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If there's interest, I can see about making an option to allow unlocking non-brewing dishes in Homebrew?
i think its another mod letting us see how much is in the keg
That's what's wrong with the fermenter. The taps don't show how many servings are left in the kegs, by design.
still havin tons of fun with the mod
Depending on your set up, you could potentially just use a normal grabber. It should wait until the cooling process is done to move it, without resetting the progress.
What kind of set up do you have where you see the progress resetting? I tried with a line of grabbers off of a danger hob, and the first grabber grabs it off, and then the second grabber waits until the process is done. I also tried cooking it separately and carrying it to a grabber--the process was at ~50% when I put it down, and the second grabber waited until it was finished to grab it. If I can get steps to recreate it, I can try to fix it. Thanks!
great mod, had tons of fun with it.
i meant to say drinking AHAHAH pun intended
Changes include:
* Added/corrected descriptions on all cards
* Brewing overhaul - these changes only apply to Homebrew
* Lowered customer count
* Extract cans no longer need to be opened
* Removed cooking step between extract/grains and hops
* Hops and grains no longer need to be removed
* Cooling begins immediately after the boil. Freezers are no longer used or provided.
* Kegs can no longer be purchased during homebrew (for new restaurants). Instead, fermenters will spawn with a number of kegs based on the number of groups and group size
* Keg racks and fermenters are shorter
* Fermenter/conditioning tanks are now made out of "glass", to show how much liquid is in each
* Added text to show the number of kegs ready today and number that will finish overnight
* Yeast flask has been changed to a yeast packet
Doc642, is the sight glass on the left side empty, at that point? The tanks start with 5 kegs worth, and only refill the next day with whatever you put in them the previous day.
* Added pumpkin beer: Pumpkin Draft as an upgrade to Draft Beer, and Homebrew Pumpkin as an upgrade to Homebrew Stout
* Various card tweaks for existing dishes
Thels, good catch, thanks. I'll get that fixed soon (along with your other card fixes :D)
Menu card need a nerf:
- Picking a extra menu card should have a -15% customer, its not wise to pick a 0% menu card with running more beer.
Capt.Cliff™, interesting, I've never seen it spawn in that configuration. I'll try to adjust it so you can walk into the kitchen and practice making the wort. But as you noted before, there are a lot of things, and the test kitchen just doesn't have enough room to fit everything needed to practice the entire flow
I know another modder is working on an overhaul to the lobby with a larger kitchen, so maybe someday. :D
https://gtm.steamproxy.vip/ugc/2111683598818034958/193870C380906104D16EDF7BCEDF7AB496C40AB1/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
However, we got the wheat card in overtime and, due to the number of groups at that point, we needed it the first day because we depleted all of the kegs that the fermenter spawned in with. Perhaps there are other ways to bridge that particular gap? Or maybe a "Homebrew (Hard)" card could be added with increased difficulty and without the fallbacks.
I can probably add a "bring a large map" note to the first card.
In addition, the Keg providers require space so that can mean up to two extra spaces used for both Wheat & Stout. The whole package takes up one heck of a lot of space - 13 in all. Players could easily get disappointed accepting the card especially if they're unaware of the total space required. Maybe a note to make them aware would help?
Ive discovered all this with Card Manager. It gives great insight into how things work & what exactly is required. Ive had to return to HQ on occasions. EG: I got stuck cus a customer wanted a drink & all cups were in use. I bet Im not the only one to return to HQ either.
Good idea, re: empty kegs. I may try that in the future.