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Ability to turn Comms Plot recruitment off (local)

Rylasasin

Active Member
Messages
143
It would be a heavily appreciated if you could turn the recruiting off for comms plots. Or make it so the plots ONLY recruit if you already have a recruitment beacon built and powered. Or take that feature and put it on a different plot type altogether.

There is a bit of a conundrum with them: They're needed for beacons and certain caravaan features. But I do NOT want them recruiting for me, because I'm VERY particular about who I want to recruit where.

For example, I have a comms plot in my all-robot Mechanist Lair. Because I want the bots to be able to export V Inventory, and for the beacon features. But it annoys me to no end that a bunch of mouthbreathers suddenly show up and I then I have to delete them or send them elsewhere, otherwise they drag down the happiness because no beds.
... to which I say, "No s**t settler, this is a robot-only settlement. Of course there aren't any beds. Get out."
 
This problem can cycle out of control if your doing quests only to come back home with like an excessive amount of settlers and no way of preventing it without getting rid of a gameplay feature like beacons. Is there no way to fix this by making it so you can just set it to the number of settlers you want within your current bed count?
 
this reflects my request for "race" only settlements, where recruitments are only of say robots, or ghouls.
I still want this. I save the Slog and Sunshine Tidings for my Ghouls (and maybe a couple robots at Sunshine)
using recycleactor/movetoplayer til an unwanted human settler turns into a ghoul is kind of annoying
 
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