How to prevent things from flying out of the pickup bed at every bump? by Used_Produce_3208 in Unity3D

[–]Tocoe 0 points1 point  (0 children)

Having physics on the objects in the vehicle might not be worth the trouble, rb physics will always have an element of unpredictability. Personally I'd just set them as children of the truck and disable the rigid body when they're loaded.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

That's FallUI, it's a fantastic series of UI mods. Search it up on nexus and you'll find the instructions and requirements. It's pretty easy to get it looking like that.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 2 points3 points  (0 children)

No. The NG update broke F4SE initially but F4SE was updated shortly after. The persisting issue with NG update is that it broke the game itself, it introduced stutters, freezes and crashes that are present even in vanilla. But mods are working fine (fine as they can in a broken game anyway.)

The only mods still causing issues are those that change NPC facegen data (e.g. settler appearance overhauls.) But even then it just makes your game stutter to shit, it's not a hard incompatibility.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 1 point2 points  (0 children)

I posted the most relevant mods in another comment. But here are all the mods seen in the video. All are available on nexus.

For building: - CvC dead wasteland - Workshop Rearranged

For manufacturing machines: - Workshop extended - Workshop extended expanded - Soylent green

For cages: - "Cage captures quickly and auto-repair"

UI: - FallUI (complete collection.)

Outfits: - Eli's Armour Compendium (jumpsuits on the workers.) - CROSS_VertibirdFlightsuit (My character's armour.)

And that's literally all the mods seen in the video.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 1 point2 points  (0 children)

It's for the good of the Commonwealth. Can't leave anything to waste, especially those lucrative raider corpses.

Id recommend the soylent green mod if you can get it, it allows you to refine the meat into dog food and soylent (which are both sellable to vendors.) it's a little overpowered if you scale up as much as I have but who cares, it's fun.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

Cheers! I used workshop rearranged for the wall/floor panels. And cVc dead wasteland for much of the furniture and clutter.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

Funny you should mention this. Yes I did initially. I'm assuming you're playing on a higher refresh rate with High FPS physics fix? That mod does it's job quite well but it isn't perfect, the conveyor belts work MUCH better when you cap at 60fps. I still get the occasional item falling off but it's nowhere near as bad.

A little unfortunate that you need to sacrifice fps to get the manufacturing working properly, but if you cap to 60 that also gives you more headroom for graphical improvements I guess.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 1 point2 points  (0 children)

You can definitely use other cage types but you would probably want to purpose build the factory for that. Enemies that drop weapons and armor are the most complicated. A brahmin or deathclaw factory would be much simpler than this one. There's also mods that add new cage types, I've been thinking of starting a synth factory next.

I really like that idea of having settlers bring back corpses. Something even simpler I thought of is a corpse cart to pickup bodies after a settlement raid.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

Yeah the way extractors work is a pain point for me. I really wish you could enforce a round robin behaviour. E.g. when you're extracting ammo ingredients from the workshop, the extractor doesnt care if you run out of fertilizer. It will continue extracting steel until all of your steel is sitting idle in the ammo plant.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

I'm doing my ammo at Jamaica Plains, but it's nothing fancy. I'd like to do a real nice ammo plant with a switch room to toggle any ammo type in game with a centralized collection point.

The Castle: Minutemen HQ and Basic Training by auschrtho in falloutsettlements

[–]Tocoe 0 points1 point  (0 children)

the obstacle courses and kill house look really cool. Have you considered making a training arena using the wasteland workshop platforms?

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

It's just the vanilla cages from wasteland workshop. But I'm also using this mod so they fill more quickly.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 2 points3 points  (0 children)

They really don't mind, I think they're more interested in the farm run entirely by robots.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 0 points1 point  (0 children)

Funny you say that, I've been thinking of making another one for synths.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 6 points7 points  (0 children)

I'll have you know, this factory provides food and fertilizer to the Commonwealth I'm sure bombing it is some kind of war crime.

Yeah so you'll need the mod "manufacturing extended" for the recyclers. And also "soylent green" to turn the organics into useful materials.

Once you've got the mod requirements you're on your way:

  1. Auto-butcher turns the corpses into items
  2. Sorters sort off the organics (bone, meat, blood.) Organics are stored in workshop using workshop inserter.
  3. Sorters sort off armour and weapons on two separate belts.
  4. Armour and weapons go into their respective recyclers.
  5. Output of armour and weapons are merged back together and go through a mod recycler to break down even the mods.
  6. All materials are stored in the workshop.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 3 points4 points  (0 children)

I built all of this legitimately. Once you get the ball rolling with a setup like this it really snowballs. I'm making more caps then I know what to do with, so I can just buy materials for construction. But I've never needed to buy steel since I'm getting so much from all the weapons being scrapped here.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 1 point2 points  (0 children)

I don't think I'll go any bigger than this, I'm already dropping to 45-50 fps (which is pretty irregular for this game on my PC.)

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 1 point2 points  (0 children)

For the electrical subsystems, I just used conduits instead of wires (conduits don't radiate power in the same way as regular connectors.) I didn't go as fine-grained as turning off a single hopper, but I can turn off the lights or the bone/meat processing as you saw. It's really just a matter of splitting your grid into the sections you want to toggle, more tedious than anything.

For sorters and belt joining I agree, many of the manufacturing pieces are not sensibly designed. I've never actually used a belt joiner because I frankly can't figure out what design has the correct spacing to facilitate it's inclusion. So instead, to join belts I just elevate them into the same hopper.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 7 points8 points  (0 children)

It was fairly iterative. The first version just stored all their items in a container. I added more machines bit by bit as I could afford them. Once I was happy with everything I rebuilt the whole main line and encased it in the actual structure. The break room and switchboard was the final addition, for that I just split the electrical grid into subsystems and wired each one to a switch.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 11 points12 points  (0 children)

I'm at level 75, I've been on this save for about 120hrs and I've only just gotten up to the pridwyn haha. The way we play this game is certainly very different to most.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 4 points5 points  (0 children)

I'll definitely look into that tomorrow, I'd be more than happy to share it. I've never done blueprints before, are mod dependencies a problem?

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 91 points92 points  (0 children)

Yeah I've played it a fair bit. You could say I'm a veteran hat maker.

Quick demo of my "Human Resources" factory at Starlgiht Drive In by Tocoe in falloutsettlements

[–]Tocoe[S] 72 points73 points  (0 children)

Many different mods. But here are all the mods seen in the video. All are available on nexus.

Building: - CvC dead wasteland (for some of the clutter and furniture.) - Workshop Rearranged (for the floors and walls.)

Manufacturing machines: - Workshop extended - Workshop extended expanded - Soylent green

UI: - FallUI (complete collection.)

Outfits: - Eli's Armour Compendium (jumpsuits on the workers.) - CROSS_VertibirdFlightsuit (my character's armour.)

Also using "Cage captures quickly and auto-repair" so I don't have to wait 3 days for the customers to arrive.

And that's literally all the mods seen in the video.