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Solved Is it hard to set a power source not to break at current deficit??

CodeNamed1

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I’m using mod Horizon and it makes a lot but one thing it has is that it makes possible to build solar plates (as in generator) so to me it does not make sense that solar plate breaks by the rules set by the tax setting system..? As currently they are breaking at my settlement. So can I set it as a windwmill perhaps so it does not break or something?
 
Yes you did not quite answer my question, I know they are maintance free that’s what I am counting on.

I mean can I easily myself set non maintenance free solar panels and other mod added windmills as maintenance free with FO4edit?
 
Yes you did not quite answer my question, I know they are maintance free that’s what I am counting on.

My bad. Completely misunderstood your first post. But I'm not the sharpest stick in the woodshed.


I mean can I easily myself set non maintenance free solar panels and other mod added windmills as maintenance free with FO4edit?

These posts may or may not be of use:

"Ah, ok that makes sense. What I did, since I have actually messed with wind generators in RL and found them to generally put out exceedingly more power than fuel generators, I used FO4Edit to make a tiny mod which simply copies the original windmill generator record and mods the output to 22. It also increases the cost to apx double the large fuel generator. If you did something along those lines that might fix your revenue issue. Otherwise with the default wind generator you have to spam an army of them to get any usable power - say for street lighting. You can get the FO4Edit on nexus in case you have never used it. Cheers!"-- @Xeteco https://simsettlements.com/site/ind...crazy-unable-to-make-profit-please-help.5828/
and

"The issue is that Horizon's windmills don't have the flag required to avoid maintenance costs. I used a generic value that is on the vanilla windmill, and those of the SOE pack."-- @kinggath https://simsettlements.com/site/ind...crazy-unable-to-make-profit-please-help.5828/
and

"Only windmills that have a particular actorvalue will prevent maintenance costs. Some mods don't have this value on their windmills, so Sim Settlements doesn't know that they are windmills." @kinggath --https://simsettlements.com/site/index.php?threads/windmills-cost-maintenance.5832/
 
@kinggath I think I figured this out but you must know how does s tax maintenance system handle the project blueprint added resources power connections? As I sometimes role play and use those.
 
Aah damn I did not figure it out,... I understood wrongly the comments that were on there.. can you @kinggath share to me that what I need to do with Fo4Edit to make another mods added windmills to act the same as the vanilla windmill so it supports your mods maintenance tax system?

I have alredy lost all my caps on the save cause of the costs ;(
 
Would this method work with other types of generators? I'd really like to find a way to make the water wheels from woodys wasteland stuff not cost maintenance.

If so where can I find a detailed tutorial?
 
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