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Nexus Mods Profile

  1. I have recently had this issue as well. I assume its a mod issue since its new, no idea how to fix yet.
  2. Well their happiness is capped at 50, to be more precise, so even if they do a job that increases happiness you wont be able to get 100% happiness out of your settlement. Oxhorn suggested having robot only settlements to prevent robots from reducing the effectiveness of human settlements. I suppose there might be a way to mod that out, ideally setting their values to the average of all human settlers somehow, but idk.
  3. Not to speak for him but I think he either wants a warhammer design of any sort or doesnt care what design. Personally though it would be cool to see some new craftable robots, maybe from older fallout games or entirely unique.
  4. We've got Factory DLC and mods that let us build things automatically as passive scrapping comes in from settlements (especially if you have resource cap removal mods). We have a mod that lets you create synths by using a human character as the prototype. Why not merge those 2 concepts? Create a prototype at your robot workstation, put the robot in the prototype containment device, watch as resources flow from your settlement inventory into the auto factory and your robot becomes mass produced for combat. should be able to tell the actual resources required for the robots specific configuration. Maybe make containment and or manufacturing modular so you can have multiple lines of same robot, or one line producing multiple robots in sequence... I could see this working really well if integrated with some RTS type mechanics for some sort of settlement conquest mod. Build a robot army and fight other game factions trying to capture settlements and other strategic locations. Have your robots from your factory automatically go to a specific location as a rally point, or attack at once when a certain number of robots have gathered, etc. Alas, that is a topic for another day.
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