Tiered Generator – Selectable
The mod aims to enhance the feel of progression as you level your character in settlements. It does this by starting you with only two generators until you level science and/or nuclear physicist perks. These are the Wind generator and the Small generator. As you level either Science and/or Nuclear physicist you unlock significantly better generators. Science doesn’t provide as much of a return as Nuclear Physicist since science already provides significant benefits to your character. The final generator provides 200 units of power and is the Fusion Core Generator that you find around the Common Wealth. This should assist with having to avoid putting hundreds of generators around your town when you want a large, power hungry settlement.
When installing you have three mod types to choose from:
Explosive type 1, Explosive type 2, and Non-Explosive
Explosive type 1 is setup that your nuclear reactors are labeled as Unstable, Highly Unstable, and Extremely Unstable. This determines the level of explosion when the generator is destroyed. Unstable is set to go off like a plasma grenade, Highly Unstable is set like a large vehicle, and Extremely Unstable goes off like a mininuke. This adds to the risk and reward of nuclear as it provides a significant power gain per perk vs Science.
Explosive type 2 is setup that your nuclear reactors are labeled as Nuclear, Uranium, and Plutonium. This determines the level of explosion when the generator is destroyed. Nuclear is set to go off like a plasma grenade, Uranium is set like a large vehicle, and Plutonium is set like a mininuke. This adds to the risk and reward of nuclear as it provides a significant power gain per perk vs Science. The power output has been adjusted to raise the risk reward of nuclear so it isn’t the same as Explosive type 1.
Non-Explosive is setup to be exactly the same for power and perks without the added explosion risk for those who just want the added generator choices as they level without the flavor and risk of explosive nuclear generators.
All generators need repair when destroyed regardless of mod chosen. Repair, as normal, takes less than building the item in the first place. This mod is balanced around the perks and costs of building are around what it took to build small, medium, and large generators in vanilla.
WHAT TO DO WITH THE POWER
Eventually this will be part of a suite of mods that will make use of the power. Next one will be a revamp of the water system as the current one produces too much water for the effort and allows easy generation of Caps. The new system will require you to work up to the biggest pump of 40 units of water and will require more power so you can’t use them without building many generators or advanced generators.
I am also considering other items to add or modify that will require power. I have completed Power Reloaded (link below) that makes power emitters like Power Conduits cost energy to run. If you have any ideas of what else can be added for using this power, let me know in the discussion area.
Companion MODs:
Power Reloaded – Adds power req for energy emitters powering your devices. Also adds a wire connector that doesn’t emit but doesn’t use copper.
NOTE: I haven’t fully tested these generators yet so download at your own risk. They work for power and construction but I haven’t yet tested the explosive option to make sure it only goes off once then needs repair. I will eventually be finding and using unique objects for each generator so they are more easily distinguished without having to walk up to them but I wanted to get this out sooner as I haven’t been able to identify 20 objects that look right for each generator type.
[HOW TO INSTALL] To install you simply download with your favorite Mod Manager. When installing you will have the option to select one of three mod files. Only choose the one you want as installing more than one will add all the generators to the menu and will be very cluttered.KNOWN BUG: You cannot scrap or move old style generators once the mod is installed. To remove them to make room for a new generator you can use the console command: markfordelete. This should remove the generator and make room for the new ones. I am going to be working on a fix for this as it is caused by the mods removal of the old generators entirely. I am going to just modify the generators in the next version so they will simply be one of the new generators. This will make this process unneeded. Thank you for your patience. This bug has now been fixed. The mod now upgrades your current generators to a tier available in this mod making them scrappable. Will immediately increase your settlement power output and may give you generators you cannot currently build. You may keep them or scrap them at your leisure.