Really appreciate you rolling up your crafting realism mods in one package. Keep it up!
A suggestion, not totally altruistic (because I attempted to partially fix that with PIRAD): Cars, FCs and Sentries are fusion-powered. Plutonium is completely wrong for that use case from a realism view. They'd use some form of heavy hydrogen for the fusion power. Probably Deuterium. Plutonium fusion would actually consume more energy than it could create.
This... is an old mod. I was actually going to hide it, as I'm working on a new one called "Realistic Components." I should have it up in a couple of days.
The new mod will use Deuterium as the default Nuclear Material, and Uranium for a few other applications, mostly related to Vault 88, but with a few uses for Depleted Uranium, such as the .44 receivers.
Thanks for the heads up. I'll watch out for it. Working on an comprehensive economy overhaul myself and this is something I'd like to be compatible to. As I said, I like your realism mods. :)
getting cloth tape and thread is basically impossible only source of thread i've found is baseballs, and none of the tapes(military tape or ducttape) convert to cloth tape, instead they just convert to the renamed adhesive glue.
crafting wire from steel seems to reselect the wire from aluminum recipe every time you finish crafting it.
Thread needs more sources, check. You should be able to get it from scrapping leather armor. Also cotton yarn, but that's pretty rare.
I'll check on the tape thing.
I know the crafting bug you're talking about with the wire, I've run into it with other things trying to craft the same result from different mats. There's a solution, I just need to remember it/google it again.
cotton yarn comes back as light cloth sadly opposed to thread hadnt tried scrapping leather armor or clothing yet should also keep in mind the two scrapping perks existences, not sure if it affects leather armor getting thread or not it just stands that using the lower tier items is far more difficult than the higher and mid tier items due to the scarcity of the components. mixing glue and cloth to get cloth tape would be a good enough solution, though a roll of duct tape could provide a pretty substantial amount of cloth tape. Duct tape is uncommon enough that having 20-30 cloth tape wouldn't be unreasonable, especially since it's limited to fairly low grade equipment. Could do the same for yarn I guess.
for the bug: my best guess is that it has to do with the recipe identifier being the same for the aluminum and steel wire recipes, but with different components, since the other situations where this might happen seem to not be based around an alphabetical order.
could also switch 'thread' to 'cordage' which would open up a lot more options, from leather cords to plant fibre, and of course nylon or plastic threading like dental floss or modern ropes
The thread I just made a recipe for. 1 plastic + 1 cloth = 2 thread.
Cloth tape, I'm considering a recipe for as well. It would actually replace vegetable starch and be made in the same way (just adding light cloth to the recipe).
I solved the wire issue (concrete was doing it too) by putting them in separate menus. I know it sounds clunky, but it actually works. You'll understand when I release the next version here in a day or two.
This is the kind of mod I like! Being a biochemist, I can't help but cringe at the basic "acid" used in so many crafting recipes. So thank you for doing this!
I have also thought a bit before about making an overhaul of the crafting components but I lack the know-how to do it. May I suggest a feature that I thought a little bit about before?
The components renamed and better suited to their purpose like you did is excellent. But what equals a "unit" of said component? I thought about making a unit (1) as a real world mass, something tangible. Like a US ounce of mass. That way, objects can drop a realistic amount of resources. Like a pencil can drop one "unit" of wood and 1 "unit" of lead. (two US ounces of mass is similar to the weight of a pencil too. Conservation of mass!!) But this way is less useful for smaller objects with masses smaller that 1 ounce. Though they are rare. But this scales well to large objects. Similar to their real life composition. A gold bar would contain LOTS of smaller units of "gold" ounce units and weight realistically as a whole. So you could make many gold watches from a single gold bar. That's my train of thought. Like a lot of cement bags would be required for large concrete structres. Also this method allows for many different components to drop from larger objects. A bed has wood, cloth, springs etc. So a general mass for a bed can be divided in general component proportions. That way, some rarer components can be found in trace amounts in trash piles and other less obvious locations.
I'd love to have your thoughts on this. Keep up the good work! ^^
I'm considering a mass/volume overhaul as well. I've not had much time to work on this mod, with life in general and the reception my other mods have received (TWO PC Gamer articles, can you believe that?) So I'm coming back around to this one a bit now. I was hoping for more feedback on this mod, and to integrate this and my Commonwealth Cleanup mod together into one major scrap/craft overhaul.
I have life in the way too, but if you need help I may be able to figure out some values for items and component breakdowns in a spreadsheet manner to help putting it ingame if you'd like. ^^ Send me a private message if you want, as is is easier for me to answer back.
When scrapping a bed how can you get 20 lumber but only 2 nails? I'll be 75 soon and I've spent most of my life building almost everything. Even taking one bed apart you'd be surrounded by lots of nails. Nails wouldn't be a problem. Gunpowder, on the other hand would be impossible to obtain from old bullets. Our survivors would have to learn to make it. Probably, a gunpowder manufacturer would happen somewhere.
I sort of agree. If they used nails, you would have at least ten still usable and not too bent from wrenching them out with a claw hammer. Although, to be fair, it would be put together with screws not nails.
That's not how lumber is scrapped. You'd get a ton of lumber mostly in the wrong sizes. Look up boatbuilding. You work with what you can get. You make the sizes you can use. __ but please don't use my thoughts as any kind of guide. They're not intended for that.
Yeah, that was kind of what I was going for. 2 Lumber because that's all you're going to get out of a bed that's worth using. The best way to get lumber is to cut down trees for Timber and cut the Lumber yourself, or buy Shipments.
Are you intending to rework all crafting or just manufacturing? Because I saw salt in your list of new components, marked with "might not keep". My suggestion for that one would be soups. Oh, and please, if you do cooking, change dirty water to clean water for the soup recipes. Those two changes alone would get you essential status in my load order as it'd condense 3 different mods I use down to one.
This in general looks like a great idea. The vanilla crafting and scrapping has always felt to me like a brilliant idea poorly implemented. Your idea here would greatly fix that, especially with mote logical recipes for scrapping things. Would you believe scrapping vehicles only gets you 8-10 steel depending on the size of the vehicle. Only steel? From a car? You'd get steel, plastic, rubber, screws, springs, electronics, fiberglass, nuclear material (the cars in Fallout run on miniature nuclear reactors, for Pete's sake) and probably a few other things just in vanilla components. I'm sure with your list there'd be even more.
I'm a horrible beta tester so I'm not gonna install just yet, but I'll definitely be keeping an eye on this!
This mod already replaces Dirty Water in most of the recipes with Vegetable Oil, a new component. It's made from Corn at the Component Workbench.
The Salt was actually planned to get in a recipe for Welding Flux, which I somehow *forgot* to put in the mod (it's ok, there's plenty available, you get it from Abraxo). I just can't figure a way to add Salt to loot lists realistically.
Scrapping cars in this mod gives you more stuff, including Plutonium (my version of Nuclear Material).
this looks very interesting and instantly made me think of zawinul's horizon mod. i'm currently in the middle of a playthrough using that so i won't be downloading this just yet in case there are any conflicts. i might be wrong, however, and am quite tempted to try them in tandem just as a test... can't do any harm, i suppose! you both seem to be very similar in that you're really into adding depth and variety to fallout 4 and i'm all for that! you're bound to have heard of it, but just in case you haven't, the url for horizon is http://www.nexusmods.com/fallout4/mods/17374/?.
Ooo, I might give this a try at some point. I love having complex recipes and more-varied materials. I too hate the utterly basic methods of crafting. Adhesive is indeed the worst culprit. Take gaffer tape, for instance. One roll of that can do so much more than just one or two "adhesive" materials. Silly and lazy. Good to see somebody who actually cares about such things.
23 comments
A suggestion, not totally altruistic (because I attempted to partially fix that with PIRAD): Cars, FCs and Sentries are fusion-powered. Plutonium is completely wrong for that use case from a realism view. They'd use some form of heavy hydrogen for the fusion power. Probably Deuterium. Plutonium fusion would actually consume more energy than it could create.
The new mod will use Deuterium as the default Nuclear Material, and Uranium for a few other applications, mostly related to Vault 88, but with a few uses for Depleted Uranium, such as the .44 receivers.
Thanks for the heads up. I'll watch out for it. Working on an comprehensive economy overhaul myself and this is something I'd like to be compatible to. As I said, I like your realism mods. :)
only source of thread i've found is baseballs, and none of the tapes(military tape or ducttape) convert to cloth tape, instead they just convert to the renamed adhesive glue.
crafting wire from steel seems to reselect the wire from aluminum recipe every time you finish crafting it.
Thread needs more sources, check. You should be able to get it from scrapping leather armor. Also cotton yarn, but that's pretty rare.
I'll check on the tape thing.
I know the crafting bug you're talking about with the wire, I've run into it with other things trying to craft the same result from different mats. There's a solution, I just need to remember it/google it again.
hadnt tried scrapping leather armor or clothing yet
should also keep in mind the two scrapping perks existences, not sure if it affects leather armor getting thread or not
it just stands that using the lower tier items is far more difficult than the higher and mid tier items due to the scarcity of the components.
mixing glue and cloth to get cloth tape would be a good enough solution, though a roll of duct tape could provide a pretty substantial amount of cloth tape. Duct tape is uncommon enough that having 20-30 cloth tape wouldn't be unreasonable, especially since it's limited to fairly low grade equipment. Could do the same for yarn I guess.
for the bug: my best guess is that it has to do with the recipe identifier being the same for the aluminum and steel wire recipes, but with different components, since the other situations where this might happen seem to not be based around an alphabetical order.
Cloth tape, I'm considering a recipe for as well. It would actually replace vegetable starch and be made in the same way (just adding light cloth to the recipe).
I solved the wire issue (concrete was doing it too) by putting them in separate menus. I know it sounds clunky, but it actually works. You'll understand when I release the next version here in a day or two.
just plastic would be good for thread
I have also thought a bit before about making an overhaul of the crafting components but I lack the know-how to do it. May I suggest a feature that I thought a little bit about before?
The components renamed and better suited to their purpose like you did is excellent. But what equals a "unit" of said component? I thought about making a unit (1) as a real world mass, something tangible. Like a US ounce of mass. That way, objects can drop a realistic amount of resources. Like a pencil can drop one "unit" of wood and 1 "unit" of lead. (two US ounces of mass is similar to the weight of a pencil too. Conservation of mass!!) But this way is less useful for smaller objects with masses smaller that 1 ounce. Though they are rare. But this scales well to large objects. Similar to their real life composition. A gold bar would contain LOTS of smaller units of "gold" ounce units and weight realistically as a whole. So you could make many gold watches from a single gold bar. That's my train of thought. Like a lot of cement bags would be required for large concrete structres. Also this method allows for many different components to drop from larger objects. A bed has wood, cloth, springs etc. So a general mass for a bed can be divided in general component proportions. That way, some rarer components can be found in trace amounts in trash piles and other less obvious locations.
I'd love to have your thoughts on this. Keep up the good work! ^^
I have life in the way too, but if you need help I may be able to figure out some values for items and component breakdowns in a spreadsheet manner to help putting it ingame if you'd like. ^^
Send me a private message if you want, as is is easier for me to answer back.
Have a nice day!
__ but please don't use my thoughts as any kind of guide. They're not intended for that.
This in general looks like a great idea. The vanilla crafting and scrapping has always felt to me like a brilliant idea poorly implemented. Your idea here would greatly fix that, especially with mote logical recipes for scrapping things. Would you believe scrapping vehicles only gets you 8-10 steel depending on the size of the vehicle. Only steel? From a car? You'd get steel, plastic, rubber, screws, springs, electronics, fiberglass, nuclear material (the cars in Fallout run on miniature nuclear reactors, for Pete's sake) and probably a few other things just in vanilla components. I'm sure with your list there'd be even more.
I'm a horrible beta tester so I'm not gonna install just yet, but I'll definitely be keeping an eye on this!
The Salt was actually planned to get in a recipe for Welding Flux, which I somehow *forgot* to put in the mod (it's ok, there's plenty available, you get it from Abraxo). I just can't figure a way to add Salt to loot lists realistically.
Scrapping cars in this mod gives you more stuff, including Plutonium (my version of Nuclear Material).
you both seem to be very similar in that you're really into adding depth and variety to fallout 4 and i'm all for that!
you're bound to have heard of it, but just in case you haven't, the url for horizon is http://www.nexusmods.com/fallout4/mods/17374/?.
Watched, at least for now. =D