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Mk1 Beacons.

Lokvette

Member
Messages
73
I just dropped one and and it is giving now indication of if its doing anything nor any message giving any bearing to it. A little light or sound would go a ways to making seem like I have something that the settlers can home in on. Also I understand the option to pick it up again as they dont come cheap, but is there way to fix it to the ground I just kicked it all over the place.
 
So you dropped the beacon and got no message at all?
 
You should get one of two things:

A pop-up saying that no settlement is in range, or the option to choose which settlement to send the scrap to.
 
Moving from Suggestions to Questions/Help.
 
I don't know what changed, i was able to use a salvage beacon. Going to attempt a Mark 1 Beacon now.

Still no luck with the Mark 1 Beacons
 

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i have both lvl2 caravan and coms in sanctuary.
Yet they cannot send anything to concord to salvage the museum or the bar for some reason.

As for range well you just made 2 plots mandatory to have in pretty much all settlements.
i would prefer that was not the case, perhaps remove the range restriction once we capture the castle?
I was having problems to, think it was due to sanctuary un-assigning curie and cotsworth from power buildings so com's tower has low power.
 
So managed to get a caravan to dispatch but it does not appear to actually deposit the salvage. Drop the Scanner on a cleared location, it completed the scan asked me to drop a beacon, did so and it reported a caravan had been dispatched, then got this report (picture 1) however on returning to sanctuary it appears none of the salvage is actually there (picture 2 is on returning after caravan had apparently deposited item, was waiting for aluminum to build robot bench).

Any ideas? Being Marcy Long who went it may be dumped in the river...


20201105164722_1.jpg20201105184321_1.jpg
 
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Salvaged scrap does not go into the Workshop. It goes into the settlement's virtual inventory, just like scrap generated by Industrial Plots.
 
Is that the same Salvage beacons that you drop into a container? It doesn't go back the workshop but to vitual storage instead?
The Mark 1 Beacon goes into Virtual Inventory.

I believe the Salvage Beacon goes to the Workshop.
 
Just completed Chapter 1 and received the Mark 1 Beacon plus I found the salvage beacon in a download on Jake's computer. UPDATED

MARK 1 BEACON -
(1) created at the City Planners Desk, (2) both Communications and Caravan Plots are needed,
(3) there is an effective range based on the nearest Settlement with both plots, and (4) locations must be cleared first.

MARK 1 BEACON QUESTIONS
  1. do I need to place an ASAM scanner first? No
  2. based on Picking Up the Pieces, does the Mark 1 Beacon pickup weapons and armor? NO
MARK 1 BEACON SUGGESTIONS
  1. the popup image should be changed to reflect both plots are needed, see image and
  2. the range should be shown on Pip Boy map
SALVAGE BEACON - (1) created at the City Planners Desk, (2) both Communications and Caravan Plots are needed, (3) there is an effective range based on the nearest Settlement with both plots, and (4) has the same mechanics as in SS1/salvage beacons, ie. placed in a container (see below)

SALVAGE BEACON QUESTION
  1. I assume that the area does not need to be cleared - please confirm?
SALVAGE BEACON SUGGESTIONS
  1. the popup image should be changed to reflect both plots are needed, see image and
  2. the range should be shown on Pip Boy map
Thanks as always.
 

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I don't know what changed, i was able to use a salvage beacon. Going to attempt a Mark 1 Beacon now.

Still no luck with the Mark 1 Beacons

that means one of 2 things
1st the caravans are busy.
2nd you don't have Caravan services close by (in range)or with the level needed
At least from my testing, that seems to be the case
 
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Placed Comm and Caravan Plots at Starlight, and found that Starlight to West Everett was too far. Also, cleared out the Super Duper Drug and placed a Mk1 Beacon which did salvage a significant amount of material, but missed a lot. After receiving notice of the completion of the Mk1 salvaging, returned to Super Duper to find the following: (a) loot on feral bodies, (b) food/drinks, (c) containers with loot, and (d) things such as desk fans.
 
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Ran another test and apparently the Mk1 Beacons and Salvage Beacons are not quite what I thought they were.

Placed Comm and Caravan Plots at Taffington, after thoroughly looting West Everett, and:

MK1 BEACONS - Dropped a Mk1 Beacon at West Everett and later I got the Mk1 Beacon completion notice, see image. It appears that the Mk 1 Beacon salvages materials that I normally could not pickup, so it is an added bonus. To thoroughly salvage/loot a cleared location you must: (a) loot bodies, containers and stuff laying around, and (b) then drop a Mk 1 Beacon.

UPDATE: MISSED THE OBVIOUS - After days of game time, the NPC at the Starlight caravan plot suddenly unassigned himself so the link was broken. After traveling to Starlight and reassigning an NPC to the caravan plot, the Salvage Beacon is working as expected. SALVAGE BEACON - after receiving the Mk1 Beacon notice, returned to Taffington, and placed loot with a Salvage Beacon in a container at Taffington for transport to Red Rocket. It was not accepted, see image. At the moment, it appears that not only do you (a) need both types of plots at both ends and (b) satisfy the distance limit, but you can only move loot from a location to a settlement, but not from a settlement to another settlement. I will continue testing.

It is also possible that I missed an explanation somewhere - try again
 

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