Difference between revisions of "Beer"

From RimWorld Wiki
Jump to navigation Jump to search
(Tagged lead section as 'Info' (this allows the text to be displayed on another page using #show). Added weapon info.)
(Edited lead section. Added Inebriation and Hangover.)
Line 36: Line 36:
 
| melee damage base = 7
 
| melee damage base = 7
 
}}
 
}}
{{Info|Beer is produced at a [[Brewery|Brewery]]. This process yields 5 beer for 25 hops with very little time (17 work). Beer is used by people who are addicted, stressed, or on an alcohol binge. Beer is a useful thing for mood management, as people will take some time to drink one if stressed or addicted. To much use for stress related problems will lead to alcohol addiction (Verification?).}}
+
{{Info|Beer is produced at a [[Brewery|brewery]]. This process yields 5 beer for 25 [[hops]] with very little time (17 work). Beer is consumed by colonists who are addicted, stressed, or on an alcohol binge. Beer is useful for [[mood]] management as it provides a positive mood modifier to offset stress. Too much use for stress relief will lead to alcohol addiction (Verification?).
 +
 
 +
Beer provides a huge 17% boost to a colonist's [[joy]].}}
  
 
Beer can be wielded as a weapon with the following stats.
 
Beer can be wielded as a weapon with the following stats.
Line 45: Line 47:
 
| 7
 
| 7
 
| 1.8
 
| 1.8
 +
|}
 +
 +
==Inebriation==
 +
Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed in-game, determines inebriation level and falls automatically over time. Beer's effect on mood and pain can help a colonist with poor mood or in extreme pain. Once a colonist becomes drunk the game records it so it may be used later in an art description.
 +
{| {{STDT| sortable c_25 text-center}}
 +
! Label !! Alcohol Level (%) !! Mood (+) !! Pain Reduction (%) !! Side Effects
 +
|-
 +
| Buzzed-hidden || <10 || - || - || -
 +
|-
 +
| Warm || 10 || 10 || 10 || manipulation -2%
 +
|-
 +
| Tipsy || 25 || 15 || 20 || consciousness -10%
 +
|-
 +
| Drunk || 40 || 20 || 50 || consciousness -35%, vomiting
 +
|-
 +
| Hammered || 70 || 25 || 70 || consciousness -70%, vomiting
 +
|-
 +
| Blackout || 90 || - || 90 || consciousness 10% max (incapacitated)
 +
|}
 +
 +
==Hangover==
 +
Once a colonist reaches a drunk state they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated.
 +
{| {{STDT| sortable c_25 text-center}}
 +
! Label !! Mood !! Side Effects
 +
|-
 +
| Hungover (pounding) || -10 || consciousness -18%, vomiting
 +
|-
 +
| Hungover (strong) || -5 || consciousness -8%
 +
|-
 +
| Hungover (slight) || -2 || consciousness -3%
 
|}
 
|}

Revision as of 04:21, 20 May 2015


Beer

Beer b.png

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.


Type
FoodMeal
Stack Limit
25

Nutrition Facts

Nutrition
0.08
Taste
Simple

Base Stats

Deterioration Rate
0.5
Flammability
0.5
Market Value
12
Mass
0.3
Max Hit Points
50
... further results

Beer is produced at a brewery. This process yields 5 beer for 25 hops with very little time (17 work). Beer is consumed by colonists who are addicted, stressed, or on an alcohol binge. Beer is useful for mood management as it provides a positive mood modifier to offset stress. Too much use for stress relief will lead to alcohol addiction (Verification?).

Beer provides a huge 17% boost to a colonist's joy.

Beer can be wielded as a weapon with the following stats.

Melee Attack Damage Amount Cooldown (seconds)
Blunt 7 1.8

Inebriation

Consuming beer raises a colonist's alcohol level by 15% per beer. Alcohol level, not displayed in-game, determines inebriation level and falls automatically over time. Beer's effect on mood and pain can help a colonist with poor mood or in extreme pain. 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 (%) Side Effects
Buzzed-hidden <10 - - -
Warm 10 10 10 manipulation -2%
Tipsy 25 15 20 consciousness -10%
Drunk 40 20 50 consciousness -35%, vomiting
Hammered 70 25 70 consciousness -70%, vomiting
Blackout 90 - 90 consciousness 10% max (incapacitated)

Hangover

Once a colonist reaches a drunk state they will go through the hangover stages after their inebriation wears off. If a colonist drinks beer while hungover they will be both hungover and inebriated.

Label Mood Side Effects
Hungover (pounding) -10 consciousness -18%, vomiting
Hungover (strong) -5 consciousness -8%
Hungover (slight) -2 consciousness -3%