Barotrauma

Barotrauma

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Alcohol addiction+
   
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15 May @ 8:28am
27 May @ 4:52am
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Alcohol addiction+

Description
Brief information:

1. Added "alcohol addiction".
2. Added "withdrawal syndrome" for alcohol.
3. Added a new condition called "Wasted", which occurs after the player has been extremely drunk for an extended period.
4. Added "Hangover" mechanics, occurring after prolonged alcohol abuse.
5. Reintroduced the possibility of getting other characters drunk.
6. Fixed antibiotics alcohol sensitivity in the latest patch. Now, antibiotics will apply a debuff, rather than decreasing its value as in Blood in Water v1.4.6.
7. Added a distiller and several recipes utilizing sea yeast shroom.

General information:
Alcohol addiction:

Alcohol addiction develops over time and is directly influenced by the frequency of alcohol consumption. Conversely, if a character abstains from drinking for an extended period, alcohol addiction will decrease. To develop alcohol addiction, a character must consume at least one portion of ethanol every 16 minutes.


Outpost medic will offer treatment for the latest stages of alcohol addiction, although these treatments come at a high cost.
Late stages of alcohol addiction may present a few positive effects; however, the negative effects are treatable.
Withdrawal syndrome:

A character with alcohol addiction gets withdrawal symptoms if does not drink for a while. The more severe the alcohol addiction, the more severe the withdrawal syndrome. The higher the withdrawal syndrome, the more severe the effects will be (but not fatal). So, if you want to have the positive effects of high alcohol addiction, it is worth choosing a method of treatment that is comfortable for you. Withdrawal syndrome develops faster than alcoholism. There are several ways to treat it:
1. Have another drink.
2. Relieve the syndrome with naloxone, saline, or stabilozine.
3. Swimming in ballast also helps.
4. Cure at an outpost at a high degree of development (the price of treatment is cheap)


Wasted:



The final stage of "Drunk" will no longer render a healthy character unconscious. However, excessive alcohol consumption is still not advisable. Although characters can overdrink, pushing drunkenness further may result in undesirable, non-fatal consequences.
Hangover :


After the effects of drunkenness wear off, the character will experience a hangover. This will significantly impact the character's productivity, especially after “Wasted”.
Treatment options include saline, stabilozine, naloxone, liquid tonic, energy drink, any alcoholic beverage, or simply allowing the character to have a good, long rest.
Get other characters drunk:

After the release of the Blood in Water patch (v. 1.4.0), the ability to drunk characters by applying ethanol or rum was removed (still missing as of 1.4.6). This mod restores this feature, allowing characters to be drunk again. To apply this effect, the target must be unconscious and free from head infection.
A distiller:

Now this is no longer just a decorative element, but the ultimate working unit. It allows you to produce more ethanol from sea yeast shroom when using raptor bane or pomegrenade (you can also use mutated versions of these). The distiller works on a similar principle to my old project (portable ammo fabricator). It can be powered by the sub's power grid or battery powered (first slot).

It can be purchased as you progress through the campaign in colonies or mining outposts.
Popular Discussions View All (3)
0
27 May @ 5:16am
Сompatible patches with other mods/Патчи для совместимости с другими модами
PH|Dr.Paranoik
0
15 May @ 8:33am
Детальная информация (пояснения со спойлерами и числами)
PH|Dr.Paranoik
0
15 May @ 8:32am
Detailed information (contains explanations with spoilers and numbers)
PH|Dr.Paranoik
12 Comments
PH|Dr.Paranoik  [author] 31 May @ 8:21am 
I cannot guarantee its stable work with NT. For now I created a compatible patch for HE. The next one will be NT. But I can't tell how much time I need for it.
el pedro Kotel 29 May @ 11:32am 
is it compatible withj neuurotruma
PH|Dr.Paranoik  [author] 25 May @ 8:02am 
Посмотрим. Пока что вот-вот заканчиваю с кодом для HE и после тестов выпускаю.
Husked Captain 24 May @ 7:32am 
Кста, будет совместимость с Динамик Европой? там несколько видов выпивки имеются, было бы хорошо с таким популярными модом совместимость устроить
PH|Dr.Paranoik  [author] 19 May @ 8:14am 
Если мод добавляет чисто новые виды выпивки, то почти полностью (если мод не изменяет этанол или ром для других рецептов, а также не затрагивает налоксон, физраствор и стабилоцин). Сегодня будет небольшой патч-фикс. А в скором времени отдельная версия для совместимости с Hungry Europans.
Victoria 19 May @ 6:09am 
Совместим с модом на новые виды алкоголя?
flug 17 May @ 1:54pm 
addiction
XF-09 Ares 16 May @ 6:27pm 
Звучит как что-то сверх годное, надо попробовать.
PH|Dr.Paranoik  [author] 16 May @ 3:35am 
Не проверялось. Но скорее всего не работает, поскольку мод ориентирован на ванильную версию игры с модами, которые не затрагивают изменяемые предметы. Патчи совместимости будут, хоть и не сразу из-за объема работ.
курлык-мурлык 16 May @ 3:01am 
Совместим с нейрой ?