I'm going to give this mod a go, seems like the closest thing to mining that SS 1 and 2 offer only without the SS mod installed The description page mentions immersive braking so though I've never used them before this would be a good reason to learn them and those are the power counters set to a delay, another factor that SS offers is settler intervention thus making them automated, without the settler assignment the game mechanics will shut production down once player leaves the settlement which could also benefit slowing production down.
OK I figured out how to delay production, I use an Interval switch connected to a power counter and then to a delay off switch, I slowed the mining machines to 10 seconds on and 10 seconds off, the 10 seconds luckily is enough to produce one ore before power is shut, using place everywhere, I lowered the conveyor belts leading to the refineries slightly so they are on their own independent power source, the refiners need constant power, they will not work with the interment power. I only wish the game mechanics would allow for dividing a single fusion generator into circuits so I wouldn't have to place down so many generators and terminals for each individual mining harvester.
What an absolutely incredible mod. I have been a fan of games like Factorio and Satisfactory but it never scratched that combat and RPG itch. With this mod, I get a good balance of factory stuff and combat. It's great.
I have one suggestion though: is there a way to make it so that the objects do not need to physically need to go to the machines through the conveyors? I like to deal with the logistics but having a physical item can lead to parts falling off conveyors or lagging the game by having too many physics parts at the same time. Is there a way to have some sort of "tube" that serves the same purpose as the conveyor but without showing the object actually moving? If not, can you implement something like that?
I believe Manufacturing Extended has a Conveyor Workshop Storage were you can store stuff directly into workshop, also there was conveyor belt barriers, name is the program. Happy building!
can confirm that Manufacturing extended has a Conveyor Workshop Storage and it stores all known stuff into workshop. Also i can conrifm that conveyor belt barriers works as expected. ( You may have some trouble with the snappoints ) Both mods works fine on Next Gen.
Great mod, works fine for me. but the programming of the builders in a bigger factory is a nightmare. (I`m currently try to build a factory that produce the SS2 ASAM sensors)
Amazing mod. It's as close to a lore friendly way of getting a TON of resources if you have a HELL of a lot of settlement and crafting mods. The only non lore friendly aspect about this is the infinite raw minerals, but hey, engine limitations and other stuff like that. Everything else makes sense, of course you can make miners in reality, there's quarry mines all over the game, with factories like General Atomics International. 10/10 Highly recommend.
Heads up to anyone who uses Components Redone (https://www.nexusmods.com/fallout4/mods/25188), machines in this mod don't recognize the modified components from Components Redone, and will not produce them. I couldn't get the refineries to output anything until I disabled Components Redone, then it worked flawlessly.
Fixing this is probably a simple matter of patching mods like this to target the modified components from Components Redone properly, but that requires more knowledge of FO4Edit/Creation Kit and manufacturing machines than I have.
Just want to say what an amazing mod, just wish someone would combine real mining into the Industrial plots of Sim settlements 2 and then make a way to start such as plot industrial basic mine level 1 producing the ss2 virtual resource such as stone at level 1, level 2 then added crusher to gain copper iron and nickle, level 3 would add a forge and then level 4 would add a advanced mine with sifter crusher shaker and filter for more exotic stuff. You could make it so that you needed to unlock a basic mine to gain the others such as done in SS2 Wasteland Ventures 2. this would allow things such as for example a city plan with mining as it's central activity. level city designs lets you modify a location with stand ins so that the mine would progress, example starting as a hole in the ground and eventually gaining a lift and processor and water tanks, refinery, waste disposal and processing...power station and so forth... exciting idea if this could be implemented...imagine a Oberland Mining Station with a real mine :D cheers
I've refined it and it's working but whenever i link it by a conveyor to another builder. it just disappears and then when i scrap the builder it all falls on the floor.
Absolutely an amazing mod, with a permanent spot in my load order. I’ve never had any major issues with it. If you are a person that wants a real industrial focus then this will definitely be a mod for you. I’ve used the mod for years and it’s just fantastic.
145 comments
OK I figured out how to delay production, I use an Interval switch connected to a power counter and then to a delay off switch, I slowed the mining machines to 10 seconds on and 10 seconds off, the 10 seconds luckily is enough to produce one ore before power is shut, using place everywhere, I lowered the conveyor belts leading to the refineries slightly so they are on their own independent power source, the refiners need constant power, they will not work with the interment power. I only wish the game mechanics would allow for dividing a single fusion generator into circuits so I wouldn't have to place down so many generators and terminals for each individual mining harvester.
I have one suggestion though: is there a way to make it so that the objects do not need to physically need to go to the machines through the conveyors? I like to deal with the logistics but having a physical item can lead to parts falling off conveyors or lagging the game by having too many physics parts at the same time. Is there a way to have some sort of "tube" that serves the same purpose as the conveyor but without showing the object actually moving? If not, can you implement something like that?
Happy building!
Fixing this is probably a simple matter of patching mods like this to target the modified components from Components Redone properly, but that requires more knowledge of FO4Edit/Creation Kit and manufacturing machines than I have.
I've refined it and it's working but whenever i link it by a conveyor to another builder. it just disappears and then when i scrap the builder it all falls on the floor.