Fallout 4

Fallout 4

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Doughnut Jun 26, 2016 @ 12:19pm
So what is the pont of Manufacturing items?
So you can have a machine to make guns, one to make armour, but why? You can do all these things yourself you really don't need 1000 10mm pistols.
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Showing 1-15 of 34 comments
Dr. Livesey Jun 26, 2016 @ 12:36pm 
I've been trying to find a use.
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).
lpnlizard27 Jun 26, 2016 @ 12:39pm 
Only profitable thing ive found is bottlecap mines, the total cost to make one is 30 caps, and they sell for 60, so you basically make 30 caps per mine.

If you use the mine you can ussually pick up about 19-20 bottlecaps so selling them is slightly more profitable than useing them.
mfree Jun 26, 2016 @ 12:48pm 
Something I've always wondered, and I could probably answer this myself with a search in the script files, but the shops... particularly the general trader... they generate caps, but do they disperse items when doing so?

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?
Dr. Livesey Jun 26, 2016 @ 12:53pm 
Originally posted by mfree:
Something I've always wondered, and I could probably answer this myself with a search in the script files, but the shops... particularly the general trader... they generate caps, but do they disperse items when doing so?

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?
I'm not expert on this, but;

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.
G1EX Jun 26, 2016 @ 1:14pm 
http://www.nexusmods.com/fallout4/mods/14575/? This mod allows you to assign someone to a stand,a metal box and a cash register.Then you can put some items in those stands,metal boxes and cash registers.Then,those items will get sold every hour.
Doombringer Jun 26, 2016 @ 1:15pm 
Caps for settlements are capped at 50/day, with you can hit with like 2 shops in a tiny settlement.
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.
Bored Peon Jun 26, 2016 @ 1:18pm 
Well if you think about it the factories are an easy way to equip your settlers.

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 :(
Rmanwide Jun 26, 2016 @ 1:28pm 
Originally posted by Bored Peon:
Well if you think about it the factories are an easy way to equip your settlers.

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.
rakshasa72 Jun 26, 2016 @ 1:36pm 
I was hoping I could use them to make Jet. I have about 5k woth of ingredients but, I don't want to sit there hitting the E key so many times. I guess I should set up my programmable keyboard to do it for me.
Bored Peon Jun 26, 2016 @ 1:37pm 
Originally posted by Rmanwide:
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.
mfree Jun 26, 2016 @ 1:37pm 
Originally posted by rakshasa72:
I was hoping I could use them to make Jet. I have about 5k woth of ingredients but, I don't want to sit there hitting the E key so many times. I guess I should set up my programmable keyboard to do it for me.

Now for *that* I believe there's a conveyor storage unit...
Bored Peon Jun 26, 2016 @ 1:37pm 
Originally posted by rakshasa72:
I was hoping I could use them to make Jet. I have about 5k woth of ingredients but, I don't want to sit there hitting the E key so many times. I guess I should set up my programmable keyboard to do it for me.

Machine would not give xp for it.
mfree Jun 26, 2016 @ 1:39pm 
Originally posted by Bored Peon:
Originally posted by Rmanwide:
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.

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.
Doughnut Jun 26, 2016 @ 1:45pm 
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. [/quote]

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.
Hobo Misanthropus Jun 26, 2016 @ 1:47pm 
Ammo plant is the most practical. Plasma Catriges are rare as hell, I can never seem to find enough, even if using a Semi-Auto, to say nothing about loading a fully automatic plasma rifle.
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Date Posted: Jun 26, 2016 @ 12:19pm
Posts: 34