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.
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 ----------
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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).
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?
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.
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.
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.
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.
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.
19 comments
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 ----------
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 ----------
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).
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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.
I never upgraded
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.
It's not a gun or slutty outfit for sure, but it's got it's own place in the game!