the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Full list of beacon discovery locations

Antoine Soverie

Well-Known Member
Community Rockstar
Messages
3,347
Hey wiki team, could you please add this to the wiki? There are keywords but for the full list of locations, they are in the last post (took a lot of searching but I knew it's there since I ran into it way back and probably even reposted it myself at some point)
All credit to FEAROFCAPS.
Also Nick Valentine as mayor gives a boost to discovery. Not sure exactly how much, I think he's the only one. Is there a section for mayors/leaders trait? I could add a bit to it if there isn't.
 
I'll add it to my list.
Originally, we didn't want to put all of the specifics on the wiki page to encourage players to "discover" them.
I had a spreadsheet of all of the information when I published that page last.

Leader Traits are published here:
It is the "Investigator" trait that adds the bonus to beacon discoveries, so any City Leader with that trait will add a bonus.
 
Beacons Wiki page has been updated with Location Lists.
(I found my spreadsheet, so was easier to do than I thought)
 
Thanks a lot! The first time I did try and experiment and see what happens but the discovery chance is so low some people wouldn't even realise you can get stuff from it. Even with all conditions met you can do 3 locations of the group and get nothing. And resources either mess up your storage or do nothing since it's always full. I'd love for this system to get a bit more love, right now it's only for getting cool new stuff with very mixed results.
 
Thanks a lot! The first time I did try and experiment and see what happens but the discovery chance is so low some people wouldn't even realise you can get stuff from it. Even with all conditions met you can do 3 locations of the group and get nothing. And resources either mess up your storage or do nothing since it's always full. I'd love for this system to get a bit more love, right now it's only for getting cool new stuff with very mixed results.
Some building plan discoveries are guaranteed.
Some building plans that were discovery only were changed to be available without discovery (long ago now).
I believe the original vision was that you would train up caravaneer stats to make discovery more likely, rather than just making all of them guaranteed with a single Mark I Beacon. Some effort and then, reward.

Might want to joint down a few ideas on Caravan Services in Suggestions though? KG does read those from time to time :declare
 
I think I've already spammed the hell out of the suggestions forum at some point, lol.
The old industrial revolution was really grindy and complex from what I've read about it. Not that it's a bad thing. So right now it's rather easy compared to that. Still, a fully jacked caravaneer would only add what, 20% to discovery chance? Up from 0? Those are rookie numbers. I'm not sure how much Nick adds, probably a lot as it's very likely to get discoveries with even a 4/4 settler. I guess I'm trying to say that training caravaneers doesn't do awfully much when that takes months, a luck training plot, and a perception training plot. And it would be nice to make use of all the stuff they haul back. There's never any space for it. Or even worse, there is space then there's no space for anything else. Maybe if like 10% of it went to real resources? 1-5% if that's too much. Or it could be configured to suit almost everyone, hell, even all of it could go to the workbench. Just a flat % would probably not be complicated (I've said that kind of things before and was wrong but still). That way we could replace junk gathering in the end game with actual useful materials to build non-SS2 stuff with. And I know HQ kinda lets you use virtual but by the time we unlock that part, it's like over.
 
Top