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Fusion cores as "farmable" items rather than craftable items?


Coffe_Kanon

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So there are two mods that I know of that lets you craft fusion cores at certain crafting stations. I think the idea i nice, but not very immersive. My idea of a fusion core is that it is a pretty advanced piece of tech in the Fallout world. It's not something you just whip together in your "Chemistry 101 set", but require an industrial physics lab or something like that.

So if we think about the fusion core as a kind of high-tech nuclear rechareable battery instead, I feel that it would make things more immersive.

So here's my idea: when you drain a fusion core, you get an item added to your junk inventory called "depleted fusion core". Looks wise it should be the same model as a fusion core, but it's simply drained and cannot be used to power anything. But they're not entirely worthless because they can be recharged.

At a Settlement we add a new craftable object called "Fusion core recharging unit". We can use one of those fusion core generator models scattered across the Commonwealth for that (should be somewhere in the game files right?)

 

The Fusion core recharging unit will require power. Let's give it a pretty heavy power cost, like ten or 15 points of electricity, which means you'll have to hook it up with a powerline from several smaller generators.

 

When the player has his or her fusion core recharging unit up and running, you open it up just like a container but it lets you store only ONE depleted fusion core inside (if you want to charge several, then it's up to you to build more charging units and the required generators). After a set time, the depleted core is replaced by a fusion core that the player can use.

 

What do you think?

I try to describe the idea as to use as many resources that are already in the game as possible, since I realize the added difficulty if trying to make stuff from scratch.

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