> For the complete documentation index, see [llms.txt](https://beetle-studios.gitbook.io/beetle-studios-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://beetle-studios.gitbook.io/beetle-studios-docs/beetle-studios/brewery/gameplay-flow.md).

# Gameplay flow

This page explains **how to operate** the brewery: what to do first, how a batch moves through the building, and where optional systems (delivery, progression) fit in. Your server may tune **timings** and **economy** in `shared/config.lua`; the **order of steps** below matches the script’s intended flow.

***

### What you’re doing

You run a **craft brewery**: buy ingredients and supplies, choose a **recipe**, turn grain into **wort**, **ferment** it, **condition** it in a **bright tank**, then **bottle or keg** finished beer. Along the way you earn **XP**, gain **brewer levels**, unlock more recipes, and can take **delivery jobs** to move product for cash and XP—if your server uses that feature.

Interactions use **eye target** zones on equipment (**ox\_target**). Keep a **thermometer**, **hydrometer**, and other tools in inventory when prompts ask for them.

***

### Before your first batch

1. **Visit the supply area** (vendor / shop—your server configures how the shop opens) and buy **malts, hops, yeast**, **bottles, caps, labels**, **empty kegs**, and **cleaning supplies** as needed.
2. **Recipe books** (inventory items): use them from inventory to read **tiered recipe lists** when you own a book.
3. **Personal brewery storage** is tied to your character; stash extras there if your server allows it.
4. Equipment that has been used may need **cleaning** before reuse—watch for **Clean** options when the script marks gear dirty.

***

### Typical production flow (one batch)

Think of this as a **linear checklist**; some steps unlock only after the previous stage is done (your target menu will hide options that are not ready yet).

#### 1) Recipe and grain prep — **Grain mill**

1. **Select recipe** (or change recipe) so the mill knows what you’re brewing.
2. **Weigh ingredients** when prompted (you may need a **grain scale** in inventory).
3. **Mill grains** to produce **milled grain** for the mash.\
   \&#xNAN;*Tip:* Milled grain can carry metadata so different malts do not stack as one generic stack.

#### 2) Hot liquor — **Hot Liquor Tank (HLT)**

1. **Heat water** to start bringing liquor up to temperature.
2. Use **Check Status** (and a **thermometer** if required) to see progress instead of standing on one long progress bar—come back and check until it’s ready for the mash.

#### 3) Mashing — **Mash tun**

1. **Start mashing** when you are ready to begin the mash program.
2. During the active mash, use **Check Mash Temperature** when that option appears (thermometer).
3. When the mash timer completes, **Vorlauf (recirculate)** becomes available—run it.
4. Turn on the correct **pump** from **mash tun → kettle** at the **pump control** panel, then **Sparge** when the script allows it.
5. When the mash line is finished for this batch, clean the tun if a **Clean Mash Tun** option appears.

*Target menus simplify during mash/sparge so “status” options do not fight the stage you are in.*

#### 4) Boil and kettle work — **Brew kettle**

1. **Start boil** when wort is ready in the kettle. After it starts, use **Check Boil Status** instead of babysitting a single bar.
2. **Add hops** during the boil window when that action is available.
3. When the boil is done, optional **Whirlpool** may appear; when cooling is allowed, **Cool Wort** starts a cooling phase—use **Check Cooling Status** / boil status UI while it runs.
4. When the kettle is ready for the next phase, use **Transfer to Fermentation** and pick a tank (pump / UI flow depends on server setup).

#### 5) Fermentation — **Fermentation tanks**

1. After transfer, manage the batch on the **fermentation tank** you chose: **status**, **temperature**, and samples when available.
2. **Pitch yeast** appears on the tank when the batch is waiting for yeast—use that with the proper animation/inventory checks.
3. Fermentation and **fermentation-tank conditioning** run on **server time** and can persist across restarts—come back later.
4. When the process allows, **transfer to bright** (bright tank) to continue conditioning/carbonation there.
5. Tanks may need **cleaning** after use; if a clean option shows, run it before starting a new batch in that tank.

#### 6) Bright tank — **Bright tank**

1. **Check beer status** to see readiness, conditioning, and guidance (including **CO₂ / carbonation** hints your server configured).
2. **Adjust carbonation** when you want to fine-tune within safe targets.
3. When beer is **ready for packaging**, move to the bottling line or keg station with the right empty containers.

#### 7) Packaging — **Bottling line** and **kegging station**

**Bottling**

1. **Start bottling** with bottles and caps in inventory.
2. **Apply labels** to unlabeled bottles when you have labels.
3. **Pack into cases** (cases of 24) when you have case supplies.

**Kegging**

1. **Fill keg** with empty kegs available; follow prompts and animations your server uses.

Both areas may require **cleaning** after heavy use.

#### 8) Quality lab (optional but useful)

At the **quality lab** you can run readings and assessments (e.g. **gravity**, **pH**, **refractometer**, overall **quality assessment**) when you have the right tools. This supports roleplay and may tie into how you interpret batch health on your server.

***

### Pumps and utilities

* Use the **pump control** panel to turn pumps **on/off**. Some mash steps **require** the mash→kettle pump to be running before the next action unlocks.
* The **glycol chiller** can be toggled and given a **target temperature** to support fermentation cooling—check its status when your recipe cares about temp stability.

***

### Progression and meta

* **XP** comes from brewing actions (bottling/kegging amounts and quality bonuses may apply—see server tuning).
* **Levels** unlock broader **recipe access**; recipe books also gate knowledge by tier.
* You can **rename your brewery** once the server provides that flow (usually early onboarding).
* **Leaderboards / history** (if enabled) summarize your stats through server menus or callbacks—implementation depends on server UI hooks.

***

### Delivery runs (if enabled)

If your server uses **brewery delivery**:

1. Interact with the **delivery terminal** to see contracts.
2. Accept a run, collect the **vehicle**, complete **stops** with the correct **cases/kegs** and **quality** in inventory, then **return** the vehicle in the marked zone (watch for return prompts).

Payouts and XP are server-side; always finish stops honestly—inventory checks apply at handoff.

***

### Practical tips for new brewers

1. **Read target labels**—only valid actions show for your current **stage** (mash, boil, ferm, bright).
2. **Keep cleaners** (`PBW` / sanitizer types your server configured) so you are not blocked when a **Clean** option appears.
3. **Do not start a second conflicting batch** in the same equipment until the first is finished or cleared—servers enforce “busy” states to prevent wipes.
4. If a **UI** is open, **Backspace** / **Escape** usually closes it (per server build); follow on-screen hints.
5. When in doubt, **Check status** on the piece of equipment that owns the current stage (HLT, mash tun, kettle, ferm tank, bright tank).
