Fallout 4
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cadpnq and timtimman

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cadpnq

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12 comments

  1. LocuraScriptworks
    LocuraScriptworks
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    Not working. Items get shot back into the machine and since its got no storage they just get thrown into the world at random places.
  2. WildestLizard
    WildestLizard
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    these are a pretty handy n cool idea, will help alot in my factory n save me free falling things onto belts to drop down levels lol, just an off topic idea, have you considered making the "left" and "right" branch conections able to go backwards too? be good to be able to make a side belt and bring it back on itself so to speak, just an idea...
  3. Jones813
    Jones813
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    I'm assuming this is a carry over issue from the vanilla lifts and nothing that you've done wrong as I'm guessing all you did with the vanilla up lifts was modify their output speed. They have an issue where light weight components with flat bottoms, like glass and crystal for example, will not start moving on the belts when they spawn at the top of the lift and then cause subsequent items to just stack up at the opening of the up lifts instead of moving out onto the belt. It happens with all of the up lifts but far, far more frequently with the forward lift, the lift that doesn't change the direction the belt moves and only raises it. I'm sure all it needs is to have the spawn points at the exits of the lifts moved out a bit.

    Here's some screenshots to illustrate what I mean.

    The jam up. As you see, the flat item on the bottom doesn't move out the belt so everything else just stacks on top of it and doesn't move.

    http://steamcommunity.com/sharedfiles/filedetails/?id=845523078

    The forward direction lift. A little hard to see but unfortunately with how I have the factory set up these are the best angles I can get lol.

    http://steamcommunity.com/sharedfiles/filedetails/?id=845524686
    http://steamcommunity.com/sharedfiles/filedetails/?id=845526082
    1. cadpnq
      cadpnq
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      These actually don't use the vanilla scripts at all so it could actually be a script issue, but I don't think it is. I haven't ran into the problems you're having, but moving the output nodes out a little should fix it. If you tinker around with it before I do let me know if that was the cause.
  4. Jones813
    Jones813
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    Thank you so much. I really want this mod for the reversed lifts.
  5. HadToRegister
    HadToRegister
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    Nice!! I never realized this mod also had DOWNWARD lifts.
  6. Oddball_E8
    Oddball_E8
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    So... this "replaces" the default lifts, right?
    It doesn't add any new, faster lifts, right?
    1. cadpnq
      cadpnq
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      I guess the description isn't 100% clear. This adds new ones and doesn't replace the vanilla lifts.

      If you already have a big factory built I suppose it would be possible for me to do a release that replaces the vanilla ones with these. Then you wouldn't have to swap a bunch of stuff out.
    2. Oddball_E8
      Oddball_E8
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      Yeah, I prefer replacers, since my settlement menus are getting kinda crowded :/
    3. MrJoseCuervo
      MrJoseCuervo
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      I like the added ones. In case something is buggy I can leave it until it is fixed and wont have to uninstall.
    4. Evantyr
      Evantyr
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      i want to add a question to this. does this fix/help things getting stuck in them?

      Im running manufacturing extended and bones (specifically leg and arm) and occassionally skins/hides/meats get stuck int he output of the lift. i have ascending conveyor belts now to help but not everything goes up them, and would really like lifts that dont jam.
    5. cadpnq
      cadpnq
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      I can't guarantee that these lifts will eliminate jamming, but they should decrease the chances of it happening. The spawn points are closer to the output. Nothing jammed up in testing and I was really spamming them with objects.