This looks interesting. I play in Hard mode, micro editing the 31 resources every day as I just started a new game, again. I do not see any options to adjust each of the 31 resources in the video, just scrap so far. Are you planning to go into more details for the mod, letting us increase or decrease, lets say wood, antiseptics, acid and so one? Cloth... I add so much cloth right now :D As it is a new game, my virtual storage are extremely limited right now.
When it comes to IDEK's? It has no own storage as far as I know as it uses one dedicated workshop container. I guess your mod uses the local workshop for each settlement? I feel more details might be nice to have in the description of the process, where to put stuff and where it ends up. If it will be able to handle all 31 individual resources, it will become an extremely useful mod.
Very interesting. I already have a fully automated contraption building and opening lunch-boxes (modded to give three items) using a modded flamethrower trap (doesn't need repair and works forever as long as its powered) to open the boxes and harvest it's contents on top of a hopper making sure nothing gets lost when it emergences from the lunch-box. This will integrate nicely into the sorting system after the hopper. Same goes for my Gunner trap and harvesting city. Thanks for the mod.
Edit: Do you think it's possible to do a version that sends the stuff coming from the conveyor to the Logistics Locker from IDEKs Logistics Station 2? Any chance you could take a look while you are still in this whole "send items to containers" thing, please?
I will look into it and this maybe a feature for version 2.0 or a possible seperated patch. But for now I have to streamline the code and work on other projects as well. I do not know if IDEK is also compatible with the next gen update as well. I need to look into it.
Edit: The Items that do not get donated to the SS2 Virtual Storage system are donated to your workshop instead. There are basicly two checks, one check if your virtual storage has enough space and the second is executed by Sim Settlements itself. If the SS2 check fails it will be send to your workshop as the target. In THEORY I just can change it that the target is the IDEK container, but speaking from experience that might not be so easy.
I would love to give it a try if you can come up with an alpha version. :) (In theory you could also get rid of the Sim Settlement stuff and directly send it to IDEK and it's basically done as a new mod ;))
I will work then on it, when I have released version 1.0.1 of this mod. I need to study IDEK how it works. Should be relatifly simple. If IDEK has its own code like SS2.
I threw bags of fertilizer into the workbench of the settlement , put the conveyor , connected it to the generator , the terminal , and all the default settings in the terminal ( automatic mode ).. I waited , waited for the conveyor to disassemble the bag of fertilizer into a component and transfer it to the virtual resource sim settlement , but I did not wait . I didn't understand how this mod works. There is enough space in the storage .
Not to sound offending but this mod clearly does not take directly from the workshop. You have to build a conveyor system and the connect this container to the conveyor system. It does not take from the workshop directly and nowhere have I implied it as such. Items have go on the conveyor and enter this contraption. I highly recommend using the mod manufacturing extended to expand your conveyor building options. You can use the conveyor storage directly, by adding items to the container. And the after the donation time is over it will be processed.
I'm sorry, but unfortunately I didn't understand anything. What are the production lines? I haven 't seen anything like this anywhere in addons . And by the time there are ( plans for the necessary convector plants are opened ) , there are so many resources in the village that there is nowhere to put them .
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When it comes to IDEK's? It has no own storage as far as I know as it uses one dedicated workshop container. I guess your mod uses the local workshop for each settlement? I feel more details might be nice to have in the description of the process, where to put stuff and where it ends up. If it will be able to handle all 31 individual resources, it will become an extremely useful mod.
I already have a fully automated contraption building and opening lunch-boxes (modded to give three items) using a modded flamethrower trap (doesn't need repair and works forever as long as its powered) to open the boxes and harvest it's contents on top of a hopper making sure nothing gets lost when it emergences from the lunch-box. This will integrate nicely into the sorting system after the hopper. Same goes for my Gunner trap and harvesting city.
Thanks for the mod.
Edit:
Do you think it's possible to do a version that sends the stuff coming from the conveyor to the Logistics Locker from IDEKs Logistics Station 2? Any chance you could take a look while you are still in this whole "send items to containers" thing, please?
Edit: The Items that do not get donated to the SS2 Virtual Storage system are donated to your workshop instead. There are basicly two checks, one check if your virtual storage has enough space and the second is executed by Sim Settlements itself. If the SS2 check fails it will be send to your workshop as the target. In THEORY I just can change it that the target is the IDEK container, but speaking from experience that might not be so easy.
https://youtu.be/dPgUMH_SBh8