About this mod
Craft a composter in your Settlement to use excess food items to make compost, that is then automatically converted to fertilizer and stored in the workshop.
- Requirements
- Permissions and credits
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Translations
- Mandarin
- French
- Changelogs
Playing on non-survival I tend not to pick up food items as they serve me little purpose. Later in the game I like to set up ammunition crafting and also using the Full Artillery System Overhaul mod requires a lot of fertiziler to have a decent artillery ammunition stockpile. This mod allows a logical and mostly passive way to generate some more fertilizer to supply your workshops' needs.
Function
There are two composters available in the Workshop crafting menu under Resources -> Miscellaneous. There is a limit of one composter per settlement, there is no difference in either composter other than aesthetic.
Place your unwanted food items in the composter, there's a handy 'Mass Transfer' option to draw all eligible food items from the player's and/or workshop inventory. With the composter full go out and adventure. After two in-game hours the composter will have converted those food items into compost (revisiting the workshop in that time resets the timer) and deposited it in the workshop inventory (see just below for the values). Depending on how much compost was generated it will take a maximum of 5 in-game hours to covert into fertilizer, ten compost makes one fertilizer. This is again deposited in the workshop inventory.
- XSmall yields 1 compost per item. These are typically cooked meals, wild plants and all crops.
- Small yields 2 compost per item. These are typically larger cooked meals, dog meat and bug meat.
- Medium yields 5 compost per item. These are typically creatures such as Radstag and Mirelurk meat.
- Large yields 8 compost per item. These are typically larger creatures such as Yao Guai and Brahmin meat.
- XLarge yields 12 compost per item. These are Deathclaw and Mirelurk Queen meat.
Compatibility
The only required master is Fallout4.esm and the mod does not overwrite any Fallout records to maximise compatibility.
Built into the scripts the mod will check for installed DLCs and add the relevant food items into the FoodData list. This has also been done for Mutant Menagerie - Life Finds a Way. That is you do not need these mods, but if you have them they'll work straight out the box. No patches needed.
That said you may have other creature mods that introduce new meat or food items. The best way to patch these would be to use RobCo Patcher, expand the spoiler below for templated entries. I may in the future release a small template plugin for those that wish not to use RobCo Patcher.
All new food types must be added to this FormList to allow placement in a composter.
filterByFormLists=SettlementComposter.esp|7:formsToAdd=ModPlugin.esp|FormID
Then added to one of these Lists dependent on how much compost each item should generate, see above for the examples of what type of meat / meals are in each list by default.
XSmall (yields 1 compost per item)
filterByFormLists=SettlementComposter.esp|F:formsToAdd=ModPlugin.esp|FormID
Small (yields 2 compost per item)
filterByFormLists=SettlementComposter.esp|10:formsToAdd=ModPlugin.esp|FormID
Medium (yields 5 compost per item)
filterByFormLists=SettlementComposter.esp|11:formsToAdd=ModPlugin.esp|FormID
Large (yields 8 compost per item)
filterByFormLists=SettlementComposter.esp|12:formsToAdd=ModPlugin.esp|FormID
XLarge (yields 12 compost per item)
filterByFormLists=SettlementComposter.esp|13:formsToAdd=ModPlugin.esp|FormID
Known Issues
I will look to fix these as soon as I can, for now I don't deem them to be gamebreaking, just rather annoying.
The composter based upon the trashcan with metal lid has dynamic havok response and will move if the player runs into it. The big green one is unaffected.Fixed in v1.0.1- If a composter is scrapped in a settlement you need to wait or sleep for one hour before being able to craft another one.