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Unclosed surplus according to calculations
About This Mod
You may have noticed that your farms have stopped producing food, an array of 20 industrial water purifiers have stopped producing water, or your settlers have stopped scrapping if you don’t clean your workbench regularly.
In the vanilla game:
Farms stop producing food if the total amount of food in the workbench (where food is any item with the keyword ObjectTypeFood, see image) exceeds 10 + the number of settlers.
Water pumps and purifiers stop producing excess purified water if the total amount of water (purified water, dirty water and stuffed water from HalluciGen) exceeds 5 + 0.25 * the number of settlers rounded down.
Non-designated settlers and settlers assigned to the disposal station cease to scrap if the total amount of scrap exceeds 100 + 5 * settler count. Scrap unit refers to any component or any object that can be decomposed into components (all junk). Yes, it means that even if you cut down only half a dozen trees and leave the wood in the workbench, your settlers will assume that their work is finished and will never again collect the scrap.
Fertilizer production works only with the first three Brâhmans in the settlement, the larger number has no effect.
Sellers produce only 50 caps per day in each settlement.
Ironically, this behavior is intentional.
This mod removes these restrictions: water purifiers continue to produce water, even if you're not around to look after them, farmers continue to produce surplus food, and so on.
— Config.
Since version 1.2, Uncapped Settlement Surplus includes a customization holotape that is automatically added to your inventory. All customizable functions can be controlled from this holocassette. These include:
Function switches for food, water, scrap, fertilizer and bottle lids. Disabling these switches returns the behavior of each resource to vanilla. (default: enabled)
Customizable food, water and scrap covers (default: unlimited)
Settings for reducing attack, as described in — Reducing Attack...
Reset utility that resets all active mod scripts (for use after setting settlement mods)
Uninstall utility that disables all active scripts and makes the mod (possibly) safe to uninstall.
Note that for technical reasons, like other mods (e.g. Settlement Management Software), this holocassette must be loaded into any physical terminal that accepts the holocassette for full functionality. However, some limited features are still available with your Pip-Boy.
— Attack Decelerator...
In the vanilla game, the food and water stored in your workbench increase the chance of accidental attacks on this settlement. Enough food and water - around 1,000 units of food and/or 0-protection water (increased by 10 points per protection point) - can increase this probability by up to 100%. There is a built-in limit that a settlement can only be attacked once per week, but this frequency is still high enough that, with sufficient settlements and surplus accumulation, one or more settlements eventually come under attack every day, as if by hours.
To alleviate this problem, I came up with a system to reduce this frequency so that a well-protected settlement would not be attacked every week, following this curve.
This feature is enabled by default, with settings that I think are reasonable for normal gameplay.
As of version 1.4.1, an optional feature is available that completely disables random attacks if enabled.
— Decrease attacks (advanced) —.
Complexity" of this function can also be adjusted using holotape; the curve (image above) is roughly controlled by the following formula:
floor(max(7,(x^a + sqrt(x))
where x is the protection and a is the exponent that can be configured. The default (normal) value of a is 0.65, light 0.74, and heavy 0.5.
If you set this value to 0, an option will be available that removes the 1 week limit between attacks, and an additional option can be enabled that will actively trigger an attack on each settlement, every day.
— Compatibility...
This mod does not change any basic entries or scripts*, and should not conflict with most script edits or basic entries introduced by other mods.
*Starting with version 2.0.0, USS now cancels DLC04:TributeChestScript because there was no other sensible way to cancel it. It is very unlikely that other mods will conflict with this, but a note has been added here independently.
Since version 2.0.0, support for Workshop Framework is included, and now I recommend using this mod with USS. Versions of USS older than 2.0.0 will not work at all if WSFW is installed.
An unofficial Fallout 4 patch is not required, but the optimization it brings to the workshop system will make this mod faster and more reliable.
— Load Order...
The boot order is not important because there are no modifications to the base record.
The DLC04:TributeChest script is overwritten, although it is very unlikely that other mods will want to edit this script.
Starting with version 2.0.0, this plugin is now marked as ESL (file extension remaining .esp), which means that this mod will be loaded in the "light plugin" space. The FO4 game engine allows you to download up to 254 regular plugins, which is quite easily achievable, and up to 4096 light plugins, which means you don't have to worry about this mod being counted against your download order limit.
— Uninstall —
Before uninstalling this mode, it is recommended that you first use the uninstall utility in the configuration holotheck. This will ensure that all running scripts cleaned themselves up and shut down safely, after which the mod can be removed (relatively) safely.
Note that after uninstallation, the resources added by this mod will remain unchanged and will significantly increase the frequency of random attacks until you manually remove them from the workbenches.
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