Vanilla 1.6.4633 Values

What the game is actually using right now

These are the live values and rule hooks from the defs in /game. Use them as the hard vanilla layer behind the grow, bill, and bench decisions, then apply the safety and patch notes shown above for practical colony use.

Rule Value Where it lives
Smokeleaf joint ingredients 4x smokeleaf leaves Data/Core/Defs/Drugs/Smokeleaf.xml
Smokeleaf joint work 450 work to make Data/Core/Defs/Drugs/Smokeleaf.xml
Recipe users CraftingSpot, DrugLab Data/Core/Defs/Drugs/Smokeleaf.xml
Craft speed stat DrugCookingSpeed, work skill Cooking Data/Core/Defs/Drugs/Smokeleaf.xml
Thought + hediff +13 mood, -30% Consciousness, -10% Moving Data/Core/Defs/Drugs/Smokeleaf.xml
Plant requirements Plants 4, growDays 7.5, harvestYield 9 Data/Core/Defs/ThingDefs_Plants/Plants_Cultivated_Farm.xml
Leaf storage MarketValue 1.6, rot after 30 days Data/Core/Defs/ThingDefs_Items/Items_Resource_RawPlant.xml
Crafting spot factor WorkTableWorkSpeedFactor 0.5 Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
Drug lab gate Research prerequisite DrugProduction Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
Drug lab room penalty 0.8x outside Laboratory Data/Core/Defs/ThingDefs_Buildings/Buildings_Production.xml
Tool cabinet bonus +0.06 WorkTableWorkSpeedFactor each, max 2 Data/Core/Defs/ThingDefs_Buildings/Buildings_Misc.xml
Default smokeleaf policy Allowed for joy, not scheduled by default Data/Core/Defs/DrugPolicyDefs/DrugPolicyDefs.xml
Drug lab work giver Crafting work type with an Intellectual tag Data/Core/Defs/WorkGiverDefs/WorkGivers.xml
Current game build 1.6.4633 rev1266 /game/Version.txt
Good hidden detail: the CraftingSpot also links to ToolCabinet in the defs. That means the code allows cabinets even on the day-one spot, though in real colonies you only build cabinets once the colony is already past the crude stage.
Why the calculator uses Cooking only: DrugCookingSpeed gets its main base curve from Cooking skill. The game also factors sight, manipulation, and global work speed, so the planner assumes a healthy worker and calls that out instead of faking precision.
Why the policy generator leans conservative: the def layer confirms smokeleaf's raw penalties, while the interval guidance follows current wiki-backed drug tolerance math. That is why the page uses every 2 days as the adult baseline, not a universal rule for children or damaged pawns.