It helps if you think of it as 1a) spilling liquids, creating puddles on the floor; and, 1b) alcohol includes the property liquid; because then you can start considering scenarios like "if I spill a potion of rampage, would the cat go berserk?" — and I don't know
whether a potion of rampage exists, but if it does, I expect the answer would implicitly be 'yes' because DF is coherent like that. There are absolutely a few 'potions' mods and so someone motivated could test this :)
Until then, please enjoy this interview with the creator of Dwarf Fortress. I quote a paragraph about the puzzle of intersecting the side effects (blisters and flight) of a potion of happiness with the simulated motivations of a slightly depressed dwarf:
https://www.bay12games.com/media/df_talk_8_transcript.html
> But just in general things like a potion that makes you happy ... there are two obstacles there now in the current system. One of them is that you'd need to have the effect, you'd need to give the modder or vanilla modding control to change the happiness of a dwarf, so it's not just giving blisters or whatever but there's a new effect, and that list is just going to increase over time and hopefully cover the basis. The other problem is to get a dwarf to actually use the thing; to recognise that there's now this flask filled with this juice that when you drink it it makes your happiness one hundred and fifty percent for a week, and having the dwarf know that that's something that needs to be used is a large problem, especially for a modding situation where you make happiness juice that gives you blisters and makes you fly ... when do you drink it? I don't know, it sounds like an adventure mode thing; the adventurer would take that journey, but not necessarily a dwarf craftsman that's feeling a little bummed out.