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Dream Cap

Category
Chemical SupplyContraband
Contraband level
Level 2
Base value
23 creditsThe actual selling price varies with difficulty, condition, market prices, the buyer's budget and negotiation.
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Official description

Short description

Cause a slight euphoria and stomach pain when consumed. A key ingredient in Dream Dust

Inventory shape

1 × 2 cells · 2 occupied cells

How to get

Quick summary

  • Visitors to your shop

    →
  • Production

    →
  • Story scenes

    →
    • Cartel Handler: If you started as Chemist and from day 2 and after choosing to continue supplying the Cartel · Free · 3 guaranteed
    • Cartel Handler: If you started as Chemist and from day 2 and after asking for more material · Free · 3 guaranteed
    • Cartel Handler: On day 1 · If you started as Chemist · Free · 3 guaranteed · 4 guaranteed if the required delivery is at least 15 vials · 4 guaranteed if the required delivery is at least 25 vials · 4 guaranteed if the required delivery is at least 35 vials

Vendors

Shady Farmer

Sells goods when visiting your shop

Visits your shop

    • Any of the following

      • On Wednesdays
      • On Saturdays
    • If you started as Chemist
    • Any of the following

      • On Wednesdays
      • On Saturdays
    • After unlocking Retired Chemist

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Conditions
—
Frequency
Usuallyper visitSeveral slots, each rolled separately
Quantity
1
Price

Vendor price

Conditions
—

Story scenes

Cartel Handler

Cartel Handler

Hands over goods in a story scene

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · From day 2 · Not on day 2 · Not on day 3 · On Thursdays

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • While you have Reliable Chemist
  • After asking for more material
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • While you don't have Reliable Chemist
  • After asking for more material
Cartel Handler

Cartel Handler

Hands over goods in a story scene

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · From day 2 · Not on day 2 · Not on day 3 · Not on Thursdays · On Mondays

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • If the delivery is below the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • If average purity minus required purity is at most -5 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • If the delivery is below the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • If average purity minus required purity is at most 10 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • If the delivery is below the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • Does not meet the following

    If average purity minus required purity is at most 10 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • If average purity minus required purity is at most -5 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • If average purity minus required purity is at most 10 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • Does not meet the following

    If average purity minus required purity is at most 10 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • Does not meet the following

    If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • If average purity minus required purity is at most -5 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • Does not meet the following

    If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • If average purity minus required purity is at most 10 percentage points
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
  • Does not meet the following

    If you hand over 0 Vial of "Dream Dust"
  • Does not meet the following

    If the delivery is below the required count
  • Does not meet the following

    If the delivery matches the required count
  • After choosing to continue supplying the Cartel
  • Does not meet the following

    If the average purity is far below the required purity
  • Does not meet the following

    If average purity minus required purity is at most -5 percentage points
  • Does not meet the following

    If average purity minus required purity is at most 10 percentage points
Cartel Handler

Cartel Handler

Hands over goods in a story scene

Visits your shop

  • If you started as Chemist · Before leaving Sector 13 Cartel · On day 1

Notes

  • Waits at least 1 day before visiting again
Frequency
Alwaysper visitSeveral slots, each rolled separately
Quantity
1
Price

Free

Free
Conditions
—
Frequency
Alwaysper visit
Quantity
1
Price

Free

Free
Conditions
  • If the required delivery is at least 15 vials
Frequency
Alwaysper visit
Quantity
1
Price

Free

Free
Conditions
  • If the required delivery is at least 25 vials
Frequency
Alwaysper visit
Quantity
1
Price

Free

Free
Conditions
  • If the required delivery is at least 35 vials

Production and item use

Hydroponic System

Grow and harvest Dream Cap

Availability and notes

Cost

  • Use 1 Dream Cap Spores.
  • Nightly water use multiplied by the number of active nights.
  • Round the seed's Required Work (base 28, changed by growth traits, at least 1) ÷ the machine's Progress Speed up to whole nights.
Frequency
An item is obtained only when the calculated quantity is positive.
per completed harvest
Quantity
Start from base 8, apply seed-trait and machine-quality adjustments, add 2 per fitted Dream Cap Neutralizer Hydroponic Module, then apply the health reduction used for size splitting.
Conditions
  • Changes the number, size or condition of harvested goods according to the crop.
  • This is the total across sizes; health determines the size split.

Hydroponic System

Grow and harvest Meal Cap

Availability and notes

Cost

  • Use 1 Dream Cap Spores.
  • Nightly water use multiplied by the number of active nights.
  • Round the seed's Required Work (base 28, changed by growth traits, at least 1) ÷ the machine's Progress Speed up to whole nights.
Frequency
An item is obtained only when the calculated quantity is positive.
per completed harvest
Quantity
Start from base 8, apply seed-trait and machine-quality adjustments, add 2 per fitted Dream Cap Neutralizer Hydroponic Module, then apply the health reduction used for size splitting.
Conditions
  • Changes the number, size or condition of harvested goods according to the crop.
  • The harvested variant is displayed as Meal Cap.
  • This is the total across sizes; health determines the size split.

People who buy this item

Sorted by the upper end of the base budget, before day-based increases and bonuses. Order- and item-value-dependent budgets follow.

Eleanor

Eleanor

Upper Levels

Buys Food, subject to the buying rules below.

Base budget

300 credits.

Conditions for this item

Shady Merchant

Shady Merchant

Black Market

Buys goods from the listed categories, subject to the buying rules below.

Base budget

250–300 credits, rising as the days go by.

Conditions for this item

Spacer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits, rising as the days go by.

Conditions for this item

Spacer Cook

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

100–120 credits.

Display Case · Displayed categories

Food

Conditions for this item

Lower Level Citizen

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

90–110 credits, rising as the days go by.

Conditions for this item

  • The item belongs to the category selected from your inventory for this visit.
  • If this visit selected the variety preference, no item with this identity has already been sold to this buyer.
  • Any of the following

Food Buyer

Lower Levels

Buys Food, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

Spacer

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

75–100 credits.

Conditions for this item

Old Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

Pale Scav

Lower Levels

Buys goods from the listed categories, subject to the buying rules below.

Base budget

0 credits.

Conditions for this item

Calories

97 kcal

Counts for Cadet Serpico's request: No: this item is not in the Food category.

Preparation variants

SizeCaloriesCounts for Cadet Serpico's request
Normal97 kcalNo: this item is not in the Food category.
Normal · Meal Cap195 kcalYes
Large225 kcalNo: this item is not in the Food category.
Large · Meal Cap450 kcalYes
Small61 kcalNo: this item is not in the Food category.
Small · Meal Cap123 kcalYes

Rules that change calories or the Food category

When a plant is harvested. An item made outside a harvest already has the plant's built-in traits applied.

A harvested crop gets the traits its seed has at that moment, so a seed whose traits were changed by gene editing gives a different calorie value. Nutritious raises the value and Nutrient-Poor lowers it, by the percentage shown for the trait's level (25% at level I). The result is rounded to a whole number and never drops to zero.

When a plant with the Edible trait is harvested, and again when a saved game is loaded.

Harvested produce that is not Food becomes Food, and its calorie value is set to 100 kcal. When a saved game is loaded, it stays Food, and it gets 100 kcal again only if it has no calorie value.

Uses of calories

Calories (kcal) are shown in the descriptions of food and some other items. They decide how much an item counts for Cadet Serpico's food request at the Dumping Ground, and how much it feeds animals and fish. Most items always have the same calorie value. The exceptions are harvested crops, which depend on their seed's traits, the leftover piece from cutting up a fish, which holds what the other pieces did not take, and fish feed, which loses calories as fish eat it.

Shown in the item's description.

Any item with a calorie value shows it in its description, as a whole number of kcal. This includes items that are not Food, such as fish feed.

For an item with the Meat mark, the line also says that it is meat.

Counted for the food request from Cadet Serpico at the Dumping Ground.

Only Food items with a calorie value count, each as its calories × its units (at least 1), including items inside containers. The food left at the Dumping Ground is added up when you leave, and the request needs 2000 kcal in total. While you are there, a notice appears once the total, with what was already counted, reaches 2000 kcal.

Fills an animal's hunger when it eats.

At the end of each day, an animal eats if its hunger is below 75% of its maximum. It first takes calories from a feed dispenser it can reach, up to the target set on the dispenser. If it is still hungry, it eats one item with a calorie value from where it is, whole, and its hunger rises by the item's calories (up to its maximum). Canned items and fish feed are not eaten this way. An animal whose hunger is below 300 and that has no food where it is may move to another area that has food.

The Meat mark makes no difference here. If the item is meat of the animal's own species (by its meat type), the animal may get Prion Disease, and it always does if the meat carries the disease.

Stored as calories in a feed dispenser, for animals and fish to eat.

Items with a calorie value can be put in it. When it blends (with its button, or by itself if set to), each item's calories are added to its store, up to 40000 kcal in total; an item that would go over is left as it is. Animals and fish put in it are cut up first, and the pieces go in the same way. Fish feed goes to its own store, which animals and Carnivore fish do not eat from. Animals and fish take only what they need to reach the target set on the dispenser (85% of their maximum hunger at first).

Meat (an item with the Meat mark or a meat type) goes to the meat store, and meat of a livestock species goes to a store for that species. Herbivore fish do not eat from these stores and Carnivore fish eat only from them; animals eat from them as well as from other food. An animal that eats from the store of its own species may get Prion Disease.

Fills a fish's hunger when it eats.

A fish eats when its hunger is below 75% of its maximum. It first takes calories from the feed dispenser attached to its tank, up to the target set on the dispenser. Next it eats fish feed in the tank, taking only what it needs to reach 85% of its maximum. Otherwise it eats one item with a calorie value in the tank, whole, and its hunger rises by the item's calories (up to its maximum). Canned items are not eaten. Items with a calorie value can be put into the tank.

Herbivore fish do not eat meat and Carnivore fish eat only meat; here meat means an item with the Meat mark or a meat type. Some species grow faster the more meat they have recently eaten.

Fills a fish's hunger when it eats roe in its tank.

If a Carnivore or Omnivore fish has not reached 75% of its maximum hunger and found no other item to eat, it eats the lightest roe or small fish in its tank that weighs at most 20% of its own weight. Eating roe raises its hunger by the roe's calorie value and does not count as eating meat.

Decides which pieces a fish-cutting machine sends to a connected feed dispenser.

A machine that cuts up fish sends each piece with a calorie value into the connected feed dispenser while there is room for its calories (40000 kcal in total); the other pieces go to its tray. Roe jars always go to the tray.