People, before you try to lecture us on why FCs in generators *should* be fully charged, here are 4 points that show you why you are wrong and should refrain from commenting:
1. The generator stops humming, its lights turn off and the attached light turns off when the FC is removed. In reality, when we see a machine turning off, common sense tells us that it's turned off by a switch or its power supply was removed (or maybe the device failed but that's a different corner case). We just removed an item that serves as a battery in gameplay terms. *What do you think happened?*
2. In the Wasteland Workshop DLC, you can construct fusion generators that look 100% like your common FC-bearing generator. The recipe requires Nuclear Material (obviously for the FC) and the generator provides a whopping 100 power. If the assumption that the generator uses the FC as backup power or power sink was true, why do the generators turn off after removing the core? Why would the core in the Museum of Freedom be 50% drained if it's constantly charged?
3. The wiki (which is not an official source but the best we have) even establishes this:
> The fusion generator is a fusion powered electric generator, that uses a fusion core to produce electricity. (...) Fusion generators can be shut down and powered back up by pressing upon the fusion core in the main panel.
4. The way it's handled in the base game comes from precisely one simple fact: The Pack-In that was used to place all the Generators in the game uses the Fusion Core Ammo item instead of a LL-spawned Ammo item (like HARDCore does). Developers are lazy and just did it this way because it means less tedious work while building cells. If the guys at BGS had had the time to take this little detail into consideration they likely would have applied the approach to all generators.
In hindsight, I'm not even sure why I'm arguing this. If you think this is implausible, don't use our mod.
is it possible to make the cores last longer? because they ran for over 200 years on their own providing generations of power and when you put them into your power armor they tend to only last for 30 minutes on a full charge, like what's with that?
like i understand that the games time scale works faster than real time, but even that is too small of time that it would realistically use for power armor being used.
I always thought the fusion cores (literally fusion power) were so powerful that any random generator would last hundreds of years without draining it slightly. I never really understood why power armor worked so differently though... if a fusion core can power the lights in a facility constantly for 200 years, why does walking 10 miles in a mostly mechanical suit drain it fully? Just my two cents. This is a great mod that resolves part of the problem with fusion cores in survival mode: the mileage you get out of them. I already have mods that increase their depletion rate and scarcity, so I'm in for a vastly different experience this time around.
I have a therory about fusion cores. It's possibily wrong, it's just a theory, not a fact.
- Fusion generators recharge fusion cores. I don't know why the one at the museum was not at 100% though. - When you remove a fusion core from a generator, lights blink but power is still on and elevators are still working. - When you craft a fusion generator from the Wasteland Workshop DLC, the fusion core inside is a spent one, probably kept by the character. It is placed there in order to recharge it, but the recharge would be very long and take years. - The power armors drain fusion core too quickly. This is, in my opinion, a serious game issue. I suggest the mod "Configurable Power Armor" with the "Balanced" setting (5% of moving energy use, 10% for snav action and 50% from the jetpack) so fusion cores last 20x longer. *
If my theory is wrong according to you, you can download this mod, it works perfectly well. * = A realistic setting would be 1% but with 1% you can make the whole game with almost 2 or 3 fusion cores.
> I don't know why the one at the museum was not at 100% though.
See (4) in the stickied post.
> When you remove a fusion core from a generator, lights blink but power is still on and elevators are still working.
That's because BGS did not bother to put in the legwork of connecting all lights in a cell to their power source (as enable parent) and for some reason the FusionGeneratorScript returns to an "on" state for its attached light, while the fusion generator model indeed turns off. This is likely just a bug/oversight.
> When you craft a fusion generator from the Wasteland Workshop DLC, the fusion core inside is a spent one, probably kept by the character. It is placed there in order to recharge it, but the recharge would be very long and take years.
If the generator can run without a fusion core why do I need one to craft the generator? Doesn't make sense.
> The power armors drain fusion core too quickly.
Gameplay reasons. FCs already drain so slowly, making them drain less would essentially render the entire gameplay mechanic pointless. If that wasn't out of scope for this mod, I'd probably crank up the drain rates to at least twice the vanilla value.
Drains too quickly? They last WAY too long, I've always hated that. Never have I had to conserve them, they last for ages. I am looking for a mod that makes them drain faster honestly.
I think employing even the idea that some armor can discharge a fusion core which was powering a factory for 20 decades is absurd. I don't see why you are even thinking about this. If you want to introduce more realistic approach, sure, the fusion cores could be discharged from 50%, but the power armor shouldn't draw almost any energy from it. So it's really quite irrelevant.
The problem I am trying to point out, is that yes, it should be drained, but then you will have much less use for it, and you will loose the energy much faster. Which will actually decrease the realistic level, not on the contrary.
There was another mod (hidden now for unknown reason) that reduce the energy that power armor drain from fusion cores. This mod doesn't modify that because an other mod did it.
I find your mod the closest to understanding real immersion on Fusion cores and how they work. I completely agree with your stance on them. Maybe my idea for the above link would be a mod you could look into? I am not sure how much work it would take (i am assuming a crap ton!) but maybe it's so cool that it doesnt matter and should be done anyway? LOL
I have a mod that's making edits to the FC leveled lists, which also expands the range and variety of charges found. I didn't edit any cells or placed cores. (The mod does other stuff too). If someone used both, they should be compatible if yours comes second, right? Your lists (and placed core changes) would take precedence, but it shouldn't break anything?
43 comments
1. The generator stops humming, its lights turn off and the attached light turns off when the FC is removed. In reality, when we see a machine turning off, common sense tells us that it's turned off by a switch or its power supply was removed (or maybe the device failed but that's a different corner case). We just removed an item that serves as a battery in gameplay terms. *What do you think happened?*
2. In the Wasteland Workshop DLC, you can construct fusion generators that look 100% like your common FC-bearing generator. The recipe requires Nuclear Material (obviously for the FC) and the generator provides a whopping 100 power. If the assumption that the generator uses the FC as backup power or power sink was true, why do the generators turn off after removing the core? Why would the core in the Museum of Freedom be 50% drained if it's constantly charged?
3. The wiki (which is not an official source but the best we have) even establishes this:
> The fusion generator is a fusion powered electric generator, that uses a fusion core to produce electricity. (...) Fusion generators can be shut down and powered back up by pressing upon the fusion core in the main panel.
4. The way it's handled in the base game comes from precisely one simple fact: The Pack-In that was used to place all the Generators in the game uses the Fusion Core Ammo item instead of a LL-spawned Ammo item (like HARDCore does). Developers are lazy and just did it this way because it means less tedious work while building cells. If the guys at BGS had had the time to take this little detail into consideration they likely would have applied the approach to all generators.
In hindsight, I'm not even sure why I'm arguing this. If you think this is implausible, don't use our mod.
like i understand that the games time scale works faster than real time, but even that is too small of time that it would realistically use for power armor being used.
- Fusion generators recharge fusion cores. I don't know why the one at the museum was not at 100% though.
- When you remove a fusion core from a generator, lights blink but power is still on and elevators are still working.
- When you craft a fusion generator from the Wasteland Workshop DLC, the fusion core inside is a spent one, probably kept by the character. It is placed there in order to recharge it, but the recharge would be very long and take years.
- The power armors drain fusion core too quickly. This is, in my opinion, a serious game issue. I suggest the mod "Configurable Power Armor" with the "Balanced" setting (5% of moving energy use, 10% for snav action and 50% from the jetpack) so fusion cores last 20x longer. *
If my theory is wrong according to you, you can download this mod, it works perfectly well.
* = A realistic setting would be 1% but with 1% you can make the whole game with almost 2 or 3 fusion cores.
See (4) in the stickied post.
> When you remove a fusion core from a generator, lights blink but power is still on and elevators are still working.
That's because BGS did not bother to put in the legwork of connecting all lights in a cell to their power source (as enable parent) and for some reason the FusionGeneratorScript returns to an "on" state for its attached light, while the fusion generator model indeed turns off. This is likely just a bug/oversight.
> When you craft a fusion generator from the Wasteland Workshop DLC, the fusion core inside is a spent one, probably kept by the character. It is placed there in order to recharge it, but the recharge would be very long and take years.
If the generator can run without a fusion core why do I need one to craft the generator? Doesn't make sense.
> The power armors drain fusion core too quickly.
Gameplay reasons. FCs already drain so slowly, making them drain less would essentially render the entire gameplay mechanic pointless. If that wasn't out of scope for this mod, I'd probably crank up the drain rates to at least twice the vanilla value.
I am looking for a mod that makes them drain faster honestly.
The problem I am trying to point out, is that yes, it should be drained, but then you will have much less use for it, and you will loose the energy much faster. Which will actually decrease the realistic level, not on the contrary.
This mod doesn't modify that because an other mod did it.
https://forums.nexusmods.com/index.php?/topic/6514711-fusion-generators-that-drain-your-fusion-cores/
I find your mod the closest to understanding real immersion on Fusion cores and how they work. I completely agree with your stance on them. Maybe my idea for the above link would be a mod you could look into? I am not sure how much work it would take (i am assuming a crap ton!) but maybe it's so cool that it doesnt matter and should be done anyway? LOL
Let me know what you think... Thanks!