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This page was last updated on 17 October 2024, 7:10AM
- Changelogs
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Version 3.4.3
- Changed the name of the Manufacturing Extended Menu Organization patch as some files relied on the original name.
- Merged the Far Harbor Munition plant added with Manufacturing Extended into the main ammunition plant that build all 19 vanilla types. Should fix the error another user reported.
- Moved the papyrus source from the BAE file into the fmod installer to make it easier for other modders to access the psc files for Better Manufacturing.
- Adding in a better way to patch mods using an FO4 Edit script that guarantees zero bad NIF models and a better scrapping experience with the Mod Scrapper.
- Improved the Mod Scrapper tremendously. It will now scrap mods to exactly 2/3 the bench cost to the exact items, excluding adhesive.
- With the Complex patcher, mod scrap output amount and adhesive are configurable.
- Removes the option for Armor/Weapon scrappers to scrap mods as the Mod Scrapper is so much better now.
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Version 3.4.2
- Merged the Far Harbor Munition plant added with Manufacturing Extended into the main ammunition plant that build all 19 vanilla types. Should fix the error another user reported.
- Moved the papyrus source from the BAE file into the fmod installer to make it easier for other modders to access the psc files for Better Manufacturing.
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Version 3.4.1
- Fixed the FMod Installer in version 3.4
- Fixed the complex patcher that was not changing some edge case records using the incorrect nif model. Including the 44 Standard reciever.
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Version 3.4
- Adding in a better way to patch mods using an FO4 Edit script that guarantees zero bad NIF models and a better scrapping experience with the Mod Scrapper.
- Improved the Mod Scrapper tremendously. It will now scrap mods to exactly 2/3 the bench cost to the exact items, excluding adhesive.
- With the Complex patcher, mod scrap output amount and adhesive are configurable.
- Removes the option for Armor/Weapon scrappers to scrap mods as the Mod Scrapper is so much better now.
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Version 3.3.1
- Fixed the elevated left curved conveyor movement direction.
- Fixed theWSE patch to change all the misc mods to use the ModCrate nif model not the modbox.nif due to the issues with that nif model blocking conveyor lines
- Reduced the scrap out for the ammo scrapper. I felt is was too much compared to average build recipe.
- Added in Hans's Lef Sorter nif model to fix the conveyor issue. Now the sorting conveyor moves in the correct direction Thanks again Hans!
- Fixed the ammo builder bug in the builder script for too many output items when the builder amount was changed in the holo tape.
- Changed the WEaponsmith Ammo Component builder to create the actual components making it easier to use. Meaning primers and gunpowder come directly out of the machine ready to be used.
- Changed the way the Casings kit work to be more useful. Now they will create 1000 of a specific selected case in the inventory.
- Two separate kits. One for shotgun ammo one for standard brass ammo.
- Adjusted the Casings Ammo Kit recipe to reflect the amount of casings recieved.
- Added items to the terminal display to display locked recipes with missing perks requirements. This effectively un-hides locked recipes and allows users to see what perks are required.
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Version 3.3
- Fixed theWSE patch to change all the misc mods to use the ModCrate nif model not the modbox.nif due to the issues with that nif model blocking conveyor lines
- Reduced the scrap out for the ammo scrapper. I felt is was too much compared to average build recipe.
- Added in Hans's Lef Sorter nif model to fix the conveyor issue. Now the sorting conveyor moves in the correct direction Thanks again Hans!
- Fixed the ammo builder bug in the builder script for too many output items when the builder amount was changed in the holo tape.
- Changed the WEaponsmith Ammo Component builder to create the actual components making it easier to use. Meaning primers and gunpowder come directly out of the machine ready to be used.
- Changed the way the Casings kit work to be more useful. Now they will create 1000 of a specific selected case in the inventory.
- Two separate kits. One for shotgun ammo one for standard brass ammo.
- Adjusted the Casings Ammo Kit recipe to reflect the amount of casings recieved.
- Added items to the terminal display to display locked recipes with missing perks requirements. This effectively un-hides locked recipes and allows users to see what perks are required.
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Version 3.2.1
- Added in the menu organization as an option in the installer. This will fix any compatibility issues with other manufacturing mods.
- Also adds another patch for Crafting Framework.
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Version 3.2
- Adjusted the Constructable Objects recipes to use 1 less Purified Water.
- Removed the AWKCR as a dependancy. This means the Weapons and Armor formlists have changed and only contain Vanilla Keywords.
- Added a new Setting to the Holotape for builders to "Turn-Off" building and output inventory. This is so users can effectively empty the Builders of components and objects.
- Added a new Setting to the Holotape to "Turn-Off" Component/Object Only-Linked extractors. This goes nicely with the builder "Turn-off" function. WARNING: Does not work with Manufacturing Extended Component/Object Extractors!
- Completely merged in "Converging Conveyors" by hans199. Thank you hans199 for your excellent work. Please go endorse his mod as well. Link on the main description.
- Added more organization to the conveyors. After adding in converging conveyors the menu ingame seemed cumbersome. Now there are 4 categories in conveyors. Elevated, floor, Lifts, Misc.
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Version 3.1
- -Completely, fixed the Armor and Disassembler slow down issue. Now the machines will function just like the mod scrapper and ammo recyler outputting many components quickly. After, thorough debugging I identified the exact issue and was able to add in a solid fix. The issue was that in the fire projectile function there was an expensive lookup operation after each item drop. The code was checking the entire formlist for an identifier and papyrus did not like that. It caused errors within papyrus code that made it impossible for the machine to process items quickly.
- -Made all builders more reliable when outputting large items. For some reason even the DLC was missing the necessary pieces of information to properly handle outputting large items. Now the builders will check the LargeItemFormList and output items appropriately. Also added a delay for building large items to prevent items from being thrown.
- -Added better checking in the disassembler code to prevent papyrus errors. Also changed the way the disassemblers disposed of items. Now it is using a much more reliable method of removal and deletion of objects.
- -Took another pass at the Armor FormList to ensure more items are correctly scrapped. With the new Code for the Armor Disassembler it will scrap ANY peice of armor, if the armor is not identified it will provide default scrap.
- -Added Metal, Combat, and Synth helmets to full Armor forge.
- -Modified the response for the cycle turn off to include more information with selected recipes.
- -Added a patch to the installer to fix Soylent Green Issues with new BM organization.
- - Added a patch for Manufacturing Extended Expanded.
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Version 3.0
- Big update!
- - Removed All keywords added to melee weapons and added all Melee weapons through AWKCR keywords meaning there are Absolutely 0 possibilities for weapon conflicts with Better Manufacturing!
- - Reworked the Mod scrapper code to be more adaptable. Now uses similar code structure to Weapon and Armor scrapper. Modified the default scrap output for Weapon/Armor mods from other Nexus Mods.
- - Reworked organization of Machines in build menu. No more long scrolls left or right searching for your machine. Now things are better organized for easier building.
- - Ammo recycler now has a terminal link to change the total amount of bullets scrapped at once. Settings for 25, 50, 75, and 100 bullets at a time.
- - With the new Settings holotape Fat is 100% optional! Just make sure to turn it on if you update!
- - Animal fat is now injected into the Leveled Lists in a Quest script. Removing any compatibility issues with other mods that change Animals Leveled Lists.
- - Modified fat to appear less often on animals and scale with the extra meat perk.
- - Added a settings holotape: Can be built at Chem Stations and should be added the first time you run the game after install. It has some nice features for manufacturing and the mod.
- - You can change the number of output items for builders.Settings for 1, 2, 5, and 10
- - There is also a new cycle feature for builders. When "on" the cycle will ignore the selected recipe from the terminal and build anything possible from it's list of recipes in a cycle.
- - Can completely disable the "Fat" feature with build-able items. Effectively removes the "Fat" feature along with the constructable items.
- - Added an option to "Power off" the Type Extractor to help with the workbench being locked.
- - Added a general help page
- With this latest update Better Manufacturing is almost Compatibility issue free! Possible Compatability issues: Large Ammo Types, Other DLC Contraptions Overrides, and MISC items for Guns/Armor mods.
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Version 2.2.3
- - Fixed any issues related to AWKCR and Waaponsmith updates that were not included causing some minor conflicts. Mostly with melee weapons.
- - Patches Affected - Main, Weaponsmith Extended Patch and WSE weights patch
- - Changed value to fat to make it so it isn't farmed for caps and used more for crafting.
- - Tweaked Ammo Scrap out to include fertilizer as that is common for explosives and crafting recipes for ammo.
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Version 2.2.2
- Ammo Scrapper Changes
- - Ensure more simularity to weaponsmith Extended output for ammo types being scrapped. That means Nukes, missles and regular ammo will be better to scrap in the scrappers.
- - Changed in-game description to be more helpful.
- Weapon Disassembler -
- - Change in-game description to include explosives
- Faster Hopper
- - Modified in-game description
- Drug Builder/ Chem Builder
- - Modified the in-game desccription to be more helpful.
- Added crystals to good weapons, mods, and armor output to balance the scrap out.
- Added the hack that pfarthing6 pointed out to speed up the weapon and armor scrappers. Thanks for the Assist pfarthing6!
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Version 2.2.1
- The weapon and armor scrappers now run on a shorter timer. This change is to speed up the scrapping process (Due to a possible engine error with Papyrus, not considerably).
- The main "Better Manufacturing.esp" is not tagged as an esm file and will operate like a standard esp file.
- Added back the standard Cutting Fluid recipe.
- All "Gun" weapons no longer require the BM keyword "IsMachineScrapable", making them far less likely to have any conflict with other mods.
- Made some small fixes to the type extractor to ensure it operates correctly. Ammo did not work correctly so I removed the ability to add that type altogether.
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Version 2.2
- This is a very large update to BM. Please read the full notes below.
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 which scraps one at a time. items such as mini nukes. missiles, ect.
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? 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)!
I asked steamcanuck and he has allowed me to add his Type Sorter to BM please go Endorse his mod. Thanks 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.
- This is a very large update to BM. Please read the full notes below.
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Version 2.1.3
- BUG_FIX: Fixed the missing component value on Fat Scrap. This also reduces the weight significantly of fat scrap. From 10 a pound to 100 a pound.
- Added Power Armor Kits to the Full Armor Builder. Only included in the Manufacturing Extended Patch.
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Version 2.1.2
- The REAL 2.1 Release:
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.
Adds a Brand new machine Ammo Components Builder in the Weaponsmith Patch that creates BM Ammo Kits for creating casings, primers, and gunpowder from Weaponsmith Extended.
Lifts are now disconnected from Hoppers and are just sped up. They will move 5 items per cycle and cannot be changed in game.
The Large Open Top hopper is now included in the faster hopper support in terminals.
- Also puts all resources into Ba2 files. For all you modders the source for all my scripts are there.
- The REAL 2.1 Release:
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Version 2.1.1
- Replaces 2.1 as the installer was broken.
Removes the option for DLC's. The patches for the DLC was getting out of hand so I figured Contraptions is already required might as well just add them all. This will clean up the patches pretty well too.
This adds explosives to the Weapon Disassembler! You can now scrap mines and grenades from all patches and DLC's.
Adds one more Constructable Object Adhesive to the chem station and the Chem Utility Builder.
Adds small fix for ME Patch and Armorsmith patch.
- Replaces 2.1 as the installer was broken.
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Version 2.0.7
- Adds the rest of the weapons from Weaponsmith Extended.
- Alters the keywords used on weapons making any non-melee weapon much easier to patch.
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Version 2.0.6
- Add support to the lifts to have a configurable grab number, much like the vacuum hoppers and extractors. This is to help fix the blockage problem they have.
- Add Weaponsmith extended patch. This only covers vanilla weapons for now.Full support coming later.
- Tagged better manufacturing.esp main file as an esm to help with compatibility.
- Fixes the disassemblers and mod scrapper bug where items were lost.
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Version 2.0.5
- Another Scrapper and Disassembler backend change. This change does 3 important things and fixes another issue.
1 - Items can now be added directly into the machines and no longer NEED to be belt fed.
2 - 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.
3 - 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.
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.
- Another Scrapper and Disassembler backend change. This change does 3 important things and fixes another issue.
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Version 2.0.4
- After some testing I noticed a major issue with the scrappers. If too many objects are pushed through too quickly, the machine Queue fills up and causes items to be lost or scrapped incorrectly. This patch fixes that by adding a bigger queue and a fail safe if the queue does fill up. That fail safe is that if the queue is full items that SHOULD BE scrapped are just ADDED to the container and will be PUSHED out the other side.
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Version 2.0.3
- Fixes the broken Drug builder. Some recipes were inaccessible due to incorrect condition in terminal. That includes X-cell, Daddy-o, and some others
- Added a description to the Blood Draw Kit.
- Adds robot repair kit to the Utility Builder for the DLC patch.
- Changed terminal from Chem Aid Builder to Chem Utility Builder
- Adds Skeeto Spit to the Drug Builder.
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Version 2.0.2
- Version 1.9.7 Broke the Chem Utility Builder. This patch fixes it.
This also fixes the Left Floor Joiner belt animation. It was going the wrong way.
Also aims to reduce the delay on the disassemblers' producing output. - Also adds the DLC patch as a header to the Valdacil DLC patch to ensure the correct load order.
- Version 1.9.7 Broke the Chem Utility Builder. This patch fixes it.
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Version 2.0.1
- 2.0 was missing the correct loose mod support. All Loose mods for the DLCs were not tagged and would of scrapped incorrectly (See version log for full details). This fixes that and adds new behavior for Robot DLC specific mods in the Mod Recycler machine.
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Version 2.0
- Adds Legendary Modification support option to the installer. Adds full legendary modification support to the dissasemblers and mod scrapper.
- Full DLC support for the Weapon and Armor Dissassemblers. Adds most/all DLC weapons and armor.
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Version 1.9.8
- Added 8 new Conveyor Lifts for going Downward. Added 4 new "Y" Branch Joiners.
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Version 1.9.7
- HOT FIX: 1.9.6 was broken! If you downloaded that here is the fix.
- WARNING: If updating from ANY previous version. This update moves ALL scripts causing any existing BM (Better Manufacturing) Machines to be broken. I saw crashes happen on my end and the only way to fix it is to store and rebuild the machines. See version notes on main page for more details.
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 :)!
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.
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.
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Version 1.9.5
- Versions 1.5 - 1.9.4 are affected. This is the hot fix for all of the overwrite scripts. That includes the workshop conveyor script and builder script. Now, all items that required those changes are using my scripts.
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Version 1.9.4
- I also added some merged files to the installer to reduce the amount of ESP's on install.
- This is an overhaul for the disassemblers' backend. The standard behavior in game remains unchanged.
This change makes adding custom weapons and armor to the dissassemblers much easier than before. Now to make a weapon or armor piece scrappable the weapon just needs to be tagged with certain keywords.
This change also fixes the slow down and blockage problem, by introducing a far more efficient system than before.
This also re-combines the armor dissassemblers back into one.
This also adds some small fixes to scraping mods in the machines, where scrap output wasn't behaving as intended.
Lastly, this does add a lot more vanilla armor and weapon pieces. I hope I got them all this time :) (If the item is tagged as something other than Armor or Power Armor it was not included).
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Version 1.9.3
- Adds DLC support for animal fat for creatures in Far Harbor and Nuka World.
- Cleaned up the installer.
- Adds fix for Item Overhaul Valdacil patch.
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Version 1.9.1
- Added an option to the installer to add new constructable items and a new component animal fat. See Version Log for more details.
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Version 1.9
- Added the Better Armor Builder that builds full sets of armor.
- Uses appropriate perks. Science 2, Armorer 2
- Some power armor suits require higher perks E.G. X-01 needs Science 4 and Armorer 4
- Added the Better Armor Builder that builds full sets of armor.
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Version 1.8
- Added the Mod Scrapper Machine.
- Has Appropriate perks Armorer 3, GunNut 3 and Scrapper 2
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Version 1.7.3
- Removed the Valdacil esps from patch header.
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Version 1.7.2
- Added an option to the installer to add a compatibility patch for Valdacil's Item Sorting.
As of Version 1.6.5 and greater the two mods would conflict and depending on load order one would overwrite the other.
- Added an option to the installer to add a compatibility patch for Valdacil's Item Sorting.
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Version 1.7.1
- Added appropriate perks to build the chem machines and to use some recipes in them.
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Version 1.7
- Added the 2 New Chem Building machines. Between them builds everything from Addictol to X-cell
- Changed the disassembler toggle message in terminal to be shorter.
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Version 1.6.6
- Fixed bug with connected terminals and conveyors.
- Fixed bug with toggle of direction, could hit the forward direction when already going forward and it would change direction
- Added upwards ramps!
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Version 1.6.5
- Fixes bug in version 1.6.4 that is no longer available. The ESP was wrong and weapon mods were missing a keyword causing the weapon disassembler to output too many resources.
- Disassemblers can toggle between scrapping mods and removing them. Changeable through a connected terminal. Also, adds some randomization to scrapped weapons and armor for balancing scrapping with mods.
- Added some balance changes to the mod scrapping. After testing, this change feels closer to bench scrapping.
- Laser Rifle And plasma now scrap circuitry in disassembler.
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Version 1.6.3
- Fixes conveyor bug of at least version 1.6.2 and possibly other versions. See bug notes for further details.
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Version 1.6.2
- I've decided to rename the mod. WARNING: To anyone who is updating the mod from any version before 1.6.2. If you download the renamed version "Better Manufacturing" all existing machines in your save will disappear. That means the Extractors, and disassemblers ect will vanish and need to be rebuilt. This only applies to NEW object, meaning conveyor belts should remain in place.
- For users that had versions 1.6.1 and earlier if you do want to update be sure to delete the old "DLC Contraptions - Extended.esp" files.
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Version 1.6.1
- Added appropriate perks to build the disassemblers.
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Version 1.6
- Armor Dissasembler has arrived for basic armor types and...... Power Armor!
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Version 1.5.1
- Weapon Disassembler now works on Most (Probably all) vanilla weapons, including the ripper, baseball bat ect
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Version 1.5
- Added faster conveyor belts. Configurable through a terminal.
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Version 1.4
- Added the Weapon Disassembler machine.
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Version 1.3
- Added bubblegum and dandyboy apples to the Food Builder.
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Version 1.2
- Added the Object Extractor Only Linked manufacturing object.
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Version 1.1
- The first version. Adds the Component Extractor Only Linked and the Faster Vacuum Hopper.
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- Author's activity
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October 2024
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17 Oct 2024, 7:10AM | Action by: wrathmaniac
Mod mirror added
'https://mods.bethesda.net/en/fallout4/mod-detail/4367767'
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17 Oct 2024, 6:50AM | Action by: wrathmaniac
Mod mirror added
'https://mods.bethesda.net/en/fallout4/mod-detail/4367766'
April 2024
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24 Apr 2024, 12:15PM | Action by: wrathmaniac
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24 Apr 2024, 12:13PM | Action by: wrathmaniac
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24 Apr 2024, 12:11PM | Action by: wrathmaniac
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24 Apr 2024, 12:09PM | Action by: wrathmaniac
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24 Apr 2024, 12:07PM | Action by: wrathmaniac
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24 Apr 2024, 12:07PM | Action by: wrathmaniac
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24 Apr 2024, 12:06PM | Action by: wrathmaniac
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24 Apr 2024, 12:05PM | Action by: wrathmaniac
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24 Apr 2024, 12:04PM | Action by: wrathmaniac
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24 Apr 2024, 12:03PM | Action by: wrathmaniac
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24 Apr 2024, 12:02PM | Action by: wrathmaniac
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24 Apr 2024, 12:01PM | Action by: wrathmaniac
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24 Apr 2024, 11:56AM | Action by: wrathmaniac
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24 Apr 2024, 11:56AM | Action by: wrathmaniac
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24 Apr 2024, 11:56AM | Action by: wrathmaniac
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24 Apr 2024, 11:54AM | Action by: wrathmaniac
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24 Apr 2024, 11:54AM | Action by: wrathmaniac
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24 Apr 2024, 11:54AM | Action by: wrathmaniac
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- Mod page activity
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May 2025
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15 May 2025, 3:15PM | Action by: Zhyrez
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'Better Manufacturing'
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14 May 2025, 3:03PM | Action by: NobuMna
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13 May 2025, 8:21PM | Action by: B1gr3db3ar
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13 May 2025, 7:42PM | Action by: Forgoners
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13 May 2025, 7:24PM | Action by: B1gr3db3ar
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13 May 2025, 11:56AM | Action by: micbriheg
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11 May 2025, 6:00PM | Action by: KMMNNM
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11 May 2025, 5:41PM | Action by: Deadshotdrew007
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10 May 2025, 9:51PM | Action by: Lianan95
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10 May 2025, 9:03PM | Action by: Tricv
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10 May 2025, 1:38PM | Action by: BUTA
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09 May 2025, 6:42PM | Action by: XcaptinHarlockX
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07 May 2025, 11:26AM | Action by: Excoter
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06 May 2025, 11:00PM | Action by: DrW69
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06 May 2025, 2:23AM | Action by: lahordefranc
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06 May 2025, 2:14AM | Action by: deathhead78
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04 May 2025, 2:24AM | Action by: blackbeardmark
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02 May 2025, 7:27PM | Action by: Nimmo17
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01 May 2025, 11:25PM | Action by: NONamearmy1k
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01 May 2025, 4:02PM | Action by: Sidebomb
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