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− | {{ | + | {{Define|Drug |
+ | | always haulable = true | ||
+ | | def name = Beer | ||
+ | | description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. | ||
+ | | deterioration rate base = 0 | ||
+ | | draw gui overlay = true | ||
+ | | equipment type = Primary | ||
+ | | equipped angle offset = -150 | ||
+ | | flammability base = 0.5 | ||
+ | | food preference = NeverForFood | ||
+ | | graphic class = Graphic_StackCount | ||
+ | | graphic path = Things/Item/Drug/Beer | ||
+ | | label = beer | ||
+ | | market value base = 12 | ||
+ | | max hit points base = 50 | ||
+ | | max num to ingest at once = 1 | ||
+ | | nutrition base = 0.08 | ||
+ | | melee cooldown base = 120 | ||
+ | | melee damage base = 9 | ||
+ | | melee damage def = blunt | ||
+ | | parent name = DrugBase | ||
+ | | path cost = 15 | ||
+ | | preferability = NeverForNutrition | ||
+ | | resource readout priority = Last | ||
+ | | rotatable = false | ||
+ | | selectable = true | ||
+ | | social properness matters = true | ||
+ | | sound eat = Ingest_Beer | ||
+ | | stack limit = 25 | ||
+ | | taste = Simple | ||
+ | | tech level = Neolithic | ||
+ | | thing class = Drugs | ||
+ | | ticker type = Rare | ||
+ | | use hit points = true | ||
+ | | work to make base = | ||
+ | <!-- | ||
+ | - Drug Parameters --> | ||
+ | | addictiveness = 0.006 | ||
+ | | drug category = social | ||
+ | | is pleasure drug = true | ||
+ | | joy kind = chemical | ||
+ | | joy offset = 0.17 | ||
+ | }} | ||
+ | {{infobox main|weapon| | ||
| name = Beer | | name = Beer | ||
− | | image = Beer | + | | image = Beer.png|Beer |
| description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. | | description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. Excessive consumption can lead to alcohol blackouts and, over time, addiction. | ||
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| type = Drug | | type = Drug | ||
| type2 = Social Drug | | type2 = Social Drug | ||
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| mode = Melee | | mode = Melee | ||
| meleeattack1dmg = 9 | | meleeattack1dmg = 9 | ||
| meleeattack1type = Blunt | | meleeattack1type = Blunt | ||
| meleeattack1part = Bottle | | meleeattack1part = Bottle | ||
− | | meleeattack1cool = 2 | + | | meleeattack1cool = 2.0 |
| meleeattack1ap = 13 | | meleeattack1ap = 13 | ||
| meleeattack2dmg = 9 | | meleeattack2dmg = 9 | ||
| meleeattack2type = Poke | | meleeattack2type = Poke | ||
| meleeattack2part = Neck | | meleeattack2part = Neck | ||
− | | meleeattack2cool = 2 | + | | meleeattack2cool = 2.0 |
| meleeattack2ap = 13 | | meleeattack2ap = 13 | ||
| MeleeWeaponAverageDPS = 4.5 | | MeleeWeaponAverageDPS = 4.5 | ||
| MeleeWeaponAverageAP = 13 | | MeleeWeaponAverageAP = 13 | ||
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| resource 1 = Wort | | resource 1 = Wort | ||
| resource 1 amount = 1 | | resource 1 amount = 1 | ||
− | + | | mass base = 0.3 | |
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| tradeTags = Drugs | | tradeTags = Drugs | ||
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}} | }} | ||
+ | '''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 so nutritionally effective, its main use is to improve a colonist's [[mood]] to prevent mental breaks. But, overuse may lead to alcohol addiction. The default drug policy setting is both for addicted and for joy. | ||
− | + | It provides 0.08 [[nutrition]] and 17% [[recreation]]. | |
− | It can also be used as a somewhat ineffectual | + | It can also be used as a somewhat ineffectual weapon. |
== Acquisition == | == Acquisition == | ||
+ | Beer is produced in three steps, with a recommended fourth: | ||
+ | |||
+ | * '''Step 1)''' Plant [[hops]], which is an easy task and can be done without Research (min [[Skills#Plants|Plants Skill]] 3). | ||
+ | |||
+ | * '''Step 2)''' Construction of a [[brewery]] (Research required), to process 25 hops for 5 units of [[wort]]. This task that requires a [[Menus#Cook|cook]] to perform the action, another relatively easy task assuming the colony has enough meals to divert the cook to other purposes. | ||
+ | :* Repeating this five times, using a total of 125 hops for 25 wort, is optimal for 1 full barrel of beer (see next). | ||
+ | :* For factors contributing to the speed of this process, see [[Brewing Speed]] | ||
− | + | * '''Step 3)''' Place up to 25 units of wort into a [[fermenting barrel]] for 6 days. Partial loads of wort are possible but less efficient. The work to get the wort from the kitchen/stockpile to the barrel is part of the Haul job. Each wort is converted to 1 beer. | |
− | + | After 6 days, you have your beer! It's no longer "alive" so it stored anywhere, regardless of temperature or indoors/outdoors; it will never rot, unlike most other "food" or drugs. | |
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− | [[ | + | * '''Step 4)''' ''Optional: ''Set your Drug Policy for beer drinking under the "[[Menus#Assign|Assign]]" menu, so your entire colony isn't drunk for the next raid. |
− | + | The process of brewing involves a living organism, so difficulty can increase greatly depending on your biome's weather conditions. Avoiding delays or failure requires following temperature requirements: | |
− | The process of brewing involves a living organism, so difficulty can increase greatly depending on your biome's weather conditions. Avoiding delays or failure requires following temperature requirements: | ||
: {| class="wikitable" | : {| class="wikitable" | ||
|- | |- | ||
− | ! | + | ! °C |
+ | ! °F | ||
! Effect | ! Effect | ||
|- | |- | ||
− | | | + | |
− | | | + | | 7°- 32°C |
+ | | 45°- 89°F | ||
+ | | optimal temperature range | ||
|- | |- | ||
− | | | + | | 1°- 7°C |
− | | | + | | 33°- 44°F |
+ | | temporarily halts fermentation process, process continues when optimal temperature restored | ||
|- | |- | ||
− | | > | + | | < 1°C <br>> 32°C |
− | | | + | | < 33°F <br> > 89 °F |
+ | | freezing or "too hot" is fatal to the brewing process, all product is lost, all the previous work wasted | ||
|} | |} | ||
+ | Because the "fatal" range is unforgiving even for a moment, it's recommended to keep your temperatures well within the "optimal" range and have a separate, emergency power/temperature system so that an open door or short-term power loss will not cause the loss of the batch. Double-walling your brewery to insulate from extreme temperatures, and/or installing a long* entry hall/room as an "air lock" with doors at each end is not a bad idea. Also, when planning the location of your brewing, be aware that a kitchen will often be quite warm, as active stoves produce excess heat. | ||
− | + | : (* 6 tiles long gives time for the first door to shut before your colonist opens the next, so that your brewery is not exposed to "outside" temperatures. [[Autodoor]]s would shorten this required length.) | |
− | = | + | <div><li style="display: inline-table;"> |
− | + | [[File:Taking beer out of fermenting barrel.png|400px|thumb|left|Colonist taking beer out of fermenting barrel, ready for consumption.]] | |
+ | </li><div> | ||
− | + | == Inebriation == | |
− | + | Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed precisely in-game, determines inebriation level and falls automatically over time at a rate of 75% per day. Once a colonist becomes drunk the game records it so it may be used later in an art description. | |
− | + | <div><li style="display: inline-table;"> | |
− | + | {| {{STDT| sortable c_25 text-center}} | |
− | + | ! Label !! Alcohol Level (%) !! [[Mood]] (+) !! [[Pain]] Reduction (%) !! [[Consciousness]] (%)!! Social fight chance !! Other effects | |
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− | == | ||
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− | ! Level | ||
− | ! | ||
− | ! [[Mood]] | ||
− | ! [[Pain]] | ||
− | ! [[Consciousness]] | ||
− | ! | ||
− | ! Social fight chance | ||
− | ! Other effects | ||
|- | |- | ||
− | + | | style="text-align:left;" | Warm || >0 || 10 || 10 || - || x1.5 || style="text-align:left;" | [[Manipulation]] -2% | |
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|- | |- | ||
− | + | | style="text-align:left;" | Tipsy || 25 || 14 || 20 || -10 || x2.5 || style="text-align:left;" | [[Moving]] -5% | |
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− | | style="text-align:left;" | | ||
|- | |- | ||
− | + | | style="text-align:left;" | Drunk || 40 || 20 || 50 || -30 || x4 || style="text-align:left;" | [[Moving]] -10% <br> Vomiting mtb 0.75 days | |
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|- | |- | ||
− | + | | style="text-align:left;" | Hammered || 70 || 26 || 70 || -50 || x5 || style="text-align:left;" | [[Moving]] -10% <br> Vomiting mtb 0.2 days <br> +5% pain | |
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|- | |- | ||
− | + | | style="text-align:left;" | Blackout || 90 || 26 || 90 || 10% max || - || Chemical Brain Damage mtb 10 days | |
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− | | style="text-align:left;" | | ||
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|} | |} | ||
− | + | </li><div> | |
− | + | <div><li style="display: inline-table;"> | |
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{| {{STDT| sortable c_25 text-center}} | {| {{STDT| sortable c_25 text-center}} | ||
− | ! Beers Consumed !! | + | ! Beers Consumed !! Time Warm (Hr) !! Time Tipsy (Hr)!! Time Drunk (Hr)!! Time Hammered (Hr)!! Time Blackout (Hr) |
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− | | | + | | 1 || 4.8 || 0 || 0 || 0 || 0 |
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− | | | + | | 2 || 8 || 1.6 || 0 || 0 || 0 |
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− | + | | 3 || 8 || 4.8 || 1.6 || 0 || 0 | |
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− | + | | 4 || 8 || 4.8 || 6.4 || 0 || 0 | |
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− | + | | 5 || 8 || 4.8 || 9.6 || 1.6|| 0 | |
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− | + | | 6 || 8 || 4.8 || 9.6 || 6.4 || 0 | |
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− | + | | 7 || 8 || 4.8 || 9.6 || 6.4 || 4.8 | |
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|} | |} | ||
+ | </li><div> | ||
+ | == Addiction == | ||
+ | Once a colonist develops Alcohol [[Drugs#Addiction_and_Tolerance|addiction]], a new bar called "Alcohol" will appear in their "Needs" tab. The colonist will consume beer when the bar is low enough. Abstinence will cause the colonist to enter a withdrawal period that adds a negative thought with a -35 mood penalty which is necessary if intending to cure the addiction. Recovery can be monitored by checking the "Health" tab. Once withdrawal reaches 100%, the character will lose the addiction. It will take about 40 days to recover from an alchohol addiction, during which the colonist will have violent and frequent mental breaks. | ||
− | + | Animals can also become addicted, and suffer the same negative health effects as humans. | |
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− | + | == Hangover == | |
− | ! | + | Once a colonist reaches a drunk state, they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated. |
+ | Severity starts at 100% and decreases consistently to 0% over the course of a full day, however it isn't visible until after the alcohol effect is gone. | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {| {{STDT| sortable c_25 text-left}} | ||
+ | ! Label !! Severity % !! Mood !! Side Effects | ||
|- | |- | ||
− | + | | Hungover (pounding) || >40% || style="text-align:center;" | -12 || Consciousness -18% <br> Vomiting mtb 0.4 days | |
− | | >40% | ||
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|- | |- | ||
− | + | | Hungover (strong) || >15% || style="text-align:center;" | -6 || Consciousness -8% | |
− | | >15% | ||
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|- | |- | ||
− | + | | Hungover (slight) || >0% || style="text-align:center;" | -3 || Consciousness -3% | |
− | | >0% | ||
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|} | |} | ||
+ | </li><div> | ||
+ | == Long-term Effects == | ||
− | + | When a pawn has a visible tolerance to Alcohol, they may develop Cirrhosis of the liver in a mean time of 60 in-game days (or 1 year), which permanently hinders their consciousness, blood filtration, and blood pumping - and the only way to cure Cirrhosis is to perform a liver transplant. Additionally, a Major or worse Carcinoma (with a minimum severity of 0.5) may develop in the liver in a mean time of 180 in-game days (3 years), again being fixable either via transplant, or removed by a skilled doctor. Animals cannot have transplants. | |
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− | + | [[Chemical damage]] can occur in the brain while unconscious in a mean time of 10 days' spent blacked out, which reduces consciousness to 50%, significantly reducing performance. There is no way to perform brain surgery. | |
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== Trivia == | == Trivia == | ||
− | In real life, beer is brewed from malted barley/wheat, not hops. Hops are used in the brewing of beer to provide flavor and as a preservative. | + | In real life, beer is brewed from malted barley/wheat, not hops. Hops are used in the brewing of beer to provide flavor and as a preservative. |
Also unlike its RimWorld counterpart, real beer is typically not flammable as it does not have sufficient alcohol content. In fact, a bottle of beer being placed in a fire would be more likely to extinguish it when the bottle broke. | Also unlike its RimWorld counterpart, real beer is typically not flammable as it does not have sufficient alcohol content. In fact, a bottle of beer being placed in a fire would be more likely to extinguish it when the bottle broke. | ||
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This, along with [[wood]], is one of only two items that serves dual purposes as both a usable item and an improvised weapons. | This, along with [[wood]], is one of only two items that serves dual purposes as both a usable item and an improvised weapons. | ||
− | + | == Version History == | |
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− | == Version | ||
* [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added. | * [[Version/0.9.722|0.9.722]] - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added. | ||
− | + | * Beta 19/1.0 - Beer fermenting time 10 days -> 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS | |
− | * Beta 19/1.0 - Beer fermenting time 10 days -> 6 days. Buffed beer bottles slightly (~10%) above fists in terms of DPS | ||
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− | [[ | + | [[Kind::Weapons| ]] |
− | [[Category: | + | [[Category:Weapons]] |
+ | [[Category:Equipment]] | ||
+ | {{nav/drugs}} | ||
+ | {{nav|weapon|wide}} |