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Salvage Beacon Not Working

cluelessSettler

New Member
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10
I placed all the items (none stolen) in a container, then placed the salvage beacon. A popup appears saying "Couldn't find appropriate Caravan Services with Communications Support to pickup the signal." I already have a lvl 3 Communications plot and Caravan plot, both of them are operational with workers. They are located in Starlight while the container I'm placing the beacon in is located in Medford Memorial Hospital which is fairly close to Starlight. The hospital is already cleared as well.

Can anyone tell why the salvage beacon isn't working as intended? Is this a bug? Am I missing something?
 
Medford Memorial Hospital is above Taffington Boathouse correct? If so that is probably out of range of Starlight.
 
Medford Memorial Hospital is above Taffington Boathouse correct? If so that is probably out of range of Starlight.
It is above Taffington Boathouse, but I'm certain it's within range. I placed some items in a random container further east outside of Medford Hospital and the salvage beacons worked. Weird.
 
It is above Taffington Boathouse, but I'm certain it's within range. I placed some items in a random container further east outside of Medford Hospital and the salvage beacons worked. Weird.
They can be a little finicky, last I heard the range was only around 2-3 blocks on the map I think but that could have changed and just not been on my radar.
It might be an issue with the beacon being placed inside an interior cell rather than an exterior? There can also only be one team out at a time.
 
They can be a little finicky, last I heard the range was only around 2-3 blocks on the map I think but that could have changed and just not been on my radar.
It might be an issue with the beacon being placed inside an interior cell rather than an exterior? There can also only be one team out at a time.
I see. I'll try again after a few in game days. Might be a script lag or yeah maybe because it was an interior cell. At least I know it's working. Thanks
 
I placed all the items (none stolen) in a container, then placed the salvage beacon. A popup appears saying "Couldn't find appropriate Caravan Services with Communications Support to pickup the signal." I already have a lvl 3 Communications plot and Caravan plot, both of them are operational with workers. They are located in Starlight while the container I'm placing the beacon in is located in Medford Memorial Hospital which is fairly close to Starlight. The hospital is already cleared as well.
Mark 1 salvage beacons are not working for me either. It may be a different issue, but I thought it could be similar enough I'd mention it here.

I built a communications station in Graygarden. When I tried dropping a beacon first at Beantown Brewery and then at the water treatment plant, both said all caravans were busy. That doesn't make any sense to me, because I didn't have any other beacons anywhere else. How many free settlers does it take to work these things? I thought a manned communications station and a beacon were enough.
 
Mark 1 salvage beacons are not working for me either. It may be a different issue, but I thought it could be similar enough I'd mention it here.

I built a communications station in Graygarden. When I tried dropping a beacon first at Beantown Brewery and then at the water treatment plant, both said all caravans were busy. That doesn't make any sense to me, because I didn't have any other beacons anywhere else. How many free settlers does it take to work these things? I thought a manned communications station and a beacon were enough.
Hmm I'm not 100% sure about this since I haven't personally used the Mark 1 beacons yet, but did you drop the scanner? I think I read somewhere that the scanner needs to be dropped first.
 
So for Mark 1 beacons you have to do what you do in the quest - drop the scanner then drop the beacon. The range is probably MUCH shorter than you expect, although Graygarden to Beantown should be fine. The beacons also require a level 2 comm station AND caravan services.
 
Hmm I'm not 100% sure about this since I haven't personally used the Mark 1 beacons yet, but did you drop the scanner? I think I read somewhere that the scanner needs to be dropped first.

Yep I heard that too. I dropped the scanner first. It then prompted me to drop a beacon which I did. It told me all caravans were busy.

I wondered whether having a robot man the communications station might be the problem. So I moved down the tracks and set up a communications station at Oberland Station. There is also a caravanserie there. I went back to Beantown, which is now extremely close, and still ran into the same problem. I'm stumped.

Finally, I found M.A.L.A. loitering near one of the bridges over the Charles. Not sure what that robot is supposed to be doing after the end of chapter one of the questline. Could that be related?
 
Yep I heard that too. I dropped the scanner first. It then prompted me to drop a beacon which I did. It told me all caravans were busy.

I wondered whether having a robot man the communications station might be the problem. So I moved down the tracks and set up a communications station at Oberland Station. There is also a caravanserie there. I went back to Beantown, which is now extremely close, and still ran into the same problem. I'm stumped.

Finally, I found M.A.L.A. loitering near one of the bridges over the Charles. Not sure what that robot is supposed to be doing after the end of chapter one of the questline. Could that be related?
Both the beacons and M.A.L.A are issues the kinggath is aware of, but they should be unrelated. The beacons are believed to be an issue with the way Idle workers are handled and the team is trying to come up with a solution.

So as long as you are sure that there are no teams out from a previous beacon, and you have the two requirements and are using the scanner prior to dropping a beacon. It could be an issue with the system and nothing you are doing wrong. Hopefully a fix is out soon, otherwise you could keep trying it at different locations and perhaps it will magically work.
 
So for Mark 1 beacons you have to do what you do in the quest - drop the scanner then drop the beacon. The range is probably MUCH shorter than you expect, although Graygarden to Beantown should be fine. The beacons also require a level 2 comm station AND caravan services.

Both the beacons and M.A.L.A are issues the kinggath is aware of, but they should be unrelated. The beacons are believed to be an issue with the way Idle workers are handled and the team is trying to come up with a solution.

So as long as you are sure that there are no teams out from a previous beacon, and you have the two requirements and are using the scanner prior to dropping a beacon. It could be an issue with the system and nothing you are doing wrong. Hopefully a fix is out soon, otherwise you could keep trying it at different locations and perhaps it will magically work.
I'm not sure that I don't have a team out from a previous beacon, but I shouldn't. I've never had a team retrieve a beacon. It always say there is no caravan available in range. Range can't be the issue. If Oberland to Beantown is too far, then you can't use them anywhere.

I have a caravan lvl 2 and a com center lvl 2 at Oberland. Both are manned and powered. HUD shows all local needs are met. However the HUD display on the the Com Center shows a red 6. Never seen that on any other building. I wonder what it means, but red often means a deficiency of some sort. That settlement has 6 pop, so does that mean the pop is too low? Or could it mean that there are currently 6 caravans out and about?

Finally, I was under the impression that using beacons with certain sites unlocks some new plot plans. Is there any way to do this without beacons, which are working for me right now?
 
I'm not sure that I don't have a team out from a previous beacon, but I shouldn't. I've never had a team retrieve a beacon. It always say there is no caravan available in range. Range can't be the issue. If Oberland to Beantown is too far, then you can't use them anywhere.

I have a caravan lvl 2 and a com center lvl 2 at Oberland. Both are manned and powered. HUD shows all local needs are met. However the HUD display on the the Com Center shows a red 6. Never seen that on any other building. I wonder what it means, but red often means a deficiency of some sort. That settlement has 6 pop, so does that mean the pop is too low? Or could it mean that there are currently 6 caravans out and about?

Finally, I was under the impression that using beacons with certain sites unlocks some new plot plans. Is there any way to do this without beacons, which are working for me right now?
The red could be a power deficiency? If you could post a screenshot that would be helpful since even if becaons are broken for that settlement or that save right now, the comm station serves other purposes.

There is a way to force unlock all the plans, you can use the City Manager 2078 Holotape
 
It would help to know what the intention is here. As it is now, if you haven't got them from the main questline, building a comms plot unlocks both the Mark 1 Beacons, where settlers salvage a site, and Salvage Beacons, which help you salvage a site by ferrying stuff from one container back to the workshop.

What should we need in terms of levels on the comms plot and caravan services in order to be able to actually use either of those beacons?

Like, are caravan services "busy" if they're maintaining a supply line between settlements? Do we need to build a second services plot to get a "free" caravan to get a beacon? Or should it just be enough to have the comms plot, a caravan in range of it, and appropriate levels?
 
I'm having same issue, trying to collect stuff from federal ration reserve, nearby settlement is the sunshine place, it has a comms and caravan service at level two, both operational according to ASAM details, the red 6 pops up on the comms station, but its on the row below the deficiencies row... all needs are met for comms and caravan and they are manned... i have also noticed one person in town unassigned, but it will not let me assign him to a plot that is ready to start building...(i have auto assign on and no stat requirements for the settlers).. this is one of the main reasons i wanted to play the mod, and it just doesn't work most of the time... I also get randomw CTD's, mostly in sanctuary, but have had one in abernathy farm..
 
Weirdly enough I had something work today. (No new versioning, still 1.0.6.) I built a fresh comms station in Greygarden, and was able to pick up a salvage beacon container in the trailer just outside ArcJet.
 
It would help to know what the intention is here. As it is now, if you haven't got them from the main questline, building a comms plot unlocks both the Mark 1 Beacons, where settlers salvage a site, and Salvage Beacons, which help you salvage a site by ferrying stuff from one container back to the workshop.

What should we need in terms of levels on the comms plot and caravan services in order to be able to actually use either of those beacons?

Like, are caravan services "busy" if they're maintaining a supply line between settlements? Do we need to build a second services plot to get a "free" caravan to get a beacon? Or should it just be enough to have the comms plot, a caravan in range of it, and appropriate levels?
Been playing with it for a while but as far as I know, you just need one caravan and one comms to be able to use the beacons. The level requirements have already been answered by a moderator. Both plots need to be level 2 for the beacons to work. Have you tested if the mark 1 beacons work for you?
 
The system sometimes fails to properly recognize a comm post as not busy, if the settlement wasn't loaded recently. That is, if you haven't been to it since loading the game.
KG actually assigned that bug to me, since I have been digging in this system already. Guess I should get back to it somewhen...
 
I'm having same issue, trying to collect stuff from federal ration reserve, nearby settlement is the sunshine place, it has a comms and caravan service at level two, both operational according to ASAM details, the red 6 pops up on the comms station, but its on the row below the deficiencies row... all needs are met for comms and caravan and they are manned... i have also noticed one person in town unassigned, but it will not let me assign him to a plot that is ready to start building...(i have auto assign on and no stat requirements for the settlers).. this is one of the main reasons i wanted to play the mod, and it just doesn't work most of the time... I also get randomw CTD's, mostly in sanctuary, but have had one in abernathy farm..
The issue I think is the lack of information on how some of the things in the mod work. I figured out most of the stuff as I played but most of the time I would just try things and hope it would work. Sometimes, you just need to wait a bit for the assignment to take place. Refreshing the plot also works for me sometimes, even if it hasn't been built yet. Most of the assignment issues I had disappeared when I turned auto assign off so you might want to try that. Even if you turn off auto assign, your settlers will still get auto assigned the first time they arrive at a settlement anyway so you might as well turn it off.
 
...perhaps they could code it so that after you clear a site, the caravan or a robot can come and clear the site out automatically...? or the asam sensor works out what all the items base materials are and that is what gets delivered..
 
The issue I think is the lack of information on how some of the things in the mod work. I figured out most of the stuff as I played but most of the time I would just try things and hope it would work. Sometimes, you just need to wait a bit for the assignment to take place. Refreshing the plot also works for me sometimes, even if it hasn't been built yet. Most of the assignment issues I had disappeared when I turned auto assign off so you might want to try that. Even if you turn off auto assign, your settlers will still get auto assigned the first time they arrive at a settlement anyway so you might as well turn it off.
Absolutely, it could definitely be explained in more detail, I feel like I am just stumbling around in the dark and occasionally I hit on something that actually works, as for the Mark 1 I don't have a clue, I am trying to salvage super duper across the RR tracks from Starlight, I have level 3 comm and caravan plots in Starlight that really should be in rangebut I am getting the same error message
 
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