STORE COMMUNITY ABOUT SUPPORT
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One contraption I made broke down junk (manufacturing expanded mod, which adds logical variations to what's already available) and then sorted it into area's like food, caps, mixed materials, etc. It also fed water into a track that lifted up and went over the top of my settlment, comming down a ramp and into a catcher right next to the entry way to where I sell the purified water I'm generating for caps. That's kinda a gimmick, but it gave me something to mess around with. The same contraption area then makes .45 ammo, to help me keep up with supply on em, which is sort of practical because a settlment vender can often have none, not enough, etc.
The contraption warehouse I'm working on now is sorting stuff again, then sending the required materials off to make bourbon and instamash. I'm doing this because my new settlment doesn't have a water supply to harvest for caps. Only problem is the vanilla value for these manufactured items is completely out of sync with the raw materials needed to make them. Instamash for example pretty much costs exaclty what the ingredients cost to make it, if they were sold by themselves. To keep this concept though of manufacturing for caps, I've just started making a mod using the Creation Kit, which takes the value of the component needed to make things and then doubles it (for a standard 100% business mark up on costs) so the manufactured products turn more profit than their base ingredients.
I don't know if other ammo or weapons make a profit in vanilla, but food and drinks don't (actually I'm not sure if the auto distillery is part of the mod too, but as I mentioned, seems a logical extension if it's not).
If you use the mine you can ussually pick up about 19-20 bottlecaps so selling them is slightly more profitable than useing them.
Is there a mechanism to hand off manufactured items to vendors, and do they get "sold"?
And "who" is buying, or would the game simply remove that stocked item and replace with equivalent caps?
1) No they do not actually disperse items, other than to the player. I haven't noticed any correlation at all between buying from a vender (being their customer) and the amount of caps deposited in the workbench from their existence.
2) The mechanism to hand off manufactured items is like this: you grab it, walk it over, barter it. Maybe it can be a mod, but currently there is no auto sell option. As I mentioned above, I actually made a big over head conveyor belt to move my purified water to a deposit box right next to where I can sell it (so I dont' have to waddle far over weighted).
The second part of the question is they get sold because you sold them, but that also means the vendor will need the money to buy (or you swap for their inventory).
3) No one buys or sells but you. The caps that a vendor generates is calculated by settlement populations, happiness, other such factors. It's just generated with no actual selling or items involved.
There is a 3% bonus per population, but that is applied before the 50cap/day limit, so it does nothing 99.9% of the time.
Buying/selling from settlement vendors does not affects caps generated.
There is like 30 settlements now and figure an average of 20 people per settlement that is 600 of one item you need. Figure that for clothing, guns, and armor. Sure you could use the stuff you find but that could take forever.
For example if you know you are going to go build at Murkwater and have twenty settlers there you could pre-manufacture the stuff and take it there. Then equip the settlers as they show up.
Kinda disapointed you could not craft the flannel shirt and jeans in the original dlc :(
That's what I was thinking. I've been equipping my settlers with the best armor I could find but finding "arm" armor with a damage resistance above 20 is hard to find. I thought I could just use the armor machine to make heavy metal arm armor... till I found out what it spits out is totally random. Oh well, back to gunnin' down Raiders.
Yeah should have seen that coming. The problem is the armor types are all lumped to the same id code. A REALLY stupid sloppy mistake for Bethesda because it gives modders and players absolutely no control over getting normal, sturdy, or heavy.
I think the only way to get around that would be having to create an entirely new item for each type and location.
However broken it is as to what type for a location it is still better option than having two dozen chests and no left legs.
Now for *that* I believe there's a conveyor storage unit...
Machine would not give xp for it.
It may create on base ID with randomness, but the question is, do the vacuums or diverters work on base ID or final item ID since they match against a placed item. Could hook one of these up to an armor 'line' and pull out the desired item, and recycle the rest.
From what I understand that shoudl work. Then you just take the armor off the line that you want and send the rest to go back into the machine.