Can I Brew It? v1.5.2
(http://i59.tinypic.com/2rzrmgi.png)
Description:This mod adds new alcoholic beverages, based on the plants available for farming. They are crafted at the Brewery.
Added items:- Vodka, made from potatoes
- Strawberry Wine, made from strawberries
- Bourbon, made from corn
- Tequila, made from agave
- Sake, made from rice
Planned items:- Zubrowka, made from Vodka and haygrass (thanks, Patrykbono20!)
- Kefir, made from milk
- Brandy, made from distilling Wine
- Advocaat, made from Brandy and eggs
Development:Current version is v1.5.2, which is compatible with
Alpha 13.
Latest News:2016-10-15(
As written in response to Mackinz:)
I'm still working on getting time for the update (as the job mentioned is 10h * 4d /week), but it's planned and coming. I need to make a thorough investigation into how the fermentation barrels work and how they recognize recipes, but after that it should be a matter of copy-paste-adjust for the different drinks. There might be a placeholder graphic for the "Still" workbench, but hopefully not.
2016-08-29With the release of Alpha 15 it looks like my old problems of consumption are about to end! I am hoping to pick up and finish development of a compatible version this week, but might delay to next week due to new job. Still, very exciting!
2016-04-28Alpha 13 is finally out and about, and I've managed to find some time for updating "Can I Brew It". Current version is v1.5.2, which I'll be updating to v1.6 once I've implemented the Still and the above planned beverages.
2015-08-28When A12 came out, the game didn't throw any error messages when I tried the old version with A12. Instead, it turned out that my mod had added a separate Brewery with my recipes because of inheritance issues related to the new "castEdgeShadows" effect. This has been hot-fixed as of v1.5.1 - the mod now adds the recipes to the original Brewery.
- Older news cleared -General Status:I will keep working on this mod with regards to updating for future versions of RimWorld (and perhaps finding time to implement the planned features), but until the issue with colonists not recognizing the beverages as alternatives to beer has been fixed, the mod on it's own is essentially broken with regards to that behaviour. A fix has been made by UMK (https://ludeon.com/forums/index.php?topic=11260 (https://ludeon.com/forums/index.php?topic=11260)), though it seems it has not been updated since A11.
All items and recipes work as intended, they just need to be manually consumed (Select colonist -> Right-click item -> Select "Consume [item]"). This is understandably not very player-friendly, and also means that playtesting the features and stats of the drinks will be very cumbersome. Please let me know of any other fix which takes care of this outside of the core mechanics.
A first attempt at balancing the beverages in terms of market value, nutrition and joy amount, and parameters related to crafting (cost, output, work time) has been included as of v1.5. If you'd like, feel free to post a reply here and tell me what you think of the attributes and how they're good or bad.
Planned Features:
- Skill requirements for crafting the stronger beverages (vodka, bourbon, tequila)
- New drinks based around the additional crops and animal products in A12
- A "StrongAlcohol" health effect for the stronger beverages
- The Still, a new worktable for producing the stronger beverages
AuthorFluff_Thorrent
DownloadNexus Link: http://www.nexusmods.com/rimworld/mods/79/?
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
- Enjoy responsibly!
Looks nice, I'm gonna test it out!
auto consumed?
Quote from: Erathu on March 10, 2015, 02:05:52 PM
auto consumed?
I'm not sure, I copied the item description of the Beer object and made the appropriate changes to the code as I wished, keeping the "isPleasureDrug" and "hediffDef" tags intact, so at this stage they're all basically reskinned Beer, just with different ingredients and Bills at the Brewery.
TL;DR - They have the same profile as Beer, so they
should be consumed as normal.
Wouldn't the bourbon be technically called whiskey, since it's not "made" in the states?
Quote from: nomedable on March 10, 2015, 06:10:51 PM
Wouldn't the bourbon be technically called whiskey, since it's not "made" in the states?
Yeah, I had to take some liberties with the naming :P I figured that since RimWorld lore states that humans spread from Earth, they'd carry the most popular names for the drinks with them.
There were a couple of considerations regarding recognition value with all drinks - the tequila should actually be called mezcal or pulque since it's not made in the Mexican state of Jalisco (huge international trade deal about that), and sake should actually be called nihonshu, which is the original Japanese name for it ("Japanese liquor").
Regarding bourbon specifically, I had to decide between naming it "corn whiskey", which according to Wikipedia is "legal moonshine" in the States, or "bourbon", which is shipped globally. This is the closest balance I could find between international player recognition and lore-friendliness :-)
PS. If we want to get even more technical, vodka AND whiskey is made predominantly from various grains, which isn't available in default RimWorld.
The multi-grain compostion of whiskey was why I was wondering as to why you picked bourbon as the name (other than my suspicion that you're a yankee), but I understand the colloquialism of bourbon as whiskey for the sake of simplicity. In Canada there's a similar situation with whiskey, it gets called rye instead of rye-whiskey (even though corn is actually the "main" ingredient in rye-whiskey).
Yup more alcholic drinks, more party.
Rims will be happy
Just need a "Track Selection" MOD and Disco ball and we're good :P
Quote from: nomedable on March 10, 2015, 08:22:12 PM
The multi-grain compostion of whiskey was why I was wondering as to why you picked bourbon as the name (other than my suspicion that you're a yankee), but I understand the colloquialism of bourbon as whiskey for the sake of simplicity. In Canada there's a similar situation with whiskey, it gets called rye instead of rye-whiskey (even though corn is actually the "main" ingredient in rye-whiskey).
Well my train of thought went like this:
Corn needs a beverage ->
Corn comes from North America ->
Which alcoholic drink has mostly corn in it? ->
Corn whiskey (81% corn) and bourbon (51%) ->
Which is best known outside the US? ->
Going with bourbon
That's weird about the rye-whiskey though, but I guess it has something to do with people's habits and cultural background. Stranger things have happened I guess :-P
They are not autoconsumed.
a semi-related question, does anybody know of a booze made from MEAT???
google did not for me
Quote from: UMK on March 11, 2015, 09:59:00 PM
They are not autoconsumed.
Well then I don't know what auto-consuming means :p explanation?
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?
Quote from: cythedag on March 13, 2015, 08:10:42 AM
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?
Of course they are. To dev: can you group all your beverages and beer into separate category? This will allow to differentiate marijuana, coffee and cigarettes from drinks. You should also remove beer from game (make it non-craftable), but make a copy of it with another defName - this will give all beverages same priority. I'm making a mod to set bewerages consumable automatically.
Quote from: UMK on March 13, 2015, 09:39:39 AM
Quote from: cythedag on March 13, 2015, 08:10:42 AM
I tried this mod, and I love it. But, the pawns will not seek out and find the brewed items by themselves to drink it. I tested this with beer also, they will "auto-consume" beer without a problem. But the other liquors they act completely oblivious to until you order them to drink it. Maybe the need to drink beer is hard-coded?
Of course they are. To dev: can you group all your beverages and beer into separate category? This will allow to differentiate marijuana, coffee and cigarettes from drinks. You should also remove beer from game (make it non-craftable), but make a copy of it with another defName - this will give all beverages same priority. I'm making a mod to set bewerages consumable automatically.
Huh, well I guess because Alpha 9 introduced it there's no generic "seekingPleasureDrug" tag or whatever, just a hard-coded need for Beer.
@UMK: I'll see what I can do, unfortunately I don't have the experience with RimWorld-modding that I'd need to do what you're doing, but if you're thinking of making my items compatible with yours I'll get right on it ;-)
These drinks are already compatible, the only issue detected at the moment that pawns will travel for drinks for entire map, like in vanilla. But I suppose that this behaviour is not acceptable.
This mod looks amazing. Hav etotaly missed this O.O
Heyo, "Can I Brew It?" is now updated to Alpha 10f. I'm trying to find space in my schedule to work on the planned features, but my schoolwork is starting to catch up with me so I can't really tell when that will be. I will however be taking time to update it to the latest version of the Alpha as it is released.
Enjoy responsibly!
Well, looks like the need for beer is still hardcoded. The rims won't seek out the new alcohol. I'll be mailing Tynan today and ask about the code behind it.
Update: I've been in contact with Tynan and will update the main description with the information.
When am I going to have my colonists get really brownfaced again? Alpha 11 I hope?
I will try and make a fan fix A11 update for this tomorrow. It's just 2 AM ish here and I need bed... (posting this is a reminder to myself to remember to actually do it...)
A11 Update
[attachment deleted due to age]
loki, now drinking it (downloading), tankkkks
Quote from: Loki88 on June 23, 2015, 12:43:46 PM
A11 Update
Oh hey, thanks for your work! I've been meaning to get around to it, but I just quit school and have been busy trying to get a job. I'll be making a official update soon ;)
Quote from: Fluff_Thorrent on July 17, 2015, 11:45:34 AM
Quote from: Loki88 on June 23, 2015, 12:43:46 PM
A11 Update
Oh hey, thanks for your work! I've been meaning to get around to it, but I just quit school and have been busy trying to get a job. I'll be making a official update soon ;)
No worries, job hunting sucks. The A11 update was really only texture stuff, so easy peasy.
Quote from: Loki88 on July 18, 2015, 02:30:37 AM
Quote from: Fluff_Thorrent on July 17, 2015, 11:45:34 AM
Quote from: Loki88 on June 23, 2015, 12:43:46 PM
A11 Update
Oh hey, thanks for your work! I've been meaning to get around to it, but I just quit school and have been busy trying to get a job. I'll be making a official update soon ;)
No worries, job hunting sucks. The A11 update was really only texture stuff, so easy peasy.
Yeah, just had a look and all it was was to replace the graphicPath-thing. Thought I was on the safe side when I read Tynan's recommendations, but I guess not. Thanks again for covering :)
Updated to A12c now, rejoice!
Vodka with grass is Zubrowka ( in PL - Żubrówka)
Quote from: Patrykbono20 on August 29, 2015, 12:01:27 PM
Vodka with grass is Zubrowka ( in PL - Żubrówka)
Aha, thanks! Looks interesting, I'll look into making that instead :D
+1 I like the spirit of this mod, although probably won't use it much until the "NotOnlyBeer" issue is resolved in vanilla (the other mod seems out of date...).
No Shine?
Once you throw in the Still, you should be able to distill just about anything into Shine, of course with time.
For your future planned items, you should add Rakı. I'm not sure if grapes are a vanilla crop, but that's what it is distilled from. Very tasty btw.
Quote from: Fluff_Thorrent on March 10, 2015, 12:56:19 PM
Latest News:
2016-08-29
With the release of Alpha 15 it looks like my old problems of consumption are about to end! I am hoping to pick up and finish development of a compatible version this week, but might delay to next week due to new job. Still, very exciting!
Is an update for this mod still planned? I'd love to have some more alcoholic variety in my next colony.
Quote from: Mackinz on October 01, 2016, 12:06:57 PM
Is an update for this mod still planned? I'd love to have some more alcoholic variety in my next colony.
Hi! Yes, I'm still working on getting time for the update (as the job mentioned is 10h * 4d /week), but it's planned and coming. I need to make a thorough investigation into how the fermentation barrels work and how they recognize recipes, but after that it should be a matter of copy-paste-adjust for the different drinks. There might be a placeholder graphic for the "Still" workbench, but hopefully not.
VegGarden last release have modded fermenting barrels.
They are using .dll/Assemblies
Quote from: kaptain_kavern on October 15, 2016, 01:14:03 PM
VegGarden last release have modded fermenting barrels.
They are using .dll/Assemblies
Thanks for the tip, will check out!