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Time to roll up my sleeves then!I don't think one exists, unless it's in an add on I don't know about
Time to roll up my sleeves then!I don't think one exists, unless it's in an add on I don't know about
Does it really have that kind of range? I turned Zimonja into a mega power plant and set up a power transfer plot, but still can't get power at Starlight or Finch. They've all got caravan services and municiple grid pylon/boxes. I saw somewhere that both settlements need a power transfer plot to receive power as well, but adding those didn't seem to help either. In another thread I saw it speculated that they have a limited range, and you have to have a transfer plot in almost every settlement to get effective coverage? Any troubleshooting ideas people have would be welcome.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)
I'm not sure how the range on power transfer works. The Slog is my only settlement with actual power producing plots. I have working transfer stations in the Slog, Sunshine, Starlight, Vault 88, Croup, Taffington, and Egret. The Castle doesn't seem to be getting any power. I have no way of knowing if all the excess power is being used already or if I'm out of range based on the caravan path even though it's physically closerDoes it really have that kind of range? I turned Zimonja into a mega power plant and set up a power transfer plot, but still can't get power at Starlight or Finch. They've all got caravan services and municiple grid pylon/boxes. I saw somewhere that both settlements need a power transfer plot to receive power as well, but adding those didn't seem to help either. In another thread I saw it speculated that they have a limited range, and you have to have a transfer plot in almost every settlement to get effective coverage? Any troubleshooting ideas people have would be welcome.
I really love the idea, especially for setting up outposts, just having a devil of a time getting it to work properly.
He does? Woo hoo! I hadn't noticed but I'll look for that.IDEK's has a SS2 version and I agree with you on power transfer Station. They work. My Oberland station is ran completely on transfered power.
I could also see it being more noteworthy if Leaders had a lot bigger impact; imagine a set of Leader Traits something like "powerplants at this settlement have +x% output". Thatd also make Leaders more worth using even if not using a City Plan.It would make more sense if different locations offered buffs to various production values so you could slam a ton of production into the settlements that give you a boost, but as is it only seems to be useful for tiny settlements.
I like to think they jury-rigged something up to all the stray transmission lines we see all over the commonwealth and only undergrounded it from one of those on either end. I like the idea of having a leader bonus like @yaugieLC suggested. It's kind of annoying how many of the leaders that have bonuses to help industrials are also pacifists - kind of defeats the purpose because on the one hand your industrials are supposed to advance faster - on the other hand they can't because their security needs are never met because the security plots advance slower. It's sort of a self-defeating combo that cancels each other out.I still haven't figured out where the sole survivor got the technology to build a power transfer station. Most of the vanilla game has power lines run everywhere. My head-cannon says if such a technology existed, the BOS would have "procured" it and locked it in a vault somewhere. I figure the only reason we have radiant power is Bethesda didn't want a flood of hate mail if we had to wire up every light bulb.
Are we supposed to pretend the settlers buried a power line between settlements? Are we supposed to hope the molerats don't chew on it?
Oh wow - yes that's actually really expensive. Odd that the thing that transfers the power is more expensive than the thing that produces the power. I know that's the case in the real world, but in the real world you can't build a power plant on every block.So they're very much not "cheaper than just building another Basic Power Plant"...
However as this pic also shows, Mechanist's Lair is doing more than alright on power (considering it's only using like... 20? And that's with only two bots on generation plots) so might as well distribute it.
View attachment 13999
On the plus side, thanks for making a 1x1 version of those at least - much easier to cram that into places! (Even if I personally wouldn't trust walking within 30 feet of something putting that many sparks out)Oh wow - yes that's actually really expensive. Odd that the thing that transfers the power is more expensive than the thing that produces the power. I know that's the case in the real world, but in the real world you can't build a power plant on every block.
Lol yeah - that's the idea. Once it levels up it looks a little less like an accident waiting to happen.On the plus side, thanks for making a 1x1 version of those at least - much easier to cram that into places! (Even if I personally wouldn't trust walking within 30 feet of something putting that many sparks out)
What it actually achieves mechanically to level it up is one of my remaining questions, actually.Lol yeah - that's the idea. Once it levels up it looks a little less like an accident waiting to happen.
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