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Balance fermented drinks by total production effort and effect payoff #207

Description

@Alatyami

Problem

Fermentation balance cannot be judged from Fermentation Barrel time alone. A finished drink may require crop or animal collection, ingredient preparation, several sequential machine cycles, fluid transfers, fuel or heat management, yeast, and final bottling before the player receives its effect.

Looking only at processing_time makes drinks such as Stout appear much easier to obtain than they are. Stout ferments for five minutes per bucket, but one bucket also requires dark-grain roasting and four wort-brewing cycles. The minimum machine chain is about eleven minutes, and the observed player workflow is roughly twelve to fifteen minutes after loading and transfers.

This distinction also matters when balancing valuable effects. Fire Resistance I (5:00) for Stout can provide an early Nether advantage, but it should be evaluated against the complete production investment: spending roughly fifteen minutes producing a bucket yields two temporary five-minute drinks rather than a permanent progression bypass.

Measurement policy

Balance each drink using all of the following:

  • Preparation time: pressing, roasting, or brewing the fermentation input.
  • Fermentation time: recipe ticks multiplied by the number of one-bucket recipe units in the barrel.
  • Player effort: collecting ingredients, supplying heat/fuel and yeast, loading machines, transferring fluids, and bottling.
  • Effect payoff: effect, level, duration per 500 mB drink, and two drinks per 1,000 mB bucket.

The tables below show deterministic machine time for one bucket. They do not assign a fixed number to farming, travel, heat setup, transfers, or bottling; those are real but variable player costs. Machine stages are sequential unless the player builds parallel infrastructure.

Ale and lager production comparison

Standard wort requires one roasted grain and four sequential 250 mB Brew Kettle cycles (2:00 total). Roasting takes 0:30 per roasting level. IPA requires another four 250 mB hopping cycles (2:00).

Drink Input preparation per bucket Ferment Minimum machine chain Final effect per drink
Pale Ale Roast 0:30 + brew 2:00 0:30 3:00 Haste II (3:00)
Pale Lager Roast 0:30 + brew 2:00 0:30 3:00 Speed II (3:00)
Pilsner Lager Roast 1:00 + brew 2:00 0:30 3:30 Resistance II (3:00)
Vienna Lager Roast 2:00 + brew 2:00 1:00 5:00 Luck II (3:00)
Amber Ale Roast 1:30 + brew 2:00 3:00 6:30 Haste III (3:00)
Amber Lager Roast 1:30 + brew 2:00 3:00 6:30 Speed III (3:00)
IPA Roast 1:00 + brew 2:00 + hop 2:00 3:00 8:00 Jump Boost II (3:00)
Copper Ale Roast 2:30 + brew 2:00 3:00 7:30 Regeneration III (3:00)
Copper Lager Roast 2:30 + brew 2:00 3:00 7:30 Resistance III (3:00)
Old Port Ale Roast 3:00 + brew 2:00 3:00 8:00 Luck II (5:00)
Black Lager Roast 4:00 + brew 2:00 5:00 11:00 Resistance II (5:00)
Stout Ale Roast 4:00 + brew 2:00 5:00 11:00 Fire Resistance I (5:00)
Brown Lager Roast 3:30 + brew 2:00 5:00 10:30 Speed IV (5:00)
Brown Ale Roast 3:30 + brew 2:00 6:00 11:30 Haste IV (6:00)

In practical play, Stout is approximately a 12?15 minute workflow for one bucket after interaction and transfer overhead. That bucket provides two 500 mB servings, or ten total effect-minutes if both drinks are consumed.

Other fermented drinks

Drink Input preparation per bucket Ferment Minimum machine chain Final effect per drink
Apple Cider Four 250 mB press cycles: 2:00 1:00 3:00 Saturation II (3:00 recipe duration)
Purple Wine Eight 125 mB press cycles: 4:00 1:00 5:00 Absorption II (5:00)
Red Wine Eight 125 mB press cycles: 4:00 1:00 5:00 Health Boost II (5:00)
White Wine Eight 125 mB press cycles: 4:00 1:00 5:00 Saturation II (5:00 recipe duration)
Rice Wine Eight 125 mB kettle cycles: 2:00 1:00 3:00 Strength II (3:00)
Sake Eight 125 mB kettle cycles: 2:00 1:30 3:30 Strength III (5:00)
Honey Mead Four 250 mB must cycles: 2:00; vanilla honeycomb path can take two 500 mB cycles: 1:00 3:00 4:00?5:00 Health Boost II (3:00)
Kumis Milk is fermented directly 1:00 1:00 plus milk collection Resistance I (5:00)

Ingredient acquisition remains important even when it is not timed here. Grapes, apples, rice, hops, honey, milk, grain, yeast, fuel, and infrastructure all impose progression and player-effort costs beyond the machine totals.

Full-barrel scaling

Fermentation recipes use a 1,000 mB unit and the barrel holds 4,000 mB. The barrel multiplies fermentation time by the number of recipe units, so a full four-bucket Stout barrel ferments for 20 minutes. Upstream preparation also scales: four buckets of ordinary wort require sixteen 250 mB kettle cycles unless work is parallelized.

This means ?ticks per bucket? in the earlier comparison describes only the Fermentation Barrel stage, not the total time needed to obtain the drink.

Balance direction

Before increasing fermentation defaults, compare the complete production cost against the effect reward. The fastest fermentation recipes are not automatically the easiest drinks to obtain, and high-value effects are not automatically progression-breaking when they require crops, machines, heat, multiple processing stages, consumable yeast, transfers, and bottling.

For Stout specifically, Fire Resistance I (5:00) should be evaluated against:

  • roughly 11 minutes of mandatory machine processing per bucket;
  • roughly 12?15 minutes in an observed end-to-end player workflow;
  • two five-minute servings per bucket;
  • ongoing grain, fuel/heat, yeast, and handling costs; and
  • a temporary advantage whose duration continues to expire during Nether travel and exploration.

Proposed scope

  • Adopt the end-to-end measurement policy above for fermentation balance.
  • Review outliers using total production effort and effect payoff, not fermentation ticks alone.
  • Change default recipe times only where the complete workflow is still too short for the resulting reward.
  • Optionally add a common Fermentation Barrel configuration multiplier for server owners who want slower or faster fermentation without replacing datapacks.

Acceptance criteria

  • Balance documentation distinguishes preparation, fermentation, variable player effort, and effect payoff.
  • Default times reflect an intentional end-to-end balance decision.
  • Full-barrel time continues to scale predictably with processed volume.
  • Existing datapack recipe times remain supported.
  • If a multiplier is added, it has a documented safe default, validates unsafe values, and applies consistently.
  • JEI/EMI and the Fermentation Barrel progress display reflect effective processing time.

Parent epic: #155

Related context: #192, #197, and PR #206.

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