Editing Beer

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
 +
{{Rewrite|reason=Cleanup and Format standardisation - See [[Go-juice]]}}
 
{{Infobox main|food
 
{{Infobox main|food
 
| name = Beer
 
| name = Beer
Line 14: Line 15:
 
| flammability = 0.5
 
| flammability = 0.5
 
| rotatable = false
 
| rotatable = false
| path cost = 14
+
| path cost = 15
 
<!-- Melee Combat -->
 
<!-- Melee Combat -->
 
| mode = Melee
 
| mode = Melee
Line 33: Line 34:
 
| taste = Simple
 
| taste = Simple
 
| joy offset = 0.17
 
| joy offset = 0.17
| joy kind = Chemical
+
| joy kind = chemical
 
| addictiveness = 0.01
 
| addictiveness = 0.01
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
Line 44: Line 45:
 
<!-- Technical -->
 
<!-- Technical -->
 
| defName = Beer
 
| defName = Beer
| has quality = False
 
 
| tradeTags = Drugs
 
| tradeTags = Drugs
 
| preferability = NeverForNutrition
 
| preferability = NeverForNutrition
Line 52: Line 52:
 
}}
 
}}
  
'''Beer''' is a beverage that functions as a [[drug]]. It provides some [[recreation]], and inebriates the user. The more intoxicated a pawn is, the greater their [[mood]], but the worse it is for health and performance. In addition to its intoxicating effects, beer is considered [[food]], as it gives a small amount of [[nutrition]].
+
'''Beer''' is a beverage product that provides a small amount [[nutrition]] and [[recreation]], as well as inebriating the user providing a mix of bonuses and maluses based on how intoxicated the pawn becomes. While not very nutritionally effective, its main use is to improve a colonist's [[mood]] to prevent mental breaks. However, overuse may lead to inebriation and possible alcohol addiction. The default drug policy setting is both for addicted and for joy.
 +
 
 +
One beer provides 0.08 [[nutrition]] and 17% [[recreation]].  The first beer will give a +10 mood boost for almost 5 hours, but additional beers have varying additional effects, positive and negative (see table below).
  
 
It can also be used as a somewhat ineffectual [[Weapons#Base melee stats|melee weapon]], doing less {{DPS}} than a [[club]] or even a lump of [[wood]], but still more than a normal [[human]] fist. Conveniently, the beer is not lost after using it as a weapon.
 
It can also be used as a somewhat ineffectual [[Weapons#Base melee stats|melee weapon]], doing less {{DPS}} than a [[club]] or even a lump of [[wood]], but still more than a normal [[human]] fist. Conveniently, the beer is not lost after using it as a weapon.
  
 
== Acquisition ==
 
== Acquisition ==
 
+
{{Image wanted|section=1|reason=Small, well lit images of fill bar for explanation. Suggest: Full, Partially full, color when started, and color when complete. Add same to [[Fermenting barrel]]}}
 
Beer is produced in three steps. It requires the [[Research#Beer brewing|Beer brewing]] research to create.
 
Beer is produced in three steps. It requires the [[Research#Beer brewing|Beer brewing]] research to create.
  
 
# Plant and harvest [[hops]], which is an easy task and can be done without Research (min [[Skills#Plants|Plants Skill]] 3).
 
# Plant and harvest [[hops]], which is an easy task and can be done without Research (min [[Skills#Plants|Plants Skill]] 3).
 
# Turn 25 hops into 5 [[wort]] at a [[brewery]]. This is a [[Work#Cook|Cooking task]], and its [[Drug Cooking Speed|speed]] dependent on cooking skill. There is no chance of [[food poisoning]], so unskilled cooks can create wort, just slower.
 
# Turn 25 hops into 5 [[wort]] at a [[brewery]]. This is a [[Work#Cook|Cooking task]], and its [[Drug Cooking Speed|speed]] dependent on cooking skill. There is no chance of [[food poisoning]], so unskilled cooks can create wort, just slower.
# Place up to 25 units of wort (125 hops) into a [[fermenting barrel]] for 6 days. Filling the barrel is considered a [[Work#Haul|Hauling task]]. Partial loads of wort are possible, but less efficient. The size of the load relatively to total capacity is represented by the length of the bar displayed on the barrel once any wort has been added.<br>If more wort is added to a barrel already fermenting, progress will be delayed proportional to both the wort added and already in the barrel. For example, adding 5 wort to a barrel with 5 wort would halve existing progress. Each wort is converted to 1 beer. If temperatures get too hot or cold, the brewing will fail and no beer will be produced.   
+
# Place up to 25 units of wort (125 hops) into a [[fermenting barrel]] for 6 days. Filling the barrel is considered a [[Work#Haul|Hauling task]]. Partial loads of wort are possible, but less efficient. The size of the load relatively to total capacity is represented by the length of the bar displayed on the barrel once any wort has been added.<br>If more wort is added to a barrel already fermenting, progress will be delayed proportional to the wort added. For example, adding 5 wort to a barrel with 5 wort would halve existing progress.
 +
Each wort is converted to 1 beer. If temperatures get too hot or cold, the brewing will fail and no beer will be produced.   
 
# When the fermentation is complete, represented by the fill bar changing color from brown to yellow, the completed beer can be removed. This is considered a [[Work#Haul|Hauling task]].
 
# When the fermentation is complete, represented by the fill bar changing color from brown to yellow, the completed beer can be removed. This is considered a [[Work#Haul|Hauling task]].
 
[[File:Fermenting_progress.png|thumb|left|250px|[[Fermenting barrel]]s.<br>Top: Fermenting, 0% progress<br>Bottom: Fermenting, 100% progress<br>Bar ''length'' shows # of wort inside.]]
 
  
 
=== Critical temperature ===
 
=== Critical temperature ===
Line 101: Line 102:
  
 
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
 
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]]
* {{+|{{P|Nutrition}} }} [[Nutrition]]
 
* If the pawn has the [[chemical interest]] or [[chemical fascination]] trait:
 
** {{+|20%}} [[Chemical need]]
 
 
* '''+{{%|{{#vardefineecho:highSeverity|0.15}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Alcohol high severity, depending on tolerance ''(see "Alcohol high" below)''
 
* '''+{{%|{{#vardefineecho:highSeverity|0.15}} * 0.25}} to +{{%|{{#var:highSeverity}}}}''' Alcohol high severity, depending on tolerance ''(see "Alcohol high" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.016}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see "Tolerance" below)''
 
* {{++|{{%|{{#vardefineecho:toleranceSeverityOffset|0.016}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see "Tolerance" below)''
Line 257: Line 255:
 
{{Main|Tolerance}}
 
{{Main|Tolerance}}
 
{{Quote|"A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect."|Tolerance description}}
 
{{Quote|"A built-up tolerance to alcohol. The more severe this tolerance is, the more alcohol it takes to get the same effect."|Tolerance description}}
Each beer consumed increases the tolerance of the pawn by the following formula:
+
Each beer consumed increases the tolerance of the pawn by {{%|{{#var:toleranceSeverityOffset}}}}, divided by the [[body size]] of the pawn. Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. A [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.016}}}} per day.
 
 
<code>Increase in tolerance = {{%|{{#var:toleranceSeverityOffset}} }} / body size</code>
 
 
 
Thus smaller or not fully grown pawns gain more tolerance per drug use then bigger or fully grown ones. An adult [[human]] has a body size of {{Q|Human|Body Size}}. Tolerance decreases at a rate of {{%|{{#vardefineecho:toleranceSeverityPerDay|0.016}} }} per day.
 
  
 
See sections ''"Alcohol high"'' and ''"Addiction"'' for how tolerance affects alcohol high severity and addiction chance respectively.
 
See sections ''"Alcohol high"'' and ''"Addiction"'' for how tolerance affects alcohol high severity and addiction chance respectively.
Line 270: Line 264:
 
'''Tolerance above 45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.
 
'''Tolerance above 45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.
 
{| class="wikitable" style="text-align:right"
 
{| class="wikitable" style="text-align:right"
! Tolerance !! Average cirrhosis interval !! Graph
+
! Tolerance !! Average asthma interval !! Graph
 
|-
 
|-
 
| 45% || 99999 Days
 
| 45% || 99999 Days
Line 327: Line 321:
 
* {{--|50%}} [[Manipulation]]
 
* {{--|50%}} [[Manipulation]]
 
* {{Bad|Mental break}} chance:
 
* {{Bad|Mental break}} chance:
** [[Social drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|social drug binge}} during each withdrawal.
+
** [[Social drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal.
  
{{Weapon Stats Table}}
+
{{Other Weapon Attack Table}}
  
 
== Analysis ==
 
== Analysis ==
Beer is one of the most difficult drugs to get addicted to - a pawn at 0% tolerance would need to drink ''15'' beers to get addicted. Therefore, beer is great for [[chemical interest]] pawns and [[Ideoligions#High life|High Life]] [[ideoligion]]s{{IdeologyIcon}}. Note that alcohol binges can still lead to blackouts, which can lead to permanent brain damage.
+
Beer is one of the hardest drugs to get addicted to - a pawn at 0% tolerance would need to drink ''15'' beers to get addicted. Therefore, beer is great for [[chemical interest]] pawns and [[Ideoligions#High life|High Life]] [[ideoligion]]s{{IdeologyIcon}}. Note that alcohol binges can still lead to blackouts, which can lead to permanent brain damage.
  
 
Even for ordinary pawns, beer can be a good source of mood increase. One beer per day gives {{+|10}} mood for 4.8 hours with no chance for addiction and a tiny {{--|2%}} Manipulation. It is recommended to set the [[Menus#Drug policies|drug policy]] to remove "Take for Recreation". Instead, set a schedule for pawns to take beer once per day. You can also set pawns to drink beer only when mood is low (while still only once per day) to conserve on beer.
 
Even for ordinary pawns, beer can be a good source of mood increase. One beer per day gives {{+|10}} mood for 4.8 hours with no chance for addiction and a tiny {{--|2%}} Manipulation. It is recommended to set the [[Menus#Drug policies|drug policy]] to remove "Take for Recreation". Instead, set a schedule for pawns to take beer once per day. You can also set pawns to drink beer only when mood is low (while still only once per day) to conserve on beer.
Line 361: Line 355:
 
Due to inefficiency, let's assume that the entire loading process takes 7 days. 1 barrel can therefore support 3.5 pawns (25 beer/7 days).  It would not be too hard to have everything in place and approach something just over 6 days/run, which, ''if maintained'', would give you a production rate closer to 1 barrel = beer for 4 pawns.
 
Due to inefficiency, let's assume that the entire loading process takes 7 days. 1 barrel can therefore support 3.5 pawns (25 beer/7 days).  It would not be too hard to have everything in place and approach something just over 6 days/run, which, ''if maintained'', would give you a production rate closer to 1 barrel = beer for 4 pawns.
  
Before [[difficulty]] multipliers and the [[Plant Harvest Yield]] stat, and assuming hops are grown in regular soil:
+
Before [[difficulty]] multipliers and the [[Plant Harvest Yield]] stat, 24 [[hop plant]]s are enough to sustain 1 barrel indefinitely. In Losing is Fun, a grower with 8 Plants skill would require 30 hop plants to fill 1 barrel.
* 1 barrel can hold up to 16 [[hop plant]]s' worth of yield at a time.
+
 
* 24 [[hop plant]]s are enough to sustain 1 barrel indefinitely. (This is more than enough to fill a barrel, but hops grow slower than the fermentation process)
+
==== Multiple barrels ====
** In Losing is Fun, a grower with 8 Plants skill would require 30 hop plants to fill 1 barrel indefinitely.
+
If wort is added to a barrel that is already in the fermentation process, that process gets reset and starts over with the new amount, the full 6 days. Manipulating multiple barrels so they don't suffer this setback requires a small amount of detail work, but nothing too micro-managing. Wort is added from a stockpile to the "nearest" barrel, so multiple barrels require multiple small stockpiles.
 +
 
 +
Set up your barrels a few tiles apart from each other, and set up a small (3-5 tile) stockpile ''adjacent'' to them. Every tile in the stockpile has to be closer to its barrel than to any other barrel. Give each stockpile a separate, distinct name - maybe "''barrel no. 1''" or "''beer north''". A single tile of colored [[carpet]] could be used for "''red beer''"/"''dark beer''" etc - whatever works for you, just so ''you'' know which stockpile is with which barrel.
 +
 
 +
When ordering wort to be made, try to do it in batches of 5; 1 batch is 5 wort, each barrel holds 25 wort max, 5 batches is a full barrel. When setting the Bill, go into Details and specify ''which stockpile'' these 25 wort will be taken to. You can have multiple Bills up at once, even if they are all for "5 wort". Just make sure each one points to a different stockpile.
 +
 
 +
If the wort-making process is broken into different amounts, manually ordering the wort to be "merged" into a stack of 25 may help. Then wait, or order that to be hauled - and a new, full barrel is started.
  
 
== Trivia ==
 
== Trivia ==
Line 383: Line 383:
 
* ? - No longer produced directly from hops at the brewery, now must be placed in barrels to ferment.
 
* ? - No longer produced directly from hops at the brewery, now must be placed in barrels to ferment.
 
* Beta 19/1.0 - Beer fermenting time 10 days -> 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS. Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity. Alcohol severity per day -1.0 -> 0.75, so it lasts longer. Alcohol mood gains all increase +2.
 
* Beta 19/1.0 - Beer fermenting time 10 days -> 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS. Alcohol loses hidden ‘buzzed’ stage;‘warm’ begins from 0 severity. Alcohol severity per day -1.0 -> 0.75, so it lasts longer. Alcohol mood gains all increase +2.
* [[Version/1.5.4062|1.5.4062]] - Drug tolerance gain is now divided by body size and not body size squared - this also had the effect of making the suggested safe dose intervals for children correct.
 
  
 
{{Nav/drugs}}
 
{{Nav/drugs}}

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: