My understanding is that scavenging table production stops when the amount of junk in the workshop reaches a cap. Can this cap be removed or significantly raised as part of this mod (or is there another mod that covers this)?
Does this work with the 1.5.2 patch? Most of my settlers are just acting as if they are idle and making a buzzing sound as if they were actually at the station and doing the animation, and I'm not too sure whether or not they are actually producing anything. (They are all assigned to the stations you added)
Normally, for every scavenger you have you can get a maximum of two items. Theres a 25% chance for each of these items that you won't get one at all. If you do get an item, there 60% chance it's common (wood, steel etc), 30% chance it's uncommon (oil, circuitry etc) and 10% chance it's rare (nuclear material etc).
Is it also true that there is a cap on how much settlers can scavenge? As in, if the workshop has more than 200 items, no more items will be added anymore?
I've never understood why game designers make these kinds of design decisions.
Instead of adding unnecessary randomization and abstraction - why not just have 1 water = 1 water income? Why add obfuscated and unnecessary mechanics whose ultimate result is to make the output .75 of the total, after variations which complicate estimation?
What I would really appreciate would be a mod that created scavenging stations that
1) allowed you to unassign the person assigned to it at the station. (i.e. 'use' to unassign) 2) were auto-assigned if you had an idle settler, the way food is 3) resulted in scavenge income that was appropriate to the area that the settlement was in 4) any npc assigned to a scavenging station would collect loot/armor from corpses it came across, upgrade their own gear if possible and put the rest into storage
If you remember Real time settler from fallout new vegas, you would occasionally run across your own scavengers in nearby points of interest. That was really neat.
I can kind of understand the slight random element from a game design perspective. It all comes down to addiction theory- a randomized reward tends to keep people coming back more than a repetitive unchanging reward does. Combined with instant gratification and high sensory stimulus (i.e slot machines) it's a very dangerous formula. Luckily it wasn't abused too much in this game
I agree about the suggestions. Hopefully that'll all be possible when the geck comes out.
The crit in DnD is just based around the random roll of a 20 sided die. So if you roll a natural 20, you crit. If you roll a natural 1, you botch. They are just a punishment of bonus for statistical luck. Assuming that your dice are not weighted towards one side or another (cheap dice can be).
In the Description you state that it doesn't replace the Vanilla. I don't believe that to be completely accurate. It doesn't replace the vanilla station but it does replace the vanilla calculations for that both stations Vanilla and your draw from. In other words there's no point in building the new station since the Vanilla one will already be using the new numbers. If you look at the picture you put the green highlight means you have have "over written" the vanilla values. Just like you did with the water which is why we don't need to build a special new Water filtration unit either since the old ones will already be uses the new values you put in. Don't get me wrong I like your mod. I downloaded it and have enjoyed it's benefits, just thought you should know that it may not be working the way you think it does. Though I might be completely wrong. I'm still new to modding, just seems like that's the way it works when I mod stuff.
It doesn't. The part you're referring to is the edit to replace the 25% chance of no produce to instead produce dirty water. The produce of the Scrapping Station it self is done under the "Furniture" area.
Thanks for the Mod! Just downloaded it and eager to give it a try. I do have one question, though. Your description says scavengers will always find something, but in the mod itself, the "Chance None" is at 10%. Is that correct?
I have been hoping someone would do this! Will install ASAP! Also thanks for the info on how it savaging stations work, I have been reading every where were people just confirm that they work but not how and how much you actually get. Do you know if one of the rare mats is circuits and microfiber? I have been making lots of settlements just to put them to scavenge for me but has been more work then I bargend for 100hrs into the game barely touched the story. (srry for spelling)
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Thanks!
Instasaved!
Instead of adding unnecessary randomization and abstraction - why not just have 1 water = 1 water income? Why add obfuscated and unnecessary mechanics whose ultimate result is to make the output .75 of the total, after variations which complicate estimation?
What I would really appreciate would be a mod that created scavenging stations that
1) allowed you to unassign the person assigned to it at the station. (i.e. 'use' to unassign)
2) were auto-assigned if you had an idle settler, the way food is
3) resulted in scavenge income that was appropriate to the area that the settlement was in
4) any npc assigned to a scavenging station would collect loot/armor from corpses it came across, upgrade their own gear if possible and put the rest into storage
If you remember Real time settler from fallout new vegas, you would occasionally run across your own scavengers in nearby points of interest. That was really neat.
I agree about the suggestions. Hopefully that'll all be possible when the geck comes out.
Don't get me wrong I like your mod. I downloaded it and have enjoyed it's benefits, just thought you should know that it may not be working the way you think it does. Though I might be completely wrong. I'm still new to modding, just seems like that's the way it works when I mod stuff.
Just downloaded it and eager to give it a try.
I do have one question, though.
Your description says scavengers will always find something, but in the mod itself, the "Chance None" is at 10%. Is that correct?