Difference between revisions of "Beer"
Weslington (talk | contribs) m (beer also increases joy and food) |
(Updated from food item to drug item.) |
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− | {{Define| | + | {{Define|Pleasurable Drug |
| always haulable = true | | always haulable = true | ||
| def name = Beer | | def name = Beer | ||
− | | description = The first beverage besides water ever consumed by mankind. Beer can taste good, but its main effect is intoxication. | + | | 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 addiction. |
+ | | deterioration rate base = 0 | ||
| draw gui overlay = true | | draw gui overlay = true | ||
+ | | equipment type = Primary | ||
+ | | equipped angle offset = -150 | ||
+ | | flammability base = 1.0 | ||
+ | | food preference = NeverForFood | ||
| graphic class = Graphic_StackCount | | graphic class = Graphic_StackCount | ||
| graphic path = Things/Item/Drug/Beer | | graphic path = Things/Item/Drug/Beer | ||
| label = beer | | label = beer | ||
− | | parent name = | + | | market value base = 9 |
+ | | max hit points base = 50 | ||
+ | | max num to ingest at once = 1 | ||
+ | | nutrition base = 0.08 | ||
+ | | melee cooldown base = 1.8 | ||
+ | | melee damage base = 7 | ||
+ | | melee damage def = blunt | ||
+ | | parent name = DrugBase | ||
| path cost = 15 | | path cost = 15 | ||
+ | | preferability = NeverForNutrition | ||
| resource readout priority = Last | | resource readout priority = Last | ||
| rotatable = false | | rotatable = false | ||
| selectable = true | | selectable = true | ||
| social properness matters = true | | social properness matters = true | ||
+ | | sound eat = Ingest_Beer | ||
| stack limit = 25 | | stack limit = 25 | ||
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− | |||
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− | |||
| taste = Simple | | taste = Simple | ||
− | |||
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| tech level = Neolithic | | tech level = Neolithic | ||
+ | | thing class = Drugs | ||
+ | | ticker type = Rare | ||
| use hit points = true | | use hit points = true | ||
− | | | + | | work to make base = |
− | | | + | <!-- |
− | | | + | - Drug Parameters --> |
− | | | + | | addictiveness = 0.006 |
− | | | + | | is pleasure drug = true |
− | + | | joy kind = chemical | |
+ | | joy offset = 0.17 | ||
+ | |||
}} | }} | ||
{{Info|Beer is produced at a [[Brewery|brewery]]. The brewery requires a colonist with the cooking job type set in the [[Overview]]. It uses the bill system like other production stations. The bill can be set to a require minimum cooking skill level. This process yields 5 beer for 25 [[hops]] and takes 17 work. The amount of time it takes to complete the bill is determined by the colonist's [[Brewing Speed|brewing speed]]. Beer is consumed by colonists who are addicted, stressed, on an [[Mood#Binging|alcohol binge]] or are in need of some food and joy (it actually replenishes both by quite a bit). 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?). | {{Info|Beer is produced at a [[Brewery|brewery]]. The brewery requires a colonist with the cooking job type set in the [[Overview]]. It uses the bill system like other production stations. The bill can be set to a require minimum cooking skill level. This process yields 5 beer for 25 [[hops]] and takes 17 work. The amount of time it takes to complete the bill is determined by the colonist's [[Brewing Speed|brewing speed]]. Beer is consumed by colonists who are addicted, stressed, on an [[Mood#Binging|alcohol binge]] or are in need of some food and joy (it actually replenishes both by quite a bit). 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?). |
Revision as of 02:27, 8 September 2016
"chemical" is not in the list (Chemical, Gluttonous, Meditative, Social, Gaming_Dexterity, Gaming_Cerebral, Television, Telescope, Reading, HighCulture) of allowed values for the "Joy Kind" property.Template:Pleasurable Drug Beer is produced at a brewery. The brewery requires a colonist with the cooking job type set in the Overview. It uses the bill system like other production stations. The bill can be set to a require minimum cooking skill level. This process yields 5 beer for 25 hops and takes 17 work. The amount of time it takes to complete the bill is determined by the colonist's brewing speed. Beer is consumed by colonists who are addicted, stressed, on an alcohol binge or are in need of some food and joy (it actually replenishes both by quite a bit). 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 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 -60%, 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% |