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Difference between revisions of "40d:Alcohol"

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(Does Toady plan to change that eventually?)
m (minor cleanup)
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'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.
 
'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.
  
'''Brewing'''<br/>
+
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]
 +
 
 +
===Brewing===
 
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.
 
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.
  
 
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.
 
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.
  
'''Consumption'''<br/>
+
===Consumption===
 
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.
 
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.
  
'''Cooking''' <br/>
+
===Cooking===
 
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that this is considered an [[exploit]], and [[Toady]] plans to disallow the use of booze as a food substrate in the future.
 
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that this is considered an [[exploit]], and [[Toady]] plans to disallow the use of booze as a food substrate in the future.
  
'''Happiness'''<br/>
+
===Happiness===
 
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.
 
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.
  
'''Wounded dwarves'''<br/>
+
===Wounded dwarves===
 
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.
 
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.
  
'''Great balls of fire!'''<br/>
+
===Great balls of fire!===
 
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.
 
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.
  
== Brewable plants ==
+
=== Brewable plants ===
  
=== Grown inside ===
+
==== Grown inside ====
  
 
{|border=1 width="50%"
 
{|border=1 width="50%"
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|}
 
|}
  
===Grown Outside===
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====Grown Outside====
 
{|border=1 width="50%"
 
{|border=1 width="50%"
 
|-
 
|-
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|}
 
|}
  
==Not Brewable==
+
===Not Brewable===
 
Plants that cannot be brewed include:
 
Plants that cannot be brewed include:
 
* [[Quarry bush]]  
 
* [[Quarry bush]]  
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[[Category:Food]]
 
[[Category:Food]]
  
== Overview ==
+
=== Overview ===
 
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].
 
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].
 
 
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]
 

Revision as of 17:36, 30 December 2008

Alcohol is one of the staples of the dwarven diet; it quenches their thirst and gives them positive thoughts. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink water, they begin to work slowly from alcohol dependency. Alcohol can be brewed at a still, brought with you from the embark screen or traded with visiting caravans.

Sobriety has no place in the fortress.

Brewing

To brew alcohol at a still requires a brewable plant and an empty barrel. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.

A single stack of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of Plump Helmet [5] will produce Dwarven Wine [25], and will only occupy a single barrel. Skilled growers, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size. Brewing (unlike cooking) also yields plantable seeds.

Consumption

A healthy adult dwarf consumes approximately 18 units of drink per year. Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice (mugs are for simpering humans), and liquoring up. Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main meeting area) and dwarves spend much time walking to and from it. So: The booze should be both secure and accessible.

Cooking

Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into food, it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking. Note that this is considered an exploit, and Toady plans to disallow the use of booze as a food substrate in the future.

Happiness

Dwarves get happy thoughts from drinking. The intensity of this buzz depends on the quality of the drink and whether it matches the dwarf's personal preferences. The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the brewer. It is unknown whether high-value liquors (like sunshine) boost feelings more than low-value ones (like gutter cruor)[Verify]. We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.

Wounded dwarves

Wounded dwarves will not drink alcohol; they must be given water by a caretaker with a bucket. Therefore, a fortress cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.

Great balls of fire!

Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see both this movie and this one at the DFMA.

Brewable plants

Grown inside

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

Grown Outside

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

Not Brewable

Plants that cannot be brewed include:

Overview

This a complete chart showing possible plant uses

Df-crops-diagram.png

.