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."
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."