Checking player status…
View all
Browse Brewhaven articles
mechanic / Brewhaven

Intoxication, hangover and drunk behavior

Read intoxication thresholds, alcohol and exposure calculations, recovery paths, blackout behavior and motion settings.

Brewhaven 1.4.0Java 1.21.1NeoForge

Alcohol is an intoxication-point value per serving, not a real-world percentage. Grade affects exposure debt and effect duration; it does not change that recipe value.

Intoxication bands and their movement and mining multipliers

Schematic based on the reported Brewhaven 1.4.0 rules; the text below preserves conditions and exceptions.

Intoxication tiers

TierPointsGround movementMining
Clear0–191.00×1.00×
Tipsy20–391.00×1.00×
Unsteady40–590.95×1.00×
Drunk60–790.90×0.90×
Sick80–990.85×0.85×
Overdone1000.85×0.85×

At Overdone, alcoholic drinks are refused until below 90. Each alcoholic serving adds its alcohol value, clamped to intoxication 100. A Measured Sip charge subtracts two from the addition, minimum one; Sour Aftertaste adds five once. Zero-alcohol drinks consume neither.

Exposure debt and recovery

Debt gains ceil(alcohol addition / 5) × grade multiplier seconds: Standard 4, Fine 2, Masterwork 1, capped at 300 seconds. When intoxication reaches zero, debt becomes a hangover up to 300 seconds. Hangover gives 0.95× ground movement and adds 0.02 exhaustion per second.

Outside the dream, intoxication decays by one point per 400 online ticks / 20 seconds. Bread lowers it by four with its own 30-second cooldown; normal hunger rules still govern eating. Clear Head lowers it by 15; Hangover Ease removes 120 hangover seconds. A completed valid Nightcap sleep reduces both; the exact condition is in its effect reference — spoilers.

Death clears intoxication, debt, hangover and per-effect runtime state. Knowledge, cooldowns and charge locks remain. A server can disable intoxication, clearing its condition and preventing alcohol gain; harmful drink effects still apply.

Additional drunk behavior

Stumbling starts from ten points. Camera sway grows from 20 toward 100. Above 30, nausea is checked every six seconds and can become effectively continuous. From 70, vomiting has 10%, 15% and 20% pulse chances at the 70/80/90 bands; Settled Stomach prevents it. Hiccups and burps grow more frequent. Drunk chat applies word/letter changes while preserving starred or bracketed text.

At 90+, the default blackout chance is 10% per six-second pulse, lasting 45 seconds. At 100, default pass-out chance is 5% per pulse. Pass-out lowers intoxication to at most 60, sets hangover to at least 120 seconds, broadcasts a message and disconnects the player. Rejoining is immediate. Single-player closes; a published LAN host blacks out instead to keep guests connected.

These behaviors supersede old design rules against movement/chat changes and the former rejoin lock. Inside the Brewdream, the drunk-behavior pulse is paused, including pass-out. Travel details are in the Brewdream guide — discovery spoilers.

Motion and display settings

Client reduced motion, accessible blindness, vanilla Distortion Effects and the server sway percentage can soften presentation. The Still-Point Top halves held-item camera sway without lowering intoxication. Display changes do not erase mechanical penalties. See all configuration keys.

Admin & server owner reference

Original fields and wording

brewing.intoxication=false clears condition and prevents alcohol gain; recipe harms still apply.

Sources & verification

Evidence: pdf-derived. Feature status: implemented-static. Article coverage: ready.

Brewhaven-1.4.0-Extensive-Mod-Breakdown.pdf

PDF pages 9–11, 21–22, 25 · 05 / Quality, effects and drunkenness · Brewhaven:E05, Brewhaven:E08, Brewhaven:E10, Brewhaven:E11

Reported static behavior and packaged definitions; no new Minecraft playthrough or Java behavior audit. Pack overrides unknown.

The wiki has not independently playtested report-derived instructions. Your server or modpack settings may change them.

Editor setupEditing guide →