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Is there a use for power transfer that I'm missing?

Farxodor

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Why would I want to set these up instead of just building power plants at each settlement? Having a settler assigned to a power transfer plot and making sure I have another one in range (which also needs a settler) seems like a waste of resources when I can have those settlers just generating power at their settlements.

Or perhaps I'm misunderstanding how it works...
 
Hi. What do you mean by "power transfer plot"?
Is that a mod? AFAIK there are only municipal plots which can be built into power stations to power the settlement they're in. It does the same as building generators but the plots have much higher power output when they level up. And even higher when you use the "advanced" plots.

Edit: to use the generated power in your settlement it is NOT sufficient to connect the power pole of the plot. You have to built one municipal power pylon. One per settlement is enough. The power pylon is where the electricity from all power plots in your settlement is put into your power grid. Not the plot itself.
 
Why would I want to set these up instead of just building power plants at each settlement? Having a settler assigned to a power transfer plot and making sure I have another one in range (which also needs a settler) seems like a waste of resources when I can have those settlers just generating power at their settlements.

Or perhaps I'm misunderstanding how it works...
Advanced and Hi-tech powerplants generate a TON of power (potentially ~260 power generation on a Hi-Tech if my math is right), but they also require settlers to have a good INT stat, which might not always be feasible at every settlement - especially since Training subtype plots put more strain on your food/water supply. The Transfer Station doesn't appear to have a stat requirement on the person operating it, so you could have one settlement with some really 'smart' settlers working Hi-Tech power plants that are sharing the excess of power out onto the rest of your settlements. Part of the intent behind all the design of the mod overall is to let you do that, make "specialised" settlements that then share the resources around to everywhere else, but of course you don't HAVE to.

Hi. What do you mean by "power transfer plot"?
Is that a mod? AFAIK there are only municipal plots which can be built into power stations to power the settlement they're in. It does the same as building generators but the plots have much higher power output when they level up. And even higher when you use the "advanced" plots.
"Power Transfer" is another type of Municipal Plot you can unlock as part of the core of the mod. Effectively lets your Caravan Plots share Power between settlements the same way they by default share Food and Water. It was bugged to not unlock properly until recently, though, so not much actual testing has been done on it.
 
Advanced and Hi-tech powerplants generate a TON of power (potentially ~260 power generation on a Hi-Tech if my math is right), but they also require settlers to have a good INT stat, which might not always be feasible at every settlement - especially since Training subtype plots put more strain on your food/water supply. The Transfer Station doesn't appear to have a stat requirement on the person operating it, so you could have one settlement with some really 'smart' settlers working Hi-Tech power plants that are sharing the excess of power out onto the rest of your settlements. Part of the intent behind all the design of the mod overall is to let you do that, make "specialised" settlements that then share the resources around to everywhere else, but of course you don't HAVE to.
The level 3 basic power plant generates ~75 power. So the use case seems to be that you need more than that at a settlement, don't have a settler with higher int available, and have that much surplus power elsewhere. I'm not saying it will never happen, but it seems pretty niche.

I like the idea of having power center settlements provide for the others, but it seems like it would be mostly a thematic choice, rather than an efficiency one.
 
The level 3 basic power plant generates ~75 power. So the use case seems to be that you need more than that at a settlement, don't have a settler with higher int available, and have that much surplus power elsewhere. I'm not saying it will never happen, but it seems pretty niche.

I like the idea of having power center settlements provide for the others, but it seems like it would be mostly a thematic choice, rather than an efficiency one.
It is, at the moment at least, primarily a thematic choice.
 
Yeah to be honest I can't really see much actual use for it either in practical terms, but I like the idea. That said I haven't gone over the costs involved (cost to build, daily maintenance cost, etc) to see how it works out compared to just plopping down another Basic Powerplant.
 
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Everyone at The Slog is a savant in Intelligence (11). I turned it into a massive nuclear plant that powers every other settlement in the commonwealth (haven't tried transferring to FH or NW)
 
Seems like a waste to lose the unique pool food production to turn the Slog into a power plant.

Though I don't know of any better ones. Most locations are farms by default and Starlight just makes sense as a Trade/Commerce Hub.

Red Rocket plans lean into it being an Industrial Hub.

Addmitantly, I haven't found every location so I am likely missing a good one in the North Quadrant.
 
Seems like a waste to lose the unique pool food production to turn the Slog into a power plant.

Though I don't know of any better ones. Most locations are farms by default and Starlight just makes sense as a Trade/Commerce Hub.

Red Rocket plans lean into it being an Industrial Hub.

Addmitantly, I haven't found every location so I am likely missing a good one in the North Quadrant.
Agricultural Plots aren't restricted by the vanilla Crop availability in terms of what food items they can make. Although I don't think anyone's made a Tarberry Farm plot for SS2 yet... not that they're used in any crafting recipes that I can remember anyway.
 
Agricultural Plots aren't restricted by the vanilla Crop availability in terms of what food items they can make. Although I don't think anyone's made a Tarberry Farm plot for SS2 yet... not that they're used in any crafting recipes that I can remember anyway.
Used in: " Lock Joint syringe, the Berry Mentats, mirelurk jerky and in Fancy Lads Snack Cakes" from the Wiki.
And as they can't be planted this is one of the few steady sources of the berry you can easily acquire.
 
Agricultural Plots aren't restricted by the vanilla Crop availability in terms of what food items they can make. Although I don't think anyone's made a Tarberry Farm plot for SS2 yet... not that they're used in any crafting recipes that I can remember anyway.
They are in mod recipes. I have recipes that make alcohol based on tarberrys. And teas too.
 
I also wonder - if you're talking hardcore/survival modes, if the maintenance cost and construction cost for a power transfer is less than that of a regular power plant. Theoretically it should be (if it isn't then that should be fixed for balance reasons!), and that could save you a lot of time getting the settlement up and running. Then you could always replace it with a real power plant (advanced or basic).
 
I also wonder - if you're talking hardcore/survival modes, if the maintenance cost and construction cost for a power transfer is less than that of a regular power plant. Theoretically it should be (if it isn't then that should be fixed for balance reasons!), and that could save you a lot of time getting the settlement up and running. Then you could always replace it with a real power plant (advanced or basic).
Also, it's now occurring to me that a 1x1 power transfer plot could have a lot of utility too . . . has anyone made a 1x1 power transfer plot?
 
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