the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question Unable to disable robot building

Messages
62
My question is about this item from the 8.1 changelog:
Removed the Holotape toggle to disable Robot Building. Upgrade the Robotics Tree down one of the other branches if you do not want Robots to be built.

I get your logic here, except this version also added the robot martial plot that requires you to have a Civil Services Factory. I haven't seen any limiting factor on robot production besides materials. Does this mean that any settlement where we want to have robot guards is going to be, given enough time, overrun by an endless stream of Protectrons?
 
Last edited:
My question is about this item from the 8.1 changelog:


I get your logic here, except this version also added the robot martial plot that requires you to have a Civil Services Factory. I haven't seen any limiting factor on robot production besides materials. Does this mean that any settlement where we want to have robot guards is going to be, given enough time, overrun by an endless stream of Protectrons?

That's a fair point, perhaps I'll bring the setting back, however instead of making it branch logic I'll probably just make it turn off the building without an alternative function (that branching logic was really what I was trying to get rid of)
 
That's a fair point, perhaps I'll bring the setting back, however instead of making it branch logic I'll probably just make it turn off the building without an alternative function (that branching logic was really what I was trying to get rid of)

Having a plot that doesn't do anything but serve as a pre-req for another is a bit disappointing, but I'll take it over the robot apocalypse (and I'm sure my processor will as well).

I've played w/FO4 modding but never touched the scripting. Isn't there still a branch check where it decides whether it has resources to build a part or needs to switch to resource production?
 
Having a plot that doesn't do anything but serve as a pre-req for another is a bit disappointing, but I'll take it over the robot apocalypse (and I'm sure my processor will as well).

I've played w/FO4 modding but never touched the scripting. Isn't there still a branch check where it decides whether it has resources to build a part or needs to switch to resource production?

Yeah, sorta, it works a bit differently in the new system, but does still produce the resources for building a robot if they aren't available. I'll look at the structure. I have an idea actually for how to do it without having an awkward system workflow.
 
This has been restored in 0.8.2. They will generate resources when robot building is disabled.
 
So maybe it is just me, but is this the tape that is available in the salvage sorting facility terminal?
 
So maybe it is just me, but is this the tape that is available in the salvage sorting facility terminal?

That's one spot you can find it, yup.

It's also on a shelf in the Robot Workshop, and you can build it via the chem bench anytime you want.
 
Top