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1. You're not playing story mode, but as far as I can tell the only recipe bugs I've seen are that one recipe lists far too little corn sugar to produce the listed carbonation (which actually trips up one job in story mode). However I don't know if this is a bug or the game teaching you to not just blindly trust the recipes. Another recipe bug is that the description of a recipe talks about being careful about separating a bittering and aroma hop addition of the same variety for a recipe which doesn't do that. As far as equipment bugs, the only ones I've found is that pumps don't really work with chillers and with the water tap and that this game does not like you running more than one batch at a time; namely if you try to pump out from a mash tun into two kettles the game will send the wort into the first kettle only. (I was doing this to try to get around a certain annoying story job by making two batches and blending; also the game *does not like that*, even if the final blended beer meets all conditions, and shows up on the evaluation screen as such, it actually only evaluates the first batch made and will not give you a passing grade)
2. I think that was one of the few bugs the devs patched before dumping the game, check the dates on the posts
3. I haven't had issues but there's really no advantage to using a carboy compared to the plastic or metal fermenter, the only time I've used it was in the two story mode jobs that require it. The game's graphics aren't so amazing one would want to see the beer fermenting and in all likelihood you're using the calendar to skip to racking.
4. According to the game files there's an insulation difference between some of them, but honestly the fermenters seem to reach room temp or whatever the temp of the heating pad is quickly enough that it honestly doesn't seem to make a difference. It feels like maybe once upon a time the developers intended to do something more with how yeast reacts to temperature fluctuations (also the presence of lager yeast... and the complete absence of lagers from the game)
5. I don't think so; the story mode unlocks electric kettles as a perk midway through the game at a certain level of mastery. The game doesn't really tell you even in story mode what sparging is, I think it's something they added text for and then didn't implement/forgot about, but it's basically after one hour has passed and the game stops converting dissolved sugars into gravity you add hot water equal to the wort volume to the mash tun and then transfer it to the boil kettle.
6-7. Yeah, the corn sugar additions for some recipes are messed up. Honestly just use a keg and force carb.
8. Not really, but very roughly (with some futzing wrt efficiency and alcohol tolerance) you can look at the OG prior to fermentation and 1.0X roughly corresponds to X% ABV, 1.05 depending on the yeast will put you around 5% ABV and 1.10 is around 10% ABV for example. Use the X-ray feature, it also (if you press X) will show you the different flavor values. If you want to be precise you can always shoot a little above what you want and add water from the tap to dilute either the wort or beer back into the gravity/ABV or any other range that's a bit on the high side. It will impact your "contamination" value, I assume purely for gamey reasons, even though it and blending is pretty common practice in the real world. I have no idea how closely the game models conversion of fermentable sugars to alcohol, but if you wanted to test that you can always go to brewersfriend (or similar websites) and use their free ABV calculator tool
9. As far as I can tell having too low a temperature in the mash (not sure the exact temperature) will cause your contamination number to climb to around 7% (as opposed to the standard and as far as I can tell, unavoidable 4%), and I believe that letting the mash temperature rise too high will stop conversion of fermentable sugars, leading to a lower than projected OG/ABV. I believe you have a lot of leeway like a few degrees, but honestly if you have a pump it's easy to keep it within 65.00 and 65.90C; use the pump with the hot liquor to raise it to something like 65.5C and then run the stopwatch down to between 65.15~65.05 and depending on the pump just tap it on and off. It should rise to between 65.95 to 65.35 depending on the pump, stopwatch back down and repeat using the X-ray function to keep an eye on the conversion rate. Once it hits 00.00 rate of conversion it means you've been mashing for around and hour and... unlike IRL the enzymes just decide to stop working. Pump over enough hot water (I use the brew kettle filled with water that has been sitting covered on the burner to boil) to fill the mash tun's *liquid* volume to the wort volume in the recipe (21 for small, 42 for medium and I think 76.75? for large), empty out the remainder of water in the kettle in the sink and then pump the total volume of wort into the kettle to the boil. Supposedly raising the temperature in the mash tun around 80C also causes the contamination number to drop, but this only really happens in large batches because in most other batches you add so little water in the runoff stage it doesn't affect the temperature much. This doesn't even really matter in story mode regardless, most jobs and even contests don't seem to care much about contamination...