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Difference between revisions of "v0.34:Alcohol"

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(Importing content from v0.31 (006/614))
 
(→‎Mechanics: from 0.23 to 0.34, combat hardness of 100 induces alcoholism in non-Dwarves)
 
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{{quality|Masterwork|02:08, 08 November 2010 (UTC)}}{{av}}
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{{quality|Masterwork|01:08, 2 July 2013 (UTC)}}{{av}}
  
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[[File:Thirsty Dwarves.gif|thumb|right|A booze [[stockpile]] at work.]]
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'''Alcohol''' is the favored drink of the [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]] to satisfy their [[thirst]], and although they can subsist on [[water]], without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly ("has been tired of drinking the same old booze lately"). Every dwarf likewise has [[preference]]s for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.
  
Alcohol is the favored drink of [[dwarves]]; a dwarf will drink booze an average of four times per [[calendar|season]], and without it they will soon become [[thought|unhappy]]. Thoughts imply that dwarves like to have some variety in what they drink. Many dwarves have a [[preferences|favorite drink]], selected at first randomly from all possible alcoholic beverages, but this might change once dwarves have been exposed to other beverages. {{verify}}
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== Acquisition ==
 +
Most of the [[crop|plants]] in the game can be turned into drink, and thus most drink is sourced from dwarven [[farming]], both indoor and out. Most of the plants [[plant gathering|gathered]] from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at [[embark#supplies|embarkation]], and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a [[still]]. [[Caravan]]s always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, [[honey]] acquired through [[beekeeping industry|beekeeping]] can be brewed into alcoholic mead, the only form of drink that is not derived from plants.
  
Note that setting booze on [[fire]] will ''not'' cause it to explode (nor has it ever done so) - however, exposing it to high [[temperature]]s '''will''' cause it to boil away (and the wooden [[barrel]]s themselves can also be set on fire).
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The most direct way to acquire the booze itself is through a [[still]]; large fortresses will usually have one or more dedicated [[brewer]]s keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a [[barrel]] or a [[large pot]]) and a [[stack]] of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant [[seed]]s in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's [[skill]], making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.
  
==Acquiring Alcohol for your Dwarves==
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== Mechanics ==
There are three methods of acquiring alcohol, only two of which are available after embark.
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Dwarven thirst is constrained by the important [ALCOHOL_DEPENDENT] [[creature token]] tag, which causes them to suffer severe performance penalties when deprived of alcohol. Thirsty dwarves increasingly lose [[speed]] in almost every activity, including basic movement; dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst. Alcohol withdrawal appears in the dwarf's thoughts and preferences as "starting to work slowly due to its scarcity" after 3 months, "really wants a drink" after 6 months, "has gone without a drink for far, far too long" after 9 months, and finally "can't even remember the last time he/she had some" after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.
*At [[embark]], alcohol may be purchased with embark points.
 
*[[Trading|Traders]] that visit the fortress will often have alcohol of some sort to sell.
 
*The third and most reliable method requires a [[brewer]], a [[still]], and a working [[farm plot]]. Most [[crops]] can be brewed into valuable alcohol. 
 
**In a pinch you can also [[Plant gathering|gather plants]] and brew them at a [[still]] in the same way you would with [[crops]].
 
**Mead does not require any plants to be made, though it does require honey which is made through [[beekeeping industry|beekeeping]].
 
  
==Variety==
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While dwarves rely on alcohol from the moment they are born, creatures of ''any'' race who are exposed to enough combat to become fully hardened ("doesn't really care about anything anymore") will also become alcoholics.
:''He has been tired of drinking the same old booze lately.''
 
  
Variety in booze keeps away unhappy thoughts.
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Setting booze on [[fire]] will not cause it to explode, but exposing it to high [[temperature]]s ''will'' cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; [[magma-safe]] containers would never be destroyed by [[magma]], but any booze inside will likely quickly perish due to heat transfer (unless the container is made of [[nether-cap]]).
 
 
If a dwarf drinks the same old booze over and over, he will eventually get a bad thought from 'drinking the same old booze lately.', unless that dwarf has a preference for that type of booze.  A dwarf who likes a type of booze will never get tired of drinking it.
 
 
 
Lack of variety causes bad thoughts, but will never cause a dwarf to stop drinking. Even after years of drinking a booze they don't like, a dwarf will never prefer water or dying of thirst to drinking the same old booze.  You can therefore keep a fortress alive on only one type of booze so long as you have enough good thoughts to offset the bad thought from lack of booze variety.
 
 
 
==Consequences of a Sober Fortress==
 
 
 
Any creature with the [ALCOHOL_DEPENDENT] [[creature token|token]], dwarves included, will suffer performance penalties as a result of being deprived of alcohol. This manifests as a loss of [[speed]] in almost every activity, including basic movement. For this reason, a steady supply of alcohol is highly recommended for any attempts at a productive fort (unless you're a cruel overlord).
 
 
 
Dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative [[thought]]s from thirst.
 
 
 
Alcohol withdrawal appears in the dwarf's thoughts and preferences as "starting to work slowly due to its scarcity" after 3 months, "really wants a drink" after 6 months, "has gone without a drink for far, far too long" after 9 months, and finally "can't even remember the last time he/she had some" after an entire year.
 
  
 
== Types of Alcohol ==
 
== Types of Alcohol ==
 
 
===Plant-based===
 
===Plant-based===
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<div style="float:left; width:50%">
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==== Indoors ====
  
==== Grown inside ====
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{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="90%" class="wikitable sortable"
 
 
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="50%" class="wikitable sortable"
 
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;" width="40%"|Ingredient
+
!style="border:1px #AAA solid;padding:0.2em;"|Ingredient
!style="border:1px #AAA solid;padding:0.2em;" width="50%"|Beverage Produced
+
!style="border:1px #AAA solid;padding:0.2em;"|Beverage Produced
!style="border:1px #AAA solid;padding:0.2em;" width="10%" align="center"|Beverage Value
+
!style="border:1px #AAA solid;padding:0.2em;" align="center"|Beverage Value
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|[[Plump helmet]]
 
|style="border:1px #AAA solid;padding:0.2em;"|[[Plump helmet]]
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|style="border:1px #AAA solid;padding:0.2em;"|2
 
|style="border:1px #AAA solid;padding:0.2em;"|2
 
|}
 
|}
 
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</div>
==== Grown Outside ====
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<div style="float:right; width:50%;">
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="50%" class="wikitable sortable"
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==== Outdoors ====
 +
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="90%" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;" width="40%"|Ingredient
+
!style="border:1px #AAA solid;padding:0.2em;"|Ingredient
!style="border:1px #AAA solid;padding:0.2em;" width="50%"|Beverage Produced
+
!style="border:1px #AAA solid;padding:0.2em;"|Beverage Produced
!style="border:1px #AAA solid;padding:0.2em;" width="10%"|Beverage Value
+
!style="border:1px #AAA solid;padding:0.2em;"|Beverage Value
 
|-
 
|-
 
|style="border:1px #AAA solid;padding:0.2em;"|[[Muck root]]
 
|style="border:1px #AAA solid;padding:0.2em;"|[[Muck root]]
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|style="border:1px #AAA solid;padding:0.2em;"|3
 
|style="border:1px #AAA solid;padding:0.2em;"|3
 
|}
 
|}
 
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</div>
 +
{{clear}}
 
===Animal-based===
 
===Animal-based===
 
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="50%" class="wikitable sortable"
 
{|style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" width="50%" class="wikitable sortable"
 
|- style="background:#F2F2F2;text-align:center;"
 
|- style="background:#F2F2F2;text-align:center;"
!style="border:1px #AAA solid;padding:0.2em;" width="40%"|Ingredient
+
!style="border:1px #AAA solid;padding:0.2em;"|Ingredient
!style="border:1px #AAA solid;padding:0.2em;" width="50%"|Beverage Produced
+
!style="border:1px #AAA solid;padding:0.2em;"|Beverage Produced
!style="border:1px #AAA solid;padding:0.2em;" width="10%"|Beverage Value
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!style="border:1px #AAA solid;padding:0.2em;"|Beverage Value
 
{{Category|Drinks}}
 
{{Category|Drinks}}
 
|-
 
|-
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|style="border:1px #AAA solid;padding:0.2em;"|1
 
|style="border:1px #AAA solid;padding:0.2em;"|1
 
|}
 
|}
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== See also ==
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* [[Thirst]]
 +
* [[Crop]]
 +
* [[Brewer]]
 +
* [[Beekeeping industry]]
 +
 +
{{Industry}}

Latest revision as of 14:32, 2 May 2014

This article is about an older version of DF.
A booze stockpile at work.

Alcohol is the favored drink of the dwarves; a dwarf will drink booze an average of four times per season to satisfy their thirst, and although they can subsist on water, without booze they will work increasingly slowly. Dwarves like to have some variety in what they drink, and will garner a bad thought if they are forced to drink the same variety of drink repeatedly ("has been tired of drinking the same old booze lately"). Every dwarf likewise has preferences for various types of drinks, starting hidden and then appearing as each type of drink becomes known to your fortress. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.

Acquisition[edit]

Most of the plants in the game can be turned into drink, and thus most drink is sourced from dwarven farming, both indoor and out. Most of the plants gathered from the wild can also be used for brewing, but the reduced yields relative to farming makes it a less ideal solution. Drinks can be sourced at embarkation, and taking at least a few barrels with you is recommended to hold your initial dwarves over until you can build a still. Caravans always bring some drinks along as well, although not enough to support a reasonably large fortress. Finally, honey acquired through beekeeping can be brewed into alcoholic mead, the only form of drink that is not derived from plants.

The most direct way to acquire the booze itself is through a still; large fortresses will usually have one or more dedicated brewers keeping the dwarven drinks cellar well stocked. To brew a drink a dwarf will need an empty watertight container of some kind (either a barrel or a large pot) and a stack of brewables. Each brewing job produces five units of alcohol per brewable item and deposits the alcohol in the container, recovering any plant seeds in the process. The size of a stack does not affect how long it takes to brew it, which is based entirely on the brewer's skill, making brewing jobs performed on large stacks much more efficient than those done on individual consumables. Stacks of alcohol do not have quality levels, and the strength of a happy thought obtained by drinking alcohol is based entirely on the value of the drink (including the stack size) and the dwarf's personal preferences.

Mechanics[edit]

Dwarven thirst is constrained by the important [ALCOHOL_DEPENDENT] creature token tag, which causes them to suffer severe performance penalties when deprived of alcohol. Thirsty dwarves increasingly lose speed in almost every activity, including basic movement; dwarves will also wait longer before drinking from a non-alcoholic water source, resulting in negative thoughts from thirst. Alcohol withdrawal appears in the dwarf's thoughts and preferences as "starting to work slowly due to its scarcity" after 3 months, "really wants a drink" after 6 months, "has gone without a drink for far, far too long" after 9 months, and finally "can't even remember the last time he/she had some" after an entire year. Precisely how much dwarves trudge their feet due to alcohol withdrawal is unknown.

While dwarves rely on alcohol from the moment they are born, creatures of any race who are exposed to enough combat to become fully hardened ("doesn't really care about anything anymore") will also become alcoholics.

Setting booze on fire will not cause it to explode, but exposing it to high temperatures will cause it to boil away. If the container is flammable, it (and, subsequently, the booze) will be consumed by fire; magma-safe containers would never be destroyed by magma, but any booze inside will likely quickly perish due to heat transfer (unless the container is made of nether-cap).

Types of Alcohol[edit]

Plant-based[edit]

Indoors[edit]

Ingredient Beverage Produced Beverage Value
Plump helmet Dwarven Wine 2
Pig tail Dwarven Ale 2
Cave wheat Dwarven Beer 2
Sweet pod Dwarven Rum 2

Outdoors[edit]

Ingredient Beverage Produced Beverage Value
Muck root Swamp Whiskey 1
Bloated tuber Tuber Beer 2
Prickle berry Prickle Berry Wine 1
Wild strawberry Strawberry Wine 2
Longland grass Longland Beer 2
Rat weed Sewer Brew 1
Fisher berry Fisher Berry Wine 2
Rope reed River Spirits 2
Sliver barb Gutter Cruor 1
Sun berry Sunshine 5
Whip vine Whip Wine 3

Animal-based[edit]

Ingredient Beverage Produced Beverage Value
Honey Mead 1

See also[edit]

Template:V0.34 industry