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Stocking Robots at HQ? Good idea?

Donofgames

New Member
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16
Hey all, I did a peek to see if this has been posted already, but it doesn't seem like it.

I was messing around and creating some robots to serve as guards for my primary base when I got the idea to check their special stats and some of them are remarkably good in certain areas. My question is, is it as good of an idea as it seems to create an army of talented robots and have them serve as Engineers, Facility, etc at HQ? I've got tonnes of parts for squashing The Mechanist's bots and plenty of raw materials to make it work. I tried it with just one bot and it seems to be fine, but I don't know what's coming up later down the line and I don't want to accidentally break the mod because it assumes that I wouldn't do a niche thing and ruin everything. Also, I haven't figure out how to fire people if that's even possible.

Has anyone else done this? Is it a good idea?
 
They definitely function as HQ workers. In fact, I personally put one in every department, built up to great stats with pra's Automatron mod - works perfectly fine. The only thing is I've never tested how they handle the "Disasters" system - specifically what happens if one of them "Deserts" or is assigned to fight a fire.

To "fire" people, just physically find them in HQ, go into "build mode", and use the "Move to other settlement" button (default key on PC is R I think?) to send them somewhere else. It can take a moment for the scripts to all finish, but it SHOULD work.
 
I sort of have the same idea, but with named NPC's. Not sure what type of stats they have, I know one of Dogmeat's skills (percaption I think) is 14. So I figure named NPC's (both from the game and SS2 quests) have pretty decent stats. Not as good as Dogmeat's probably, but still, worth a look.
 
Every companion seems to have amazing stats. The only reason I haven't recruited most of them is because I don't want a ton of people saying, "Ready to travel, boss?" every time I walk by and I like them being in settlements as Mayors.

@yaugie, I like the idea of having at least one in every department, so they're not entirely populated. The robots can have some pretty bonkers stats; the one I created happened to have a Perception of 14, as well as solid stats for STR and INT too.

@Breytac, All the companions are really solid and the special NPCs from the quests have decent stats. Usually they have a specialization in at least one category where they have around a 6 or higher in the stat. Usually for folks who are just around 5-7 depending on how my settlements are doing, I might keep them around for power or water. Otherwise they get roped into HQ.
 
Every companion seems to have amazing stats. The only reason I haven't recruited most of them is because I don't want a ton of people saying, "Ready to travel, boss?" every time I walk by and I like them being in settlements as Mayors.

Honestly, it's only to get the 15 NPC's at HQ, I already think of 15, those being a mix of companions and recruitable NPC's from SS2 quests (Danse, NIck, Cait, Macready, Ada, the Concorde 5...that's 10 already). Still, last night when I was going through all the NPC's I had sent to HQ and looking at their stats...yeah the stats are pretty good, looks like they have 10 at least in one stat, at least the vanilla ones do.
 
Honestly, it's only to get the 15 NPC's at HQ, I already think of 15, those being a mix of companions and recruitable NPC's from SS2 quests (Danse, NIck, Cait, Macready, Ada, the Concorde 5...that's 10 already). Still, last night when I was going through all the NPC's I had sent to HQ and looking at their stats...yeah the stats are pretty good, looks like they have 10 at least in one stat, at least the vanilla ones do.
I probably should have done that to get that mission done faster. I took a lot of time looking over the settlements for well suited people and hunting down the special characters that show up.
 
There's been a fair bit of talk since SS2 launched of the concept of setting up a settlement specifically as a "Training yard", with all the Recreational: Training type plots in it, and just ship people over to there to train up into little Captain Americas (kinggath himself used that exact term). I don't know if anyone's actually done it, but I imagine these days since SS2 has the "automatically change Hobby assignment if you hit 10 in a stat you're Training in" thing, you could just come back to that settlement after a couple ingame months and spot some all-10s people.
No idea how long that'd take, though - I mean, judging by my own playthroughs, my Sanctuary people are usually hitting 10 in one stat at around the time I first get to HQ, so it'd definitely be ingame months worth of time.
 
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There's been a fair bit of talk since SS2 launched of the concept of setting up a settlement specifically as a "Training yard", with all the Recreational: Training type plots in it, and just ship people over to there to train up into little Captain Americas (kinggath himself used that exact term). I don't know if anyone's actually done it, but I imagine these days since SS2 has the "automatically change Hobby assignment if you hit 10 in a stat you're Training in" thing, you could just come back to that settlement after a couple ingame months and spot some all-10s people.
No idea how long that'd take, though - I mean, judging by my own playthroughs, my Sanctuary people are usually hitting 10 in one stat at around the time I first get to HQ, so it'd definitely be ingame months worth of time.
I do have a few settlers from Sanctuary who have 10s in three stats. Unfortunately, I didn't have the foresight to put all the training spots in the town. So at most it's just a few mini-Captain Americas. Captain US Territories if you will.
 
Also, wouldn't that be bonkers inefficient though? I thought works can only gain benefits from their primary job stat and the secondary stat from the employee trainings?
 
Yeah, there is only one task in the entire mod's systems that uses more than two stats - that being, the "rewards" a Caravaneer returns with after a Mark 1 Beacon trip. (STR+END for amount of materials, PER+LCK for chance of Discovery)
Other than that even HQ only uses at most two stats per Department with that "Cross Training", and everything else is only one. Could argue that technically Endurance helps everyone regardless of job due to how the Disease mechanics work, I guess...


(I plan on adding Cross Training: Luck to HQ myself one the toolkit is out; that stat basically does nothing now AFAIK)
 
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