So you're probably reading through this and thinking, "Lol, who's this noob, and why is he polluting our forum with crap vague suggestions?" Well, frankly, I've been rolling a few ideas about my noggin for about two weeks now, after discovering the joys of IC2's booze system. The system is rich and fulfilling, but is very lacking in explaining to other people why. I myself had spent hours upon days experimenting with different recipes and brews, following the posts by quantumleaf7895 and my own personal workings. You see, the ideas began to form when I was serving some very finely crafted ale to a group of friends on my own private server. After much extensive work and many hours of waiting, I finally managed to create a successful batch of Strong Black Ale, which was served to them. They each in turn began to question why I did it, as they saw no effects happening, and therefore saw no reason to pursue my title as Brewmaster. I was deeply saddened and began mental work laying the foundation for this extensive suggestion. I will break this post down into an outline, detailed with notes and accumulated theories for improving this amazing system to bring popularity to not only it, but IC2 as well.
1: Clearly visible effects.
This point comes from my own work peering into a modified server console after sampling each type of booze. I found that there were effects, but they were all hidden -- things like miner's fatigue, fire resistance, blindness, ect... Things that make sense to people such as myself who have seen them, but make no sense to people who do not know they are there. This is why I complied a list of possible things to affect that will be easily noticeable and beneficial to anyone drinking the beverage:
- Damage Resistance (Armor, ect)
- Health Modification (Healing, regeneration, ect.)
- FoodSaturation/hunger (foodSaturationLevel is a hidden stat that affects how quickly hunger degrades)
(Note: The list goes on, but I stopped here because these are the only effects I pursue.)
2: Using those effects as part of the brew's creation.
Here, I analyzed each part of the brewing process and applied the effects above to the process.
- Wheat: Adds damage resistance in the form of armor for the duration of the drunken state.
What I imagine here is, say for instance, a Regular Brew (1:1 solids-to-water, 1:1 hops-to-wheat, brewed instantly) will add 1 armor piece for as long as the player is drunk.
Increasing and degrading armor values for each type of wheat-to-hops ratio (assuming the brew is regular strength and of brew fermentation), as follows:
Alcfree, 3:1 - 2 Armor Pieces
White, 2:1 - 1-1/2 Armor Pieces
Regular, 1:1 - 1 Armor Piece
Dark, 1:2 - 1/2 Armor Piece
Full, 1:3 - 0 Armor Piece
Black, 1:4 - 0 Armor
Moving up or down a level of water (Like from regular to Lite or Strong): +1/2 Armor Piece for each tier up, -1/2 Armor Piece for each tier down.
Each tier of fermentation will double the values, adding 1/2 at Full, and then adding 1/2 at Black. (Youngster = x2, Beer = x4, Ale = x8, where anything above the maximum armor value is armor regeneration until the maximum is reached. -- Meaning if you have 18 armor from Thick Alcfree Ale, and all 10 pieces are used, 8 more will be added automatically, but 10 is the maximum.)
- Hops: Adds health regeneration, where the tick is always 1/2 a heart but more hops will decrease the tick time.
Here, I imagined that just as before, a Regular Brew would cause the tick to be 30 seconds long, meaning you receive 1/2 a heart every 30 seconds for as long as the player is drunk.
Increasing and degrading tick values for each type of hops-to-wheat ratio (assuming the brew is regular strength and of brew fermentation), as follows:
Black, 4:1 - 5 seconds
Full, 3:1 - 10 seconds
Dark, 2:1 - 20 seconds
Regular, 1:1 - 30 seconds
White, 1:2 - 1 minute
Alcfree, 1:3 - No regeneration
Moving up or down a level of water (Like from regular to Lite or Strong): -2 seconds for each tier up, +2 seconds for each tier down. Each tier of fermentation will reduce the values further, adding 1 minute, 30 seconds at Alcfree on beer and higher. (Youngster = 1s reduction, Beer = 2s reduction, Ale = 3s reduction; reaching 0s between ticks will no longer cause regeneration, but cause you to be fully healed.
- Water: This affects the strength of the brew's properties, such that more water (like Lite brew) will lessen the effects of the brew, but will also lessen the strength of the drunkenness.
- Length of Fermentation: Affects the foodSaturationLevel (read more) provided by the brew.
I chose this idea because I feel that the better a brew is, the more satisfaction should be reflected from the imbiber.
Brew - 60% Chance of food poisoning, +0.1 to saturation level.
Youngster - 10% Chance of food poisoning, +2.0 to saturation level.
Beer - 0% Chance of food poisoning, +4.0 to saturation level.
Ale - 0% Chance of food poisoning, +12.0 to saturation level.
- Existing effects are not threatened.
I actually rather enjoy the fact that random properties are added to some brews. This adds a sense of realism in that no two pints should be the exact same.
- Some negative effects need to be much more rare the better the brew is (fermentation length), such as blindness or miner's fatigue.
3: Drunkenness
This portion actually came about as part of inspiration I recieved from seeing another mod called Alcoholcraft, (video is the most clear showcasing I have seen thus far) which adds only beer and wine, but allows the player to become drunk on a very basic level. I have incorporated the mechanic into the ingredients, and several other places already. This is how I envision the drunkenness mechanic working:
Below is a chart showcasing the level of drunkenness a player will gain from a specific type of brew:
As usual, the level of fermentation will raise each level of gained drunkenness by +0.5 per tier, as follows:
Using regular brew (+0.5 drunk level gained) as a standard:
Brew: +0.5
Youngster: +1
Beer: +1
Ale: +1.5
Finally, here is the scale of drunkenness, with following effects, with a timer that constantly counts down to sobriety:
1-4: Tipsy; Bloom added to screen at each level. Each level lasts 35 seconds.
5-8: Wobbly; Motion blur added to screen at each level. Each level lasts 35 seconds.
9-14: Drunk; Slight screen shake on collision, vision blur. Each level lasts 30 seconds.
15-18: Hammered; camera pans in wobbly fashion. Each level lasts 25 seconds.
19-20: Completely Smashed; screen shakes slightly, shakes violently on collision, bare fisted punch power greatly increased. This level lasts 20 seconds.
Total time to sobriety from level 20: 600 seconds, 10 minutes = 1/2 Minecraft day or night.
Note: I avoided directly interfering with control sequence like making the character stumble and fall because adding screen effects such as these will make the actual player feel drunk, and therefore make those mistakes without the game's help. Also, this adds the ability for the player him/herself to be able to overcome the drunkenness and therefore develop a resistance and ways to work with the visual effects.
4: Other thoughts tacked onto this post.
- Using fruits or vegetables to make liquors other than rum.
- Apples: Cider
- Melon: Flavoring (Additional benefits?)
- Corn?: Whiskey
- Potatoes?: Vodka
- Giving rum (and the other liquors) similar properties as listed above, granting tiers of foodsaturation or possibly healing with heavily boosted drunk level gains on the tiers of ferment time.
- Adding other items to add flavor or various benefits to booze, such as barley or spices.
- Allow custom naming of a brew, so as to hide the type of booze it is and therefore the recipe to create it, also to add a little flavor to the entire idea of balancing the different stat bonuses.
Speaking of balancing stat bonuses, the entire reason I set up the ingredient balance system was to recreate how beer and ale are in real life -- because different people want different things, (like some like sweet, some like strong) it should be a given that different balances of flavor and bonuses appeal to different people. For instance, one fellow may want a lot of armor while another will want a lot of health regeneration. Such as the same idea with booze -- everyone has their own tastes and should find a recipe that works well for them, and beyond that -- a recipe that's worth the work the Brewmaster put into it.
All of the figures above are purely speculation that are meant to convey an idea. While it is part of my suggestion, it is open to interpretation and translation. I am simply giving an example of how I personally would write a mod that follows these ideas, and in no way wish to portray that these ideas are set in stone! That wraps up Brewmaster Esteel's thoughts on this glorious system. Again, I'm open to suggestions, constructive criticism, and would like to thank everyone that made it this far through a text-heavy (even though it's trimmed waaaay down from the first and second drafts) suggestion post. I look forward to hearing thoughts and opinions! Cheers!
Endnote: I used spoiler boxes because I wasn't sure how much the general reader has looked into booze making, and thus locked away any giveaway secrets that were needed to state my case.