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Difference between revisions of "40d:Alcohol"

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(Filling out table with values from matgloss_plant.txt)
(Rewrite of page; more info on brewing, tippling, stockpile placement, and happiness)
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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.
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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.
  
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. Alcohol can either be brewed at a [[still]], brought with you from the [[embark]] screen or [[trade]]d with visiting carvans.
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'''Brewing'''<br/>
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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 a [[barrel]]. Every unit of plant produces 5 units of alcohol. 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.
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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 seeds.
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'''Consumption'''<br/>
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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|meeting area]]) and dwarfs spend much time walking to and from it.  So:  The booze should be both secure and accessible.
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'''Happiness'''<br/>
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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.
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'''Wounded dwarves'''<br/>
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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.
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'''Great balls of fire!'''<br/>
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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 [http://mkv25.net/dfma/movie-42-boozeexplosion]
  
'''Explosive'''
 
  
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 [http://mkv25.net/dfma/movie-42-boozeexplosion]
 
  
  

Revision as of 02:45, 12 January 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.

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 dwarfs spend much time walking to and from it. So: The booze should be both secure and accessible.

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.

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 [1]



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

Not Brewable

Plants that cannot be brewed include: