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RimWorld => Ideas => Topic started by: Argon on December 29, 2014, 09:18:55 PM

Title: Alcohol
Post by: Argon on December 29, 2014, 09:18:55 PM
So...your colonists have a few thousand extra potatoes lying around rotting.What do they do? They could build a larger freezer... or make vodka!

Various foods could be converted into alcohol ex:  (potatoes=> vodka, berries=> wine, agave=> tequila)

This could have some interesting effects on your colonists...

-Argon
Title: Re: Alcohol
Post by: ns9559 on December 29, 2014, 10:22:05 PM
Strictly for medical purposes of coarse.  ;)
Title: Re: Alcohol
Post by: litlbear on December 29, 2014, 10:24:45 PM
would be good for mood, also can sell
Title: Re: Alcohol
Post by: UnassumingWhiteGuy on December 29, 2014, 10:45:30 PM
It could also come with downsides, like the risk of alcoholism, or drunkenness improving mood but slowing work speed. And maybe certain traits, like depressive, could cause that colonist to react badly to it. Plus it would allow for a whole bunch of alcohol-themed traits.

Also, if medicine was ever craftable, it seems like it would be a good crafting component for it.
Title: Re: Alcohol
Post by: Argon on December 29, 2014, 11:13:15 PM
Quote from: UnassumingWhiteGuy on December 29, 2014, 10:45:30 PM
It could also come with downsides, like the risk of alcoholism, or drunkenness improving mood but slowing work speed. And maybe certain traits, like depressive, could cause that colonist to react badly to it. Plus it would allow for a whole bunch of alcohol-themed traits.

Also, if medicine was ever craftable, it seems like it would be a good crafting component for it.

Agreed.

Alcoholism could come as a preexisting trait where the colonist requires alcohol or they become unhappy.
Prolonged heavy drinking could also cause cirrhosis, prompting you to viciously harvest the livers of your enemies to save your perpetually drunk colonists.

-Argon
Title: Re: Alcohol
Post by: Geertje123 on December 30, 2014, 07:45:38 AM
This is an awesome idea and should be made :)
Title: Re: Alcohol
Post by: Slightquills on December 30, 2014, 12:19:33 PM
I like this idea . . . but there could be another risk too. I mean, can you imagine a drunk colonist trying to put out a fire? . . . one less colonist.
Title: Re: Alcohol
Post by: Geertje123 on December 30, 2014, 12:22:05 PM
Quote from: Slightquills on December 30, 2014, 12:19:33 PM
I like this idea . . . but there could be another risk too. I mean, can you imagine a drunk colonist trying to put out a fire? . . . one less colonist.

I think that's the fun side of it. :D

At one side you have their mood go up, but on the other hand they can be sloppy at their job.

I'd say; get them really drunk and lock the doors of the bar  ;)
Title: Re: Alcohol
Post by: Noobshock on December 30, 2014, 12:26:46 PM
I agree with alcohol giving mood or some other buffs but creating hazards with drunk colonists.
Title: Re: Alcohol
Post by: Argon on December 30, 2014, 05:43:45 PM
Drunk colonists should also have a mechanic where they wander to a destination instead of taking the shortest route.

-Argon
Title: Re: Alcohol
Post by: WolveNZ on December 30, 2014, 05:44:52 PM
Buffs to pain resistance, happiness, strength.
Cons to work speed, accuracy, movement speed ?
Title: Re: Alcohol
Post by: Argon on December 30, 2014, 06:05:39 PM
Quote from: WolveNZ on December 30, 2014, 05:44:52 PM
Buffs to pain resistance, happiness, strength.
Cons to work speed, accuracy, movement speed ?

Second That

-Argon
Title: Re: Alcohol
Post by: Geertje123 on December 30, 2014, 07:39:13 PM
Quote from: WolveNZ on December 30, 2014, 05:44:52 PM
Buffs to pain resistance, happiness, strength.
Cons to work speed, accuracy, movement speed ?

Let's add random puking to the cons :p
You can easily use the green crytofluid for it
Title: Re: Alcohol
Post by: mumblemumble on December 30, 2014, 09:54:13 PM
Speaking of medicine, perhaps it could be used as a substitute for medicine in some circumstances, with a large mood debuff / a pain boost to the colonist? alcohol IS a disinfectant but it hurts something awful if you get it in a cut...imagine a gunshot being flushed with alcohol, crippling, and perhaps would also get you drunk...but it would prevent infection.
Title: Re: Alcohol
Post by: Argon on December 30, 2014, 10:32:50 PM
Quote from: mumblemumble on December 30, 2014, 09:54:13 PM
Speaking of medicine, perhaps it could be used as a substitute for medicine in some circumstances, with a large mood debuff / a pain boost to the colonist? alcohol IS a disinfectant but it hurts something awful if you get it in a cut...imagine a gunshot being flushed with alcohol, crippling, and perhaps would also get you drunk...but it would prevent infection.

Seconded.

This could also be used as an alternative to medicine to prevent infections in prisoners without wasting valuable medicine.

-Argon
Title: Re: Alcohol
Post by: Xom on December 31, 2014, 06:25:05 AM
An alternative to medicine for anaesthesia too and a crafting component for molotovs.
Ethanol powered generators?
Mostly though, it should provide a way to prevent mental breakdowns, or at least a good chance to do so. Someone who drinks a little should have a reduction to mood penalties from seeing corpses, poor environment and cold temperature (they don't feel it as much). Their mood is still sour, but not as much, keeping them from going over the edge unless they are way too upset. More booze means they can ignore their bad situation even more for a while but become increasingly more useless. Reaction to alcohol can perhaps be a trait. Happy drunks get a mood bonus, sour drunks get a mood penalty, alcoholics drink past their tolerance recreationally or they get a mood penalty as suggested (and if they are feeling a mental breakdown coming on they'll try to get drunk even from forbidden stockpiles). Crazy drunks act unpredictably when boozed up, running around as if they're on fire, trying to do jobs they're not fit to do, taking potshots at wildlife.
Title: Re: Alcohol
Post by: Argon on January 01, 2015, 02:17:49 PM
Quote from: Xom on December 31, 2014, 06:25:05 AM
An alternative to medicine for anaesthesia too and a crafting component for molotovs.

Agreed, this would make molotovs yet another player craftable weapon.

-Argon
Title: Re: Alcohol
Post by: Professor Cupcake on January 03, 2015, 12:57:43 PM
Quote from: Dwarf Fortress
Booze does all the work in forts. Dwarves are just booze exoskeletons.
Title: Re: Alcohol
Post by: Kentin on January 03, 2015, 01:08:02 PM
One of the buffs could be that you aime VERY bad. And That you change the priority of tasks.
Title: Re: Alcohol
Post by: Scotty on January 03, 2015, 02:57:12 PM
Booze could also be used for cleaning wounds, but also cause pain.
Can also be used as a pain killer :P
Title: Re: Alcohol
Post by: ousire on January 03, 2015, 06:06:56 PM
Alcohol could always be used as a crafting ingredient for making medicines. Currently we just grow plants and harvest it into medicine. But if we could combine alcohol and cloth and herbs to make medicine kits, that would be quite useful!

It could be a new crafting table, a medicine cabinet or pharmaceutical lab or something. Like how we can cook 3 tiers of food, we should be able to craft the three tiers of medicine too, with respectively high enough skill levels in crafting (And doctoring?).
Title: Re: Alcohol
Post by: Anduin1357 on January 03, 2015, 08:29:47 PM
Some drunkards can achieve amazing feats of whatever (gaming, aiming (max payne))
Don't just throw out cons, they may well have traits that give huge bonuses for being an eternal drunkard.
That being said... Drinking homemade potato-alcoholic drink would be bad...
Stick to sugar and water for some moonshine.
Title: Re: Alcohol
Post by: UnassumingWhiteGuy on January 04, 2015, 03:05:41 AM
Would be a great trading item as well. You could sell it to ships, entice prisoners with it, maybe even have trade ships that sell really high-quality liquor.

Maybe even have the colonists throw parties with it to boost everyone's mood or invite members of other towns to boost relations.
Title: Re: Alcohol
Post by: Xom on January 04, 2015, 04:12:19 AM
Speaking of which, I'd love to see a way to use very high-level social characters to entice visitors into joining the fort- err, colony, by non-kidnapping means.
Title: Re: Alcohol
Post by: Argon on January 04, 2015, 04:53:32 PM
There could be many grades of liquor, and some types of alcohol that can't be made by the player and must be bought.

-Argon
Title: Re: Alcohol
Post by: Johnny Masters on January 04, 2015, 05:46:31 PM
Why isn't this a thing yet?

I want to build a saloon and have my pawns survive the harsh and wild rimworld serving tables, pouring drinks, whoring and playing the piano (finally a use for art!). Instead of fighting raiders, you could give them rooms and spirits in exchange for silver and protection. Heck, you might even survive a few moons and build a town out of it!


(https://keepflying.com/wp-content/uploads/2014/05/FFO-concept-saloon-7.jpg)

I want it and i want it now!  ;D
Title: Re: Alcohol
Post by: BlackRush on January 04, 2015, 06:01:07 PM
Talk to the creator of this mod:

https://ludeon.com/forums/index.php?topic=8934
Title: Re: Alcohol
Post by: Argon on February 19, 2015, 11:35:46 PM
Now that Tynan has added beer it's about time he adds vodka. My colonies have such a nerve grinding surplus of potatoes. ;D

-Argon