Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

pirRelli

Uploaded by

pirRelli

Virus scan

Safe to use

57 comments

  1. pirRelli
    pirRelli
    • supporter
    • 15 kudos
    Sticky
    Detailed changelog for current release BETA.3:

    -Only minor stuff, no new content.

    Follow the install instructions on the main page when updating.


    Detailed changelog for release BETA.2:

    -"Rebalanced some parts of the mod": You now only need 2 (former 3) fooditems to produce 1 biomass. Further Biogascanisters now need 2 biomass and 4 steel to craft (former 3 biomass and 4 steel).

    -"Generators can now be automatically refueled from canisters in your workshop's inventory": You can enable/disable automatic refueling for every generator individually using the "Activate"-menu.

    -"Small, medium and large generators are not treated equally anymore": <Generatortype>:<Fuelconsumption>/<Fuellimit>, Small:10/150, Medium:15/300, Large:20/500.

    -"Biomasscontainers can now produce up to 10 biomass at a time": Nothing to add here.

    -"Food in your workshop's inventory will now automatically be used to produce biomass, so it's useful to produce more food in your settlements than you need": Whenever food is added to the workshop's inventory (either you place it there yourself or your foodworkers do) it will instead be added to the biomass container. It will always leave 10 fooditems in the workshop's inventory so your settlers don't starve. Please note that having more than one biomass container can result in minor problems.


    Future updates:
    -Make the biomass container assignable so your settlement will function fully automatically.


    Update instructions:
    Follow the install instructions on the main page.
    1. AlienKIDO
      AlienKIDO
      • member
      • 2 kudos
      GREAT MOD !



      The generators mod is now off-line until v2.0 .

      There is a makeshift battery generator mod, but would it be possible to use batteries as a buffer storage for energy (i.e. 5 energy of storage / h for up to 12 h or some other method) when combined with solar panels generators (that should offer energy only when sun is up in the sky and no bad weather) ?

      I would so much like to use batteries as energy storage devices. Should work even for fueled generators. Let's say you have a great number of batteries (or high capacity ones) and run out of fuel.

      Solar panels -> (for now time switch+weather switch) -> batteries - > consumers.

      Can it be scripted that the total number of connected batteries gives a total stored energy value, that can be consumed for time = total connected+active consumers energy value divided by the total stored energy value ?

      I would very much like to learn how to script stuff like that.
    2. AlienKIDO
      AlienKIDO
      • member
      • 2 kudos
      PLEASE HELP !

      I have played with this mod for some time now, and I do not know if you have the time for it anymore but I have one BIG request:

      <i>- Please make a version that produces biogas canisters <b>automatically</b>. Sugestions: i.e. directly instead of biogas (add 4 steel to ingredients and change resulted item from biomass to biogas canister). I do not know how to do it myself, sorry.</i>

      I have no idea when to check each settlement for fuel as not to run dry (eh, there are mods that give you remote info on settlements but... nothing is perfect). And most importantly... it is no easy task to go on every settlement when you play without fast travel, just to fill up the canisters.

      Thank you for the help !!

      Great mod!
    3. FrozenParagon
      FrozenParagon
      • BANNED
      • 3 kudos
      I would also like this option. that or have it remove food direclty from workshop storage. would it be logical/reasonable enough to skip biomass and biogas item additions and have a station assigned to a settler that produces alcohol from availiable food?
  2. RidleyRime
    RidleyRime
    • premium
    • 96 kudos
    Not sure if you're still active, but I've modified the scripts to take into account time spent waiting/sleeping. With your permission I'll release it 
  3. deleted200927756
    deleted200927756
    • account closed
    • 0 kudos
    Můžu vědět jak na to mám přijít ve hře? kde mám ty věci hledat? kurva kdyby jste alespoň fotky udělali jak se vše aktivuje apod.
  4. Waaaaghman
    Waaaaghman
    • member
    • 0 kudos
    Can you add an option to turn off auto-use of food for biomass?The same as with generators, but for the biomass container (turn on/off option).Thanks for your mod!
  5. Brandonp1993
    Brandonp1993
    • supporter
    • 0 kudos
    Here's a wild idea.....could you make the Fusion Generator in the workshop use fusion cores as a depletable fuel. I've got about 600 that I would love to do something with and I don't use power armor. Plus it would add another element to the game that I would get to manage. Plus it seems kind of silly that my power armor drains the cores but when I build Fusion generators in my settlement that don't drain. just a thought
    1. JayRebirth
      JayRebirth
      • supporter
      • 1 kudos
      Those fusion cores you pull from the fusion generators are self sustaining or something. They been supplying power to those fusion generator for over 200 years. When building a fusion generator it should require one but Bethesda don't use common-sense. 
    2. JayRebirth
      JayRebirth
      • supporter
      • 1 kudos
      Those fusion cores you pull from the fusion generators are self sustaining or something. They been supplying power to those fusion generator for over 200 years. When building a fusion generator it should require one but Bethesda don't use common-sense. 

      Well that double post was weird.
  6. LordTonyZ
    LordTonyZ
    • member
    • 0 kudos
    any chance you can get fusion generators to use fusion cores
    1. Melinko09
      Melinko09
      • member
      • 0 kudos
      Man this would be awesome for those of us who believe they should.

      !!!!

      I second this big time!!!!
    2. FrozenParagon
      FrozenParagon
      • BANNED
      • 3 kudos
      `
  7. EzrahK
    EzrahK
    • member
    • 0 kudos
    I second the previous commenter's suggestion about having it not automatically remove food from the workshop; at least without being able to specify what foods should be used. [Though you were planning to add assignability to the container, so a good way of doing it would be having only the part of the script that moves food from the workshop to the container work if assigned.] In the meantime, is there a way to disable that in fo4edit?
    I think removing the workshop container keyword should do it, but not entirely certain. [I'll give it a try and keep a backup, I suppose]

    Had to remove the workshop parent script as well, to keep the box from grabbing any food that was tossed in, I'll check if it still functions tomorrow; if the creator is watching, could you give me a heads-up if this should stop the biomass box from working? [I'm hoping it makes the box script a local function, taking outputs only from it's own contents, and depositing products only within it's own inventory, which can then be moved about]
    1. EzrahK
      EzrahK
      • member
      • 0 kudos
      A small question? How long is it supposed to take to convert food to biomass? I've left my edited container there for a while, and nothing has happened [no decrease in contents, so far as I know, no new biomass in workshop or container; though I do know the process is a rather lengthy one irl] Just asking because I don't have access to the scripts, and can't check if I've broken it or not.
  8. Julixg
    Julixg
    • member
    • 4 kudos
    Wow i always wanted this cause... immersion
    you should make turrets (non-electrical) consume too, and fusion generators requiere fusion cores
    1. Jeoshua
      Jeoshua
      • premium
      • 111 kudos
      Yes on the turrets, but no on the fusion generators. Think about this: The fusion cores you find installed into generators all over the wasteland aren't exactly empty after 200 years of short circuiting wires and keeping the computers and lights on. Rather, they are full. That's because those fusion cores don't seem to be "powering" the generators. Indeed, you don't need a battery to power a generator, but you do need something to buffer the fusion reaction and keep the magnetic bottle working so the plasma doesn't leak out (I'm assuming the generators are based off a similar principal to a Tokamak reactor). So basically, when you remove the FC, it doesn't remove the power source to the generator, it kills the reaction because removing the FC, which is charged by the generator, removes the failsafe from the containment field and the reaction suffers a catastrophic destabalisation event. Sounds nasty, but actually is more of a poof or a fizzle.

      We should need to install one on our generators in the game, but they should CHARGE the FC. This may actually be more awesome. They still "use up" cores, in a game balance sense, since you can't access them while they're in the generator.

      TLDR; Fusion Generators both require and charge FCs.
    2. Melinko09
      Melinko09
      • member
      • 0 kudos
      I dont agree, maybe we can get this configurable? to the users liking? Ive done a bunch of research on finding a mod just like this one but to include fusion core drain when used in fusion generators. There is a split between half of peeps saying they charge the fusion core, and other say they drain them. There should be a mod for both versions. But still I LOVE THIS MOD, actually i have not tried it yet but am eager to install and use.

      If your curious on my thinking of how this could drastically help with balance of survival then see:https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/
  9. salentini09
    salentini09
    • member
    • 0 kudos
    I like very much your mod!
    But can you add a version where the biomasscontainers don't automatically take the food from the workshop?
    Thank You
  10. Astrofel
    Astrofel
    • member
    • 1 kudos
    Is there a way to select what it uses to auto refuel, I want it to use alcohol first because food and oil have other , more important uses but alcohol is basically useless
    1. pirRelli
      pirRelli
      • supporter
      • 15 kudos
      Unfortunately no. It'll always use alcohol last.
  11. jeremyppttn
    jeremyppttn
    • supporter
    • 0 kudos
    Just wanted to say thank you for making this mod. love the need to fuel stuff.. thank you thank you!!!