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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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