This page was last updated on 15 September 2024, 9:57AM
Changelogs
Version 1.0.1
Containers: Fixed bug for the 'flying' dustbin composter. Disabled havok physics on it so it no longer moves when you run into it.
Containers: Blocked activation of containers whilst the scripts initialise them ready for use.
Gameplay: Conditioned ability to use only see the mass transfer option when the scripts are initialised.
Scripts: Small tweaks to smooth out code to reduce timing issues behind the scenes.
Version 1.0.0
Component: Created compost component
Crafting: Added two crafting recipes to the Workshop crafting menu under Resources -> Miscellaneous. Both cost 3 steel and 1 screw.
Crafting: Added scrap recipe to composters. Returns 2 steel and one screw
Crafting: Set limit to one composter per settlement.
Gameplay: Added composter containers to the workshop. Accepts almost all food types. When the player leaves the settlement area and the cell unloads the composter will convert the items into compost scrap (takes 2 in-game hours NB: timer is reset if the player enters the settlement before then) which is added to the workshop.
Gameplay: Compost scrap will automatically convert to fertilizer. Takes up to 5 hours (shorter for less compost) for the fertilizer to appear in the workshop. 10 compost scrap generates 1 fertilizer.
Gameplay: Added mass transfer option to move player and /or workshop food items, in bulk, into the composter.
General: Added integral support to DLC added items and Mutant Menagerie. The mod will automatically detect if these are installed and add the relevant foot items to the FoodData script.
Meshes: Added Composter02 and Composter03 custom meshes.
MiscObject: Created compost scrap item.
Scripts: Added FoodData script that sorts food items into XSmall, Small, Medium, Large, and XLarge. Each yields a different number of compost per item. In order XSmall (1), Small (2), Medium (5), Large (8), and XLarge (12).