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Sars99

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  1. Sars99
    Sars99
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    Settlement Composter
    Starve yourself to make bombs!


    If you want more fertilizer in your life this should hopefully be it. Supply those ordnance factories!

    Bug reporting. If you find a bug please give me as much detail as possible and do report it in the bug section following the template and guidance provided in this article.

    Feedback. My time to mod is limited but I enjoyed making this smaller project. In addition to bugs I welcome feedback on the system and balancing. I may not agree or add in your suggestions but I will certainly consider it and answer any comments.

    Changelog.
    ---------- v1.0.1 - 15/09/2024 ----------
    Spoiler:  
    Show
    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.

    ---------- v1.0.0 - 25/08/2024 ----------
    Spoiler:  
    Show
    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).
  2. boxerbeast1
    boxerbeast1
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    thanks for the upload
  3. abstergemods
    abstergemods
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    Thanks to your open permissions, I have ported this mod to Xbox! :)

    Xbox Download
  4. Grund400
    Grund400
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    Is this compatible with Alternative Activation Prompts?
    1. Sars99
      Sars99
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      Yes because you don’t have to use the mass transfer mechanic I made for the composter. You can just dump items in the normal way. 
  5. bits01
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    Seems to work for the posters overhere, but somehow not for me. It's in the menu and I can build it but that's it. In other words: for me it's a container doing nothing. Unless I forgot something?
    1. Sars99
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      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 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.


      Revisiting the settlement before the 2 hour in-game timer resets it so you can add more items. I'll add that to the description page.
    2. bits01
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      Thank you. I have been reading that before I posted :) My problem is that I never get the menu as the one you posted in image 4. I play a downgraded version of the 'next gen' one. Could that be it? Best regards.
    3. Sars99
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      That’s the mass transfer menu that by default is space bar. It’s a convenience thing and doesn’t have to be used. As long as food items are in the composter. 

      I never upgraded 
    4. bits01
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      Thanks again. Missed the spacebar thing somehow.. Gonna try again.
  6. Zeitkrieg420
    Zeitkrieg420
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    This is very nice and much more involved than the composter included in Wasteland Resources. Good work!
    1. Sars99
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      Thanks for the support. I did a simple search for compost and fertilizer so missed Wasteland Resources as a mod. Hopefully this offers enough of a difference to be useful to people.
    2. Zeitkrieg420
      Zeitkrieg420
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      Yours is definitely worth the load slot. The other one is good but yours is more full featured.
  7. Bridges85
    Bridges85
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    As an agri-nerd who composts, I appreciate this mod greatly.
    1. Sars99
      Sars99
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      Thank you. How you use the extra fertilizer is completely up to you.
  8. LX6R
    LX6R
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    I love this idea! And it gives me a couple of more ideas.

    Could you make that for other stuff as well?

    One for ammuntion that could give steel and lead maybe? And one for chems that give acid and antiseptic?

    In a second step, skill checks could be added. Base check could be intelligence, scrapper could be a check for ammunition and stuff like that.
    1. Sars99
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      As part of Full Artillery System Overhaul I intend to have something similar for passive crafting of artillery shells. I could possibly branch that out into a larger standalone project. 
  9. Radsweeper
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    Hey! That's a nice green mod there. I had a self-sufficient settlement build back in the days and would have been quite useful.

    It's not a gun or slutty outfit for sure, but it's got it's own place in the game!
  10. Qrsr
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    Very cool mod Sars99 ;)
    1. Sars99
      Sars99
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      Ha thanks, you were very quick on the draw there!