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Faux Power doesn't power wireless lights

BrustersMillions

Active Member
Messages
189
I've been using the Faux Power feature in all of my settlements and it seems to be very hit and miss. I can "power" water and food production facilities but lights, to be specific the wireless streetlights from Homemaker are a no go. Does anyone else have this issue?
 
There is a vanilla bug with some lights where they seem to be turned off but really are (they don't create any light)
To repair them you have to store and replace again.
Maybe it's the same bug
 
I can "power" water and food production facilities but lights, to be specific the wireless streetlights from Homemaker are a no go.
Faux power only works on objects that have a power requirement. So things like the hanging light bulb that require power but not a specific amount will not be powered. They will only be powered if they are in the radius of something that emits power, like a powered power conduit.
To repair them you have to store and replace again.
You don't have to store them. Most times, just grabbing and releasing is enough.
 
So now I have another issue with Faux Power. I get a message saying that its unable to process the amount of powered objects in my settlement that I cannot click away, which results in me having to alt tab quit out of the game. Seriously wtf is this shit?
 
Its a bug in the code. You must have a TON of powerable objects in your settlement. The current code keeps cycling through the found objects until it checks them all. Each time an item is checked, that message pops up. If you click ok enough times, eventually it would complete. Though I'm not sure about your sanity... ;) This most likely will get fixed in the next patch.

Bug submitted as pull request #108
 
Its a bug in the code. You must have a TON of powerable objects in your settlement. The current code keeps cycling through the found objects until it checks them all. Each time an item is checked, that message pops up. If you click ok enough times, eventually it would complete. Though I'm not sure about your sanity... ;) This most likely will get fixed in the next patch.

Bug submitted as pull request #108
Yeah it's true I do have a shit ton of things to power up, mostly water filters. As for the sanity jab I guess I had that coming, but I had this bug hit me with no way out several times and I lost 20 minutes of my playthrough because I didn't save as often as I should have. Thanks for submitting the bug !
 
I have a couple (for now) questions...
1. With Faux Power, if I run that utility when I first start building a settlement, will all plots added afterwards be powered?
2. On some of my plots, I have the normal lightning bolt, and an expected number, like 5. On some of my other plots, the number is some crazy-large one. Too big to fit in the info box. Has anyone else seen this? (I can get a screenshot to add if that would help) Is this normal behaviour based on specific circumstances? (One of these wacky plots is an unoccupied residential plot)
 
With Faux Power, if I run that utility when I first start building a settlement, will all plots added afterwards be powered?
To my knowledge, no. You would have to re-run the tool. When you upgrade a plot and the power requirements change, you would also have to re-run the tool.
On some of my other plots, the number is some crazy-large one.
If you select the alt activation at the ASAM (R on PC) what does it read for power? Also, try refreshing the plot and see if that fixes it. Its possible the display data is incorrect due to script lag.
 
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