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Pipelines and Pylons Different Power Ranges of Wireless Networks

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Mod version:v1.0
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

After spending about 50 hours trying all sorts of settings and combinations to automatically turn on the lights in the settlement, I found that the standard channels and pylons have wireless interaction with light bulbs (500 range), which can lead to undesirable consequences for your home.



What makes this mod:


adds the option NoWireless (range is 0) to pipes and pylons that can be created without changing the standard ones


adds the WeakWireless option (range is 50) to water conduits and pylons, which can be created without changing the standard options


adds the StrongWireless options (range 1000 for conduit, 5000 for small pylon and 10000 for large pylon) to conduits and pylons that can be created without changing the standard ones.


An additional file adds:

Small wall and ceiling cabling and vanilla wall switches, cable conduits and wall switches NoWireless, WeakWireless and StrongWireless.


NoWireless Switch Option


What this mod does NOT:


It does NOT replace vanilla wires and pylons (500 band), but simply adds more wireless power bands.


It does NOT eliminate the need to wire wires and pylons to the generator, either directly or as part of the chain. (There is a way to make the light bulb work as a wire, but it is glitchy and incompatible with practice.)


An additional file does NOT do this:

It does NOT make the vanilla channels smaller, but adds a smaller variant of the vanilla range. This is done in order to keep the option of intact conduits, which should not break if this mod is removed.


It does NOT make the floor conduits smaller, as due to the sagging of the connecting wires, the two floor conduits are too close to each other to get any real benefit.


It doesn't change the collision boxes as far as I can tell. I couldn't force them to change.


It does NOT change the size of the pylons. Personally, I'm not interested in pylons, which can be tiny or giant, because the game already has options that are quite feasible and functional.


Use cases:


Use NoWireless pylons and channels to connect switches to individual rooms, as well as WeakWireless or vanilla channels to each room to actually give the light bulbs power. This will allow the rooms to be lit individually without the NoWireless pylons or NoWireless channels accidentally powering up another room.


Use NoWireless to make a large pylon power pole that will not give away power without wires, but will lift power lines from the street. I used NoWireless pylons and wires in combination with pressure plates to make an ugly but functional way of lighting my settlement, which is turned on at night and off during the day. It is necessary to find out where your settlers (the more, the better) gather after "work", and be lucky if they stand on the slabs (again, the more, the more likely).


Sometimes it seems that they actively avoid standing on pressure plates out of pure malice. I also put a sleeping bag on a pressure plate and assigned a settler to it, so the light will always come on, at least when she's asleep. In addition, it will allow close placement of counters and interval pylons, which will not interfere with each other.


Similar Mods/Addons

Game Version *

all (Conduits and Pylons Various Wireless Power-6652-1-0.rar)