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Well depending on the settlement and its setup like sanc or any other that has surfaces besides the dirt ground you might have a scrap mod breaking the pre-combines and breaking their pathing. So the game just sends them to one spot on the settlement as a last resort.
You hit a scrap crash by doing all of that. I hate to say it but you might also be having issues with mods that break precombines. I've seen this on the island as well as the lever to power the speaker tower vanishes. So the power for the raid is also vanishing. You'll probably have to restart...
Issue with sanc is that it seems to share the same loading area as Red Rocket and Abernathy Farm. Not much can be done about this as its bethesda's fault for jamming them so close.
It produces power. It's a coal power plant. So you won't be making anymore coal when you change it.
The coal is used for the ultra pure water production. You would stick a lump of coal into the filter to force more ultra pure.
I'm bringing this only once. I know bumping a thread is frowned on but it seems this issue is being looked over. The advanced industrial plot munitions factory is NOT doing its job. Completely ignoring the samples.
It seems to do its own thing now. I have the Production Samples set for 3 ammo types but it randomly all ammo types, sometimes not having the ones i have in the production line when things are put in the Workshop.
I put in .44 only at one point and i waited a few cycles and 2 out of the 5...
Even tho i removed most of the ammo from the production sample machine and only put in select one its still producing all of the ammo instead of only the ones i want.
I direct your attention to this video. Watch it if you want to understand otherwise i will try to explain.
The plot can be an evolution of the coal pit. It can generate concrete over time or if you have spare coal and clay from the excavator you can make some yourself from the plot like how...
Sorry for the late reply but i placed them. Not city plans they always work but by now i think the issue has been resolved cause of many updates later.
I've been having the same issue. Sometimes i'll come back and the place is back to normal and all the civilians are friendly but there are no raiders about. But it says i control the place.
So it seems other issues i was having on the settlement where also cured after replacing the SS pylons. IR plots are producing normally. Buildings will upgrade on schedule and will finally upgrade normally instead of me having to bash them with the IBB.
I don't know how else to title it but when you're away from the settlement for some reason they seem to cause issues. I kept having uphappy settlers and i couldn't find out why. Kept tinkering and then i noticed something when i returned. Some things weren't lit around them. So when you leave...
So i don't know where to fully begin but i always wondered why the building itself also couldn't upgrade.
But they should have traits in a way based on who they are.
Doc Anderson: She provides cheapers services but she doesn't pay much taxes or non at all maybe.
Maybe one of them get s a bonus...
So the burnt out car near the bus keeps inuring dogs near it that spawn.
Pathing is slightly borked when you get a settlement attack. They spawn inside the workshop room.
If we get a wonder plot honestly i feel like the cost of the plot should be high and then donating to build the wonder and it shouldn't just be tied to Rotc. Any settlement should have access if built by settlers or you. Just have it based on several factors like population. food. happiness...
The idea is sometimes you never see those special level 4 traders. In all my time i've only met 3. and i was only able to recruit 1. The idea is that the plot has a chance to attract one of the vanilla level 4 traders. But a low chance.