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Make most of the weaker alcohols mixable. #54799

Merged
merged 1 commit into from
Jan 31, 2022
Merged

Make most of the weaker alcohols mixable. #54799

merged 1 commit into from
Jan 31, 2022

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moxian
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@moxian moxian commented Jan 26, 2022

Summary

Content "Make most of the weaker alcohols mixable"

Purpose of change

Fixes #54788

Describe the solution

Add cheap_wine and worthy_wine lists to the weak_liquor requirement;
make weak mixed alcohol depend on said requirements instead of duplicating all the alcohols again;
do a little dance to prevent self-referrential recipe;
do the same sort of thing for strong mixed alcohol as well.

Also add a NUTRITION_OVERRIDE to strong mixed alcohol so that it forgets what it's made out of and can actually be mixed. (The existence of this bug makes me think nobody's been using this recipe all this time, but oh well).

While at it, i went ahead and made the ethanol require explicitly mixed alcohols instead of listing the individual options. I claim this makes the recipe easier to read in-game, and the hurdle of performing the mix is pretty much absent.

Describe alternatives you've considered

N/A

Testing

spawned a bottle of chardonay, bottle of riesling, two cans of beer and two cans of Indi pale ale; mixed them all onto a gallon jug, got 2.5L of weak mixed alcohol; made ethanol got 250ml out;

spawned a bottle of whiskey, a bottle of brandy and a bottle of vodka; mixed them all into a gallon jug, got 2.25L of strong mixed alcohol; made ethanol out of that, got 1L out.

Additional context

I didn't make any cocktails mixable, so as to prevent abuse where you could potentially convert weak mixed alcohol + something into a cocktail, which then itself is convertible into weak mixed alcohol, resulting in extra alchohol for free.

@github-actions github-actions bot added astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions labels Jan 26, 2022
@PatrikLundell
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I don't think it makes sense either in game or in real life that you'd HAVE to have two different kinds of alcoholic drinks in order to make ethanol (which is agnostic to the booze it was produced from anyway). As far as I understand the normal process is to make a single kind and then distill it. Sure, if you make your ethanol from looted booze mixing is trivial, but if you try to grow local produce to make booze out of it doesn't make any sense at all to require you to produce a second type just to fulfill an arbitrary mixing requirement.

@moxian
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moxian commented Jan 26, 2022

you don't need two different kinds to make ethanol. This is not changed.

What is changed is that you would need to explicitly create an intermediate "mixed alcohol" item by, effectively, pointing at a bottle and saying "i no longer care about your origins, you're just diluted ethanol now".

But creating said "mixed" alcohol does not require actual blending of 2+ boozes (neither with, nor without this PR - you can check how it works in your local game)

@PatrikLundell
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Thanks for the clarification. I've never seen any reason to create mixed alcohol in the game so far, so I've never used it, but I trust your description is correct.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jan 26, 2022
@ZhilkinSerg ZhilkinSerg merged commit 0c87696 into CleverRaven:master Jan 31, 2022
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Many alcohols can't be used to create mixed alcohol
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