(http://i.imgur.com/QXsLfio.png)
Hey everybody,
this is my new mod made in one sitting over almost 13 hours live on stream. Thanks to all my viewers who helped designing it. It adds alcohol (dont you say??). You can cook the drinks or drink them - both gives happy thoughts. They will drink when they are close to a mental break.
Features:
Sugar cane - new plant.
Alcohol Production - learn to build the following.
Dwarven Still - worktable to make the following.
Juice - press juice from berries, potatoes, agave or sugar.
Wine - make wine from juice.
Spirits - make liquor from wine.
ATTENTION: IF you happen to use Wonka Corp please delete the "planterinos" and "resourcerinos" files from RumWorld.
DOWNLOAD!! (https://www.sendspace.com/file/u6trrl)
You should throw a link to your twitch in your signature or something. Do you post the videos on youtube afterward? I'm interested in watching.
[edit to add] lol ok my vision is failing me today. I just noticed that you did put a link in your signature. I guess the picture distracted me.
Yay someone made it. Needs more pirate though :D
too much starboard, not enough port, but good on yer
nice, BUT where its POLISH VODKA,
not stupid russia vodka for cleaner kitchen, but polish for drink :D
haha, every time i log onto the forums i see you have uploaded some random (but great) mod.
Thanks guys this means a lot to me :) RimWorld kinda became my "vocation" - not only modding but also hanging around in the various twitch channels and interacting with the rest of the community.
Prost!
Great mod, but there's a bit of a problem.
If someone's depressed from an excess needs (excess hunger, exhaustion etc.) they'll make a bee line for the alcohol instead of fulfilling their needs(even if the alcohol is on the other side of the map, while the food that they're so desperate for is literally in the next room) is there a way to make it so that they'll actually try fulfilling their needs before going for the alcohol?
Hmm I dont know if or how I can fix this. At the moment they are running for the booze if they are unhappy but I cant refine the jobdriver to get something to eat before they drink - they would always eat instead of drink.
all i could think after seeing this mod :D
(http://sd.keepcalm-o-matic.co.uk/i/keep-ca-why-is-the-rum-gone-85.png)
Quote from: JuliaEllie on November 15, 2014, 04:58:26 PM
Hmm I dont know if or how I can fix this. At the moment they are running for the booze if they are unhappy but I cant refine the jobdriver to get something to eat before they drink - they would always eat instead of drink.
You unintentionally turned all colonists into alcoholics! Shame on you JuliaEllie! lol. I haven't actually looked into playing this mod yet, but that problem sounds like it could be "fixed" just by adding some nutritional value to the rum. Even a small value would keep the colonists from starving to death while they drink at least. At least I am assuming this is the case.
whi said it was unintentional? Ok yes it was.. YAY pirate colony ftw :D
Yar har fiddlee dee, being a pirate is okay for me.
Do what you want if you want to be free, youu aaare a piiraate!
Yar harr ahoy and avast - beeing a pirate is pretty badass.
Hang the black flag at the end of the mast - you are a pirate!
Is it possible to port this to Alpha 8? It would be awesome if the rum could give them a tiny bit of "warmth" factor or something (feel the burn as she goes down!)
Aye, 'tis one of the few mods I miss from 7 of yours! Must join the slew of all your other mods that got ported up to 8, Julia! :)
I have a wine production line coming out in the next few days (hopefully) as an addition to my Xtra Plants mod. It's not rum, but still. As for making rum or any other alcohol warm up the colonist for a bit, I can't see any way of doing that considering the way the temperature system works right now.