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{{Infobox main|food
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{{rewrite|reason=Cleanup and Format standardisation - See [[Go-juice]]}}
 +
{{infobox main|food
 
| name = Beer
 
| name = Beer
 
| image = Beer a.png
 
| image = Beer a.png
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| flammability = 0.5
 
| flammability = 0.5
 
| rotatable = false
 
| rotatable = false
| path cost = 14
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| path cost = 15
 
<!-- Melee Combat -->
 
<!-- Melee Combat -->
 
| mode = Melee
 
| mode = Melee
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| 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
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<!-- Technical -->
 
<!-- Technical -->
 
| defName = Beer
 
| defName = Beer
| has quality = False
 
 
| tradeTags = Drugs
 
| tradeTags = Drugs
 
| preferability = NeverForNutrition
 
| preferability = NeverForNutrition
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}}
 
}}
  
'''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 ==
 
 
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 [[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 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. Partial loads of wort are possible, but less efficient. Each wort is converted to 1 beer. This is considered a Hauling task. If temperatures get too hot or cold, the beer will be destroyed.
# 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]].
+
#''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.  
 
 
[[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 ===
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|-
 
|-
 
| {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|7}}
 
| {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}|7}}
| Temporarily halts fermentation process, process continues when ideal temperature restored
+
| temporarily halts fermentation process, process continues when ideal temperature restored
 
|-
 
|-
 
| > {{Temperature|{{Q|Fermenting barrel|Max Safe Temperature}}}}<br> < {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}}}
 
| > {{Temperature|{{Q|Fermenting barrel|Max Safe Temperature}}}}<br> < {{Temperature|{{Q|Fermenting barrel|Min Safe Temperature}}}}
| 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
 
|}
 
|}
  
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.
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The inspect pane will indicate 'Overheating' or 'Freezing' followed by a percentage rising up to 100%. It increases by {{#expr:{{Q|Fermenting barrel|Spoiling Rate}}*100}}% per {{Temperature|1||delta}} outside the safe temperature range each [[tick]]. This status is halted when safe temperate is restored, but it is not reset - if the temperature is unsafe again, it will pick up where it left off. If it reaches 100% the conntents of the barrel is 'ruined by temperature' and no beer can be made out of it will even if the safe temperature range is restored again.
 +
 
 +
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.)
  
 
== Summary ==
 
== Summary ==
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* Instantaneously and one time upon using the drug.
 
* Instantaneously and one time upon using the drug.
 
* While high on 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 addicted to the drug.
 
* While withdrawing from the drug.
 
* While withdrawing from the drug.
  
 
=== Upon drinking ===
 
=== Upon drinking ===
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:
+
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 doens't find one. Drinking a beer takes {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects:
  
 
* {{+|{{%|{{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)''
 
* If the pawn has {{%|{{#vardefineecho:minToleranceToAddict|0.25}}}} tolerance already:
 
* 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)''
+
** <span style="color:firebrick>'''{{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }} to {{%|{{P|Addictiveness}} * 15}}'''</span> [[Addiction]] chance ''(see "Addiction" below)''
 
* If the pawn has an addiction already:
 
* If the pawn has an addiction already:
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Alcohol need ''(see "Addiction" below)''
 
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Alcohol need ''(see "Addiction" below)''
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<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
 
<code>Increase in severity = {{#var:highSeverity}} * (100 - (tolerance * 75 round 0))</code>
  
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.
+
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.
  
 
The alcohol high severity not only sets the length of the high but also affects the symptoms.
 
The alcohol high severity not only sets the length of the high but also affects the symptoms.
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| >0%
 
| >0%
 
| style="text-align:left;" | {{+|10}} (''"I just feel a bit more relaxed after that drink. That's good."'')
 
| style="text-align:left;" | {{+|10}} (''"I just feel a bit more relaxed after that drink. That's good."'')
| {{Good|×90%}}
+
| <span style="color:forestgreen>'''×90%'''</span>
 
| – || – || –
 
| – || – || –
 
| style="text-align:left;" | {{--|2%}} [[Manipulation]]
 
| style="text-align:left;" | {{--|2%}} [[Manipulation]]
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| >25%
 
| >25%
 
| style="text-align:left;" | {{+|14}} (''"I'm a bit wobbly! And this is quite enjoyable."'')
 
| style="text-align:left;" | {{+|14}} (''"I'm a bit wobbly! And this is quite enjoyable."'')
| {{Good|×80%}}
+
| <span style="color:forestgreen>'''×80%'''</span>
| {{Bad|×90%}}
+
| <span style="color:firebrick>'''×90%'''</span>
 
| {{--|5%}}
 
| {{--|5%}}
| {{Bad|×2.5}}
+
| <span style="color:firebrick>'''×2.5'''</span>
| style="text-align:left;" | –
+
|
 
|-
 
|-
 
! Drunk
 
! Drunk
 
| >40%
 
| >40%
 
| style="text-align:left;" | {{+|20}} (''"I feel so uninhibited and unafraid! This is a great time!"'')
 
| style="text-align:left;" | {{+|20}} (''"I feel so uninhibited and unafraid! This is a great time!"'')
| {{Good|×50%}}
+
| <span style="color:forestgreen>'''×50%'''</span>
| {{Bad|×65%}}
+
| <span style="color:firebrick>'''×65%'''</span>
 
| {{--|10%}}
 
| {{--|10%}}
| {{Bad|×4}}
+
| <span style="color:firebrick>'''×4'''</span>
| 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
 
! Hammered
 
| >70%
 
| >70%
 
| style="text-align:left;" | {{+|26}} (''"Wooo! What's going on?"'')
 
| style="text-align:left;" | {{+|26}} (''"Wooo! What's going on?"'')
| {{Good|×30%}}
+
| <span style="color:forestgreen>'''×30%'''</span>
| {{Bad|×50%}}
+
| <span style="color:firebrick>'''×50%'''</span>
 
| {{--|10%}}
 
| {{--|10%}}
| {{Bad|×5}}
+
| <span style="color:firebrick>'''×5'''</span>
| style="text-align:left;" | {{Bad|Vomiting:}} on average every 0.2 days.
+
|
 
|-
 
|-
 
! Blackout
 
! Blackout
 
| >90%
 
| >90%
 
| style="text-align:left;" | –
 
| style="text-align:left;" | –
| {{Good|×10%}}
+
| <span style="color:forestgreen>'''×10%'''</span>
| {{Bad|max. 10%}}
+
| <span style="color:firebrick>'''max. 10%'''</span>
 
| – || –
 
| – || –
| style="text-align:left;" | {{Bad|Chemical damage (moderate):}}<br/>The [[chemical damage]] occurs on average every 10 days and affects the brain.
+
| style="text-align:left;" | <span style="color:firebrick>'''Chemical damage (moderate):'''</span><br/>The [[chemical damage]] occurs on average every 10 days and affects the brain.
 
|}
 
|}
  
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|}
 
|}
  
==== Hangover ====
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=== Hangover ===
{{Quote|"An unpleasant delayed after-effect of alcohol intoxication."|Hangover description}}
+
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.
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,  
+
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.
  
 
{| class="wikitable" style="text-align:right;"
 
{| class="wikitable" style="text-align:right;"
! Level !! Severity % !! Mood !! Consciousness !! Other effects
+
! Label !! Severity % !! Mood !! Side Effects
 
|-
 
|-
! Pounding
+
| Hungover (pounding) || >40% || style="text-align:center;" | -12 || Consciousness -18% <br> Vomiting mtb 0.4 days
| >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
+
| Hungover (strong)  || >15% || style="text-align:center;" | -6  || Consciousness -8%
| >15%
 
| {{--|6}} (''"My head hurts from all that liquor."'')
 
| {{--|8%}} ||
 
 
|-
 
|-
! Slight/mild
+
| Hungover (slight)  || >0% || style="text-align:center;" | -3  || Consciousness -3%
| >0%
 
| {{--|3}} (''"The headache is almost gone."'')
 
| {{--|3%}} ||
 
 
|}
 
|}
  
 +
<!--
 
=== Tolerance ===
 
=== Tolerance ===
 
{{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 ambrosia. The more severe this tolerance is, the more ambrosia it takes to get the same effect."|Tolerance description}}
Each beer consumed increases the tolerance of the pawn by the following formula:
+
Each ambrosia 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|0.02}}}} 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 ''"Ambrosia high"'' and ''"Addiction"'' for how tolerance affects ambrosia high severity and addiction chance respectively. Otherwise tolerance against ambrosia as no ongoing effects.-->
 
 
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
 
|-
 
| 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}}
 
|-
 
| 50% || 60 Days
 
|-
 
| 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
 
|-
 
| 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}}
 
|-
 
| 50% || 180 Days
 
|-
 
| 100% || 150 Days
 
|}</li></ul>
 
  
 
=== Addiction ===
 
=== 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 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.
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.
 
 
 
The chance of addiction is as follows:
 
{| class="wikitable" style="text-align:right"
 
|-
 
! Tolerance !! Addiction chance !! Graph
 
|-
 
| 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}}
 
}}
 
|-
 
| {{%|{{#var:minToleranceToAddict}}}} || {{%|{{P|Addictiveness}} * ( 1 + 4 * {{#var:minToleranceToAddict}} / 0.5) }}
 
|-
 
| 50% || {{%|{{P|Addictiveness}} * 5}}
 
|-
 
| 80% || {{%|{{P|Addictiveness}} * 15}}
 
|}
 
 
 
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.
+
Animals can also become addicted, and suffer the same negative health effects as humans.
  
=== Withdrawal ===
+
=== Long-term Effects ===
{{Quote|"Because of an alcohol addiction, this person needs to regularly consume alcohol to avoid withdrawal symptoms."|Need description}}
+
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.
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}}
+
[[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.
  
== Analysis ==
+
{{Other Weapon Attack Table}}
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.
+
==Analysis==
 +
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 and [[Ideoligions#High life|High Life]] [[ideoligion]]s{{IdeologyIcon}}.
  
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.
+
Even for ordinary pawns, beer can be a decent source for mood boosts. One beer per day gives {{+|10}} mood for 4.8 hours with no chance for addiction and a small decrease to 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.
 
 
=== 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 ===
 
=== 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 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 planter, and beer better with a better cook.
  
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.
+
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. 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.
 
Regardless - if your colony already uses beer, then you can sell any excess beer to traders.
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== Production math ==
 
== Production math ==
 
Don't worry, we'll walk you through it...
 
Don't worry, we'll walk you through it...
* 25 [[hops]] makes 5 [[wort]]
+
* 25 hops makes 5 wort
* A single [[fermenting barrel]] can hold up to 25 wort
+
* A single fermenting barrel can hold up to 25 wort
 
* 1 wort = 1 beer
 
* 1 wort = 1 beer
That means that 125 hops items = 25 wort = 1 full barrel = 25 beer.  
+
That means that 125 hops = 25 wort = 1 full barrel = 25 beer. Before [[difficulty]] multipliers and the [[Plant Harvest Yield]] stat, 16 [[hop plant]]s are enough to fill 1 barrel.
  
 
* Fermentation takes 6 days for 25 beer.
 
* Fermentation takes 6 days for 25 beer.
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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:
+
==== Multiple barrels ====
* 1 barrel can hold up to 16 [[hop plant]]s' worth of yield at a time.
+
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.
* 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.
+
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 ==
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== Version history ==
 
== 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.
* ? - 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}}
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[[Kind::Weapons| ]]
{{Nav|weapon|wide}}
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{{nav/drugs}}
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{{nav|weapon|wide}}
  
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[[Category:Equipment]] [[Category:Weapons]]
 
[[Category:Drug]] [[Category:Social Drug]]
 
[[Category:Drug]] [[Category:Social Drug]]
 
[[Category:Equipment]] [[Category:Weapons]] [[Category:Neolithic Weapons]]
 
[[Category:Melee Weapons]] [[Category:Blunt Weapons]] [[Category:Improvised Weapons]]
 

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