Slot number 12.
160 items to import.

Scrap turrets pre import.

Beds: 9 (the original number)
Defence: 144
Water: +10 (so 13)
Food: +6 (so 14)
Power: 100 (sunk into the roof of the yellow building)

Facilities: Settlement beacon (disconnected but power conduits above it); Decontamination Arch; Brahmin trough; Caravan trade post.

The blueprint can work with the original or new inhabitants. In the case of keeping the original inhabitants you won't need to assign anyone to the clinic or general store as Penny and Dr Montgomery already perform similar tasks in that building. Therefore you can remove the new general store and clinic counters. Else you can remove the safe glitched into the new clinic counter. Talia, Brian, Swanson and Jacob can't be assigned anywhere (Ted Huntley can though).

The new armour workbench spawns by the workstation however there are already a table and barrel there. So either scrap the armour workbench or the other objects. Note if alive, Talia can block people in using the armour stations as she likes to hang around there.

The keys for the buildings will appear on the workbench, so you won't need to pickpocket or kill the residents or scrap the doors.

There are power conduits on the utility poles, so if you plan to add more to the settlement, adding new powerlines should be simple.

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irrelevantposter

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