Difference between revisions of "Beer"

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m (Undo revision 101228 by Ickputzdirwech (talk) Good chance to mention this - the {Temperature} template is handy and mathematically precise but inaccurate for in-game information - the game does not deal in "tenths of degrees Farenheit", and suggesting such is grossly misleading. These were observed values, not mathematically derived. Unfortunately, there are MANY recent uses of this template that need to be cleaned up... :/)
Tag: Undo
(Safe dose intervals)
 
(89 intermediate revisions by 8 users not shown)
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{{infobox main|food|
+
{{Infobox main|food
 
| name = Beer
 
| name = Beer
| image = Beer.png|Beer
+
| image = Beer a.png
 
| 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.
 
<!-- Base Stats -->
 
<!-- Base Stats -->
 
| type = Drug
 
| type = Drug
 
| type2 = Social Drug
 
| type2 = Social Drug
| hp = 50
+
| tech level = Neolithic
| deterioratione = 0
 
 
| marketvalue = 12
 
| marketvalue = 12
 +
| stack limit = 25
 
| mass base =  0.3
 
| mass base =  0.3
 +
| hp = 50
 +
| deterioration = 0.5
 
| flammability = 0.5
 
| flammability = 0.5
| stack limit = 25
 
| path cost = 15
 
 
| rotatable = false
 
| rotatable = false
 +
| path cost = 14
 
<!-- Melee Combat -->
 
<!-- Melee Combat -->
 
| mode = Melee
 
| mode = Melee
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| MeleeWeaponAverageAP = 13
 
| MeleeWeaponAverageAP = 13
 
<!-- Ingestion -->
 
<!-- Ingestion -->
| nutrition base = 0.08
+
| nutrition = 0.08
 
| taste = Simple
 
| taste = Simple
 
| joy offset = 0.17
 
| joy offset = 0.17
| joy kind = chemical
+
| joy kind = Chemical
| addictiveness = 0.006
+
| addictiveness = 0.01
 
| max num to ingest at once = 1
 
| max num to ingest at once = 1
 +
| ingestion time = 0
 
<!-- Creation -->
 
<!-- Creation -->
 
| production facility 1 = Fermenting barrel
 
| production facility 1 = Fermenting barrel
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| resource 1 amount = 1
 
| resource 1 amount = 1
 
<!-- Technical -->
 
<!-- Technical -->
| def name = Beer
+
| defName = Beer
 +
| has quality = False
 
| tradeTags = Drugs
 
| tradeTags = Drugs
 
| preferability = NeverForNutrition
 
| preferability = NeverForNutrition
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| drug category = social
 
| drug category = social
 
| is pleasure drug = true
 
| is pleasure drug = true
<!-- Unused -->
 
| always haulable = true
 
| draw gui overlay = true
 
| equipment type = Primary
 
| equipped angle offset = -150
 
| graphic class = Graphic_StackCount
 
| graphic path = Things/Item/Drug/Beer
 
| label = beer
 
| parent name = DrugBase
 
| resource readout priority = Last
 
| selectable = true
 
| social properness matters = true
 
| sound eat = Ingest_Beer
 
| tech level = Neolithic
 
| thing class = Drugs
 
| ticker type = Rare
 
| use hit points = true
 
 
}}
 
}}
'''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.
 
  
One beer provides 0.08 [[nutrition]] and 17% [[recreation]].
+
'''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]].
  
 
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 ==
Beer is produced in three steps, with a recommended related (but optional) 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.
+
Beer is produced in three steps. It requires the [[Research#Beer brewing|Beer brewing]] research to create.
:* 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 [[Drug Cooking Speed]]
 
  
::: (* Wort has no [[quality]] and cannot give [[food poisoning]], so an untrained "cook" can safely be assigned the job, so long as they have "Cook" enabled in the ''Work'' tab. They'll be slower to finish this step, but there will be no difference in the end product.)
+
# 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.
 +
# 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. 
 +
# 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]].
  
* '''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. There is no "skill" involved here, 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.  
+
[[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.]]
  
[[File:Taking beer out of fermenting barrel.png|400px|thumb|left|Colonist taking beer out of fermenting barrel, ready for consumption.]]
+
=== Critical temperature ===
 
+
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:
After 6 days, you have your beer!  It's no longer "alive" so it can be stored anywhere regardless of temperature or indoors/outdoors; it will never rot, unlike most other "food" or drugs.
 
 
 
* '''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.
 
 
 
==== Critical temperature ====
 
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
+
! Temperature
! °F
 
 
! Effect
 
! Effect
 
|-
 
|-
 
+
| {{Temperature|7|{{Q|Fermenting barrel|Max Safe Temperature}}}}
| 7°- 32°C
 
| 45°- 90°F
 
 
| Ideal fermenting temperature range
 
| Ideal fermenting temperature range
 
|-
 
|-
| 1°- 7°C
+
| {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|7}}
| 33°- 44°F
+
| Temporarily halts fermentation process, process continues when ideal temperature restored
| temporarily halts fermentation process, process continues when ideal temperature restored
 
 
|-
 
|-
| < 1°C <br>> 32°C
+
| > {{Temperature|{{Q|Fermenting barrel|Max Safe Temperature}}}}<br> < {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}}}
| < 33°F <br> > 90 °F
+
| Freezing or "too hot" is fatal to the brewing process, all product is lost, all the previous work wasted
| 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 "ideal" 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.)
+
The inspect pane will indicate 'Overheating' or 'Freezing', increasing by {{#expr:{{Q|Fermenting barrel|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This is halted when safe temperature is restored, but not reset. If it reaches 100%, the contents are 'ruined by temperature' and no beer can be obtained.
  
==== Production math ====
+
== Summary ==
Don't worry, we'll walk you through it...
+
Beer is a mood enhancing drug that has a variety of effects. These can be broken into effects that occur:
  
* 25 hops makes 5 wort
+
* Instantaneously and one time upon using the drug.
* A single fermenting barrel can hold up to 25 wort
+
* While high on the drug.
* 1 wort = 1 beer
+
* After being high on the drug.
That means that 125 hops = 25 wort = 1 full barrel = 25 beer.
+
* While having a built-up tolerance to the drug.
 +
* While addicted to the drug.
 +
* While withdrawing from the drug.
  
* Fermentation takes 6 days
+
=== Upon drinking ===
* 1 pawn can drink 1 beer/day without risk of [[addiction]]
+
A pawn consuming beer will look for a place to sit in a twenty tile radius first, but will also drink it while standing if it doesn't find one. Drinking a beer takes {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
1 full barrel, run once/7 days (allowing 1 day for hauling and re-filling), is enough for "25 pawn-days" of beer.  
 
  
So, at that rate, 1 barrel every 7 days will support enough beer production for just over 3.5 pawns (25 beers / 7 days). If you rotated multiple barrels (see next), you'd get enough beer for 1/day for...
+
* {{+|{{%|{{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:toleranceSeverityOffset|0.016}}}}}} [[Drugs#Tolerance|Tolerance]] severity, divided by body size ''(see "Tolerance" below)''
 +
* If the pawn has {{%|{{#vardefineecho:minToleranceToAddict|0.25}}}} tolerance already:
 +
** {{Bad| {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}} }} [[Addiction]] chance ''(see "Addiction" below)''
 +
* If the pawn has an addiction already:
 +
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Alcohol need ''(see "Addiction" below)''
 +
** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see "Addiction" below)''
  
* 2 barrels: &#8199;7 colonists
+
=== Alcohol high ===
* 3 barrels: 10 colonists
+
{{Quote|"Alcohol in the bloodstream. It makes people happy, but reduces capacities."|Alcohol high description}}
* 4 barrels: 14 colonists
 
* 5 barrels: 17 colonists
 
* 6 barrels: 21 colonists
 
* 7 barrels: 25 colonists
 
  
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.
+
Each beer increases the alcohol high severity by the following formula:
  
==== Multiple barrels ====
+
<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
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.
+
Therefore with 0% tolerance the severity increases by {{%|{{#var:highSeverity}}}}, with 100% tolerance by {{%|{{#var:highSeverity}}*0.25}}. It decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts between {{#vardefineecho:highDurationMin|{{#expr: {{#var:highSeverity}}*0.25/({{#var:highSeverityPerDay}}/24) round 1}}}} and '''{{Plural|{{#vardefineecho:highDurationMax|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}'''. The maximum severity of an alcohol high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} to {{#expr:1/{{#var:highSeverity}}/0.25 round 1}}&nbsp;beer.
  
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.
+
The alcohol high severity not only sets the length of the high but also affects the symptoms.
  
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.
+
{| class="wikitable" style="text-align:right;"
 +
! Level
 +
! Alcohol high severity
 +
! [[Mood]]
 +
! [[Pain]]
 +
! [[Consciousness]]
 +
! [[Moving]]
 +
! Social fight chance
 +
! Other effects
 +
|-
 +
! Warm
 +
| >0%
 +
| style="text-align:left;" | {{+|10}} (''"I just feel a bit more relaxed after that drink. That's good."'')
 +
| {{Good|×90%}}
 +
| – || – || –
 +
| style="text-align:left;" | {{--|2%}} [[Manipulation]]
 +
|-
 +
! Tipsy
 +
| >25%
 +
| style="text-align:left;" | {{+|14}} (''"I'm a bit wobbly! And this is quite enjoyable."'')
 +
| {{Good|×80%}}
 +
| {{Bad|×90%}}
 +
| {{--|5%}}
 +
| {{Bad|×2.5}}
 +
| style="text-align:left;" | –
 +
|-
 +
! Drunk
 +
| >40%
 +
| style="text-align:left;" | {{+|20}} (''"I feel so uninhibited and unafraid! This is a great time!"'')
 +
| {{Good|×50%}}
 +
| {{Bad|×65%}}
 +
| {{--|10%}}
 +
| {{Bad|×4}}
 +
| style="text-align:left;" | {{Bad|Vomiting:}} on average every 0.75 days.<br/>{{Bad|Hangover}} once the alcohol high severity drops below 40% (see ''"Hangover"'' below).
 +
|-
 +
! Hammered
 +
| >70%
 +
| style="text-align:left;" | {{+|26}} (''"Wooo! What's going on?"'')
 +
| {{Good|×30%}}
 +
| {{Bad|×50%}}
 +
| {{--|10%}}
 +
| {{Bad|×5}}
 +
| style="text-align:left;" | {{Bad|Vomiting:}} on average every 0.2 days.
 +
|-
 +
! Blackout
 +
| >90%
 +
| style="text-align:left;" | –
 +
| {{Good|×10%}}
 +
| {{Bad|max. 10%}}
 +
| – || –
 +
| style="text-align:left;" | {{Bad|Chemical damage (moderate):}}<br/>The [[chemical damage]] occurs on average every 10 days and affects the brain.
 +
|}
  
<div><li style="display: inline-table;">
+
Assuming the beers are consumed right after each other with initially 0% tolerance, the different stages last the following times:
  
</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}}
 
{| {{STDT| sortable c_25 text-center}}
! Label !! Alcohol Level (%) !! [[Mood]] (+) !! [[Pain]] Reduction (%) !! [[Consciousness]] (%)!! Social fight chance !! Other effects
+
! Beers Consumed !! Hours Warm !! Hours Tipsy !! Hours Drunk !! Hours Hammered !! Hours Blackout
 +
|-
 +
| {{#vardefineecho:doses|1}}{{#vardefine:highSeverityOdd | {{#expr: {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} < 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#vardefineecho:highSeverityPerHour|{{#expr: {{#var:highSeverityPerDay}}/24}} }} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
|-
 +
| {{#vardefineecho:doses|2}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} < 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|-
 
|-
| style="text-align:left;" | Warm || >0 || 10 || 10 || - || x1.5 || style="text-align:left;" | [[Manipulation]] -2%
+
| {{#vardefineecho:doses|3}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} < 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|-
 
|-
| style="text-align:left;" | Tipsy || 25 || 14 || 20 || -10 || x2.5 || style="text-align:left;" | [[Moving]] -5%
+
| {{#vardefineecho:doses|4}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} < 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|-
 
|-
| style="text-align:left;" | Drunk || 40 || 20 || 50 || -30 || x4 || style="text-align:left;" | [[Moving]] -10% <br> Vomiting mtb 0.75 days
+
| {{#vardefineecho:doses|5}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} < 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|-
 
|-
| 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
+
| {{#vardefineecho:doses|6}}{{#vardefine:highSeverityEven|{{#expr: {{#var:highSeverityOdd}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityEven}} < 0.25 | {{#var:highSeverityEven}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.4 | {{#var:highSeverityEven}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.7 | {{#var:highSeverityEven}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 0.9 | {{#var:highSeverityEven}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityEven}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityEven}} < 1 | {{#var:highSeverityEven}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|-
 
|-
| style="text-align:left;" | Blackout || 90 || 26 || 90 || 10% max || - || Chemical Brain Damage mtb 10 days
+
| {{#vardefineecho:doses|7}}{{#vardefine:highSeverityOdd|{{#expr: {{#var:highSeverityEven}} + {{#var:highSeverity}} * (1 - ({{#var:toleranceSeverityOffset}} * ({{#var:doses}}-1) * 0.75 round 2))}} }}
 +
| {{#expr: {{#ifexpr: {{#var:highSeverityOdd}} < 0.25 | {{#var:highSeverityOdd}} | 0.25}} / {{#var:highSeverityPerHour}} round 1}}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.25 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.4 | {{#var:highSeverityOdd}} | 0.4}} - 0.25)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.4 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.7 | {{#var:highSeverityOdd}} | 0.7}} - 0.4)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.7 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 0.9 | {{#var:highSeverityOdd}} | 0.9}} - 0.7)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 +
| {{#ifexpr: {{#var:highSeverityOdd}} > 0.9 | {{#expr: ({{#ifexpr: {{#var:highSeverityOdd}} < 1 | {{#var:highSeverityOdd}} | 1}} - 0.9)/{{#var:highSeverityPerHour}} round 1}} | 0 }}
 
|}
 
|}
</li><div>
+
 
<div><li style="display: inline-table;">
+
==== Hangover ====
{| {{STDT| sortable c_25 text-center}}
+
{{Quote|"An unpleasant delayed after-effect of alcohol intoxication."|Hangover description}}
! Beers Consumed !! Time Warm (Hr) !! Time Tipsy (Hr)!! Time Drunk (Hr)!! Time Hammered (Hr)!! Time Blackout (Hr)
+
Once a colonist reaches at least the drunk state, they will go through the hangover stages after their alcohol high severity drops below 40% again. It isn't visible until after the alcohol effect is fully gone however. 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,
 +
 
 +
{| class="wikitable" style="text-align:right;"
 +
! Level !! Severity % !! Mood !! Consciousness !! Other effects
 +
|-
 +
! Pounding
 +
| >40%
 +
| {{--|12}} (''"It feels like a gaggle of geese are pecking at my skull."'')
 +
| {{--|18%}} || {{Bad|Vomiting:}} on average every 0.4 days.
 +
|-
 +
! Strong/serious
 +
| >15%
 +
| {{--|6}} (''"My head hurts from all that liquor."'')
 +
| {{--|8%}} ||
 
|-
 
|-
| 1 || 4.8 || 0 || 0 || 0 || 0
+
! Slight/mild
 +
| >0%
 +
| {{--|3}} (''"The headache is almost gone."'')
 +
| {{--|3%}} ||  
 +
|}
 +
 
 +
=== 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}}
 +
Each beer consumed increases the tolerance of the pawn by the following formula:
 +
 
 +
<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.
 +
 
 +
If the tolerance is above a certain thresholds it imposes a chance over time to gain the following [[ailments]]:
 +
 
 +
<ul><li>{{Bad|Cirrhosis}}<br/>
 +
'''Tolerance above 45%'''  imposes a chance to get [[cirrhosis]] in the liver proportional to the tolerance held.
 +
{| class="wikitable" style="text-align:right"
 +
! Tolerance !! Average cirrhosis interval !! Graph
 
|-
 
|-
| 2 || 8 || 1.6 || 0 || 0 || 0
+
| 45% || 99999 Days
 +
| rowspan="3" | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Cirrhosis (Days) | x = 49, 50, 100 | y =  250, 60, 45 | xAxisMin = 45 | yAxisMax = 250}}
 
|-
 
|-
| 3 || 8 || 4.8 || 1.6 || 0 || 0
+
| 50% || 60 Days
 
|-
 
|-
| 4 || 8 || 4.8 || 6.4 || 0 || 0
+
| 100% || 45 Days
 +
|}</li>
 +
<li>{{Bad|Carcinoma}}<br/>
 +
'''Tolerance above 45%''' imposes a chance to get [[carcinoma]] in the liver proportional to the tolerance held.
 +
{| class="wikitable" style="text-align:right"
 +
! Tolerance !! Average carcinoma interval !! Graph
 
|-
 
|-
| 5 || 8 || 4.8 || 9.6 || 1.6|| 0
+
| 45% || 99999 Days
 +
| rowspan="3" | {{Graph:Chart| width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = MTB Carcinoma (Days) | x = 49, 50, 100 | y = 250, 180, 150 | xAxisMin = 45 | yAxisMax = 250}}
 
|-
 
|-
| 6 || 8 || 4.8 || 9.6 || 6.4 || 0
+
| 50% || 180 Days
 
|-
 
|-
| 7 || 8 || 4.8 || 9.6 || 6.4 || 4.8
+
| 100% || 150 Days
|}
+
|}</li></ul>
</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.
+
=== Addiction ===
 +
{{Quote|"A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."|Addiction description}}
 +
Once a pawn has a alcohol tolerance of {{%|{{#var:minToleranceToAddict}} }} or above, each dose carries a chance of alcohol addiction that scales with tolerance. Due to the minimum tolerance to addict, beer can be safely consumed once every {{Plural|{{#var:toleranceSeverityOffset}}/{{#var:toleranceSeverityPerDay}} round 1|day}} without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.
  
== Hangover ==
+
The chance of addiction is as follows:
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.
+
{| class="wikitable" style="text-align:right"
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
+
! Tolerance !! Addiction chance !! Graph
 
|-
 
|-
| Hungover (strong)   || >15% || style="text-align:center;" | -6  || Consciousness -8%
+
| 0% || 0%
 +
| rowspan="4" | {{Graph:Chart
 +
  | width = 400 | height = 100 | type = line | xAxisTitle = Tolerance (%) | yAxisTitle = Addiction Chance (%)
 +
  | x = 0, {{#expr:{{#var:minToleranceToAddict}}*100}}, {{#expr:{{#var:minToleranceToAddict}}*100}}, 50, 80, 100
 +
  | y = 0, 0, {{#expr:{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) * 100}}, {{#expr:{{P|Addictiveness}} * 5 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}, {{#expr:{{P|Addictiveness}} * 15 * 100}}
 +
}}
 
|-
 
|-
| Hungover (slight)   || >0% || style="text-align:center;" | -3  || Consciousness -3%
+
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}
 +
|-
 +
| 50% || {{%|{{P|Addictiveness}} * 5}}
 +
|-
 +
| 80% || {{%|{{P|Addictiveness}} * 15}}
 
|}
 
|}
</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.
+
The addiction progresses by {{%|{{#vardefineecho:addictionSeverityPerDay|0.0333}}}} per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about {{Plural|0.5/{{#var:addictionSeverityPerDay}} round 1|day}} to overcome the addiction. Drinking beer during an alcohol addiction will reduce the addiction progress by {{%|{{#var:addictionSeverityOffset}}}} again ''(see "Upon drinking" above)''.
 +
 
 +
Developing an addiction also means a pawn has an alcohol [[Needs#Drug addictions|need]]. The need for alcohol falls by {{%|{{#vardefineecho:needFall|0.5}}}} per day, drinking beer satisfies the need by {{%|{{#var:needOffset}}}} ''(see "Upon drinking" above)'', meaning the pawn will need to drink beer at least every {{Plural|{{#var:needOffset}}/{{#var:needFall}} round 1|day}} to prevent withdrawal symptoms.
  
[[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.
+
=== Withdrawal ===
 +
{{Quote|"Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms."|Need description}}
 +
As soon as the alcohol need reaches 0%, the pawn suffers from the following withdrawal symptoms:
 +
* {{--|35}} [[Mood]] (''"Feeling shaky. Everything pisses me off. I keep thinking of drinking."'')
 +
* {{--|20%}} [[Consciousness]]
 +
* {{--|30%}} [[Moving]]
 +
* {{--|50%}} [[Manipulation]]
 +
* {{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.
 +
 
 +
{{Weapon Stats Table}}
 +
 
 +
== 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.
 +
 
 +
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.
 +
 
 +
In some cases, you can use beer to down animals - they will drink it if they have no other food source. This technique can even down [[thrumbo]]s, allowing for an easy kill. Note that this will take multiple bottles depending on the creature and they will ''only'' attempt to drink the beer when there is no other food source that they can reach. This also applies to colony animals, so watch out.
 +
 
 +
=== Brewing temperature ===
 +
Because the "fatal" range is unforgiving even for a moment, it's recommended to keep your temperatures well within the "ideal" 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.)
 +
 
 +
=== Trade ===
 +
Beer is more or less equal to [[smokeleaf joint]]s. Beer takes {{++|{{%|-1 + (5/4)*({{Q|Smokeleaf plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item for {{Good|-{{%|(1000/450)/5 round 3}}}} less cook work per item. Beer is worth {{+|{{%|-1+{{Q|Beer|Market Value Base}}/{{Q|Smokeleaf joint|Market Value Base}} round 3}}}} more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better cook, and beer better with a better planter. Beer brewing requires research, though [[drug lab]]s are needed to make smokeleaf at 100% speed, and they are unlocked with [[Research#Drug production|Drug production]] research.
 +
 
 +
Beer is almost completely inferior to [[flake]] as a trade drug, as beer takes {{++|{{%|-1 + (5/4)*({{Q|Psychoid plant|Harvest Yield Per Work}}/{{Q|Hop plant|Harvest Yield Per Work}}) round 3}}}} more planter work per item, is worth {{--|{{%|-1+{{Q|Flake|Market Value Base}}/{{Q|Beer|Market Value Base}} round 3}}}} less per item, for {{Good|{{%|-1+(200/250) round 3}}}} less work per item created (not including extra loading). Flake creation is based off Intellectual skill, so beer may have a niche if you have a pawn great at Cooking, but no intellectual pawn.
 +
 
 +
Regardless - if your colony already uses beer, then you can sell any excess beer to traders.
 +
 
 +
== Production math ==
 +
Don't worry, we'll walk you through it...
 +
* 25 [[hops]] makes 5 [[wort]]
 +
* A single [[fermenting barrel]] can hold up to 25 wort
 +
* 1 wort = 1 beer
 +
That means that 125 hops items = 25 wort = 1 full barrel = 25 beer.
 +
 
 +
* Fermentation takes 6 days for 25 beer.
 +
* 1 pawn can drink 1 beer/day without risk of [[addiction]].
 +
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:
 +
* 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)
 +
** In Losing is Fun, a grower with 8 Plants skill would require 30 hop plants to fill 1 barrel indefinitely.
  
 
== 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.
Line 220: Line 373:
 
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 ==
+
== Gallery ==
 +
<gallery>
 +
Beer a.png|One beer
 +
Beer b.png|Stack of beer
 +
</gallery>
 +
 
 +
== Version history ==
 
* [[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
+
* ? - 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.
 +
* [[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|weapon|wide}}
 +
 
 +
[[Category:Drug]] [[Category:Social Drug]]
  
[[Kind::Weapons| ]]
+
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
[[Category:Weapons]]
+
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]]
[[Category:Equipment]]
 
{{nav/drugs}}
 
{{nav|weapon|wide}}
 

Latest revision as of 10:32, 30 April 2024

Beer

Beer

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.

Base Stats

Type
DrugSocial Drug
Tech Level
Neolithic
Market Value
12 Silver
Stack Limit
25
Mass
0.3 kg
HP
50
Deterioration Rate
0.5
Flammability
50%
Rotatable
False
Path Cost
14

Ingestion

Nutrition
0.08
Taste
Simple
Recreation Offset
17%
Recreation Kind
Chemical
Addictiveness
1%
Maximum To Ingest
1
Ingestion Time
ticks (0 secs)

Melee Combat

Mode
Melee
Melee Attack 1
Bottle
9 dmg (Blunt)
13% AP
2 seconds cooldown
Melee Attack 2 
Neck
9 dmg (Poke)
13% AP
2 seconds cooldown
Melee Average DPS
4.5
Melee Average AP
13%

Creation

Crafted At
Fermenting barrel
Work To Make
ticks (0 secs)
Resources to make
Wort 1
Technical
defName
Beer
Has Quality
False
tradeTags
Drugs
Preferability
NeverForNutrition
Food Preference
NeverForFood
Drug Category
social
Is Pleasure Drug
true


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.

It can also be used as a somewhat ineffectual 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[edit]

Beer is produced in three steps. It requires the Beer brewing research to create.

  1. Plant and harvest hops, which is an easy task and can be done without Research (min Plants Skill 3).
  2. Turn 25 hops into 5 wort at a brewery. This is a Cooking task, and its speed dependent on cooking skill. There is no chance of food poisoning, so unskilled cooks can create wort, just slower.
  3. Place up to 25 units of wort (125 hops) into a fermenting barrel for 6 days. Filling the barrel is considered a 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.
    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.
  4. 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 Hauling task.
Fermenting barrels.
Top: Fermenting, 0% progress
Bottom: Fermenting, 100% progress
Bar length shows # of wort inside.

Critical temperature[edit]

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:

Temperature Effect
°C – 32 °C (44.6 °F – 89.6 °F) Ideal fermenting temperature range
-1 °C – 7 °C (30.2 °F – 44.6 °F) Temporarily halts fermentation process, process continues when ideal temperature restored
> 32 °C (89.6 °F)
< -1 °C (30.2 °F)
Freezing or "too hot" is fatal to the brewing process, all product is lost, all the previous work wasted

The inspect pane will indicate 'Overheating' or 'Freezing', increasing by 0.001% per 1 °C (1.8 °F) outside the safe temperature range each tick. This is halted when safe temperature is restored, but not reset. If it reaches 100%, the contents are 'ruined by temperature' and no beer can be obtained.

Summary[edit]

Beer is a mood enhancing drug that has a variety of effects. These can be broken into effects that occur:

  • Instantaneously and one time upon using the drug.
  • While high on the drug.
  • After being high on the drug.
  • While having a built-up tolerance to the drug.
  • While addicted to the drug.
  • While withdrawing from the drug.

Upon drinking[edit]

A pawn consuming beer will look for a place to sit in a twenty tile radius first, but will also drink it while standing if it doesn't find one. Drinking a beer takes 0 ticks (0 secs). It has the following one time effects:

  • +17% Chemical recreation
  • +0.08 Nutrition
  • If the pawn has the chemical interest or chemical fascination trait:
  • +3.75% to +15% Alcohol high severity, depending on tolerance (see "Alcohol high" below)
  • +1.6% Tolerance severity, divided by body size (see "Tolerance" below)
  • If the pawn has 25% tolerance already:
    • 3% to 15% Addiction chance (see "Addiction" below)
  • If the pawn has an addiction already:
    • +90% Alcohol need (see "Addiction" below)
    • −20% Addiction progress (see "Addiction" below)

Alcohol high[edit]

"Alcohol in the bloodstream. It makes people happy, but reduces capacities."

— Alcohol high description

Each beer increases the alcohol high severity by the following formula:

Increase in severity = 0.15 * (100 - (tolerance * 75 round 0))

Therefore with 0% tolerance the severity increases by 15%, with 100% tolerance by 3.75%. It decreases by 75% per day again, meaning that the high of a single dose lasts between 1.2 and 4.8 hours. The maximum severity of an alcohol high is 100% which is reached with 6.7 to 26.7 beer.

The alcohol high severity not only sets the length of the high but also affects the symptoms.

Level Alcohol high severity Mood Pain Consciousness Moving Social fight chance Other effects
Warm >0% +10 ("I just feel a bit more relaxed after that drink. That's good.") ×90% −2% Manipulation
Tipsy >25% +14 ("I'm a bit wobbly! And this is quite enjoyable.") ×80% ×90% −5% ×2.5
Drunk >40% +20 ("I feel so uninhibited and unafraid! This is a great time!") ×50% ×65% −10% ×4 Vomiting: on average every 0.75 days.
Hangover once the alcohol high severity drops below 40% (see "Hangover" below).
Hammered >70% +26 ("Wooo! What's going on?") ×30% ×50% −10% ×5 Vomiting: on average every 0.2 days.
Blackout >90% ×10% max. 10% Chemical damage (moderate):
The chemical damage occurs on average every 10 days and affects the brain.

Assuming the beers are consumed right after each other with initially 0% tolerance, the different stages last the following times:

Beers Consumed Hours Warm Hours Tipsy Hours Drunk Hours Hammered Hours Blackout
1 4.8 0 0 0 0
2 8 1.6 0 0 0
3 8 4.8 1.5 0 0
4 8 4.8 6.1 0 0
5 8 4.8 9.6 1 0
6 8 4.8 9.6 5.5 0
7 8 4.8 9.6 6.4 3.2

Hangover[edit]

"An unpleasant delayed after-effect of alcohol intoxication."

— Hangover description

Once a colonist reaches at least the drunk state, they will go through the hangover stages after their alcohol high severity drops below 40% again. It isn't visible until after the alcohol effect is fully gone however. 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,

Level Severity % Mood Consciousness Other effects
Pounding >40% −12 ("It feels like a gaggle of geese are pecking at my skull.") −18% Vomiting: on average every 0.4 days.
Strong/serious >15% −6 ("My head hurts from all that liquor.") −8%
Slight/mild >0% −3 ("The headache is almost gone.") −3%

Tolerance[edit]

"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:

Increase in tolerance = 1.6% / body size

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 1. Tolerance decreases at a rate of 1.6% per day.

See sections "Alcohol high" and "Addiction" for how tolerance affects alcohol high severity and addiction chance respectively.

If the tolerance is above a certain thresholds it imposes a chance over time to gain the following ailments:

  • Cirrhosis
    Tolerance above 45% imposes a chance to get cirrhosis in the liver proportional to the tolerance held.
    Tolerance Average cirrhosis interval Graph
    45% 99999 Days
    50% 60 Days
    100% 45 Days
  • Carcinoma
    Tolerance above 45% imposes a chance to get carcinoma in the liver proportional to the tolerance held.
    Tolerance Average carcinoma interval Graph
    45% 99999 Days
    50% 180 Days
    100% 150 Days

Addiction[edit]

"A chemical addiction to alcohol. Long-term presence of alcohol has caused neurological adaptations at the cellular level, so the brain can no longer function properly without the drug. Without regular doses of alcohol, withdrawal symptoms will begin. However, extended abstinence will force the brain to adapt back to its normal state, resolving the addiction."

— Addiction description

Once a pawn has a alcohol tolerance of 25% or above, each dose carries a chance of alcohol addiction that scales with tolerance. Due to the minimum tolerance to addict, beer can be safely consumed once every 1 day without risking addiction, so long as the pawn has a body size of 1 or higher and their tolerance is not already elevated before starting the schedule.

The chance of addiction is as follows:

Tolerance Addiction chance Graph
0% 0%
25% 3%
50% 5%
80% 15%

The addiction progresses by 3.33% per day from the initial 50%. Once it reaches 100% the addiction is healed, meaning it takes about 15 days to overcome the addiction. Drinking beer during an alcohol addiction will reduce the addiction progress by 20% again (see "Upon drinking" above).

Developing an addiction also means a pawn has an alcohol need. The need for alcohol falls by 50% per day, drinking beer satisfies the need by 90% (see "Upon drinking" above), meaning the pawn will need to drink beer at least every 1.8 days to prevent withdrawal symptoms.

Withdrawal[edit]

"Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms."

— Need description

As soon as the alcohol need reaches 0%, the pawn suffers from the following withdrawal symptoms:

  • −35 Mood ("Feeling shaky. Everything pisses me off. I keep thinking of drinking.")
  • −20% Consciousness
  • −30% Moving
  • −50% Manipulation
  • Mental break chance:
    • Social drug binge: on average every 40 days. This averages to 0.8 social drug binges during each withdrawal.

Attack table

Feature Toggle
AttacksRitual Quality Check Off.pngRitual Quality Check On.png
  • Beer Beer Bottle (Blunt) Neck (Poke) Human: Left & rigth fist (Blunt) HP Value
    DPS[1] AP[1] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2] Dam. Cool. AP DPS Chance[2]
    4.4 12.75% 9 2s 13% 4.5 37.5% 9 2s 13% 4.5 37.5% 8.2 2s 12% 4.1 12.5% 50 12 Silver
    1. 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
      It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human.
    2. Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder

    Analysis[edit]

    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 High Life ideoligionsContent added by the Ideology DLC. 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 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.

    In some cases, you can use beer to down animals - they will drink it if they have no other food source. This technique can even down thrumbos, allowing for an easy kill. Note that this will take multiple bottles depending on the creature and they will only attempt to drink the beer when there is no other food source that they can reach. This also applies to colony animals, so watch out.

    Brewing temperature[edit]

    Because the "fatal" range is unforgiving even for a moment, it's recommended to keep your temperatures well within the "ideal" 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. Autodoors would shorten this required length.)

    Trade[edit]

    Beer is more or less equal to smokeleaf joints. Beer takes +40.6% more planter work per item for −44.4% less cook work per item. Beer is worth +9.1% more silver, but it takes longer to load. Therefore, smokeleaf can be better with a better cook, and beer better with a better planter. Beer brewing requires research, though drug labs are needed to make smokeleaf at 100% speed, and they are unlocked with Drug production research.

    Beer is almost completely inferior to flake as a trade drug, as beer takes +25% more planter work per item, is worth −16.7% less per item, for −20% less work per item created (not including extra loading). Flake creation is based off Intellectual skill, so beer may have a niche if you have a pawn great at Cooking, but no intellectual pawn.

    Regardless - if your colony already uses beer, then you can sell any excess beer to traders.

    Production math[edit]

    Don't worry, we'll walk you through it...

    That means that 125 hops items = 25 wort = 1 full barrel = 25 beer.

    • Fermentation takes 6 days for 25 beer.
    • 1 pawn can drink 1 beer/day without risk of addiction.

    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:

    • 1 barrel can hold up to 16 hop plants' worth of yield at a time.
    • 24 hop plants are enough to sustain 1 barrel indefinitely. (This is more than enough to fill a barrel, but hops grow slower than the fermentation process)
      • In Losing is Fun, a grower with 8 Plants skill would require 30 hop plants to fill 1 barrel indefinitely.

    Trivia[edit]

    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.

    This, along with wood, is one of only two items that serves dual purposes as both a usable item and an improvised weapons.

    Gallery[edit]

    Version history[edit]

    • 0.9.722 - Possibly Added. Beer brewing, beer drinking, inebriated thoughts, ability impacts and hangovers added.
    • ? - 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.
    • 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.