F5F Stay Refreshed Software PC Gaming Let me know what you need help with regarding Fallout 4, and I'll do my best to assist!

Let me know what you need help with regarding Fallout 4, and I'll do my best to assist!

Let me know what you need help with regarding Fallout 4, and I'll do my best to assist!

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creeperkava16
Member
64
09-25-2023, 01:49 PM
#11
Well at least it's resolved (sort of).
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creeperkava16
09-25-2023, 01:49 PM #11

Well at least it's resolved (sort of).

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Broflash
Senior Member
740
09-27-2023, 02:17 PM
#12
So here’s what I’ve picked up from all this—sim settlements 2 really pushes the limits, making things way harder than usual. It cranks up the requirements for building settlements and messes with how you place settlers. Walls turn into real obstacles instead of helpful barriers. Water farming feels forced; no matter how many machines you add, it only adds ten settlers total. That’s not a story flaw, it just fits the expected gameplay. It creates a huge sticking point: without crops, you can’t make glue, which means no weapons. The whole experience feels centered around oil and glue production. Corn would be a huge hit in this case, but it seems like a lot of extra reading is needed. Some players seem to enjoy it for reasons I don’t fully understand. I think I might be misunderstanding something, but the manual keeps pushing you into that section again and again. Edited March 26, 2023 by Bombastinator
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Broflash
09-27-2023, 02:17 PM #12

So here’s what I’ve picked up from all this—sim settlements 2 really pushes the limits, making things way harder than usual. It cranks up the requirements for building settlements and messes with how you place settlers. Walls turn into real obstacles instead of helpful barriers. Water farming feels forced; no matter how many machines you add, it only adds ten settlers total. That’s not a story flaw, it just fits the expected gameplay. It creates a huge sticking point: without crops, you can’t make glue, which means no weapons. The whole experience feels centered around oil and glue production. Corn would be a huge hit in this case, but it seems like a lot of extra reading is needed. Some players seem to enjoy it for reasons I don’t fully understand. I think I might be misunderstanding something, but the manual keeps pushing you into that section again and again. Edited March 26, 2023 by Bombastinator

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MiNI_ViRUS
Junior Member
38
09-27-2023, 03:43 PM
#13
The problem lies in the lack of clear guidance on what each icon represents and how to proceed. It’s not just about being overly controlling; I’m unsure how to manage it effectively. The feeling is that the system was designed as a cohesive unit, and removing parts could cause further complications. I appreciate the option to skip manual harvesting, but I also value having a full set of materials for crafting. The main purpose for settlers is to produce oil and adhesive, which are essential for nearly all useful items. Some components rely on other key materials like aluminum or ballistic fiber. The current system heavily impacts the water economy, but other aspects become viable once that’s addressed. They introduced many raider armor mods, allowing items to be worth over a hundred caps from a single cloth. Selling 40 or 50 of these to a merchant equates to about 400 purified water. This seems like an unnecessary exercise. Water made more sense in the past. I’d prefer to limit its sale value rather than making production impossible. Updated March 26, 2023 by Bombastinator
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MiNI_ViRUS
09-27-2023, 03:43 PM #13

The problem lies in the lack of clear guidance on what each icon represents and how to proceed. It’s not just about being overly controlling; I’m unsure how to manage it effectively. The feeling is that the system was designed as a cohesive unit, and removing parts could cause further complications. I appreciate the option to skip manual harvesting, but I also value having a full set of materials for crafting. The main purpose for settlers is to produce oil and adhesive, which are essential for nearly all useful items. Some components rely on other key materials like aluminum or ballistic fiber. The current system heavily impacts the water economy, but other aspects become viable once that’s addressed. They introduced many raider armor mods, allowing items to be worth over a hundred caps from a single cloth. Selling 40 or 50 of these to a merchant equates to about 400 purified water. This seems like an unnecessary exercise. Water made more sense in the past. I’d prefer to limit its sale value rather than making production impossible. Updated March 26, 2023 by Bombastinator

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BlueMercy8
Junior Member
16
09-27-2023, 06:03 PM
#14
One of my top picks was scrappotron. It helps a lot when things get confusing. You always see exactly what you have. Cleaning settlements is still a hassle. Even though brooms exist, nobody uses them in the 24th century? And there are no dog doors either. How does a dog meat unlock a sliding door?! Edited March 26, 2023 by Bombastinator
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BlueMercy8
09-27-2023, 06:03 PM #14

One of my top picks was scrappotron. It helps a lot when things get confusing. You always see exactly what you have. Cleaning settlements is still a hassle. Even though brooms exist, nobody uses them in the 24th century? And there are no dog doors either. How does a dog meat unlock a sliding door?! Edited March 26, 2023 by Bombastinator

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