Beer
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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
- Drug – Social Drug
- Tech Level
- Neolithic
- Stack Limit
- 25
- Mass
- 0.3 kg
- HP
- 50
- Deterioration Rate
- 0.5
- Flammability
- 50%
- Rotatable
- False
- Path Cost
- 15 (46%)
Ingestion
- Nutrition
- 0.08
- Taste
- Simple
- Recreation Offset
- 17%
- Recreation Kind
- chemical
- Addictiveness
- 1%
- Maximum To Ingest
- 1
- Ingestion Time
- 0 ticks (0 secs)
- Mode
- Melee
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
Creation
- Work To Make
- 0 ticks (0 secs)
- defName
- Beer
- tradeTags
- Drugs
- Preferability
- NeverForNutrition
- Food Preference
- NeverForFood"social" is not in the list (None, Medical, Social, Hard, Any) of allowed values for the "Drug Category" property.
- Drug Category
- social
- Is Pleasure Drug
- 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 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 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
Beer is produced in three steps. It requires the Beer brewing research to create.
- Plant hops, which is an easy task and can be done without Research (min Plants Skill 3).
- 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.
- 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.
- Optional: Set your Drug Policy for beer drinking under the "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:
Temperature Effect 7 °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
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.
- While addicted to the drug.
- While withdrawing from the drug.
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 doens't find one. Drinking a beer takes 0 ticks (0 secs). It has the following one time effects:
- +17% Chemical recreation
- +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
"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 | |
Hammered | >70% | +26 ("Wooo! What's going on?") | ×30% | ×50% | −10% | ×5 | |
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
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% |
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.
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.
Attack table
Name | DPS[1] | AP[1] | Bottle (Blunt) | Neck (Poke) | Value [ExpandCollapse] | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||||
Beer | 4.5 | 13% | 9 | 2s | 13% | 4.5 | 50% | 9 | 2s | 13% | 4.5 | 50% | 12 |
- ↑ 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
- ↑ 2.0 2.1 Chance for attack to be selected, assuming only the weapon's attack verbs are considered. It may change depending on the melee verbs available to the wielder
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 pawns and High Life ideoligions. Note that drug binges can still lead to blackouts, which can lead to permanent brain damage.
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 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. Autodoors would shorten this required length.)
Trade
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 planter, and beer better with a better cook. Drug labs will allow you to create smokeleaf at an unpenalized speed.
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 synthesis. 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 = 25 wort = 1 full barrel = 25 beer. Before difficulty multipliers and the Plant Harvest Yield stat, 16 hop plants are enough to fill 1 barrel.
- 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.
Multiple barrels
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.
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
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
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. 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.