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Posted
9 hours ago, Aouramour said:

Lol Ok so a reson for wine and such

There's already a reason though? Wine is a great way to preserve fruit for the winter if one doesn't have access to honey. Wine can be distilled into brandy, which has no expiration date and can be further distilled into aqua vitae for bandages. It's also rather fun to drink a bucket of spirits before a temporal storm...not that it helps you fight or anything, but the premise is silly and it can be fun to stagger around in a drunken stupor sending all the monsters back to whence they came.

If you're talking more specific buffs/debuffs from alcohol consumption though, that really requires a status effect system to be in place, I think. In the meantime, you might try the SlowTox mod, which adds more function to alcohol in a reasonably balanced fashion.

  • Like 1
Posted

I guess I'm just trying to think of a way to make it actually useful. I know what the uses are. I just don't think the" juice is worth the squeeze" when it comes to making alcohol. I have made it once and then never bothered to make it again

Posted
2 hours ago, Aouramour said:

I just don't think the" juice is worth the squeeze" when it comes to making alcohol. I have made it once and then never bothered to make it again

I suppose the better question in this case is, if it's not something you find useful now, what kind of change would make it feel worthwhile(that also fits into the general game design)? You mentioned giving alcohol its own satiety bar--which I assume to mean nutrient bar, which tracks with other nutrient groups, however, alcohol is not something vital for staying healthy(unless you're a dwarf, perhaps). 

The SlowTox mod I mentioned earlier gives more use to alcohol by letting it boost the player's temporal stability recovery rate, health regeneration rate, strength, work speed, and damage resistance according to how intoxicated they are. However, if the player drinks too much, they can lose those benefits and instead suffer a penalty to movement speed, or even start to lose health from alcohol poisoning. 

  • Like 2
Posted

Yes nutrient bar that's a much better way of putting it. Lol. Not vital for a 'human's" health. But maybe it helps a seraph.... I'm just spitballing here..... thinking of ways to tie it into the game a little better

Posted
17 hours ago, LadyWYT said:

giving alcohol its own satiety bar--which I assume to mean nutrient bar

I would go even the length of making a vanilla thirst bar. Even if it would be just a placeholder one, suddenly a lot of already present beverage will be a great way to top up your nutrient bars.

Personally, i am almost always munching on pot pies and i find myself wanting to be able to drink juice, or wine, perhaps making a milkshake with fruits or joghurt. Something that can be drunk alongside that pie. But then again, this will start a whole avalanche of other feature desires i'd like to see in vanilla (since i at the moment prefer to play as modless as possible). Something i fully understand won't happen overnight.

In conclusion i dare say, even if others would just find it 'another bar to manage', thirst bar could open up clever ways to maintain a high nutrient level for that sweet max HP buff.

  • Like 1
Posted

Spirits are poor thirst-quenchers. Alcohol can increase urine production, especially at higher concentrations, and may worsen dehydration. They also provide little water compared with nonalcoholic drinks.

Wine and Cider is an excellent way to extend the lifespan of fruit in the winter.   So it does feed into your satiation bar and your hit points.

It's ashame stability isn't sanity (which many people naturally assume).   Because then you could use food variety and alcohol to increase sanity.


 

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