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Question Scavenger support plot

Qerewen

Active Member
Messages
338
I really like your addon pack due to the functions your buildings fill.

but i have one question about the factory that recruits new settlers
does it also recruit nukaworld raiders?
 
I really like your addon pack due to the functions your buildings fill.

but i have one question about the factory that recruits new settlers
does it also recruit nukaworld raiders?

It shouldn't, no, it recruits off the same leveled actor as the standard settlement radio beacon (so standard settlers and guard settlers).

If I recall correctly, nuka world uses a different beacon, but I haven't looked very closely at that part.
 
It shouldn't, no, it recruits off the same leveled actor as the standard settlement radio beacon (so standard settlers and guard settlers).

If I recall correctly, nuka world uses a different beacon, but I haven't looked very closely at that part.

guess ill give it a try.
i can say though that normal it counts normal beds as homes, i saw that someone else asked about that earlier.
 
guess ill give it a try.
i can say though that normal it counts normal beds as homes, i saw that someone else asked about that earlier.

I don't know how kinggath set up the "beds count as residential" setting, if he set it up so the beds get added as a plot to the list of plots, then yes it would. If he just made it fake the meter, then it wouldn't count beds (I loop through each plot in the settlement and check it's keywords to determine if something is a job or residential plot).
 
I don't know how kinggath set up the "beds count as residential" setting, if he set it up so the beds get added as a plot to the list of plots, then yes it would. If he just made it fake the meter, then it wouldn't count beds (I loop through each plot in the settlement and check it's keywords to determine if something is a job or residential plot).

what i meant was if you have 5 residential plots and 10 notmal beds your recruitment beacon will recruit 15 settlers.
 
I knew what you were saying, but if this is the case, it would be because kinggath made beds be included in the plot list and gave them residential plot keywords.

My beacon does NOT look for beds, only things that kinggath has listed as plots.

That means this feature could change based on kinggaths implementation of the beds as residential plots feature.
 
Hey where do you find the holotape for the settings on this alternate recruitment method this structure provides?
 
Hey where do you find the holotape for the settings on this alternate recruitment method this structure provides?

It's available in a few places, the easiest to access is the chemistry workbench: RobCo AFMS 2.4

It's also on the robot workshop, and in the terminal on the 2nd floor of the salvage sorting facility.
 
is your dispatch team building suppose to have 2 radio towers? One bigger but not interactable and one smaller which I can switch on/off, or is this a visual bug from my end?
 
is your dispatch team building suppose to have 2 radio towers? One bigger but not interactable and one smaller which I can switch on/off, or is this a visual bug from my end?

Not a bug, ones a prop and the other is functional. Just wait until level 3 :P
 
With the start of transitioning Industrial City plots to using the core Sim Settlements production system, are the Scavenger Support plots going to be transitioned to keep boosting them? Or is everything but the radio going to be deprecated and production boosts left to the Fuel Depot from Industrial Revolution?
 
With the start of transitioning Industrial City plots to using the core Sim Settlements production system, are the Scavenger Support plots going to be transitioned to keep boosting them? Or is everything but the radio going to be deprecated and production boosts left to the Fuel Depot from Industrial Revolution?

The scav team dispatcher and salvage sorting facility begin boosting all SS plots that use kinggaths production system in 0.8.5 (using the same mechanic as the fuel depot). The boost isn't as big, in part because now it works globally, and other plots that provide a boost will also impact my plots now. So the impact is broader, but smaller on an individual plot level.

Scav Team Dispatcher, once fully upgraded, provides a production increase of 6% (plus it's other benefits of defense and recruitment).

Salvage Sorting Facility provides a bonus of 9% once fully upgrades. Together they provide a bonus of 15%.

The Fuel Depot from Industrial Revolution also provides a production bonus of 15% which now impacts my plots that have been converted to the new system.
 
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The scav team dispatcher and salvage sorting facility begin boosting all SS plots that use kinggaths production system in 0.8.5 (using the same mechanic as the fuel depot). The boost isn't as big, in part because now it works globally, and other plots that provide a boost will also impact my plots now. So the impact is broader, but smaller on an individual plot level.

Scav Team Dispatcher, once fully upgraded, provides a production increase of 6% (plus it's other benefits of defense and recruitment).

Salvage Sorting Facility provides a bonus of 9% once fully upgrades. Together they provide a bonus of 15%.

The Fuel Depot from Industrial Revolution also provides a production bonus of 15% which now impacts my plots that have been converted to the new system.
Scrap shed getting taken out behind the shed?
 
Scrap shed getting taken out behind the shed?

Oh, no, but the Scrap Shed never really did much, it's a scavanger workbench, that plot exists because when the scav support plot gets selected, SOMETHING needs to build, so I had the 2 good/unique plots, and then the throw-away backup plot that you get if you already have the nice ones :P
 
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