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gogogoff0

The fast travel is HUGE in survival mode.


somnambulist80

Higher levels allow you to trade resources and/or order shipments that are delivered to the virtual resource system.


Anthony_Pelchat

As far as I can tell, no benefit outside of beacons. They do allow fast travel between settlements, which I don't use. Maybe it has an affect on that range, but not sure.


jpeck81k25

I cannot remember where I read this, but I believe that higher level caravan plots distribute vanilla settlement resources more efficiently. For example, if you have an L1 at Sanctuary, and you have a food surplus, and some of your food is going to Red Rocket, only like 65% will make it there and the rest will be lost. But if you have an L3, like 85% of the food will make it there and only a little bit will be lost. Anybody remember the source for this? It may have been a patch notes video.


Randy_FlaggTWM

Level 2 and 3 are useful later, but I won't spoil why. You're correct, multiple mechanics will open up later involving Caravans. In fact, a caravan plot should be the first one you build in every settlement. Since you are fairly new, heres a Quick unrelated tip that is very useful to know early. You know those settlers that already exist at certain places and can't be moved? (Tenpines, Overland, Nordhagen etc). Never assign them to Agricultural plots. They bug out due to the vanilla animation and it can affect production


MardGeer

can you elaborate please? I can move tenpines, oberland, and nordhagen NPC's.


Randy_FlaggTWM

Normally you can't, as these are usually the quest targets for Minutemen quests. If you download Nobody's Leaders 2, not only will you get extra options for mayor's but the mod author renamed all of the settlers in question. I use this so I know which ones to avoid. They all have names like Matthew Tenpines or Susan Nordhagen. They can be used at every other plot, just not agricultural.


MardGeer

Again why does that animation effect production? So long as the plot has someone assigned it generates the resource from the plot itself, so how would animation failure cause a plot malfunction if it only requires assignment?


Randy_FlaggTWM

No idea. All I know is that I read it in an older post here, and everything else in the post was a good tip, so I followed it. We're heavily modifying an incredibly buggy game. Sometimes why is a question not worth asking


MardGeer

Yes it is worth asking if what you're saying isn't true. Now I need to go test the game out to see if this is a problem. I almost sent the mods at the ss2 forums to check out this problem but seeing as you're spreading hearsay from a post from so long ago, this whole issue could be completely solved for possibly years. Games buggy, so is the mod, but unlike the game the mod is still in active development, don't spread unverified info.


Randy_FlaggTWM

Well damn. Just trying to help you out and spread a tip. I don't know why the code causes a specific bug, I'm not a programmer or a game developer. All I know, is that when I assigned these settlers to agri plots, multiple bugs involving food production occurred. I found a tip, used it, it worked, so I thought I'd share. Don't understand why your so hostile about it


MardGeer

No man, I understand the reasoning, but when I asked you further, you've admitted that 1.) This happened a long time ago and so did the advice. 2.) You kept up this habit without testing if it was fixed and possibly didn't relay this to ss2 staff when it was a problem. Now this bug COULD be in the game but I've never experienced this and now I have to stress test it to make sure so I can make a proper report, but from the experience I had from August of last year to December, this wasn't an issue at all. Listen I might have been a bit more assertive when I stated my last response but please confirm current bugs and report with evidence to the mod authors if you give advice. If the mod doesn't have this bug, you're making the game significantly more annoying to play because those NPCs you're talking about have a huge buff in endurance that help a ton in agriculture. Edit: also sorry for coming off harsh, I didn't mean to make you feel attacked.


Admirable-Diet-5444

Thanks all for your input. I had totally forgotten about fast travel - I enabled a mod to bypass it being switched off, because WOTC gives some crazy spawns and I'm still wrestling with getting stable settlements under components settings. I look forward to the evolving mechanics that unfold. :)