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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.

DrugSocial Drug
Stack Limit

Base Stats

Deterioration Rate
Market Value
Max Hit Points
Melee Cooldown
Melee Damage

Stat Modifiers



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

DrugSocial Drug
0.3 kg

Melee Combat

Melee Attack 1
9 dmg (Blunt)
2.0 seconds cooldown
13% armor penetration
Melee Attack 2 
9 dmg (Poke)
2.0 seconds cooldown
13% armor penetration
Melee Average DPS
Melee Average AP


Resources to make
Wort.png 1

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 weapon.


Beer is produced in three steps:

  1. Plant hops, which is an easy task.
  2. Construction of a brewery (research required), to process 25 hops for 5 units of wort, a task that requires a cook to perform the action, another relatively easy task assuming the colony has enough meals to divert the cook to other purposes.
  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 difficulty of this depends greatly on your biome's weather conditions and following temperature requirement:


The room hosting the barrels must be kept between 7 °C (44.6 °F) and 32 °C (89.6 °F). If the room temperature falls between 1°C (33.8 °F) to 7°C (44.6 °F) it will halt the fermentation process, while temperatures above 32°C or below 1°C it will spoil the entire batch instantly, wasting the whole product and all the previous work. The work is part of the Haul job. Each wort added is converted to 1 beer.

  • Colonist taking beer out of fermenting barrel, ready for consumption.
  • 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.

  • Label Alcohol Level (%) Mood (+) Pain Reduction (%) Consciousness (%) Social fight chance Other effects
    Warm >0 10 10 - x1.5 Manipulation -2%
    Tipsy 25 14 20 -10 x2.5 Moving -5%
    Drunk 40 20 50 -30 x4 Moving -10%
    Vomiting mtb 0.75 days
    Hammered 70 26 70 -50 x5 Moving -10%
    Vomiting mtb 0.2 days
    +5% pain
    Blackout 90 26 90 10% max - Chemical Brain Damage mtb 10 days
  • Beers Consumed Time Warm (Hr) Time Tipsy (Hr) Time Drunk (Hr) Time Hammered (Hr) Time Blackout (Hr)
    1 4.8 0 0 0 0
    2 8 1.6 0 0 0
    3 8 4.8 1.6 0 0
    4 8 4.8 6.4 0 0
    5 8 4.8 9.6 1.6 0
    6 8 4.8 9.6 6.4 0
    7 8 4.8 9.6 6.4 4.8
  • Addiction

    Once a colonist develops Alcohol 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.


    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.

  • Label Severity % Mood Side Effects
    Hungover (pounding) >40% -12 Consciousness -18%
    Vomiting mtb 0.4 days
    Hungover (strong) >15% -6 Consciousness -8%
    Hungover (slight) >0% -3 Consciousness -3%
  • 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.

    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.


    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.

    Version History

    • 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