Issue Data
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Issue #24538: The curious case of settlement recruitment beacon and radio signals
You see, this stuff is weird.
Sometimes, it works just as expected: You flip the switch on the beacon on and off and the settlement recruitment radio signal turns on and then off. Sometimes, to turn the radio off, you need to scrap the wire/generator the beacon is connected to. Sometimes the signal just doesn't turn off and you need to scrap the beacon itself. And sometimes, after all that, the signal stays on no matter what! And if you manage to turn the radio signal off by whatever means, new settlers just keep coming anyway. Granted, that is a rare scenario, but it happened to me in the past at least twice. |
Related Issues: 21427
This is not game-breaking , so why is the severity "high" ?
That depends on the playstyle I guess. I have one save dedicated to settlement stuff and not being able to control your population is a high severity problem there. But feel free to change the severity.
There are no scripts to survey the power states of individual objects. This is all done at engine level, so most implications of this issue cannot be fixed anyway.
I haven't experimented with storing, scrapping, or depowering radio beacons, but I have used the switch on the beacon itself a lot. In my experience, its behaviour is simple (and buggy):
* When you first create a new radio beacon, its switch is in the "on" position.
* As soon as you first power it, the radio signal appears.
* If you flip the switch to the "off" position, the radio signal DOESN'T disappear.
* Every subsequent time you flip the switch, the radio signal DOES toggle between off and on. Meaning from now on, the radio signal will be there if and only if the switch is in the "off" position.
Note that as far as I can tell, the actual settler attraction works properly. The beacon will attract settlers if and only if its switch is "on" and it's being powered. It's just the radio signal that's bugged.
* When you first create a new radio beacon, its switch is in the "on" position.
* As soon as you first power it, the radio signal appears.
* If you flip the switch to the "off" position, the radio signal DOESN'T disappear.
* Every subsequent time you flip the switch, the radio signal DOES toggle between off and on. Meaning from now on, the radio signal will be there if and only if the switch is in the "off" position.
Note that as far as I can tell, the actual settler attraction works properly. The beacon will attract settlers if and only if its switch is "on" and it's being powered. It's just the radio signal that's bugged.
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