The "promise" might indeed need a bit of tweaking, because the amount of gophering around for resources certainly hasn't decreased.
I have never played Fallout 4 where I was actively killing and looting for... wood. I thought it was a nice change of pace. I thought SS1 was way to generous with the resources.
Plots that tell you that you lack the resources to upgrade but won't tell you what you need to upgrade is one example of lack of transparency that I do not understand.
I am under the assumption that it is supposed to tell you, but something is broken.
Yeah for those that do not know the vanilla scavenging system is something like 50 scrap storage +5 for every settler until it stops producing.
So if you got like a couple hundred wood, steel, etc in your workshop those vanilla scavenging station settlers are literally doing nothing.
SS bypasses that production limit by just throwing it into the workshop.
IKEK's Uncapped Settlement Surplus was a must have to combat this. Especially if you're a manufacturing junkie like me and end up with all your resources in one workshop.
Quick Question about the resoruce generation: Is all the scrap SS2 plots produce now virtual only? Or are there any ways to get a settlement plot to produce regular junk for the player to take and use?
In base SS2, there is only one ind plot I know of that creates scrap and puts it into the workshop. In the early game it can seem these plots do not create scrap as the operating and building costs eat this up pretty quick.
maybe a 2x2 or 3x3 ammo production plot that can crank out some 5.56 rounds or any modded ammo type you can set.
You could throw your hat into the ring when the Builder's Toolkit comes out!
And I dislike playing without XDI intensely..I guess he is wearing Pouches of Carrying.
Playing without XDI =
have you tried my patch? I assume it works as I have not received any complaints in the last week. LOL 'Pouches of
Carrying' is that found in the same chest as the Greater Ring of Kickass?
A simple on/off % split between workbench/virtual would work for everyone. the current option is turning some play styles away from SS2.
This is an excellent example of something to put in the Suggestions Thread!
The new things that the story unlocked were complementary to a settlement, not requirements for a settlement to function.
Yes! Quite valid points all around. On my first playthrough, I kept expecting Jake to hold my hand and school me on the virtues of ASAMs but instead I got Old Paul... And Lily... And a boot to the ASAM... Like you said, this would have been a GREAT spot to bring in the martial plot. I came in thinking SS1 and went SS What??? I was like a lot puppy looking for its mother. Fumbling around in the dark like a blind man. My settlers are as defenseless as slimes and Jake wants to go shoot up some Raiders for some new shiny gizmo... Rebuild my left one.
TL;DR I guess coming in I expected SS1 with a quest to explain the SS2 additions.
And until the devs finish making sure their questline works and start fixing core level mechanics bugs instead, I cant see that changing.
I am SOOOOOO looking forward to that. In truth they should be there,but it seems they are chasing some crazy mod conflicts.
I would think a plot that takes a set percentage each day from virtual and adds it too the workbench, should be simple enough.
Again, where o where art thou Builder's Toolkit. I guess if one knew what they were doing, this could be done with the CK.
All in all, I do not feel betrayed. I thought the new found scarcity blew a breath of fresh air into this old game that I'm sure everyone here knows every bit of dialog from the base game by heart.
My only real complaint is that, like previously stated, the martial plot was brought in too late. Like
@Irealys said, the perfect time for this would have been after the kidnapping. My other complaint is that there was no information on the system changes. The missing SS1 tools didn't help here either. Maybe it's not too late to add some characters to do some 'splain'in? Heck, I've had 5 playthroughs and still don't really have much of a clue. I've only ever unlocked the adv. ag plot. There must be huge requirements to unlock adv. ind. (Ind. Rev. I miss you!) I can't wait until I unlock these things.
(maybe I should play instead of spending my time in the Creation Kit...) /rant