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Difference between revisions of "v0.34 Talk:Alcohol"

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==Replace water with alcohol?==
 
''moved from [[DF2012:Alcohol]]'':
 
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::[[Water]] is also necessary for dwarves recuperating from injuries in the [[hospital]] or locked in [[jail]]: dwarves will "give water" to individuals who are very thirsty, but not alcohol. A [[well]] is strongly recommended for established fortresses. --[[User:Loci|Loci]] 19:38, 3 April 2013 (UTC)
 
::[[Water]] is also necessary for dwarves recuperating from injuries in the [[hospital]] or locked in [[jail]]: dwarves will "give water" to individuals who are very thirsty, but not alcohol. A [[well]] is strongly recommended for established fortresses. --[[User:Loci|Loci]] 19:38, 3 April 2013 (UTC)
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==Hidden quality setting?==
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In earlier versions there was supposed to be a hidden quality setting in alcohol. Still there? This would be important e.g. if caravans bring only "zero" quality booze and you can produce HQ booze yourself. --[[User:Old Ancient|Old Ancient]] 23:45, 4 April 2013 (UTC)
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:A [http://dwarffortresswiki.org/index.php?title=DF2012:Alcohol&diff=193059&oldid=190226 recent edit] removed speculation on a hidden quality setting and replaced it with "the strength of a happy thought from drinking alcohol is random". Is there any evidence to support this assertion? They don't seem very random (steadily increasing as my brewers gain skill), and I don't think any of the other thoughts are random. In all, this change sounds quite dubious.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:49, 2 October 2013 (UTC)
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==Exploding Booze==
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Are you REALLY sure that booze does not explode?
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Relatively new to DF, but I had a fight with a fire-breathing Forgotten Beast today, with zero injuries until the kill order cancelation /fulfillment. At that point my squad deactivated and went 'civilian' temporarily, and one of my Legendary +5 Axe Lord dwarves turned into an instant crispy-critter.  He was standing in fire at the time (and had been without issue for the entire fight).  The combat log read that the booze in his waterskin was responsible.  It looks like he dropped it on the transition to civilian status, and that instantly killed him.
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Marty_G 31 May 2013  (PS - No I don't have a forum account)
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==Non-Dwarves Can Become Alcoholics==
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I've noticed, that when playing with a modded race that isn't alcohol-dependent, that every time I get a hardened creature that "doesn't really care about anything anymore", that creature also winds up -- despite not having the alcohol-dependent racial token -- needing alcohol to get through the working day. Seems that creatures who get sufficiently traumatized automatically receive alcohol-dependency, clearly representing a creature's downward spiral into alcoholism... can anyone who tries to play other races (say, humans for example) confirm this?--[[Special:Contributions/67.183.77.57|67.183.77.57]] 10:24, 9 June 2013 (UTC)

Latest revision as of 20:09, 2 October 2013

Replace water with alcohol?[edit]

moved from DF2012:Alcohol:

I am really sorry to add it here, but there is no edit/add topic option for the discussion!

My Question: Can Dwarves replace water with alcohol? Or will they die of thirst, even if they have plendy of alcoholic drinks?unsigned comment by 81.217.58.127

Yeah. They do replace water with booze. Water's only for the sober dwarves.unsigned comment by Thanatos209
Water is also necessary for dwarves recuperating from injuries in the hospital or locked in jail: dwarves will "give water" to individuals who are very thirsty, but not alcohol. A well is strongly recommended for established fortresses. --Loci 19:38, 3 April 2013 (UTC)

Hidden quality setting?[edit]

In earlier versions there was supposed to be a hidden quality setting in alcohol. Still there? This would be important e.g. if caravans bring only "zero" quality booze and you can produce HQ booze yourself. --Old Ancient 23:45, 4 April 2013 (UTC)

A recent edit removed speculation on a hidden quality setting and replaced it with "the strength of a happy thought from drinking alcohol is random". Is there any evidence to support this assertion? They don't seem very random (steadily increasing as my brewers gain skill), and I don't think any of the other thoughts are random. In all, this change sounds quite dubious.--Loci (talk) 19:49, 2 October 2013 (UTC)

Exploding Booze[edit]

Are you REALLY sure that booze does not explode? Relatively new to DF, but I had a fight with a fire-breathing Forgotten Beast today, with zero injuries until the kill order cancelation /fulfillment. At that point my squad deactivated and went 'civilian' temporarily, and one of my Legendary +5 Axe Lord dwarves turned into an instant crispy-critter. He was standing in fire at the time (and had been without issue for the entire fight). The combat log read that the booze in his waterskin was responsible. It looks like he dropped it on the transition to civilian status, and that instantly killed him. Marty_G 31 May 2013 (PS - No I don't have a forum account)

Non-Dwarves Can Become Alcoholics[edit]

I've noticed, that when playing with a modded race that isn't alcohol-dependent, that every time I get a hardened creature that "doesn't really care about anything anymore", that creature also winds up -- despite not having the alcohol-dependent racial token -- needing alcohol to get through the working day. Seems that creatures who get sufficiently traumatized automatically receive alcohol-dependency, clearly representing a creature's downward spiral into alcoholism... can anyone who tries to play other races (say, humans for example) confirm this?--67.183.77.57 10:24, 9 June 2013 (UTC)