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Arrownight

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  1. thefircracker
    thefircracker
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    I should really learn to check for updates on Vortex, had no idea that the second tier of Settlement Addition was fixed and buildable.
    Thanks again for a really neat mod and one that's perfect for Uncapped Settlement Surplus 

    Edit: settlement addition 24 is buildable, but not 30.
  2. ZetyrZ
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    I've got the Quantum Auto Farmer (Settlement Edition FIXED) 23 as it's the latest file. I have the Razorgrain, Gord, Melon, and Tarberry machines available to build. I also have two Quantum Autogrowers which require synth components and I won't be building for a while. 

    I don't see Corn, Tato, and Carrot however. Is there a note or something I need to find in game? Is this version supposed to have it? I only see these crops listed on the 3.0 version on the files page but that one doesn't indicate it's fixed.

    Edit: I installed 3.0 instead and installed the fix mod as well. Got all the standard crops now. A little weird that the latest version doesn't include them, but everything seems to be working fine.
  3. thefircracker
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    I know each Farmer produces 6 food, but what are the production rates? Are they affected by wait/sleep, are the constantly producing food?
    Also how does this mod work in conjunction with Uncapped Settlement Surplus? <- Some considers that mod to be a cheat, but after +3000k hours, it's just something convient for me.
    1. Arrownight
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      As Far as I know, this works how normal food production works.

      As for settlers, the game caps settlers at 6 food for MULTIPLE crops.

      If you assign 1 settler to a giant crop, even if it yields 25 food,

      They will collect it all.
    2. thefircracker
      thefircracker
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      I haven't paying super attention to the mechanics but I think you are correct and I'm pretty sure that the auto growers "just work".
  4. JoeWasntHere
    JoeWasntHere
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    I could have skipped this somewhere, but is bloodleaf a machine? I have yet to use the mod so i will edit this as needed once i get my stuff sorted again, but i've been using another mod to grow bloodleaf and it's just a little annoying to do so. So just curious if there were any plans to add this in a later version as i didn't see anything about it in the description of the mod
    Edit: Starting using the mod, everything seems to be working in order besides one small issue. None of the food seems to be transferred into the workshop storage. It has been several in-game days and my razorgrain count has only gone up cause i found some out in the commonwealth. I am not sure if this is a conflict or not, but in the workshop menu everything is counting towards the food count so that's working just fine. I have several machines down (3 of each besides mutfruit) and nothing is coming through in the workshop storage
    Edit 2 6/30: I looked around the files using FO4Edit, and it seems the base crops have a function that this mod does not. PFPC - Ingredient Production
    1. mitchell1666
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      on my game it seems to deposit crops, make sure you're not under any of the conditions where it wouldn't:

      • Population > Food = no left over
      • The food already existing in the workbench being above the cap so no more will be placed in
      • potentially very low happiness leaving a low modifier to surplus
      • any strange mod conflicts

    2. JoeWasntHere
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      It most likely is a conflict of some kind. At first i had no settlers, then i got one to grow some bloodleaf for me. Happiness is topped off at 100% cause of the machines. Im not sure of the cap on foods in the workbench so i cannot check that. As of right now, i only have 3 settlers, two being robots to farm some other crops and one being an actual person. It's really not too big of a deal considering that it's probably a mod conflict (god help me cause i got 130 running), if anything it just kinda ruins going for compact little builds. I can always just use robots to do most the bulk farming for me, and i was able to get benevolent leader with another mod called Unlimited Survival Mode. Thank you for replying!
    3. mitchell1666
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      if you have workshop framework installed its known to cause issues with crop deposit, its likely you have it installed if you have 120 mods as its used as a dependency in many others and causes lots of unnecessary and obstructive conflictive changes
  5. baneofcows
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    Hello,

    For some reason, the settlement version of the auto grower is always dimmed out, though I seem to have the perk requirements and all the stuff I need (components, Science and Robotics Expert maxed). Is there a hidden requirement I'm not seeing? Thanks!
    1. Arrownight
      Arrownight
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      It's Cash.
      You also usually need about 3000 caps to create the machine (misc parts)

      The components list is only so long - so even though I have caps listed, it doesn't show in the list.
    2. mitchell1666
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      i also can't seem to build it, i have all components
    3. mitchell1666
      mitchell1666
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      i found a fix for this, there is an error in the ESP

      using FO4Edit i compared the different things and found the error under only the settlement one which is the one that can't be built

      AutoFarm.esp
      Constructible Object
      AG06Settlement
      change: conditions > subject has perk comparison values from 0 to 1

      it checks the players requirement for the perks is 0 when it should be 1

      This is my second time using FO4 Edit, so im not so sure how to convey the terminology, but hopefully you can understand what im refering to, this error is present in both versions
  6. yoyojaw
    yoyojaw
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  7. ironpython
    ironpython
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    can you do a couple that produce thistle, mutated fern and some of the FH and NW plants eventually? have it produce only 1 of those plants due to the rarity alread though?

    Thanks either way. love this concept as itll give settlers chance to do other suff
    1. Arrownight
      Arrownight
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      Now that I just reloaded Fallout 4 and fixed a bug with my other mod, maybe I'll give it a go to add some more items.

      My first order of business is to get this mod into it's own menu.

      All that scrolling to the end is killing me.
    2. Arrownight
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      I don't think you can harvest thistle. At least when some other mods have tried to reproduce it, it blows up when harvested, like a nuclear explosion. Its coded in the game somehow.

      I have seen thistle blow up in game first hand.

      AS for the other crops, I am at a loss. I'm still not much of a modder and I looked into my mods and I am at my modding limit.

      I am more of An Idea Man than a programmer/modder.

      I have instead made a 3.0 version with lower requirements and a few new machines, carrot, corn, mutfruit, and tato to get things started.

      As for the other plant requests, I can't, but I offer you this :
      Check out this mod  It will allow you to plant/harvest every plant in the game EXCEPT thistle.
      Advanced Workshop Food Harvesting

  8. serval2462
    serval2462
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    I don't know use Manufacturing Extended mod Disassembler Synth(summon by Synth relay grenade)to get Synth component is cheating?I know it's my game but for  relieved
  9. serval2462
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    good mod,but I wanna know how to get Synth component when I join Institute?
  10. elderout
    elderout
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    Request more cheat with producing Blood Leaf, Brain Fungus, Glowing Fungus, Hub Flower, Silt Bean, Tarberry in one unit please.