Version 1.4 fixes many bugs and no longer requires loose files. In addition, the following machines have been improved: -The auto-butcher should be largely compatible with mods which alter creature races. It also now works on unconscious or paralyzed creatures. -Armor forges use a different method to select pieces, which should have fewer compatibility issues than the previous method. -The inventory management brain also consolidates ammo and aid items -Component and object extractors now pull components in a random order, making it easier to get manufacturing started. They can also be set to pull items from linked workshops via a terminal, and can be set to output 1-4 items per cycle.
This will likely be the final version of Manufacturing Extended unless serious bugs are identified. Enjoy!
Hey there! First, thanks for the great mod you've done. I can't help myself but wonder how come Bethesda did not include any of your features in the vanilla version... it seems they add on some good ideas and wait for the community to make them great! So... I had a few requests. - Add another version of the auto-butcher using the Hopper device. It would make a lot of sense to me to drop huge creatures in this device instead of putting them on a conveyor belt that struggle to convey them. (I have to try the new release, but before 1.4 Far Harbor creatures could not be auto-butchered) - Add a snappable conveyor belt border/rim/ledge/edge/orwhateveryoucallit for the Intersection conveyor belt part. Right now I've found myself using conductors to prevent items to fall off. - Add a reversed Lift - i.e. a lift that goes downward. (if you can add a command via terminals to choose conveyors directions, it would be even more awesome) - Add a reversed Y section. Right now, it is 1 in / 2 out, but it can be useful to be able to build 2 in / 1 out version. - Add a (T) Store all junk function to the Recycler.
So there's no chance for a version that works around the workshop category bugs? Because right now I cannot use this as the items just flat out don't appear in my workshop thanks to that lovely bug that makes some categories not show up. Contraptions DLC in general doesn't do this, but there's a mod that works around that by injecting the contraptions items into existing categories. Said mod only works for the DLC itself, though.
I've been playing this mod for a while now, and I can't imagine my playthrough without it. You've done a great job so far, and I hope to see more from you. That said, I was playing around with this mod using the auto-butcher to "dispose of" some dead raiders. I normally take their loot, but leave things like the meat, and clothes as they are. After awhile, these leftover items stack up, and can be a bit of a nuisance. I bring this to you because you may be able to help other people with a similar problem. I was wondering if maybe you could make a machine that destroys items that pass through it. Maybe some type of Incinerator Machine? If you would at least consider this request, I would be most appreciative. Once more, Thank you for this amazing mod, and I hope you'll consider my request.
You know you might want to consider making the brain a separate mod given how insanely useful it is. I use that basement living mod by fadingsignal and it got really slow with the loading screens coming and going there. With the brain, it's now as short as it should be. The brain is so useful, i think people would just want it and nothing else potentially! Just consider it.
I'm having a similar issue, playing the X-Box One version of the game. Not sure if that's relevant or not, but it really ruins one of the main reasons I picked this mod up. (Ammo Plant being another.)
A way around the bug might be to add everything in this mod to its own menu and have a script inject it into its own category at the end of the main workshop menu when your game loads. It do not know how to do it but it might work. But this could cause issues as well and it is odd you are having issues when he appears to be using vanilla categories.
The bug itself is often caused by mods that conflict and edit the FORMID lists. Mainly they edit the vanilla FORMID lists to add their categories without a script.
PC Users: A way to fix it on your end if you are on PC is to grab FO4EDIT from the nexus, grab the FNVEdit Training Manual, and using them to resolve the conflict. The manual is very detailed on how to solve conflicts and search for conflicts. The last version of a FORMID List loaded is the version the game reads and it overwrites all the other versions added by mods. Usually resolving a conflict in FORMID lists is as simple as going to the top of the FORMID list, right clicking the blank space at the top of the list, selecting add to create a new "NULL - Null Reference [00000000]", dragging and dropping the missing references from the previous versions of the FORMID list to the last version. Each reference you will be adding to the last version of the list should go into a "NULL - Null Reference [00000000]" spot you created. You can also right click the FORMID list in the left column and select "copy as an override into" and select a <new file> in the box that pops up to save your changes to your custom patch. When closing FO4Edit only save your custom patch, do not save the other files if all your final changes are in your custom patch.
TES5Edit is FNVEdit and FO4EDIT. It is just renamed so it knows which game it will edit.
The mod that works around that by injecting the contraptions items into existing categories does not fix the issue.
Hi great job, your Mod made the whole DLC worthwhile!
A question about linked Extractors: My problem is that when I toggle the link on it keeps taking from the local workshop mostly and thus I barely get something from the other workshops. Am I overlooking something? If no then an additional toggle to exclusively use linked workshops would be great.
As some have mentioned , the object extractor is very slow if used on junk items , was hoping for some improvements here to have it pull items faster. Also mentioned is the exclusion of the local workshop and just pull from the linked ones. This would make it possible to extract the base junk as well , as now it would pull them from the local as well and certain things are in the tens of thousands
Ofc the last one doesnt really matter if object extractr is pulling it this slow from the workshops anways.
For the rest VERY GREAT MOD , i love it so big thnx.
I haven't gone too in depth with this mod, but is it possible to make chems in a machine? I really want to make a jet factory at one of my settlements.
can someone please tell me why my auto butcher wont show the items coming out? I have tried everything. It worked for a while but then quit. Please any help. It is just one of those things that gets under my skin. I have 250 plugins and 305 mods and tis is the only thing that does not work. The items are there but don't move down the conveyor to the collector. I even downloaded the mod that adds to this mod with the chems and new body part graphic and nothing. I uninstalled and reinstalled. Scrapped the old unit and made a new one. I will try any thing. Please help!!
Thanks for the wonderful mod.
Also I mod my friends game for him , he is just not bright enough to do it him self. Point is his butcher works and we HAVE NEARLY THE SAME LOAD OUT!
If I broke it is there some console command to reactivate it to work again?
Hey, I dunno if you're going to see this, but it would be awesome if you made a machine that will break down weapons and armour. It would be extremely useful. Thanks man, awesome mod.
Hello! Would you consider adding faction-specific items to production? Synth relay grenades, vertibird beacons for railroad and brotherhood, artillery and flares for minutemen, and airstrike beacons?
While I'm pretty sure you've left it for abandoned, people seem to be reporting quite a few bugs with it.
One I've noticed is that the component extractor needs to have the components in its inventory also excluded, because otherwise it'll just cycle the same 4 components over and over again. For example, if you have a component extractor set up to extract only steel with a workshop storage at the end (very basic setup) and you place 15 shipment of steels into your workshop, it'll extract the first one, but then won't touch the others because it'll keep "extracting" that pile of steel over and over again instead of extracting the other 14 shipments.
May I suggest you separate the energy ammuniaction production into a new product machine similar as separated gunpowder and energy weapon forge? I think it is easier to manage component input source.
After tried the mod for several days. I found a bug that no matter how I "select armor piece" in the terminal, both the normal armor & power armor only forge the chest part. Would u pls fix it?
Improved Conveyor Snapping http://www.nexusmods.com/fallout4/mods/15545/? Upwards Conveyor Belt http://www.nexusmods.com/fallout4/mods/15474/? these two mods are very helpful....for this mod
tHE bug in which the autobutcher never outputs is INCREDIBLY SERIOUS. seriously, when i put something into the auto-butcher, nothing will come out and the items will just be stored inside. ITS SO ANNOYING!!
Thank you for the mod info. I also recommend to use Manufacturing Extended expanded mod(http://www.nexusmods.com/fallout4/mods/18345/?) by Crazy sam10 which is improved version of this mod also fixed a lots of bugs!
"This will likely be the final version of Manufacturing Extended unless serious bugs are identified. Enjoy!"
Well, the armor forge only able to build chest piece seems a serious bug to me... Had to remove the mod. Could you at least bring armor forge to vanilla status ? Or transfer the mod to someone...
Wrestling with why this mod doesn't work. I had to reinstall Fallout 4 because it broke and now I get Extracting <Token.Name=Num> object(s) per cycle. <Token.Name=Workshop>
If this is an abandoned mod, is there someone that you can give control to? It's too useful to NOT be there, but there are several badly broken things (power armor, lack of power cells, etc.) that it seems like someone should be working on it.
This is exactly what i was looking for.... and upward ramps... i still haven't gotten good use out of the lifts... too much gets stuck at the upper lift.
Hey, Love the mod just had an issue and was wondering if I had to do something extra to get it to work or if it's just a bug because of how it loaded, the power armor forge wont let me create anything but the chest piece and I was just trying to see if I wasnt doing something right like I have four machines hooked up to one terminal, is that the problem? Should it be individually connected because I tried that and it didnt really help, any advice or pointers would be greatly appreciated.
Having some issues with the terminals once it is hooked up to a very extensive factory. The framerate of the game seems to skip in my settlement (which is beyond the build limit). The frame stuttering is synched with the interval switch timer that is set in the terminal. The only fix is to remove the terminal from the circuit that all the machines are running on, otherwise when the factory is running the game framerate skips each time the interval switch goes off.
It is not currently possible to recycle weapons and armor through script commands - believe me, I've tried. The necessary functionality just isn't exposed to Papyrus. Should a future version of Fallout 4 Script Extender add the required functions, I will add this feature.
Thanks for the info, I was hoping there was a way to have 3 scrapper based machines to break down armor and weapons based on your scrapper perk, that stinks it isn't exposed thank you very much for trying maybe someday!
Would Ammo be the same issue as the Armor and Weapons? If not it would be neat to be able to break it down to make other types of ammo. Fantastic mod my friend, a must have!
Adding a mod should be simpler though. But then again i haven't taken a look at the scripts yet. Just not had time, busy working on current mods atm... But i guess ill have to look into it myself at a later date then..
is there anyway you could make the conver belts move up? (i see a mod already doing this but i rather saftly have on mod do all so theres no incompatbplys with each other and les .ESP files..
is there anyway to add food option? (make EVER food in game and have it spawn in WS or something.. (always trying to find ways to make settlers more happy... )
is there anyway to copy a said item even if its a mod and or fully modded? (i only ask so all my settlers can have shotguns they seem to work best with them but finding the right gun is painful...
a new add on so to speek to gather MORE water then the base game can give us. i would love to see realish looking tubs and pumps like you would thing to collet water.... and filter it ect.. ------------------------- (i really wish and cant wait for a ice/ cold/ hot mod.. we really need a real surival game play. even updated it is to easy still (im using a modifer still make make everyone do same damage. 2.0 xD)
Maybe you could make a less faithfull version of it that instead of checking what components would the weapons and armors give you it gives you a random asortment of items comonly found when recicling weapons.
can someone please tell me why my auto butcher wont show the items coming out? I have tried everything. It worked for a while but then quit. Please any help. It is just one of those things that gets under my skin. I have 250 plugins and 305 mods and tis is the only thing that does not work. The items are there but don't move down the conveyor to the collector. I even downloaded the mod that adds to this mod with the chems and new body part graphic and nothing. I uninstalled and reinstalled. Scrapped the old unit and made a new one. I will try any thing. Please help!!
Thanks for the wonderful mod.
Also I mod my friends game for him , he is just not bright enough to do it him self. Point is his butcher works and we HAVE NEARLY THE SAME LOAD OUT!
If I broke it is there some console command to reactivate it to work again?
"Maybe you could make a less faithfull version of it that instead of checking what components would the weapons and armors give you it gives you a random asortment of items comonly found when recicling weapons."
Couldn't you just fake recycling? Like just destroy the item and output a pre-determined selection of items like the corpse butcher does? I mean, you'd have to hard code the list of items for every weapon and armor.
Honestly, it sounds so simple that I wouldn't be surprised if you've already tried it or I'm speaking of an entirely different topic
If anyone sees this. Is there a workaround so that Energy Weapon Ammo gets produced? I can choose Energy Weapon Ammo, but nothing happens. (Im using the addon Free production. Dont know if it's that that is messing with it.)
I'm using this together with Manufacturing Extended Expanded and have not encountered any issues so far. However, I have not tried out all this mod has to offer yet, but the parts I used (which is mainly deconstructing junk into raw materials) work fine.
is there a recipe that uses the human/ghoul flesh? was trying to sell a rather "accidental" stockpile and ghoul sells for 1 which is fair but human is 0, which i get it but maybe if it were canned as mystery meat you could sell it for maybe 2 caps per or 3 per or something like that
this might not be this mods fault, but only happened with manufacturing builds aswell. all of them glow purple and is just annoying but works fine, is there any fix for this?
Seems as though you have a mod conflict, only glow I get is blue when in build mod and not connected to power. Try load order and or remove and test, rinse and repeat.
Could someone add, or has someone added something similar to, a version of "Conveyor Workshop Storage" that auto-sells the items and puts the money value in the workshop instead? I'm not sure how to get the Creation Kit to work with my GOG copy of Fallout 4, Caprica doesn't seem compatible with FO4SE, so I'm not able to create the mod myself, so I'm passing along the idea.
I managed to get Papyrus Compiler working, and created a basic version of the mod. However, I'm not really sure of myself enough to publish it myself, and I don't have permission from the code authors I referenced to do so.
I downloaded this mod for one reason only and that's the choosable armor pieces component and I just tested it and it only wants to make the torso pieces on everything in fact it prevents the default mechanic of randomness so now I can only get torsos, I don't know if you updated the Bethesda version but that's where I got it from so now I'm going to have to use console commands to get the pieces I actually need...
Hello. This mod is a must-have for me. I'm on xbox, using the version that's there, and suddenly the auto-butcher has stopped passing anything except meat through it. This is a new issue, it used to pass everything through fine, even with the Better Sorting mod and AWKCR installed. So my ghoul processing plants don't work anymore. Do you know of any mods that may cause conflicts with it like this? I've started on a new game and everything, and still getting the problem. Thanks.
1513 comments
-The auto-butcher should be largely compatible with mods which alter creature races. It also now works on unconscious or paralyzed creatures.
-Armor forges use a different method to select pieces, which should have fewer compatibility issues than the previous method.
-The inventory management brain also consolidates ammo and aid items
-Component and object extractors now pull components in a random order, making it easier to get manufacturing started. They can also be set to pull items from linked workshops via a terminal, and can be set to output 1-4 items per cycle.
This will likely be the final version of Manufacturing Extended unless serious bugs are identified. Enjoy!
First, thanks for the great mod you've done. I can't help myself but wonder how come Bethesda did not include any of your features in the vanilla version... it seems they add on some good ideas and wait for the community to make them great!
So... I had a few requests.
- Add another version of the auto-butcher using the Hopper device. It would make a lot of sense to me to drop huge creatures in this device instead of putting them on a conveyor belt that struggle to convey them. (I have to try the new release, but before 1.4 Far Harbor creatures could not be auto-butchered)
- Add a snappable conveyor belt border/rim/ledge/edge/orwhateveryoucallit for the Intersection conveyor belt part. Right now I've found myself using conductors to prevent items to fall off.
- Add a reversed Lift - i.e. a lift that goes downward. (if you can add a command via terminals to choose conveyors directions, it would be even more awesome)
- Add a reversed Y section. Right now, it is 1 in / 2 out, but it can be useful to be able to build 2 in / 1 out version.
- Add a (T) Store all junk function to the Recycler.
Thanks again for all your hard work.
Cyril.
EDIT: It seems that the Linked Extractor cant handle more then 2-3 Items.
any way to make hoper & lifter to handle multiple items ? and not one by one ?
it makes manufacturing very boring ..
thx in advance
EDIT: solved i downloaded the file a whole 2 minutes before the 1.4 file was uploaded.
if you dont mind could you set version number on your files, it would make it alot easier to see which is which.
I've been playing this mod for a while now, and I can't imagine my playthrough without it. You've done a great job so far, and I hope to see more from you. That said, I was playing around with this mod using the auto-butcher to "dispose of" some dead raiders. I normally take their loot, but leave things like the meat, and clothes as they are. After awhile, these leftover items stack up, and can be a bit of a nuisance. I bring this to you because you may be able to help other people with a similar problem. I was wondering if maybe you could make a machine that destroys items that pass through it. Maybe some type of Incinerator Machine? If you would at least consider this request, I would be most appreciative. Once more, Thank you for this amazing mod, and I hope you'll consider my request.
Yours Sincerely,
Hikingglint.
i can't choose armor pieces with 1.4, can only create torso parts, not arms or legs.
edit:reported in bugs section
A way around the bug might be to add everything in this mod to its own menu and have a script inject it into its own category at the end of the main workshop menu when your game loads. It do not know how to do it but it might work. But this could cause issues as well and it is odd you are having issues when he appears to be using vanilla categories.
The bug itself is often caused by mods that conflict and edit the FORMID lists. Mainly they edit the vanilla FORMID lists to add their categories without a script.
PC Users:
A way to fix it on your end if you are on PC is to grab FO4EDIT from the nexus, grab the FNVEdit Training Manual, and using them to resolve the conflict. The manual is very detailed on how to solve conflicts and search for conflicts. The last version of a FORMID List loaded is the version the game reads and it overwrites all the other versions added by mods. Usually resolving a conflict in FORMID lists is as simple as going to the top of the FORMID list, right clicking the blank space at the top of the list, selecting add to create a new "NULL - Null Reference [00000000]", dragging and dropping the missing references from the previous versions of the FORMID list to the last version. Each reference you will be adding to the last version of the list should go into a "NULL - Null Reference [00000000]" spot you created. You can also right click the FORMID list in the left column and select "copy as an override into" and select a <new file> in the box that pops up to save your changes to your custom patch. When closing FO4Edit only save your custom patch, do not save the other files if all your final changes are in your custom patch.
TES5Edit is FNVEdit and FO4EDIT. It is just renamed so it knows which game it will edit.
The mod that works around that by injecting the contraptions items into existing categories does not fix the issue.
A question about linked Extractors: My problem is that when I toggle the link on it keeps taking from the local workshop mostly and thus I barely get something from the other workshops. Am I overlooking something? If no then an additional toggle to exclusively use linked workshops would be great.
Thank you
Ofc the last one doesnt really matter if object extractr is pulling it this slow from the workshops anways.
For the rest VERY GREAT MOD , i love it so big thnx.
http://www.nexusmods.com/fallout4/mods/15776/?
it has a chem machine
Thanks for the wonderful mod.
Also I mod my friends game for him , he is just not bright enough to do it him self. Point is his butcher works and we HAVE NEARLY THE SAME LOAD OUT!
If I broke it is there some console command to reactivate it to work again?
I MADE WHOLE 3 STORE BUILDING TO MAKE 7,62
SHeeeT WASN'T THERE
One I've noticed is that the component extractor needs to have the components in its inventory also excluded, because otherwise it'll just cycle the same 4 components over and over again. For example, if you have a component extractor set up to extract only steel with a workshop storage at the end (very basic setup) and you place 15 shipment of steels into your workshop, it'll extract the first one, but then won't touch the others because it'll keep "extracting" that pile of steel over and over again instead of extracting the other 14 shipments.
http://www.nexusmods.com/fallout4/mods/15545/?
Upwards Conveyor Belt
http://www.nexusmods.com/fallout4/mods/15474/?
these two mods are very helpful....for this mod
"This will likely be the final version of Manufacturing Extended unless serious bugs are identified. Enjoy!"
Well, the armor forge only able to build chest piece seems a serious bug to me... Had to remove the mod. Could you at least bring armor forge to vanilla status ? Or transfer the mod to someone...
Is there anyway to make it compatible with all DLC support (creatures)?
Btw excelent mod
Thanks
https://www.nexusmods.com/fallout4/mods/15776/?
Extracting <Token.Name=Num> object(s) per cycle. <Token.Name=Workshop>
GREAT concept, and lots of cool things!
Love the mod just had an issue and was wondering if I had to do something extra to get it to work or if it's just a bug because of how it loaded, the power armor forge wont let me create anything but the chest piece and I was just trying to see if I wasnt doing something right like I have four machines hooked up to one terminal, is that the problem? Should it be individually connected because I tried that and it didnt really help, any advice or pointers would be greatly appreciated.
Thanks.
It is not currently possible to recycle weapons and armor through script commands - believe me, I've tried. The necessary functionality just isn't exposed to Papyrus. Should a future version of Fallout 4 Script Extender add the required functions, I will add this feature.
But i guess ill have to look into it myself at a later date then..
is there anyway you could make the conver belts move up? (i see a mod already doing this but i rather saftly have on mod do all so theres no incompatbplys with each other and les .ESP files..
is there anyway to add food option? (make EVER food in game and have it spawn in WS or something.. (always trying to find ways to make settlers more happy... )
is there anyway to copy a said item even if its a mod and or fully modded? (i only ask so all my settlers can have shotguns they seem to work best with them but finding the right gun is painful...
a new add on so to speek to gather MORE water then the base game can give us. i would love to see realish looking tubs and pumps like you would thing to collet water.... and filter it ect..
-------------------------
(i really wish and cant wait for a ice/ cold/ hot mod.. we really need a real surival game play. even updated it is to easy still (im using a modifer still make make everyone do same damage. 2.0 xD)
Thanks for the wonderful mod.
Also I mod my friends game for him , he is just not bright enough to do it him self. Point is his butcher works and we HAVE NEARLY THE SAME LOAD OUT!
If I broke it is there some console command to reactivate it to work again?
Brilliant! This "should" actually be possible!
Honestly, it sounds so simple that I wouldn't be surprised if you've already tried it or I'm speaking of an entirely different topic
(Im using the addon Free production. Dont know if it's that that is messing with it.)
However, I have not tried out all this mod has to offer yet, but the parts I used (which is mainly deconstructing junk into raw materials) work fine.
Playing on 1.10.984 (NG).
Do you know of any mods that may cause conflicts with it like this? I've started on a new game and everything, and still getting the problem.
Thanks.