Bellwright

Bellwright

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Astro May 5, 2024 @ 11:10am
Traveling signs, do we need to assign them to a specific outpost?
Traveling signs, do we need to assign them to a specific outpost?
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Showing 1-13 of 13 comments
Doesn't seem like it ; I have 13 on my settlement and one in an outpost; all work fine
Muladas May 5, 2024 @ 11:49am 
The only issue might be if you have guards? I think (not positive) they would patrol around all the settlement buildings - so travel signs might be included in that and you will see your guards head off across the map?
Astro May 5, 2024 @ 1:46pm 
I see but I never set them to guards
Garudazeno May 5, 2024 @ 2:46pm 
Originally posted by feelingluckyusa:
The only issue might be if you have guards? I think (not positive) they would patrol around all the settlement buildings - so travel signs might be included in that and you will see your guards head off across the map?
This explains why my guards were walking across the map and dying to bandits lol
Dani_Cth May 5, 2024 @ 3:02pm 
It is best to have all the signs in an independent settlement so that the NPCs you have as guards do not patrol to them or you will end up with NPCs spread all over the map...

And dont worry about raids over that "signals settlement"... the signs are indestructible as all the structures
Muno25 May 5, 2024 @ 3:06pm 
I usually put all my fast travel signs under a settlement I call "teleporters", I noticed that if I set up guards in my settlement they started walking to the different travel signs. So you can do with them as you want as far as what settlement they belong to, however if you want your workers to finish them they will be build from the settlement they are made under(usually your main by default).
Astro May 5, 2024 @ 3:13pm 
Personally I wouldn't bother with setting companions as guards, guards don't produce and only use your resources and they travel alone so they most likely die, furthermore we can see when a raid is coming and we just need to gather troops when the raid starts (they take long time to get to u) and go all together in a fight.

I am wondering is there a way to delete an outpost grouping from the settlement menu?
Legadian May 5, 2024 @ 3:25pm 
Guards also reduce the number of raiders, IIRC.
Zalzany May 5, 2024 @ 3:27pm 
Originally posted by Legadian:
Guards also reduce the number of raiders, IIRC.
They also reset when they get hungry why I don't like using them, that and bandits are like renown pinyatas now for me lol
Onibaku May 6, 2024 @ 4:42am 
Originally posted by Dani_Cth:
It is best to have all the signs in an independent settlement so that the NPCs you have as guards do not patrol to them or you will end up with NPCs spread all over the map...

And dont worry about raids over that "signals settlement"... the signs are indestructible as all the structures


Originally posted by Muno25:
I usually put all my fast travel signs under a settlement I call "teleporters", I noticed that if I set up guards in my settlement they started walking to the different travel signs. So you can do with them as you want as far as what settlement they belong to, however if you want your workers to finish them they will be build from the settlement they are made under(usually your main by default).

+1 on these comments. I do the exact same thing and it works very well.
Astro May 6, 2024 @ 7:09am 
Oh guards reduce number of raids? Interesting, how many guards do you have?
MeGa May 6, 2024 @ 8:01am 
anybody got their "prosperity signs" quest stuck? the one asking you to build the first signpost, mine is marked as completed but hasnt given reward
Disabled Donkey May 6, 2024 @ 8:05am 
Try to talk to the quest giver Npc again once you have the sign built

Originally posted by MeGa:
anybody got their "prosperity signs" quest stuck? the one asking you to build the first signpost, mine is marked as completed but hasnt given reward
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Date Posted: May 5, 2024 @ 11:10am
Posts: 13