This page was last updated on 29 January 2018, 10:22PM
Changelogs
Version 0.3.0
(2017-05-11) NOTE: This version includes significant changes to the quest script that holds logic for this mod. Be sure to reset the forms from the kickstart option in the config holotape, if upgrading from a previous version.
General:
Reorganized and cleaned up many different plugin records, and most scripts.
Previous compatibility patches are now obsolete, with patching now done via script. Particularly, this affects DLCCoast and DLCNukaWorld content. Note that referenced plugin names and records must be intact!
Added Science01 perk requirement for building the improved windmill generators.
Added an entry to the config holotape to kickstart the logic quest forms. Useful for mid-game upgrades, or for more-troublesome updates.
Removed the radiation barrels from V0.2.0.x point releases -- use the new activator instead.
Moved the new radiation barrels to the "Static" display switch (accessible from the config holotape), and removed the now-unused "Dangerous" display switch from the config holotape.
Organics Processing Station (OPS):
Significantly rewrote and simplified the most of the script framework, and integrated the scripted support for DLC and mods.
Workshop Size Reset Tool:
Reduced the build cost.
Liquid Temp Station (LTS):
Introduced.
Water Processing Station (WPS):
Introduced.
Trash Incinerator Station (TIS):
Introduced.
"The Sicilian" Coffee Machine:
Minor script rewrite and optimizations.
Rotated the model to default to an orientation with the filling end facing the player. This will affect instances of the coffee machine already built!
"Rad Hazard (Configurable)":
Introduced, as a new implementation for the previous radiation barrels from V0.2.0.x point releases. This is a more sophisticated, scripted solution, and should better resist any disappearing hazard issues.
Rotated the model, shared with the previous radiation barrels, to default to an orientation with the radiation label facing the player.
"Rad Hazard - Personal (Configurable)":
Introduced. Has the same functionality as the "Rad Hazard (Configurable)" but only affects the player.
Version 0.2.0.2
(2016-10-15) General:
Collapsed some COBJ records into shared forms.
Moved radiation barrels to "Decorations->Misc", and gave them a new preview transform.
Added separate config holotape option for toggling dangerous COBJ records, which currently includes just the new radiation barrels.
Modified some details of mod containers for consistency and conformity.
Added new "Clean Refrigerator (Green)" container.
Version 0.2.0.1
(2016-09-18) General:
Swapped COBJ priorities between "Industrial Cart" and "Foundry Cart" records.
Revised failure message for the Workshop Size Reset Tool to indicate the possibility that the workshop scripts may not have yet registered the new buildable.
Introduced COBJ records for radiation barrels; this currently includes three different strengths across each of two different ranges (very short/radius=256, short/radius=512).
Version 0.2.0
(2016-08-22) General:
Corrected mod category from old build.
Introduced three workshop new windmill generators, "Improved", "Improved 2-Stack", and "Improved 3-Stack", which produce 4, 8, and 12 power, respectively.
These, like the base-game "Generator - Windmill", are only only able to be built at exterior settlements, i.e. not one like Home Plate in Diamond City.
Introduced several static and non-static, non-functional (unscripted) decorative items.
These are special copies of some specific props already present in vanilla (like the Radiator, Trash Can, or Clean Water Cooler) but not originally craftable.
Most are available in both static and movable variants, and each is labelled to indicate of which type it is a part.
The Institute variants of some specific new items require having completed "The Molecular Level", and thus having entered The Institute for the first time, before they become available.
Added craftable "[Settings] Sett. Equipment - Configuration" holotape, craftable at a chemistry station when none are held.
This can disable/enable visibility of, separately, the static and non-static decorative item recipes introduced in this mod.
The visibility of static recipes also controls the visibility of the new, buildable containers introduced in this mod.
Added "Unrefined Coffee", able to be produced at the Organics Processing station.
Reduced "Salient Greens" caps value by 50% and healing magnitude by 75%, and doubled the weight.
Coffee Machine:
Introduced.
The workshop-craftable ""The Sicilian" Coffee Machine" can produce Clean Coffee Tins at a cost of 1 Unrefined Coffee and 3 Aluminum each (which are automatically scrapped as necessary from junk in the user's inventory).
This is also capable of converting between dirty and clean Coffee Tins, which costs nothing in both directions.
Note that there is no option to configure how many Coffee Tins are produced, or how many are made dirty/clean; instead, the machine does all that are possible based on the user's inventory.
Workshop Size Tool:
Introduced.
The workshop-craftable "Workshop Size Reset Tool" resets the accumulated "Current Draws" and "Current Triangles" at the workshop for the settlement in which it was built.
This functionally extends the build size cap indefinitely, without altering any original workshop/workbench records.
This shoud also work with all DLC content and mod content that goes through the full process of adding workshops, like how the "Mechanist's Lair" settlement is added in DLCRobot (via a special script).
Organics Processing Machine:
Now able to produce and break down "Unrefined Coffee"
Version 0.1.1
(2016-08-02) !!!(This update will unfortunately remove any stations/resources already in place, but you can add in any missing salient greens with the item code "xx000F99")
Updated plugin structure and name from old build, and corrected readme file.
Corrected behavior in machine script to properly error on null routines, and produce short alarm sound.