Fallout 4

File information

Last updated

Original upload

Created by

Whisper

Uploaded by

bionicyardiff

Virus scan

Safe to use

Tags for this mod

16 comments

  1. bionicyardiff
    bionicyardiff
    • premium
    • 434 posts
    • 58 kudos
    Locked
    Sticky
    Thank you all.

    And now - I'm gonna play the game. I need to test these properly in a city-plan.
  2. Grifman
    Grifman
    • member
    • 1,457 posts
    • 9 kudos
    This is a pretty cool looking plot. That said, it needs to generate at least double the power it currently does to make it even consider building it. The happiness hit is far too great, for something that produces only 20 power. I can get that much and more out of regular generators with no happiness it. If it gave off 40 or 50 power it might be worth it but right now, the happiness impact is too great, given how difficult it can be to generate happiness.
    1. WetRats
      WetRats
      • premium
      • 229 posts
      • 14 kudos
      Note 3: The exterior Industrial Plot (not the interior ones!) can be wired up, and must be wired up to some power to "kickstart" it into building. Once built, it will accept as much powered energy as you have on your power grid - hundreds to thousands of petrol generators, wind generators, fusion generators - and re-radiate that power wirelessly. So the external version is *not restricted to its' own power-generation capabilities*.
    2. Grifman
      Grifman
      • member
      • 1,457 posts
      • 9 kudos
      Yes, I understand all that but that is irrelevant to my point. My point is that given the levels of unhappiness that this plot produces, the fact that it takes a settler to man it, and the fact that it produces relatively little power in and of itself, it is a less than compelling plot to develop. I can construct a generator that can give me much more power, requires no staffing, and produces no unhappiness. Thus the only benefit to this is that it means I don't have to wire everything up. That's hardly, IMO, worth all the negatives mentioned above. There needs to be more benefits to this plot to make it worth my while.
    3. bionicyardiff
      bionicyardiff
      • premium
      • 434 posts
      • 58 kudos
      I suggest this mod to solve your issues.

      https://www.nexusmods.com/fallout4/mods/39943/
    4. Grifman
      Grifman
      • member
      • 1,457 posts
      • 9 kudos
      No, that's not my issue at all, and in fact I already use this mod. My issue is that this plot isn't really a great plot to develop given it's drawbacks compared with other power solutions. I want this plot to give me a more positive reason to use it. I don't know how much more clearer I can be at this point :)
    5. bionicyardiff
      bionicyardiff
      • premium
      • 434 posts
      • 58 kudos
      Given some rumors re upcoming SS releases in the works, you might be surprised at how useful it may be to develop. <_<

      The happiness penalties are fairly easily offset with adding alcohol/chems to the City Planners desk, adding a medic, or adding a recreational plot. I’ve not had problems with this penalty - though you mightn’t be used to how the happiness calculations are done ingame.

      (All happiness bonus/penalties are added together then divided by the number of settlers in the settlement. So a -20 penalty / 20 settlers is a -1% happiness hit, puny in aggregate.)

      The slightly-lowered power generation capacity I tend to offset with the Diamond Power plot from JunkTown. This is because the primary reason is wastage of power radiating it (inverse-square law). I prefer Diamond Power because throwing generators at the issue costs big caps when running with maintenance costs.

      As a whole SimSettlements involves a careful balance of gameplay. So this one is fairly carefully thought out to try and fit that balance in ways that make logical sense.
  3. fpga123
    fpga123
    • member
    • 49 posts
    • 1 kudos
    Can you make the tesla also cover the bottom like make the coverage area a true sphere?
    1. bionicyardiff
      bionicyardiff
      • premium
      • 434 posts
      • 58 kudos
      It should be a sphere. Is it acting strangely in your game?
    2. fpga123
      fpga123
      • member
      • 49 posts
      • 1 kudos
      I wanted to know before hand as it wasn't mentioned explicitly in the description. I build with a plan in mind thus each plot has personalized location and form work.
      The big one in SOE pack does not cover the bottom for some reason so I wasn't sure about yours either.
    3. fpga123
      fpga123
      • member
      • 49 posts
      • 1 kudos
      I wanted to know before hand as it wasn't mentioned explicitly in the description. I build with a plan in mind thus each plot has personalized location and form work.
      The big one in SOE pack does not cover the bottom for some reason so I wasn't sure about yours either.
  4. fftfan
    fftfan
    • premium
    • 1,116 posts
    • 51 kudos
    Really cool! I am always happy to see new Sim Settlements addons!

    I suggest editing mod page title to include "Sim Settlements"
    1. bionicyardiff
      bionicyardiff
      • premium
      • 434 posts
      • 58 kudos
      I don’t seem to be able to. If I could I definitely would.
      --edit--
      Done!
  5. Fredthe4th
    Fredthe4th
    • premium
    • 48 posts
    • 1 kudos
    Thank you for this mod. I've always wanted more variety for the electrical plots in Sim Settlements. This will also help a lot with city plans which refuse to wire anything in my game.
  6. CptCOOTS
    CptCOOTS
    • supporter
    • 364 posts
    • 63 kudos
    Well done good sir.
  7. WetRats
    WetRats
    • premium
    • 229 posts
    • 14 kudos
    I shall be downloading this as soon as I get home.

    Thanks for tackling this.