Short Summary DRINK! DRINK! DRINK! Drink responsibly. Liver failure is no joke.
Long Summary This mod adds 10 drinkable alcoholic beverages to the game. Each has their own effect when consumed – but beware the withdrawal!
All vanilla Factions get their own, unique alcohol with full economy integration including price fluctuation and shortages. Buy cheap, get high! A new industry – the Brewery – is included – but it can only make alcohol with a recipe, which the other factions are unlikely to part with willingly.
To install the mod, simply download the .zip file from the link above, unzip it in your Starsector mods directory, and enable it in the launcher.
This can be added to ongoing games and it will break saves if removed.
There are currently no known compatibility issues with other mods.
Additional Information:
Spoiler: click to expand
FAQ
Is this a shitpost?
The topic might seem that way, but no, it is not. It fits seamlessly into vanilla and is implemented to my usual, very high standards. I do hope you’ll have as much fun using the mod as I had making it!
How do I use this?
You buy alcohol from market. You go to your inventory. You click alcohol to drink it. It’s quite simple, really.
How does this work?
When activated, the alcohol in your inventory gets consumed over time – the amount per day depends on your skeleton crew level and your current effect percentage. The effect (and the consumption!) increase each day until it is 100%. While active, it applies a hullmod to all your ships, which “does stuff” depending on the effect strength percentage.
What effect does the alcohol have?
This is different for each alcohol. They can increase your speed, decrease the OP cost of weapons, improve shields, fighters, missiles…
Is the effect worth it?
Yes. It might actually be on the slightly OP side, to be honest, but the cost of opportunity allows for that.
How long until I have 100% effect?
Depends on the alcohol. The item tooltip will tell you how fast the alcohol reaches maximum effect strength, but be aware – a faster buildup also quickly causes a higher consumption. Average time to 100% ranges from 3 to 9 months.
How much do I need, approximately?
Around 200 units of alcohol per 1000 crew per month. Might be less, might be more – depends on the alcohol and effect strength.
How does the effect (and consumption) scale?
addiction = alcoholSpecificFactor * sqrt{(BaseAddictionPerDay * daysAddicted)/2}. This is a root function, Google it to see how it looks. Alcohol factor ranges from 1.2 to 1.8.
What happens when I run out?
You go into withdrawal. You will experience negative effects which also scale with your effect% – if you had 100% effect, you now have 100% withdrawal. The effect decays at the same speed that it built up.
How do I make Withdrawal go away faster?
Drink hangover cure. I take zero responsibility for the health of your internal organs.
How do I make the Brewery produce something?
You’ll have to take a recipe from another facton. Find a planet with a brewery and raid it. It’s like how you have to beat old ladies on the street to get their cookie recipes – they never seem to part with them willingly.
Can I drink all alcohols at the same time?
Didn’t your Mom teach you that mixing too much alcohol is bad?
How can you be so incredibly based?
I was born this way.
Can you give me tips on beard care?
Use beard oil and wash your beard every day or it’ll get gross. Have it trimmed professionally once, then cut along the lines for upkeep.
Will that fix my ugly face?
Nope. But alcohol might!
Spoiler: click to expand
Effects
Spoiler: click to expand
Change Log
1.0.k
Added – Phaged Darjeeling – incredibly balanced psychoactive tea for shields and phase
Added – Tea Brewery on Ailmar or whatever the name is
Adjusted – Factions can now have multiple alcohols and you can assign vanilla alcohol to modded factions
Fixed – Rare bug that could result in player losing all skills in return for a free brewery and fullerene spool
Fixed – 4 new crashes related to adding a new alcohol, fixed at least 3 of them
1.0.j
Added – Setting to disable auto-OP adjustments for Abysnth withdrawal
Adjusted – Drunk Fleet intel should now be marked important by default
Fixed – File paths for Linux (Case Sensitivity was a Mistake)
Fixed – Crash on new game when playing with improperly made modded systems (Missing the Population industry…)
1.0.i
Adjusted – Hangover Cure demand now only applies to player colonies if there is an active brewery
Adjusted – No longer re-sorts your inventory (Alcohol will still change position, sorry!)
Fixed – Prom. Gift Tooltip maneuverability mult now shows correct value
Fixed – Crash with OP stripper (thanks Wisp!)
1.0.h
Added – Version Checker support
Added – Variable to set dynamic supply and demand (Mod integration)
Adjusted – Blackout now retains your cargo if you only have one ship
Adjusted – Blackout now stops all alcohol consumption to avoid instantly falling unconscious again
Adjusted – Lost fleet now discoverable at greater distance
Adjusted – Recipes no longer show lore text in selection menu
Fixed – Blackout now properly gives you 3 months worth of supplies instead of filling up your cargo
Fixed – Ludds Tears officer XP gain no longer levels up officers without being able to choose abilities
1.0.g
Added – more actually helpful tips
Added – some settings
Adjusted – reduced alcohol consumption per month by 25%
Adjusted – Blackout popup window explanation should now be clearer
Adjusted – “Drunk Fleet” intel entry should now be easier to find
Fixed – Prometheus gift withdrawal no longer makes you unable to move
Fixed – Absynth withdrawal effects now properly apply
Fixed – crash when playing nex random mode
Fixed – the minumum consumption is now 1 unit/day. this means that crews < 300 will drink more than needed
1.0.e
Added – Recipe Books (can merge recipes, install in a brewery to make all stored recipes at once)
Adjusted – All alcohol now takes half the cargo space (2 alcohol per 1 space!)
Adjusted – Player colonies now import alcohol types produced by an in-faction brewery
Fixed – Alcohol hullmods now apply to modules
Fixed – Alcohol demands now properly unapply from population and infrastructure
Fixed – Endless loop when blacking out (now actually works)
Fixed an endless loop – and added recipe books! Also, alcohol now weighs 50% less, so you can carry around more of it with the same capacity. Should lighten the load a bit, you could say.
Spoiler: click to expand
Change Log
1.0.e
Added – Recipe Books (can merge recipes, install in a brewery to make all stored recipes at once)
Adjusted – All alcohol now takes half the cargo space (2 alcohol per 1 space!)
Adjusted – Player colonies now import alcohol types produced by an in-faction brewery
Fixed – Alcohol hullmods now apply to modules
Fixed – Alcohol demands now properly unapply from population and infrastructure
Fixed – Endless loop when blacking out (now actually works)
“Absynth” is so, so good. I’m going to be kicking myself forever for not coming up with that one.
Edit: And it’s a delight seeing my icons recontextualized like this
Feel free to steal it, I’d be honored
I had a lot of fun coming up with names, but the other ones are not quite as good as that one – though calling distilled fuel in a rusty can “Prometheus Gift” is also kinda funny imo.
Very thankful that you made so many icons in the first place – it’s a real blessing for anyone looking to create additional items for this game.
Did you get the idea from galaxy on fire 2? each race there has its own drink :] A food component to this would be sweet
Did you get the idea from galaxy on fire 2? each race there has its own drink :] A food component to this would be sweet
I got the idea from an errant discussion on ageing alcohol commodities to trade on discord – I have never played galaxy on fire. The main issue with adding any more stuff to this mod is that I have no idea what the effect would be! I usually don’t touch combat modding, and already had a hard time coming up with the effects that are currently in.
However, this mod offers a framework. Adding a new alcohol is literally one line of code and a Hullmod Effect. In theory, I could make recreational drugs (or any other vanilla commodity) a usable item with 5 minutes of work, but I wouldn’t know what effect to give them
So, anyone is free to make drinks, or food consumables for their own creations! This mod makes that really, really easy.