zilav Posted September 23, 2016 Share Posted September 23, 2016 Probably a bug in the game itself. Maybe that's the reason why powering function was stripped from CK (or we simply don't know how to access it yet). Link to comment Share on other sites More sharing options...
chucksteel Posted September 23, 2016 Author Share Posted September 23, 2016 I was starting to thing Bug myself, I'm still going to add more splines because I want the cell to be fully powered, I'm just going to add a note about the issue. Probably something goofy about Safety and sub-par workers doing a half Assed job when installing the electric. Thanks for the help though, I do appreciate it. Link to comment Share on other sites More sharing options...
chucksteel Posted September 25, 2016 Author Share Posted September 25, 2016 I just found this "WorkshopEditorPowerGridLink" it shows no uses in the Ckit but it kind of makes me wonder. it's a Default object. Link to comment Share on other sites More sharing options...
DaffyLund Posted February 5, 2017 Share Posted February 5, 2017 This is what I did to get it working for me. Personal example setup:GeneratorWater PurifierWire (made with 2 EndPointMarkers, press P) Snap to ref to generator and water purifier. Link all to workshop with WorkshopItemKeyword.Link generator to purifier with keyword WorkshopLinkPower.Link purifier to generator with keyword WorkshopLinkPower. Save and exit.Open it in xEdit and find your workbench.Under Power Grid, add this connection: Node 1: generator, Node 2: purifier, edit count to 1.Save. Link to comment Share on other sites More sharing options...
DaveBoynton Posted January 8, 2018 Share Posted January 8, 2018 This is what I did to get it working for me. Personal example setup:GeneratorWater PurifierWire (made with 2 EndPointMarkers, press P) Snap to ref to generator and water purifier. Link all to workshop with WorkshopItemKeyword.Link generator to purifier with keyword WorkshopLinkPower.Link purifier to generator with keyword WorkshopLinkPower. Save and exit.Open it in xEdit and find your workbench.Under Power Grid, add this connection: Node 1: generator, Node 2: purifier, edit count to 1.Save.Hi there, I am new to modding with Ck and have tried this method but for some reason thrle FO4Edit doesn't save the powergrid settings I input. When I go back in they are gone. Have followed everything written above but with no joy. Also, how do you link more than one thing to a single generator as it only seems to allow one keyword, if I add a secound powered item to the generator it just removes the first item a replaces it with the second. I'm trying to build a quest that uses a working factory I am putting together and want all the builders and conveyors running/producing items. Thank you in advance.Dave Link to comment Share on other sites More sharing options...
DaveBoynton Posted January 22, 2018 Share Posted January 22, 2018 (edited) Well after days trying all the stuff I could find about power things in CK I finally used FO4Edit and followed the same layout as they used for the home plate power set up. I now have all the items I want powered (conveyor belts and builders) all working, although the builder belt doesn't take the object created to the end of the belt so I have to work out why this isn't working. Dave Edit: The item created now moves along the belt and goes off the end :) CK and FO4Edit can give you some right headaches, lol. Edited January 23, 2018 by DaveBoynton Link to comment Share on other sites More sharing options...
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