|This article was migrated from DF2014:Alcohol and may be inaccurate for the current version of DF (v50.05). See this page for more information.|
|This article is about the current version of DF.|
Note that some content may still need to be updated.
Alcohol is the favored drink of the dwarves; a dwarf will drink booze an average of five 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. Thus alcohol is important both for maintaining your fortress (at a minimum) and (with some investment in variety) for keeping your dwarves happy.
Alcohol can also be used as an ingredient for prepared meals. However, meals made with alcohol no longer cause your dwarves to get drunk, and will not sate their thirst.
Most crops and fruit trees in the game can have their produce turned into drink, and, thus, most drink is sourced from dwarven farming, both indoors 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, though the added variety of drinks can make it worthwhile. 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 or fruit.
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 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.
Dwarven thirst is constrained by the important
[ALCOHOL_DEPENDENT] creature token, which causes them to suffer severe performance penalties when deprived of alcohol. "Dry" dwarves increasingly lose walking speed and attack speed. 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.
Prior to version 0.44.06, creatures of any race (even including animals, due to a bug) who were exposed to enough combat to become fully hardened ("doesn't really care about anything anymore") would also become alcoholics.
All creatures can theoretically survive drinking nothing but alcohol for their entire lives, though they may be subject to alcohol poisoning due to not having the same tolerance level as dwarves. Neither dwarves nor any race of creature will accept an alcohol ration if resting in a hospital, and must instead be given fresh water until they recover. Water may also be given to busy dwarves that become thirsty.Bug:2448
Vampire dwarves are just as alcohol-dependent as the mortal kind. Despite this, in fortress mode, they will only ever drink blood, ensuring they eventually suffer withdrawal even if your pantry is stocked to the brim with every beverage imaginable. This does not stop tavern keepers from giving them drink, if such is available inside the tavern.
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).
Dwarves prefer drinking alcohol out of a mug, cup, or goblet and will receive an unhappy thought for drinking alcohol without one of these three vessel types. These may be placed in coffers in designated taverns. Visitors will drink alcohol too.
Over-consumption of alcohol can lead to harmful syndromes, progressing to inebriation, unconsciousness, and death. Each individual has their own tolerance level based on their size (with dwarves having 1.5× the resistance for their size) and each individual will consume more or less according to their need to drink. Mysterious deaths from suffocation in your taverns are most likely cases of acute alcohol poisoning. Note that the lethal effects of alcohol poisoning are caused by impairing the function of a creature's lungs, making creatures that lack lungs, or the need to breathe, immune to death from alcohol poisoning.
List of alcohol
|Ingredient||Beverage produced||Beverage value||Type||Source|
|Plump helmet||Dwarven wine||2||Plant-based||Indoors|
|Pig tail||Dwarven ale||2||Indoors|
|Cave wheat||Dwarven beer||2||Indoors|
|Sweet pod||Dwarven rum||2||Indoors|
|Muck root||Swamp whiskey||1||Outdoors|
|Bloated tuber||Tuber beer||2||Outdoors|
|Prickle berry||Prickle berry wine||1||Outdoors|
|Longland grass||Longland beer||2||Outdoors|
|Rat weed||Sewer brew||1||Outdoors|
|Fisher berry||Fisher berry wine||2||Outdoors|
|Rope reed||River spirits||2||Outdoors|
|Sliver barb||Gutter cruor||1||Outdoors|
|Whip vine||Whip wine||3||Outdoors|
|Wild carrot||Carrot wine||2||Outdoors|
|Sweet potato||Sweet potato wine||2||Outdoors|
|Single-grain wheat||Single-grain wheat beer||2||Outdoors|
|Two-grain wheat||Two-grain wheat beer||2||Outdoors|
|Soft wheat||Soft wheat beer||2||Outdoors|
|Hard wheat||Hard wheat beer||2||Outdoors|
|Pendant amaranth||Pendant amaranth beer||2||Outdoors|
|Blood amaranth||Blood amaranth beer||2||Outdoors|
|Purple amaranth||Purple amaranth beer||2||Outdoors|
|Pearl millet||Pearl millet beer||2||Outdoors|
|White millet||White millet beer||2||Outdoors|
|Finger millet||Finger millet beer||2||Outdoors|
|Foxtail millet||Foxtail millet beer||2||Outdoors|
|Sand pear||Sand pear cider||2||Outdoors|
|Passion fruit||Passion fruit wine||2||Outdoors|
|This page includes mods. The content is not part of normal DF as released. Changing game files can sometimes cause unexpected results, and should always be done with care and caution.|
Any item of type DRINK:NONE is considered to be an alcoholic beverage as far as the game is concerned, regardless of the material used. Thus, if you were to make a reaction which produces drinks of, say, elf blood, your dwarves would happily chug them down, sating their alcohol dependency in the process. Note that DRINK items don't cause inebriation symptoms by themselves; these are dependent on a syndrome associated with the consumed substance (see the PLANT_ALCOHOL_TEMPLATE raws below for an example). However, you could always add this syndrome, or another one of your own design, to the material you want to use.
- Alcohol plant stockpile — Brewery input stockpile helper page
- Beekeeping industry
[MATERIAL_TEMPLATE:PLANT_ALCOHOL_TEMPLATE] [STATE_COLOR:ALL_SOLID:BROWN] [STATE_NAME:ALL_SOLID:frozen alcohol] [STATE_ADJ:ALL_SOLID:frozen alcohol] [STATE_COLOR:LIQUID:BROWN] [STATE_NAME:LIQUID:alcohol] [STATE_ADJ:LIQUID:alcohol] [STATE_COLOR:GAS:BROWN] [STATE_NAME:GAS:boiling alcohol] [STATE_ADJ:GAS:boiling alcohol] [DISPLAY_COLOR:6:0:0] [MATERIAL_VALUE:1] [SPEC_HEAT:2440] [IGNITE_POINT:10800] [MELTING_POINT:9850] [BOILING_POINT:10150] [HEATDAM_POINT:NONE] [COLDDAM_POINT:NONE] [MAT_FIXED_TEMP:NONE] [SOLID_DENSITY:789] [LIQUID_DENSITY:789] [MOLAR_MASS:20000] [IMPACT_YIELD:10000] [IMPACT_FRACTURE:10000] [IMPACT_STRAIN_AT_YIELD:100] [COMPRESSIVE_YIELD:10000] [COMPRESSIVE_FRACTURE:10000] [COMPRESSIVE_STRAIN_AT_YIELD:100] [TENSILE_YIELD:10000] [TENSILE_FRACTURE:10000] [TENSILE_STRAIN_AT_YIELD:100] [TORSION_YIELD:10000] [TORSION_FRACTURE:10000] [TORSION_STRAIN_AT_YIELD:100] [SHEAR_YIELD:6600] used high salinity ice [SHEAR_FRACTURE:6600] [SHEAR_STRAIN_AT_YIELD:100] [BENDING_YIELD:10000] [BENDING_FRACTURE:10000] [BENDING_STRAIN_AT_YIELD:100] [MAX_EDGE:500] [ABSORPTION:100] [ALCOHOL_PLANT] [SYNDROME] [SYN_NAME:inebriation] [SYN_IDENTIFIER:INEBRIATION] [SYN_AFFECTED_CLASS:GENERAL_POISON] [SYN_INGESTED] [SYN_INJECTED] [SYN_NO_HOSPITAL] [SYN_CONCENTRATION_ADDED:100:1000] [CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4] [CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia [CE_UNCONSCIOUSNESS:SEV:25:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4] [CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4] [CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:75:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4] [CE_ERRATIC_BEHAVIOR:SEV:50:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4] [CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
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|See also: Material science|