Is it possible for someone to update this or create something similar? There are no auto sell manufacturing attachments I can find for PC. Strangely, Xbox has one that works great. I wish someone could port that over to PC.
Yes, this is correct. Exporter stops working after exit and load of game file. Will work only if you reinstall the mod before each game load. Breaks over and over again after game exit. Great little mod. However, pretty much useless if the exporter stops working. It appears as though this mod author has abandoned this mod. If you are out there..., it would be much appreciated if you can do a fix, as this mod is worth saving, I believe. Thanks!
I don't know why the export function won't work. I have used this mod before just last year and worked just fine but now it won't. I have tried reinstalling multiple times and even trying a new game. Anyone possibly found a solution to this issue?
Wouldn´t it be much easier, to take a storage unit as exporter instead of a machine? The items, which should be sold, disapear in the unit and their value would be transfered to the workshop. So, there isn´t a problem with to much caps, that tears the fps to the ground. Just a suggestion.
Is there any way your machine could just add the caps from object sales DIRECTLY to the workshop of the settlement it's in? That way it doesn't spit a mountain of caps out on a belt.
Manufacturing Extended has a container that puts things from the belt into the workshop. There is also one that simply stores it locally, and many that remove various items or types from the workshop or other settlements and place them on the belt. I think there were 6 mods that expand or extend manufacturing, the last time I looked.
Yes, yes. I know about that. The point of me asking this is that if the export machine can just directly add the caps to the workshop, you don't have to worry about caps falling off a belt and sitting there, generating a gigantic performance hit. A couple hundred physics enabled entities can tank performance on the best system. Not only that, but those objects that take items off a belt and store it in the workshop don't do it instantly. It only does one item per game tick, which leaves those items bouncing around on the belt inside the machine until they are picked up. If you are selling expensive things, those caps build up to the hundreds in only a couple of sales, and performance takes a hit.
Perhaps caps stashes would be a good solution. Having a cap stash worth x value instead of x individual caps would turn everything into 1 object that could be sucked up...
How does the Importer work? I've chosen an component and clicked on the currency, downloaded this https://www.nexusmods.com/fallout4/mods/23558/.popup-topic?tab=description mod and put the required amount in the importer but nothing, but it in the workshop nothing. What am I doing wrong?
Please add a stand-in for bottlecaps to this mod that turn into caps when they reach the workshop. Not (just) for the importer, as I found a mod to fix that- Exporting hundreds of caps on a conveytor belt indivudally is proving to be quite the lagfest, since they are physics enabled objects being moved around.
This is made infinitely worse by manufacturing's bad habit of dropping items to the ground, which means you now have hundreds of physics enabled objects resting around the place where you can't possibly clean them all up. Plus, machines only seem made to handle maybe six resources at a time. Trying to put the exporter output through Capitron's bottle cap compacter had the vast majority pass through the line unprocessed.
Awesome Idea man. Gonna download and try it out. Can you post a link for this: "• A mod that allows dropping the actual bottle cap item, if you can find it:" I did a few nexus searches and closest I could find was: https://www.nexusmods.com/fallout4/mods/24243 . Not sure if the caps stashes it puts in the game would be compatible though. Cheers man.
The "if you can find it" part is because I couldn't find one either. I know it'd be helpful, but it doesn't seem to exist and I have no idea how to go about it. There is a mod called stash those caps, but like the other mods they use a representation of bottle caps that doesn't work with the importer. Thanks for the encouraging words, it means a lot!
Gotcha on the mod thing, was hoping you would say the linked one's stash item was compatible. Strange thing is the exporter does not want to sell anything, I have a settings in the terminal for the importer but nothing for the exporter. It is just collecting everything in it's inventory but no caps. Does it require reaching a particular merchant in game or setting up a vendor in the settlement or something before it will work? Like needing something to hook to for the sales? Not sure what I did wrong is all.
The exporter you just put an item in, and it should spit out caps. If it doesn't, ensure you have F4SE installed properly. I believe it would just be nonfunctional without. There is no terminal customization, it just gets items in and spits caps out.
Ok, I will play around with it for a while and see if I can get it working. I used a brand new character just out of the vault to test out the new items so I was not sure if something else was required. Everything else f4se dependent is working a-ok so probably something I messed up. Load order or placement or something. Thanks again for the awesome items, I have been wanting something like this for a possible factory build for a while but I do not have the Modding chops to do it myself. Kudos given! I will report back here to let you know how it goes.
AAAAAnd got it working. Had to scrap it 3 times and rebuild it but the last time it worked perfectly. Found another option on the caps issue for you :https://www.nexusmods.com/fallout4/mods/8681/?tab=posts&BH=0 If you can make the importer compatible with the craft-able item this mod produces as well as caps it would allow us to craft items we could them just lift and place on the conveyor to add caps to the importer device. Also according to the posts there Bethesda actually disabled caps as an item to the point where it would cause a CTD if you managed to make caps themselves craft-able. :( Anyway, again thank you for the awesome mod.
I think I'll probably try to implement my own solution which would allow you to drop actual bottlecaps in the world, or maybe work with stash those caps if I can think of a way to do that. For now though, dropping bottlecaps isn't really necessary but just helpful.
I think that works the same way as stash those caps, where the cap is just a pseudocap that syncs with the actual caps. feel free to test it though, if it works I'll recommend it in the description.
Still endorsed because I hope the mod Author will finish this small issue up. Had to stop using it for now though because the current system of creating the caps and removing them blew up my scripts. I had my factory creating buttercups and exporting them, then using the importer to bring in nuclear material and the creation and destruction of all those caps on the conveyor overloaded the game. Shut it down and collected all the caps off the line (painstakingly slowly as my fps was at about 2) and the lag disappeared. Started right back up as soon as I turned it on. So I will track and wait for the Author to hopefully come up with a new item that can stand in place of the caps down the line.
I got the Importer working and it is nice. The only problem for me is that the exporter won't work. I currently use the mod Yusei0 recommended. It really produces a physical item. Could you do some testing with this mod? My knowledge is very limited and I am happy to just click the Vortex Button and let it do the rest. I would love to use the exporter, because I have a lot of purified water and it is a pain in the ass to sell so much ;_;
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The items, which should be sold, disapear in the unit and their value would be transfered to the workshop.
So, there isn´t a problem with to much caps, that tears the fps to the ground.
Just a suggestion.
Not only that, but those objects that take items off a belt and store it in the workshop don't do it instantly. It only does one item per game tick, which leaves those items bouncing around on the belt inside the machine until they are picked up. If you are selling expensive things, those caps build up to the hundreds in only a couple of sales, and performance takes a hit.
What am I doing wrong?
This is made infinitely worse by manufacturing's bad habit of dropping items to the ground, which means you now have hundreds of physics enabled objects resting around the place where you can't possibly clean them all up. Plus, machines only seem made to handle maybe six resources at a time. Trying to put the exporter output through Capitron's bottle cap compacter had the vast majority pass through the line unprocessed.
Thanks for the encouraging words, it means a lot!
I got the Importer working and it is nice. The only problem for me is that the exporter won't work. I currently use the mod Yusei0 recommended. It really produces a physical item. Could you do some testing with this mod? My knowledge is very limited and I am happy to just click the Vortex Button and let it do the rest. I would love to use the exporter, because I have a lot of purified water and it is a pain in the ass to sell so much ;_;
Just a suggestion:
you could see what code solution was used here
https://www.nexusmods.com/fallout4/mods/14575
It might solve caps problems
Also