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kentucky not-coffee! #30397
Purpose of change
I've been doing alright with fighting my paranoia and convincing myself that I'm not a constant detriment, so this is my first attempt to ease into not being a crappy person.
Coffee grounds were (rightly) removed from making coffee powder, but this left them with no use. I decided to fix that; granting coffee substitute to innawoods runs opens up more gameplay options, and making a lesser version of normal coffee makes morning coffee drinks a lot more easily available in autumn without devaluing normal coffee (since normal powder can be made ~atomic~.)
Describe the solution
Coffee pods from coffee trees are now accurately represented as pods from the Kentucky coffeetree. You can craft them into 5 portions of coffee grounds with a 2-hour recipe using clean water and a pod, which represents washing them thoroughly, roasting them (they're poisonous unless cooked!), and grinding them down.
You can turn the coffee grounds into a drink called
(It's also native to the New England region, so this works, yay!)
Apparently "Kentucky coffee" is actually an alcohol cocktail, whereas this is just black coffee made from an alternate source, so I went with "coffee substitute" in case any drink aficionados got confused. I can rename it to Kentucky coffee if you still want that.
Caffeine content was removed. It retained a very mild stimulative effect (due to its bitterness and a hot drink), but none that's really impactful. I thought it'd be interesting as a gameplay element to let it serve as something to help a caffeine addiction since it's a passable substitute, so I kept the addiction type of caffeine without actually giving it an addiction threshold, meaning that it should (in theory) work for existing addictions but not start new ones.
(I wonder what
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: