Alcoholic beverages would be dispensed from a "Fermentation Vat," which would function in a manner analogous to a Nutrient Paste Dispenser (i.e., harvested plant products are placed in adjacent Hoppers and converted into alcohol). When a colonist's mood drops dangerously low ("Mental Break soon"), they would automatically get a drink from a nearby Vat, if available.
- Intoxication Lvl I: The first drink would give a +5 mood modifier ("Buzzed") that lasts half a day without any negative consequences.
- Intoxication Lvl II: If mood remains dangerously low, the colonist will get a second drink, changing the mood modifier from "Buzzed" to "Tipsy," which gives +10 mood but -25% to all skills. "Tipsy" will last half a day, after which it will revert to "Buzzed" which will last an additional half day as above.
- Intoxication Lvl III: If dangerously low mood persists while Tipsy, a third drink will change Tipsy to "Drunk," which gives +15 mood but -50% skills. Drunk will revert to Tipsy after half a day, at which time a "Hungover" modifier is added, which gives -5 mood and last half a day (Hungover ends immediately if the Colonist has another drink).
- Intoxication Lvl IV: Finally, a fourth drink will change Drunk to "Very Drunk," which gives +20 mood, but -75% skills and creates a chance of starting fights with other colonists. When Very Drunk reverts to Drunk after half a day, the "Very Hungover" modifier is added, which gives -10 mood and lasts half a day.