About this mod

This is Better Manufacturing! The aim of this mod is to close the gaps in the Contraptions DLC and Manufacturing Extended by adding some much needed machines and tweaks to your manufacturing arsenal. Weapon, Armor, Ammo, and Mod scraping machines. New Builders for Chems, Drugs, Armor(full suits) and Ammo Components. And so much more!

Requirements
Permissions and credits
Mirrors
Welcome to Better Manufacturing!

WARNING: If updating must s
ee notes below! 


This mod is a must have for any playthrough. New item builders (the armor builder alone is a vast improvement over the vanilla), general manufacturing improvements and scrappers for almost every item. Weapons, Ammo, Armor, Power Armor, Loose mods. They can all be scrapped (At times, I think of it as Scrap Everything, items edition lol)! There are also Settlement Only-Linked Extractors, a Type Extractor, a Faster Vacuum Hopper, Improvements to sorters and hoppers and so, so much more! 

To get an idea of everything BM does read through the Blue and Orange notes below. If you want a more in depth description of everything I suggest reading through the change log/version notes Top Down. Also, if you have any question feel free to shoot me a chat or leave a comment.

strongly recommend Manufacturing Extended in Tandem with Better Manufacturing. Kenington did an amazing job and added some really cool stuff. Better Manufacturing was designed around anything MISSED by the Contraptioons DLC or Manfacturing Extended, NOT as a replacement.


If you like Better Manufacturing please endorse. It will help other people find it too. :)

Warning! The Type Extractor has a small issue. If the Workbench runs out of the current type of objects that match the object placed in the inventory it will continually scan and lock up the Workbench. If you remove the items from it's inventory it will not scan, even when powered. 

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New Devices

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Extractors:

Component Extractor Only Linked 
Breaks down junk from the workshop's inventory, then outputs components onto its conveyor belt. You can specify which components to extract by placing them in its inventory. It can also pull items from workshops linked by supply lines and when toggled only pulls from those linked settlements.

Object Extractor Only Linked 
Pulls items from the workshop. You can specify which items to extract by placing them in its inventory. It can also pull items from workshops linked by supply lines and when toggled only pulls from those linked settlements.

Type Extractor
WARNING: Must see full Type Extractor notes below! Adds a brand new type extractor! That's right a "Type" Extractor! Put an object of a certain type in and this baby pulls all objects of that type out of the local workbench onto a conveyor. Pretty cool eh?
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Scrappers:


Weapon Disassembler

Removes/scraps mods (can be toggled at a connected terminal)  from a weapon and SCRAPS the weapon to scrap components, I.E. Steel, Screws Ect. 

Armor Disassembler

Removes/scraps mods (can be toggled at a connected terminal) from armor or power armor and SCRAPS the armor to scrap components, I.E. Steel, Screws Ect.

Mod Scrapper
SCRAPS loose mods to scrap components, I.E. Steel, Screws Ect. 

Ammo Scrapper
SCRAPS ammo down to scrap components, I.E. Steel, Screws Ect. 

Body Decomposer
Basically just the butcher and robot disassembler from Manufacturing Extended combined. Also comes in the Large Hopper variety. You know the one with the BIG open top. Nice suggestion Zeroteg  


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New Builders: 



Better (Full Suit) Armor Forge
Builds full suits of armor instead of one piece at a time. Includes all vanilla armor and power armor. The recipes have been increased significantly. 


Chem Building Machines

Two machines that build chems. A Drug Builder and a Chem Utility Builder. Between the two, builds Addictol to X-Cell. Machines and recipes come with appropriate perks.

Ammo Component Builder
Only in the Weaponsmith Extended Patch! Adds new Ammo Component Builder that builds BM Ammo Kits. On use, the ammo kits add ammo components to your inventory, see below for details.

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General Contraptions Improvements: 


Better (Faster) Hoppers
Vacuum hopper pulls components from stored containers much faster than the standard one.  Can be changed in a linked terminal to select the amount of components pulled each cycle. Large hoppers are also affected by Hopper Terminal settings.
 
Better Conveyor Belts
This mod does NOT replace or add new conveyor belts. Simply adds the ability to modify the speed and direction of all basic conveyor belts at a linked terminal. However, if you are having bugs my first suggestion is to store and replace the belt and/or connected terminal. I have noticed issues with already placed conveyor belts 

Upwards Conveyor Belt
Belts that go up! I can't believe this wasn't added in vanilla. Goes well with the speed increase to get stuff up them. A little buggy but they work. 

Downward Lifts & Lift Improvement

Lifts that take items from the top and move them to the bottom effectively taking items down floors. Two for each direction (forward, backward. left and right), one elevated, one on the floor. All lifts would be improved and move items much quicker.

"Y" Branch Joiners

New Conveyor Belt Y Joiners to combine conveyor lines. Two for directions Left and Right, one elevated, one on the floor. 

Left Facing Sorters & a New Type Sorter
Left facing sorters for when you want to go, you know, left...... One for each flavor, regular, components, or by type. 


New Fat Dynamic with Constructable items 


Animal Fat can only be found on Dead Animals and through butchery if you have Manufacturing Extended. Adds new recipes to the Chem station and a new Component Animal Fat. Some new recipes are the Blood Draw Kit, Acid Bottle, Ballistic Fiber Roll, Antiseptic Bottle, Large Oil Can and Leather roll. 

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Special Notes:

This mod is inspired by Kentington author of Manufacturing Extended. Special thanks Kenington!

Special thanks to steamcanuck for allowing me to include his mod, Equipment Sorter. Please go endorse his mod as well.

Also, video making is not my strong suit. I'd love to add a video showcasing Better Manufacturing and will eventually. If there is someone who is willing to do that I would be extremely grateful. Please message me if you are interested!


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Testemonials

Zeroteg - "I have to say great work. This is a must have mod for someone like me building giant factory's. Finally being able to automate the scrapping process is fantastic."

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Naltraz - "Hey awesome mod, you're the reason I finally started to use contraption workshop."

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WhiskeyRiver2 - "Been using this for a little while, and while I haven't used most of what you've done, I'm still damn impressed."

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The Wanderer - "I have to say stuffing the limp dead bodies of a raiding squad into the Butcher after the battle is somehow... really 
rewarding  .  Cleaning up the Commonwealth one body at a time... Thanks for a great mod.

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 Struckur - "Thanks for the mod it is great, makes building a factory a lot more enjoyable!"

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 outlawwolf - "The amount of work your still doing is amazing and your making manufacturing stuff actually fun and convenient. Thanks a ton man!"

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To the nexus community and all my supporters I want to say thank you! The community is astounding! Your feedback, suggestions and general attitude helped shaped Better Manufacturing to the mod it is today. Knowing that my mod is liked and appreciated makes it worth it!  I may reopen this mod with some of the excellent suggestions I have been receiving, so keep it up! 


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Device breakdown


Component/Object Extractor Only Linked 
If you have manufacturing extended then you probably love the Component and Object Extractor, I know I do. Being able to pull from linked workshops was very useful but had one major flaw. There was no way to pull from ONLY linked workshops. If you could you could automate pulling junk from linked settlements. This is especially useful with Scrap Workbench based settlements. With the new extractors you can.

Type Extractor
WARNING MUST READ: This Object required a very heavy operation involving the Workbench Inventory (One of the reasons this thing does not link to other workshops). Because of that it actually LOCKS the workbench when this thing runs its search. If you attempt to access the inventory while it's processing all items will "Appear" to be missing. They are not, the workbench is just locked. I suggest you turn the device off whenever you plan to access the Workbench, and especially if you are removing items. I also recommend only one per settlement max (trust me, that's all you need)!  Adds a brand new type extractor! That's right a "Type" Extractor! Put an object of a certain type in and this baby pulls all objects of that type out of the local workbench onto a conveyor. Pretty cool eh? This machine will pull items from the local workshop matching the type of items that are in its inventory. Want to pull all weapons out, put any weapon in the extractor and watch them pour onto the conveyor belts.  


Better (Full Suit) Armor Forge
The Better Armor Forge is here! Did you think the vanilla version was a little bad, you know one piece at a time?  The only reason to even use the Armor Forges was to create suits for settlers. Well that was incredibly tedious. With this new builder you can do full suits at a time. Want full suits of heavy combat armor? With this machine you can build 100 easy (as long as you have all of those resources of course).


Chem Building Machines
As of Version 1.7 Chem Machines are up. Builds Most/All Vanilla Chems from Addictol to X-cell and some utility recipes. Something that I think was missing from the vanilla DLC. Has perk requirements for building the machines and some recipes. Also has all constructables items. Hint: The recipes for the items are the same but the machines actually give you 2 items per cycle :) 

Ammo Component Builder
Only in the Weaponsmith Extended Patch! Adds new Ammo Component Builder that builds BM Ammo Kits. On use, the ammo kits add Ammo components to your inventory. For example, there is a BM Casing Kit that adds 100 of EVERY ammo casing to your inventory. There is a kit for gunpowder and each of the primers. This machine is to automate making Ammo Components. I wanted to have the machine make the stuff itself but there were a couple issues there. If only primers and gunpowder were components and not Misc Items!

Weapon Disassembler
I DID IT! It took me awhile but I found a way! A machine to automatically disassemble and scrap weapons, even explosives! The machine handles Most/All Vanilla weapons including throwables and even has support for all Weaponsmith Extended weapons! The machine takes in weapons and removes/scraps ALL MODS and scraps the item. E.G. A 10mm will output 5 separate loose mods and some base components (Steel, Screws, and Spring). Can toggle scraping/removing mods in connected terminal. WARNING: The machine WILL scrap Legendary weapons so be careful with what you put in. If Legendary Modification is selected in installer will remove or scrap Legendary Mods! 

Armor Disassembler
You asked and it has arrived! Machine to automatically disassemble and scrap Armor and Power Armor. The machine will take in armor/power armor and remove ALL MODS and scrap the item. E.G. A Combat Armor Torso will output any attached mods and some base components (Steel, ect). Can toggle scraping/removing mods in connected terminal. WARNING: The machine WILL scrap Legendary armor pieces so be careful with what you put in. If Legendary Modification is selected in installer will remove or scrap Legendary Mods! 

Mod Scrapper
The Mod Scrapper is here! Unlocks with appropriate perks. Scraps all loose mods down to scrap components. Randomization is used for Mod scrap variance. Has Legendary Mod support and will scrap LMods for EChips!  

Ammo Scrapper
The brand new Ammo Scrapper! Scraps all ammo types, including any ammo added from mods (as long as they are tagged with the vanilla ammo keyword). Will scrap 25 bullets at a time (bullet types don't have to match), with the exception being Large Ammo items e.g. Mini nukes, missiles. Those items are scrapped one at a time. 25 would be ridiculous lol!


Better (Faster) Hoppers
I found that the hoppers were just too slow. If you had lots of items in a Builder one at a time just didn't cut it. Especially if the Component Extractors were still running. This mod fixes that with a brand new Hopper that is much faster and configurable through terminals.

Better Conveyor Belts
As Yusei0 suggested, it would be cool to have faster conveyor belts. Now you can, just download any version 1.5 and beyond and go to a connected terminal. They can reverse direction as well. There is also Upwards Conveyor belts. I added support for manufacturing extended intersections as well. Just be sure to select the option in the installer. 

Downward Lifts & Lift Improvement
As suggested by Dogbarian, lifts that take items from the top and move them to the bottom effectively taking items down floors. I can't believe the vanilla DLC didn't have these."Nah, they'll only need to go up." Screw that! Maybe I want to take items down floors safely. Two for each direction (forward, backward. left and right), one elevated, one on the floor. They are also tweaked to move items MUCH quicker so they don't halt your lines.

"Y" Branch Joiners

As Aeliun suggested, new Conveyor Belt Y Joiners to combine conveyor lines. Seriously? Vanilla did not have these!? With this mod you can clean up those lines with new Joiners. Two for directions Left and Right, one elevated, one on the floor.

Left Facing Sorters, a Type Sorter and Sorter Improvements
Adds all new Left facing sorters so you can sort items left. Don't know why this wasn't in vanilla.... This mod will also connect the sorters to the Faster Hopper so they operate faster. They are currently linked through the "Faster Hopper" terminal settings meaning speed, and amount can be changed. Also adds the Type Sorter by steamcanuck. Please endorse his mod as well. 

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General Warnings:

Must have F4SE installed. If you are having trouble there are many youtube videos out there to assist you.

Must have AWKCR (found here: AWKCR.) and All DLCs installed! 

As with any mod on the Nexus, I suggest you backup a save before testing any new mod. The usual location is C:\Users\"YourUsername"\Documents\My Games\Fallout4\Saves .


Warning: Version 1.9.4 and greater can have compatibility issues with any mod that change vanilla weapons, armor, LLD of animals, or Loose Mods. If nothing is scrapping in the machines, then you have a conflict! That includes AWKCR! I have added patches for some popular mods I know about (including AWKCR). At this time (10-06-17) I am not planning on adding any other patches. The good news, I tried to make adding patches relatively easy. All it takes is a little fo4edit action and some keywords, see posted Article for full details. Also, if you create a patch for the mod, let me know and I'll either link it or add it. If you have a conflict then a patch must be made. If you are unsure please don't hesitate to ask. 


WARNING: ALL versions BEFORE 2.0.4. There is the potential for lost items in the scrapper and disassemblers if too many items are processed at once. This is fixed in the latest version. See notes below for full details. 

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Version Update Warnings:
 

WARNING: If you UPDATE to 1.9.7 or greater you HAVE TO REPLACE any machines from Better Manufacturing that have already been placed in a save. If you don't it will cause your game to crash. See version notes below for full details.

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Mods Worth Mentioning

Check out this Legendary Modification mod, it's excellent!

A great mod for storing all junk that goes nicely with hoppers and containers.

A small mod of mine that improves the Loads Caliber Switchers. Better Loads Switches.



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Future Plans:

I am officially done with this mod! If any major issues or bugs pop up I will fix them. Also, suggestions are still welcome! If you have an awesome idea and I like it I may still add to this mod. Cheers! 

If you are looking for a patch for a weapon mod I suggest looking into basic modding yourself. Take a look at this Article I wrote explaining how to add weapons to the scrapper correctly. Everything else should scrap without conflicts unless the Mod Author did not tag them with the vanilla keywords.


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Version Notes

All versions below 2.0.4 : I recommend you read through the Version notes in Yellow below. There was a major bug in the disassemblers and scrappers that you need to be aware of. 

Versions 1.5 - 1.9.4: I highly recommend you update to later versions! See version log in Light Blue and message below for more info.


v.2.2 - Huge Patch. Adds quite a bit.
  • All disassemblers' scrap output has been adjusted to equalize the new armor scrap output. With the great extent of items it was very tedious to make the scrap out for each specific item. What I did instead was create generic scrap recipes and add randomization to them to add variation to scrapping and balance. Before, weapons and armor all scrapped to very close to normal vanilla scrapping on a workbench WITHOUT any randomization. Now they all have a low chance to double up on certain valuable resources, along with other random balances. 
  • The Armor Scrapper is now full functional on ALL items in the ARMOR category, that includes clothing, hats. facemasks, ect. I even got all of the armor from ArmorSmith extended since I'm using AWKCR keywords including the Jetpacks and weapon aesthetics! 
  • Armor pieces will also scrap without a BM keyword, meaning ANY other Mod that adds armor should be compatible with the Disassembler WITHOUT fo4edits (As long as they are tagged with AWKCR keywords or Vanilla Armor Keywords). 
  • There is now a new Scrapper for Ammo! Due to the complexity of ammo scrapping, I had to add a separate machine. It scraps 25 of ANY ammo at a time, with the exception being large ammo items such as mini nukes. missiles, ect. 
  • Adds a brand new type extractor! Put an object of a certain type in and this pulls all objects of that type out of the local workbench onto a conveyor. MUST READ: This Object required a very heavy operation involving the Workbench Inventory (One of the reasons this thing does not link). Because of that it actually LOCKS the workbench when this thing runs its search. If you attempt to access the inventory while it's processing all items will "Appear" to be missing. They are not, the workbench is just locked. I recommend one per settlement max (trust me, that's all you need)! 
  • Adds the Equipment Sorter by steamcanuck.
  • I also add Left Facing Sorters (All included)! These things are great and allow you to sort left as well. No more weird factory right only setups, or upward lifts everywhere! I also overwrote the scripts to use the BM Faster Hopper Script and tagged them to the Faster Hopper Terminal. That means they are now linked to your faster hopper terminal settings. 
  • I noticed downward lifts were not grabbing items correctly due to the Trigger point being too high. This patch fixes those so they have lower trigger points on ALL lifts. 
  • Combined the Butcher and Robot Disassembler into one machine called the Body Decomposer and added a Large Hopper version as well! You know the one with the Huge Open top to make butchering easier. 
  • Added a bunch of missing items to the LargeItem Form List from the Contraptions DLC . This is aimed at fixing any hopper and builder when outputting large items. I even added Weaponsmith extended Large Items if you get that patch. 
v.2.1.3 - Small Bug fixes. Adds ME Power Armor Kits to the Full Armor Builder
  • BUG_FIX: Fixed the missing component value on Fat Scrap. 
  • This also significantly reduces the weight of fat scrap. From 10 a pound to 100 a pound. 
  • Adds the ME Power Armor Frame Kit to the Full Armor Builder.
v.2.1.2 - The Real 2.1 Release! Adds improvements to the disassemblers and scrappers. New Ammo Component Builder. Small tweaks and fixes.
  • Another fix to the Dissassemblers and Scrapper. This is the best system yet! With the previous version items would disappear well before they were scrapped. Now, items will only disappear right as they are scrapped, this ensures that the machine works as intended. 
  • Ammo Components Builder is added to the Weaponsmith Patch. It creates new Items called "BM Ammo Kits" that on use create casings, primers, and gunpowder. This is a way to automate creating ammo components so you don't have to press "e" a thousand times! ;)
  • Separates the lifts and Hoppers again. Adds the Big Open Top Hopper to the faster vacuum hopper control. Changes the lifts to drop more items per cycle to speed them up. Lifts CANNOT be changed in the terminal.
  • Adds fix for Blood Draw Kit with Valdacil Patch.
v.2.1.1 - Small fixes and some new Addons.
  • Fixes 2.1 broken installer.
  • Adding small fix to armorsmith patch and manufacturing extended patch. There was some unfixed conflicts.
  • Adding explosives to the Weapon Disassembler Machine! Can now scrap Mines and Grenades. 
  • Removes DLC's as an option in the installer. All DLCs are now included.
  • Add a new Constructable Object Adhesive Bottle to the Chem station and the Chem Utility Builder.
v.2.0.7 -Finishes the Weaponsmith Extended Patch for v2.382 (2.4 Beta 35)
  • Now every weapon in the version above will scrap in the machines.
  • Also changes the keywords used for weapon scrapping with Non-Melee weapons. This patch removes all of the weapon scrap keywords for those weapons as they are not needed.
v.2.0.6 - Bug fixes. Added terminal configuration support to the lifts. Weaponsmith Extended Patch.
  • BUG_FIX: Fixes the issue where items could be lost if processed through the disassemblers or mod scrapper. I replicated the issue on my end and with this version it is fixed.
  • Adds terminal support to the lifts to help speed them up. It is combined with the faster hopper terminal. Also adds some changes to the nif models to pick up items better. 
  • Adds a first swing at weaponsmith extended patch. This first patch really just aims to fix any overwrite issues with the two mods. I plan to add full support in the future. That means that for now ALL new (or mod created) weapons are not supported.
  • Tagged "BetterManufacturing.esp" as an esm.
v.2.0.5 - Another update to the Disassemblers and Scrapper scripts.
  • BUG_FIX: Due to the way papyrus handles removing in arrays the queue would slowly shrink. This was a weird find because I expected Array.remove() to just effectively NULL the element but it actually shortens the array. This patch fixes that.
  • Items can now be added directly into the machines and no longer NEED to be belt fed. 
  • In the previous version if the queue was full, any items added afterwards would be added to the machine and pushed out, unscrapped. Now even if the queue fills the items will be processed.
  • Increases the output speed of components to speed up the scrapping process when doing large scrapping jobs. The machines now output 4 components per cycle. 
v.2.0.4 - Update to the Disassemblers and Scrapper scripts. 
  • BUG FIX: Fixes bug with Disassemblers and Scrappers where items could be lost if too many items are processed at once. 
  • After updating I suggest storing and replacing the Disassemblers and Mod Scrapper just in case.
  • After some testing I discovered a MAJOR issue in the Disassemblers and Scrapper objects. If you setup a conveyor and started pushing items in eventually the queue could fill up and any items pushed before the queue has space will be lost. 
  • This fix adds a FAIL SAFE to prevent any objects from being lost. That FAIL SAFE is that if the Queue is full any items that are pushed through will just be added to the builder and pushed out through the other side unscrapped. 
  • I also increased the queue size to max (128 is the Max). That means if objects that SHOULD BE scrapped are not scrapping it is because the machine is full. 
  • I observed this behavior after running my own objects through in my Local game. 
  • IF YOU already scrapped all your items it is unlikely you would be able to even observe this behavior and probably thought everything was okay. I apologize for any items lost, I was so busy pushing out changes I did not get a chance to fully test for issues and some slipped through. I suggest you revert saves because you probably lost items. 
v.2.0.3 - Fixes the Drug Builder. Adds some new recipes to the Builders.
  • The Drug builder had a bug where good recipes (such as x-cell, med-x, daddy-o, ect) were completely inaccessible due to bug in the terminal where the perk conditions were incorrect.
  • Added a description to the Blood Draw Kit.
  • Adds Skeeto Spit to the drug builder.
  • Adds the robot repair kit to the Utility Builder in the DLC patch.
  • Changes the terminal for the Chem Utility Builder from "Chem Aid Builder Control" to "Chem Utility Builder Control".
v.2.0.2 - Small bug fixes
  • The Left Floor joiner conveyor animation was incorrect.
  • As of version 1.9.7, the chem utility builder was broken. Will HAVE to update to this version to fix it.
  • Reduced the timer in the disassemblers and mod scrapper to reduce the delay on getting scrap output.
  • Added the DLC Patch as a header to the Valdacil DLC patch to ensure the correct load order.
v.2.0.1 - Version 2.0 Was missing correct keywords on Loose mods for DLCs, this fixes that.
  • All Robot mods were treated as weapon mods in 2.0. This adds more variation to the mod scrapper by adding robot mod specific keywords and scrap out.
  • All standard weapon mods were scrapping too much for DLC weapons because they were not tagged as being standard, this affected the Weapon disassembler as well.
  • DLC Armor mods were not tagged appropriately and were treated as weapon mods.
v.2.0 - Adds Legendary Modification support and full DLC support!
  • Legendary mods are now supported in the disassemblers if the option is selected in the installer. MUST HAVE Legendary Modification mod installed!
  • Adds every weapon and armor piece form the DLC's I could find to the disassemblers. 
v.1.9.8 - Adds the new Conveyor Lifts and Joiners.
  • Adds 8 new conveyor lifts. One for each direction Forward, Backward, Left, and Right, with a set for the floor and an elevated set.
  • Adds 4 new Conveyor "Y" Joiners. One for left and one for right, with a set for the floor and an elevated set.
v.1.9.7 - This is a major update many changes below.
  • WARNING: If updating from ANY previous version you must store and replace any and all BM machines. This update moves ALL scripts to a new location causing any and all existing BM (Better Manufacturing) Machines to be broken. That includes conveyors as well. This ONLY affects BM machines so vanilla and other mods should be fine. 
  • Merges craftables into the main file and removes the option in the installer. Craftables are now just part of BM! 
  • All craftables now added to the Chem Aid builder which was renamed to "Chem Utility Builder". Also adds vegetable starch and Cutting fluid :)!
  • Added Fat support to the Component Extractor and the Manufacturing Extended Component Extractor. 
  • Changed the builders to have a more diverse array of colors. That includes the dissasemblers and mod scrapper. 
  • DLC support is now in one file, no option for separate DLC support. Right now only supports Far Harbor and Nuka World for animal fat.
  • Valdacil now has an option for Weightless or standard version
  • BUG FIX: All loose mods with the nif model "Props\ModsPartBox\ModBox.nif" were changed to "ModCrate.nif" to fix the loose mod bug where some loose mods were not being picked up by contraption machines. NO IDEA WHY that happens but this should fix it.
v.1.9.5 - Hot fix for script overwrite issue. Scripts DLC05WorkshopConveyor.pex and WorkshopBuilderScript.pex 
  • Conveyors and the drug and food builder MUST BE stored and replaced.
  • This replaces any objects that used the overwritten scripts with new custom scripts.
  • This is also the beginning of the project cleanup of script locations. This was the beginning effort of 1.9.6 of moving EVERYTHING to the correct structure.
v.1.9.4 - Dissassembler Backend Overhaul
  • Recombined the Power Armor and Armor Dissassemblers
  • This change makes adding custom weapons and armor to the dissassemblers much easier than before. To make an item scrappable they only need to be tagged with the appropriate keywords.
  • This change also fixes the slow down and blockage problem, by introducing a far more efficient system than before. 
  • It also has small fixes to scraping mods in the machines, where scrap output wasn't behaving as intended. 
  • Because it is more efficient, I was able to add every vanilla armor piece and weapon I could find. I hope I got them all this time :)! The armor machine only scraps objects tagged with ObjectTypeArmor or ObjectTypePowerArmor (this means anything that is considered something other than armor is not included.)
  • Also adds some merged files to the installer to reduce the amount of ESP's on install. 
v.1.9.3 - DLC Support for Animal Fat. Small bug fixes.
  • This adds animal fat to fallen creatures in both Far Harbor and Nuka world if the option is selected in the installer
  • Cleaned up the installer a bit
  • Fixed bug with Item Overhaul - Valdacil patch not synced with craftables correctly.
v.1.9.2 - Split the Armor Disassembler into two machines. One for Armor. One for Power armor
  • This fixes the raider power armor bug as well. 
v.1.9.1 - Adds an option to the installer to add new constructable items
- Adds a new component animal fat that can only be obtained from killing animals (and butchery if Manufacturing Extended is selected)
- Adds new recipes to the Chem station and modifies a few.  
  • Blood Draw Kit - Damages and dehydrates user. Gives user a blood pack.
  • Acid Bottle
  • Ballistic Fiber Roll 
  • Antiseptic Bottle
  • Large Oil Can
  • Leather roll
  • Buffout
  • Changes Cutting Fluid to use Fat instead of Acid
  • Adds Psycobuff & psychotats recipes
  • Changes mentats to use the raw components of abraxo cleaner instead of the junk item
- Manufacturing Extended Butchery changes 
  • Adds Mirelurk Queen specfic butchery
  • Adds mirelurk eggs to all mirelurk butchery
  • Adds animal fat to butchery for all animals
v.1.9 - Added the Better Armor Forge Machine
  • Builds full suits of armor at a time, rather than one piece.
  • Builds all vanilla armor and power armor
  • Machine unlocks with perks Science 2 and Armorer 2
  • T-60 unlocks with perks Science 3 and Armorer 3
  • X-01 unlocks with perks Science 4 and Armorer 4 
v.1.8 - Added the Mod Scrapper machine
  • Scraps all loose mods tagged with the LooseModKeyword.
  • Unlocks with perks Armorer & GunNut 3 and scrapper 2
  • Now adds a lot of new keywords to loose mods causing potential compatibility issues with other mods that change the MIsc Item loose mod, such as sorting mods. Do have Valdacil support option in the installer.
v.1.7.2 - Added  compatibility patch for Valdacil's Item Sorting.
  • For all versions 1.6.5 - 1.7.1 you will have a bug related to loose mods, if you have a UI mod that relies on Valdacil's Item sorting or just the sorting mod itself. 
  • One mod will overwrite the other depending on load order. 
v.1.7.1 - Added perks to the Chem Builders.
  • Chemist and Medic perks were uses. Some things are not unlocked until late game with level 4 perks. 
  • Fixed bug in description of the chem builders.
v.1.7 - Added the Chem Machines.
  • Aid Chem Builder: Creates all aid type chems. Stimpaks, glowing blood packs, ect
  • Drug Builder: Creates all vanilla drugs. Day Tripper, Daddy-O, X-Cell, Med-X, ect
  • If there was a recipe for the item, I used it. If not I tried to make something up that seemed reasonable. X-Cell is really good and as such really expensive and you'll probably laugh when you see the recipe. No spoilers ;)
  • Made Dissassembler toggle message shorter.
v.1.6.6 - Added the upwards ramp. Fixes some bugs with the conveyors.  
  • Now has an upwards conveyor belt!
  • Fixes bug where users could go to a terminal and click forward and it would toggle the direction to reverse.
  • Fixes terminal bug with changing conveyor speed., ect
v.1.6.5 - Fixes Bug for 1.6.4 where the ESP was wrong causing the weapon disassembler to output too many resources.
  • This essentially replaces 1.6.4 in functionality
v.1.6.4/v1.6.5 - Disassemblers can now scrap mods or remove them
  • Can now toggle the dissassembling of mods or scrapping of mods using a connected terminal
  • Added some randomization to the scrap output with mods to make for better balance
  • After some testing, scrap output seems fair and balanced, however there are a lot of weapons, armor and exponentially more mods for those items, so I did not test everything. That's where you guys come in. Feel free to make some suggestions on output if you feel something is unbalanced. If you do make a suggestion please be specific. 
v.1.6.3 - Fixed Conveyor Bug
  • Conveyor Terminal did not work correctly. Setting speeds 4, 5, and 6 would set to 10. 
  • Had incorrect value on downward ramp direction, on newly created ramps.
v 1.6.2 - Renaming the Mod from "DLC Contraptions - Expanded " to " Better Manufacturing".
  • WARNING: If you are updating from version 1.6.1 or earlier this will remove all existing built machines in your save. Also, be sure to delete the "DLC Contraptions " version BEFORE installing the new version. I would also suggest backing up a few saves, they can be found at C:\Users\"YourUsername"\Documents\My Games\Fallout4\Saves 
v 1.6.1 - Added appropriate perks to Disassembler machines.
  • Weapon: ArmorSmith 2 and Scrapper 2
  • Armor: GunNut 2 and Scrapper 2
v 1.6 - Added the Armor Disassembler
  • CAUTION: Will eat legendary armor pieces if they are vanilla based! You have been warned :)
  • Armor to be disassembled must be fed through the front of the machine, meaning adding anything to the machine inventory will just be output to the other side. 
  • The machine will DESTROY the armor piece, output all attached mods and output scrap components similar to scrapping the base armor (this seems fair as normally you would have to make base mods sometimes to remove the better mod). 
  • Some items may scrap exactly the same as on a workbench and some will be different. I will not list them out, there's a lot.
  • If you do have a bug or issue please let me know.
v 1.5.1 - Update to the Weapon Disassembler 
  • Added support for most, if not all, of the vanilla weapons (excluding explosives). I believe I got them all but I may have missed one or two. 
  • Now scraps melee weapons including the ripper, baseball bat, pipe wrench ect
  • Before this version it was only guns. 


v 1.5 - Added the ability to change speed and direction of conveyor belts at connected terminals
  • Due to my lack in understanding for animations I was not able to get the animation to play in reverse. The direction does change, the animation will not show it. 
  • If you seem to be having issues with already placed conveyor belts try to store and replace the belt, it should fix any issues.
  • I would expect this speed change to impact performance in large factories USE WITH CARE.
  • If you do have a bug or issue please let me know.
v 1.4 - Added the Weapon Disassembler
  • CAUTION: Will eat legendary weapons if they are vanilla based! You have been warned :)
  • Weapons to be disassembled must be fed through the front of the machine, meaning adding anything to the machine inventory will just be output to the other side. 
  • The machine will DESTROY the weapon, output all attached mods and output scrap components similar to scrapping the base weapon (this seems fair as normally you would have to make base mods sometimes to remove the better mod). E.G. 10mm with standard mods 5 Steel, 2 Screws, 1 Spring from scrapping at a workbench. 
  • Some items may scrap exactly the same as on a workbench and some will be different. I will not list them out, there's a lot.
  • If you do have a bug or issue please let me know.
v 1.3 - Added Dandy Boy Apples and Bubblegum to the Food Builder. 
v 1.2 - Added the Object Extractor Only linked
v 1.1 -Adds the Component Extractor Only Linked and the Faster Vacuum Hopper.


For a deeper explanation of the problem read notes below:

WARNING: If updating you must store and replace ALL machines in an existing save. If you don't it can cause crashes and bugs as the machines are now using different scripts essentially an the ones already placed have no script to point to. This affects ANY and ALL BM machines and conveyors. I realize the hassle this presents and I apologize. These are things I am just now learning. 

If you downloaded any versions 1.5 - 1.9.4 you have a potential for problems with conveyors and builders that had more than 16 recipes. You will probably not see any immediate issues and maybe none at all but it is bad practice to overwrite a Vanilla Script and use that instead of creating your own script. The reason is that it introduces multiple versions  of the same script in your deploy directory. One in the BA2 file and one in Scripts/DLC05. As you can see that is not good, and the only reason it works is because the Scripts/ directory overwrites BA2's. I'm terribly sorry for this mistake, I'm still learning myself and these things happen. I fixed this in 1.9.5, please download the latest version ASAP. Cheers!



Requirements:
----------------------------
Absolute Must Haves:

MUST HAVE All DLC's installed.
MUST HAVE F4SE installed correctly.
MUST HAVE
 AWKCR installed.

Optional Additions (based on selections in the installer):
All of these are strongly recommended as they add cool stuff using these mods.

Manufacturing Extended if selected.
Legendary Modification if selected. 
Weaponsmith Extended if selected.  

Compatability Patches:
These are just Compatability  patches for the mod so they play well together 

Valdacil's Item Sorting if selected.
LOADS if selected.

Compatibility
----------------------------

Versions 1.9.4 or Greater will now conflict with any mods that change vanilla weapons. I have added some patches. If there are any mods that you want a patch for please don't hesitate to ask.

Version 1.6.5 - 1.7.1 will have issues with any mods that are changing the Misc Item for loose mods. That includes Valdacil's Item Sorting. Must update to version 1.7.2 or greater to fix. 

Any version 1.6.5  or Greater  will conflict with any mods that change the Misc Item Loose mods. Any beyond 1.9.1 will conflict with the LLD of any of the animals. Will need to be merged or one will overwrite the other.


Installation
----------------------------

With NMM (highly recommended): 
1. Download with Nexus Mod Manager and activate.

Without NMM: 
1. Download the file manually.  
2. Then use your favorite .7z, .zip, .rar program to extract the desired modules from the Data folder in the archive to your Data folder ie: C:\Program Files (x86)\steam\steamapps\common\fallout 4\Data.
3. Then in the Fallout 4 launcher select the hidden plugin manager and select the modules to activate them.

Uninstallation
----------------------------
With NMM:

1. Deactivate/Uninstall the mod in NMM

Without NMM:
1. Delete any file named "Better Manufacturing-*.esp" from your Fallout 4\Data folder.
1. Delete any file named "Better Manufacturing-*.ba2" from your Fallout 4\Data folder.



Versions 2.1.1 and before:
1. Delete any file named "Better Manufacturing-*.esp" from your Fallout 4\Data folder.
2. Delete any Folder named "Item Overhaul" or "BetterManufacturing" from folders:
  • Fallout 4\Data\Meshes
  • Fallout 4\Data\Materials
  • Fallout 4\Data\Textures
  • Fallout 4\Data\Scripts

Versions 1.6.1 and before:
1. Delete any file named "DLC Contraptions-*.esp" from your Fallout 4\Data folder.

Recommendations: 
----------------------------
Valdacil's Item Sorting
More Cages
Manufacturing Extended
Higher Settlement Budget 

Crafting Workbenches
Loads Of Ammo
Legendary Modification mod

My Mods
REPORT BUG
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