RimWorld

RimWorld

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Vanilla Brewing Expanded
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Mod, 1.3, 1.4, 1.5
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2.440 MB
3 Aug, 2020 @ 11:17am
23 May @ 6:47am
28 Change Notes ( view )

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Vanilla Brewing Expanded

Description
[www.patreon.com]




14/07/2021: v1.301



Vanilla Brewing Expanded is an alcohol-oriented module in “Vanilla Cuisine Expanded” from the Vanilla Expanded team, notably Sarg Bjornson, Oskar Potocki and Chowder.

We made sure to keep the mechanics of this mod intuitive without ruining the spirit of vanilla gameplay. All elements offer unique advantages and disadvantages, enhancing the depth of the game. With 7 unique, new alcohol types, you can now tailor your colonists’ drinking habits to your liking, with each alcohol having a unique production chain, buffs, downsides and uses.

A widely requested feature - tea and coffee, has also been added, allowing you to brew an immunity boosting hot tea, or whip out hot and iced coffees that help with staying awake and provide help against hypothermia and heat stroke respectively. Cigarettes and cigars also make an appearance, very addictive but incredibly helpful in stressful situations.

A new mixology research becomes available, allowing you to create a brand new bar workbench, where your best bartenders can whip out cocktails combining various alcohols and soft drinks that also come included in the package. Each alcohol gives the cocktail a unique trait, which means you can essentially brew alcoholic potions for any situation.

Our systems are heavily moddable and support a variety of pre-existing mods. With Vanilla Factions Expanded - Settlers and Vanilla Factions Expanded - Medieval you will be able to utilise chemshine and wine in cocktail recipes, whilst Vanilla Plants Expanded allows you to create cider, a cheap, easy to make beer alternative. Finally, RimBees adds mead.

We hope you will appreciate what we have created and remember, drink responsibly!



Vanilla Brewing Expanded mechanics can be seen described below:







































There shouldn’t be any incompatibilities or issues, but in case anything pops up, report issues in the Google form.

[forms.gle]



Q: How is this mod different to VGP/RimCuisine2 or other alcohol oriented mods?
A: Beyond rigidly following the vanilla art style Vanilla Cuisine Expanded series gives everything a unique blessing and curse. Rather than having 20 nearly indistinguishable liquors made in 20 same barrels with only difference being the colour, we at the team believe every player should find something that is useful, and everything should be unique. Simply put, we add flavor we believe anybody can enjoy. All things are seamlessly merged with vanilla mechanics, making sure you don’t need to re-educate yourself on how the mod works. We also made sure to cut away any unnecessary resource and production chains, making sure to keep everything simple, yet engaging.

Q: Why not use Universal Fermenter? Why each alcohol requires a unique barrel?
A: Because shoving everything in one barrel makes the game completely plain and flat. We want players to make active decision what alcohol to focus resources on, not just change the output of a barrel with a single click of a button.

Q: 120 days to make the best ambrandy? That’s a lot!
A: It’s worth it for the beauty it provides - it’s essentially a sculpture. Remember you can always pull it out sooner for lower quality. It’s an optional thing, please don’t complain it’s too hard to make - you can simply not use it.

Q: Ambrandy beauty isn’t working when placed on a shelf!
A: Vanilla game limitation - Shelves conceal the beauty. You can put it on the floor in a stockpile, or place it on a plinth in Vanilla Furniture Expanded - Art.

Q: How do I make Iced coffee?
A: Simply put it in the fridge. Be careful though! There is no way to reheat frozen coffee

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like. Removing it however can cause errors, so back up your save!

Q: These alcohols/effects/drinks are totally unrealistic!
A: We need to remember it is a video game, and for the sake of simplicity we decided to abandon realism in some instances. We will listen to feedback and adjust it along the way, but realism is not our primary concern - gameplay is.

Q: I want rum / sake / other
A: Other drinks are reserved for future VE Faction modules



Graphics are created by me, Oskar Potocki.

Code work created by Sarg Bjornson[www.patreon.com].

Descriptions, balancing and ideas by Chowder.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[www.paypal.com]

Every dollar donated allows us to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Other modules will come with time. More information can be found on our Patreon page!



1,339 Comments
PhantomHelix 20 Aug @ 12:22pm 
how do I tell what does what in game, like vodka doesn't have effects
bugrilyus 20 Aug @ 12:49am 
You should add an insect jelly drink as well
Mike3223cz 18 Aug @ 11:04pm 
Could the Hopps plant have a (by default off), that when harvested you get the plant and need to put it through a machine that separates it into the product thats used for the beer and byproduct the leaves? That can then be proccessed into biomass and then Biomass fuel? (Or it could be "Filtered" and there could be a chance of ××% that it could drop some of the hopps product snd the rest is just pile of trash (leaves and some other hopps product) which could be made into biomass and then biofuel...
悦枫 17 Aug @ 3:49am 
Is it incompatible with the alcohol addiction mod in the original game? My colonist did not alleviate his alcohol withdrawal symptoms after drinking cocktails.:steamfacepalm:
Sarg Bjornson  [author] 14 Aug @ 10:33am 
Sorry, that's a weird one, can't reproduce it
Zer0 14 Aug @ 10:32am 
After the latest release of insectoids 2 I get the following error:
VBE_SodaSyrup: no foodType

For the soda and for many of the must and mushes (ambrandy mush, ambrandy must, etc). This morning the game played fine, but I got updates this afternoon to the following mods:
- Vanilla Expanded Framework
- Vanilla Races Expanded - Insector
- Vanilla Factions Expanded - Mechanoids
- Vanilla Factions Expanded - Tribals
- Vanilla Factions Expanded - Pirates
- Vanilla Furniture Expanded - Security
- Vanilla Apparel Expanded - Accessories
- Vanilla Psycasts Expanded

Complete logs: https://gist.github.com/HugsLibRecordKeeper/a0fa53dafb7ec58d539b656257f6dd75

Hope this helps!
Sarg Bjornson  [author] 13 Aug @ 10:53pm 
No, you have a mod conflict for sure
TheStorySmith 13 Aug @ 7:17pm 
I can't make my colonists drink the cocktails directly. When I right-click the option to consume/drink doesn't show, and they insta-drop it when I have them pick it up. The only way is to have them wait in a medical bed and have a second pawn administer the drink via operations. Is that normal or is it probably a different mod I must have?
Sarg Bjornson  [author] 9 Aug @ 9:31am 
Alcohol in RW is a drug
bugrilyus 9 Aug @ 8:19am 
How do I control cocktail consumption, is it from the drug policies or food restrictions? Is it either/or or both? What happens with each of the possible options?