Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Adding Unnecessary Complexity to Booze  (Read 1750 times)

therahedwig

  • Bay Watcher
    • View Profile
    • wolthera.info
Re: Adding Unnecessary Complexity to Booze
« Reply #15 on: November 16, 2012, 02:44:19 pm »

I haven't got much to add to the suggestion, but I wanted to note that rice doesn't actually need to be flooded to grow. It's just that most weeds, funghi and pests can't survive being semi-flooded, while rice can perfectly fine. It's just easier that way.
Logged
Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

auswelter

  • Escaped Lunatic
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #16 on: November 17, 2012, 03:15:26 pm »

It's the problem with us ad DF players. We like things complex. We like unlimited options.
I like the idea of lots of added complexity in booze.
But on the other hand, let's not forget that booze-- preferably a variety of types-- is a basic necessity of life for our bearded minions. For this reason, while more complex paths to booze are appealing, it's also a good idea to continue to include simple paths to booze.
Quadratic Formula? Moon fruits? Great imagination!
RE: Dwarven Grog--  I was throwing out possible names for  drinks brewed from products that had already been processed, like Dwarven sugar, Dwarven syrup, and Dwarven flour perhaps. Add Longland flour to that list while we're at it.
Like I said, add possible complexity without getting rid of the basic ways to make sure that your dwarves can survive. For awhile anyway.

While we're at it, what about really exotic brews, made from rock or some such? Firewater brewed from magma? Ouch!

Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #17 on: November 17, 2012, 03:50:26 pm »

What would be nice would be to add a dynamic system to it. So in the still you'd still have the normal orders, and also another option, called custom recipe. There you'd be able to determine the amounts of ingredients, and the amount of water added.


I'd like some exotic brews, but keep them realistic.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #18 on: November 17, 2012, 05:23:51 pm »

Also add in procedurally generated reactions to brew special cocktails which could be discovered in worldgen. Bonus points if these recipes can involve gathering rain in evil areas and the like.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #19 on: November 19, 2012, 08:48:06 pm »

How about a Shoddy Still? One of the buildmats is a sock (to filter the booze through). It allows dwarves to mix remains and plant matter (any plant matter) in equal proportions to make godawful swill with random weak symptoms.

Even better will be when every liquid can fill a tile and flow like water.

"Snodub, what this?"
"Is dwarven piss-drink. Maybe leaking from sewers."
"There lot of it, Snodub."
*is paralyzed and then drowns*

Trading it would make that race slightly more hostile to you.
Logged
My wooden badge was delicious.

Kazymir

  • Bay Watcher
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #20 on: November 20, 2012, 01:35:44 am »

Why would we make anything seemingly designed to cause tantrum spirals and tie up medical dwarves?
Logged
We must not look at Goblin Men
We must not buy their fruits
Who knows upon what soil they've fed
Their hungry, thirsty roots?

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #21 on: November 20, 2012, 09:28:32 am »

You answered your own question.
Logged
My wooden badge was delicious.

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #22 on: November 20, 2012, 06:11:25 pm »

How about a Shoddy Still? One of the buildmats is a sock (to filter the booze through). It allows dwarves to mix remains and plant matter (any plant matter) in equal proportions to make godawful swill with random weak symptoms.

Even better will be when every liquid can fill a tile and flow like water.

"Snodub, what this?"
"Is dwarven piss-drink. Maybe leaking from sewers."
"There lot of it, Snodub."
*is paralyzed and then drowns*

Trading it would make that race slightly more hostile to you.
Too specific and silly.

Maybe a workshop which turns vermin remains into alcohol? Somehow? I'd imagine dwarves would drink fermented rat juice, in a pinch. A rat-eating kind of pinch.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

bluefox

  • Bay Watcher
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #23 on: November 28, 2012, 12:21:16 am »

There needs to be Moon Fruit so we can make Moonshine.
or Square Roots so we can make Quadratic Formula.

This reply probably belongs on the modding forum, but you can have your wish by copy-pasting the below into plant_standard.txt:

Square Roots:
Spoiler (click to show/hide)

Moon fruit:
Spoiler (click to show/hide)
Logged
....I think Dwarf Fortress may be putting us all into the mindset of being a Greek God.

dwarfhoplite

  • Bay Watcher
  • Gentledwarves, prepare for Glory!
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #24 on: November 28, 2012, 08:21:46 am »

Just posting to tell that I laughed at the title.
Logged

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #25 on: November 28, 2012, 09:47:14 am »

You can brew i from the root -1.
Logged
My wooden badge was delicious.

Blade Master Model 42

  • Bay Watcher
  • Edelgard did nothing wrong.
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #26 on: November 28, 2012, 10:32:21 am »

You can brew i from the root -1.

This is straying perilously close to humor outside my educational range. If you guys keep going, I'm going to stop getting these.

Robosaur

  • Bay Watcher
  • [POOP:INORGANIC: NUCLEAR_BOMBS]
    • View Profile
Re: Adding Unnecessary Complexity to Booze
« Reply #27 on: November 28, 2012, 10:50:50 am »

"Cheese flavour"
genius

(I already modded both in the game, FYI)
Logged
You are a terrible person and the sad truth is deep down you know it.
Pages: 1 [2]