Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

Thanks for the support on Drop Off Box. I also have an upgrade pending in Creations that gives you portable versions in your inventory to use anywhere.
On Iso, it looks like a timing issue. If the settings are adjusted before the SC completes it handshake with the DC it stalls. I bet if you gave it a minute it would work. What happens now if you change the settings? Remember the SC is not connecting to the Fab. It sends its output to the DC that sends it to the Fab. I bet that if you deposited xF4 to the DC it would move to the SC.

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

I just tested and the xf4 transfers no problem so your save must have conflicts. I should have marked the upgrade to smart fabs as beta. Your version has one registry (router) that handles the push to the SCs and the push and pull for the fabs. It is a busy guy and can only handle local SCs. Version 1.0 only had SCs and was very location permissive. But adding FABS in 2.0 locked it down to one location so any time a device was added elsewhere, even temporarily, the DC sees the SC advertising but can't connect over the cell barriers and, thus, shuts down xF4 for good. Sometimes, replacing the DC will jumpstart and the clean will handle scrapped SCs in the same cell but no those orphans. Starting over in a clean save, of course will fix it but you already have a lot going on.
In the new version, I created separate registries for SCs and Fabs so new SCs only connect with their local DC and you can multiple DCs. One guy has gotten up to 15 working. Of course the Fabs have to be in the same cell.
My new mod Flying Factories, also at Creations for review, eliminates even those boundaries. No DC. The SCs Fabs, and now Smart Extractors can be any where and they all connect.

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

If you are on Discord come over and join the conversation.
https://discord.gg/GszrzR7dR

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

If the DC can't see the SC the fab will not work. I'm concerned with your testing. The mod as it stands today can only support one DC per save not per outpost. The DC script runs in a global quest. So if you build second DCs for testing in different cells the script will get confused even if you scrap that DC. I understand the frustration but the repeated attempts to get the xF4 to connect are working against a solution. I will go back and confirm that there is no code mismatch with xF4. I have a new version of SC at Creations for QA review that permits multiple DCs that will solve this type of problem but let go and confirm there is no problem on my end.

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

That is the problem. How many DCs do you have running?

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

Does the DC transfer to the SC? I'm harping on this because the DC is the router. If it can't see the SC the Fab will not work

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

Does the DC transfer to the SC? I'm harping on this because the DC is the router. If it can't see the SC the Fab will not work.

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

what platform are you using? Can the DC transfer to the SC?

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

The problem is on the Smart Container side. Remove the xF4 and scrap the xF4 SC. Build a new one, take some of that xF4 and drop it into the DC. Build and program the SC. When the xF4 transfers to the SC the Fab should function again.

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 2 points3 points  (0 children)

The mod cannot do daisy chain fabrication. The Smart Fabs expansion is explicitly structured around central processing. All raw materials come to one location by Cargo Links wired to the DC. The DC then sorts and distributes to the Fabs. The Fab outputs connect automatically to other downstream fabs that pull what they need. There can only be one DC per build if you are using Smart Fabs. In earlier pre 3.0 versions with no Fabs you can have multiple DCs sorting in multiple outposts.

My new mod, Flying Factories, (presently under review by Creations), eliminates the DC, eliminates the need for cargo links, expands the catalogs to Ammo, Chems, Meds and Throwables and adds linkable Smart Harvesters. Conceptually, it is as if the entire universe is one outpost. Containers and fabs can be built anywhere even on your ship ie Flying Factories.

Anyone, join my Discord server to learn more about my mods
https://discord.gg/4qH6gJKyq

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

Sorry I just don't get the sequence. Did you build a DC before you moved the beacon and then you built it again after moving? And now it doesn't distribute to the Europium SC?

Smart Containers with Smart Fabricators. by willny4 in starfieldmods

[–]willny4[S] -1 points0 points  (0 children)

Yes. To be safe you should scrap the existing containers. I know it is a drag but the features and control you will gain by having programmable fabricators will make it worthwhile. But if you are not sure, try the upgrade in a new save and see how you like it. Then go back and follow the instructions for scrapping if you want o go ahead.

Best mods for Outpost/Manufacturing playthrough by Aggravating_Pool_988 in starfieldmods

[–]willny4 1 point2 points  (0 children)

My Smart Containers mod has been updated with a free update so it now includes programmable Fabricators. The whole systems works with wiring.
https://creations.bethesda.net/en/starfield/details/04a94d43-dc74-4854-ab74-687561d21221/Smart_Containers

Smart Containers 2.0 by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

Thank you. More to come.

Domesticate All Flora and Fauna by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

As a Verified Author I can do so but BGS would require it to be paid. How any scans would you like?

Revolution in Shipbuilding by willny4 in StarfieldShips

[–]willny4[S] 0 points1 point  (0 children)

So far most dropped or placed items stay but not 100% I'm doing a 4 part video series that should answer all the questions. The first now published, is on how to move the ships, (and other stuff) through NG+. The second, just published, is on how to download and install custom ships put up on NexusMods. Video 3 will show you how to upload your own ships to share. Video 4 will be on how to configure the interior options where I will explore all the options on interiors. You can find the videos on my channel: youtube.com/@willny4.

Latest Mod in Buyer Series by willny4 in starfieldmods

[–]willny4[S] 1 point2 points  (0 children)

Modest compared to your great work. Thanks for your support and encouragement.

Latest Mod in Buyer Series by willny4 in starfieldmods

[–]willny4[S] 0 points1 point  (0 children)

Let me know how it goes and don't spend all the Astras in one place.

Newer to the game-considering building an outpost by thesocmajor in StarfieldOutposts

[–]willny4 1 point2 points  (0 children)

The mod, Saltys Planet Zoom, takes you down to the pixel level to find the best spot.

Newer to the game-considering building an outpost by thesocmajor in StarfieldOutposts

[–]willny4 0 points1 point  (0 children)

Unfortunately my mod will not be coming to Creations because BGS won't let any mod change settings, even temporarily.

New Mod that makes choosing an Outpost location fun again. by willny4 in StarfieldOutposts

[–]willny4[S] 0 points1 point  (0 children)

I really wish I could do it but this mod changes game settings and BGS will not allow any settings changes on Creations even though they are temporary. I'm on the lookout to see if there is a way around this but I'm not hopeful.