Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
the manual wiring method you propably have seen is usually not needed but it can act as a backup if something interrupts the juices that flow underneath the default reactor and the first tile... you will have to get creative how to place and connect the conduits however.
(🙄I remember that the vault marked that energy value (of the reactor) but that inside there were no connections to the outside, maybe I didn't connect that piece of corridor well).
All Workshop Vault-Tec floors are electrically conductive, this explains the blue suites in insulating rubber.
You need a generator or a reactor (more powerful), the reactor must be connected to a vault conduit (like the classic external conductors but in plastic) with a wire exclusively for a short path inside the room. Then thanks to the vault conduits placed occasionally (every two-three walls) the floors will do the rest, no wires are needed.
"better" is objective... i still have the power grid from the initial reactor failing on occasions and have to rely on elaborate, manual wiring through the non buildable corridor and 2 huge Vault Tec reactors... plus several VTT advanced power plots.
even have to manually wire the radio beacon because it reliably looses power once clem does his bicycle deeds.
funny enough.. that vault powers the entire network and HQ once the relay room is unlocked...
lights ( with the except of the street lights ) all over your settlements . The one I'm using now
( I think ) is called '' additional Power pole . A word of warning here as some of these mods
won't work if your game has been updated .
This is the part I'm having trouble with. Nothing snaps to it. I think I went through every single piece. Maybe I missed something. I'll try again later but let me ask now: Are they supposed to snap to the *front* of the section? To the side?
I'm hoping to avoid using mods for this.
To power the equipment that requires connection (like, say, a soda fountain) you just connect it to these square connectors on the wall.
To power turrets outside the vault you are building you need to use the non-vault connectors that come with another dlc.
https://www.youtube.com/playlist?list=PL1d-XkTky0cxYIYrPSKriYI89gVt9rqOt
I think I'll be leaving this forum
Which of the videos is the one that tells us about getting the power out to at least the Atrium? I just spent a part of a three day weekend trying to get the big water purifier in Vault 88 wired up to the big generator. so far I can't get power out to the Atrium at all
this. power gets transmitted through the snapped pieces however if you are moving doorway pieces around areas you've already built the tiles can snap in place but not be connected to both adjacent pieces.
for example you can snap two door segments together that need a doorway endcap to properly link them without realising that they aren't actually connected. this is because the pieces are snapping to adjacent floor tiles you've already placed even though the doorway endcap is absent.
also worth remembering you can snap vault conduits to both sides of the vault pieces so you can wire up multiple floors without having to place conduits in the stair pieces if you don't want to by running a wire from two or more conduits placed outside.
that said lights that don't connect by wire will only be powered if they are close enough to a powered conduit.
In regard to vertical connections, I'd add for clarification that you have the same issue as doorways in that you have to make sure that they're snapping together with vertical wall connections, not just sitting in the right place because of snapping to something along their sides.
For example, you can't make vertical power connections by stacking the combined wall-floor atrium pieces on top of each other because they're only designed with snapping connections on their top and sides (so the upper ones won't be attached to the ones below them).
If your vault walls are connected properly, you won't usually need conduit attachments to link them unless you're building entirely separate sections. As long as you're using vault pieces and there's a snapping connection linking them up somewhere, the power will flow through. If it doesn't, it's almost always because of an unexpected break.
true. but if you've placed a conduit inside on higher floors to feed power to a wired object placing an external conduit to link it to a lower floor can save you the hassle of trying to diagnose where the power connection broke if you suddenly decide to change some existing part of the vault (i have done this a few times and ended up with broken connections hence i place redundant external connections just in case).
if you want to be clever about it you can wire an external switch to the multi-floor wire connection and then have it in the off position. if at any time you break the snap connection and don't want to fix it right away you can toggle the switch on and restore power. that way you know when the break occurs via the UI and can restore power instantly and fix the problem later.