Is Vault power generation inefficient?

Post » Sun Feb 14, 2016 1:54 am

I've got my Vault mostly complete by now, I just have to unlock the NukaCola plant and install it.



But no matter how hard I try, I can't keep the power levels at any reasonable level.



At the moment, I have 3 main power rooms (3x3 merged) and 5 Auxiliary rooms (5x1), all upgraded to maximum and 3 Nuclear Reactors (3x3 merged) at level 2.


I would have thought that would be enough generation capacity to keep the Vault running.


But given I can barely maintain basic power, I don't think it is.


And the Raiders keep stealing power when they get in, despite the fact they don't survive entering the Vault.



STEALING POWER?!?!


How the heck do you take electricity?



I don't wish to keep building power generation facilities until half the Vault is made of them.



Is there something wrong with the power generation rates?


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Matt Fletcher
 
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Post » Sat Feb 13, 2016 3:21 pm

Power generation is all about your workers the number of them and how well trained they are

I sustain 120 dwellers with 3x2 normal plants and 2x single nuclear and I have no trouble with power I have close to 100% occupancy in my vault as a whole which is key to this game. As is training your power workers with strength and luck my power room workers are not all maxed yet but close, I have over 40 skill training spaces which are all full all the time.

When my resources workers are maxed I will expand my training rooms and Nukacola plants again.


When asleep the game does use a few resources but it only takes me 5 mins to max them all out as my production far exceeds my requirements most of my double power rooms drop power in less than 1 minute each. Same for most of my production rooms


If you have allready trained your workers and they are all at 100% work force, and your still getting problems then you are just trying to support more rooms than you can supply power for. You do need to build more.....


And I say train luck because I earn thousands of caps from my resources rooms because my workers have high luck.....
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jennie xhx
 
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Post » Sat Feb 13, 2016 7:19 pm

I had suspected training might be the factor here.



But if I send them all out to get training, then who is left to run the actual power generation facilities?


I don't have a surplus of personnel that some of them can be sent to be trained while others work.



Heck, my nuclear reactors are running on skeleton staff as it is.



Starting to question the logic of upgrading the radio rooms (3x3, 1x1), they are maxed out and it's still not getting more Dwellers from the wasteland.


That one I am working on though, I do have rotation crews for those facilities and the first crew is getting their Charisma maxed.

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Tikarma Vodicka-McPherson
 
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Post » Sun Feb 14, 2016 3:40 am

Training is definitely important. I'm close to 100 dwellers and have had full power, food and water, and 90%+ happiness all the way. Currently have 2x3 maxed power plants and 2x3 level 1 nuclear reactors. Most of my power workers have max or close to max strength. From the start I used a ratio of 2:1:1 power:food:water. I also put training rooms next to production rooms to make swapping workers in and out easier.

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Tinkerbells
 
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Post » Sun Feb 14, 2016 3:36 am


Make moar.



Take a male and female power room staffer, put them in a crew quarters, and a bit later you'll have a kid with probably a bit of a strength bonus in the SPECIALs that will eventually grow up. Stick 'em in the weight room asap once they're grown and let 'em train. Call in new dwellers with the radio room and then stick them in the weight room too. I have a rotation of sorts with the weight room and the power rooms.



To help things along with making more little power room workers, the Nightwear can give a little extra boost to Charisma, which determines how long it takes before the two do the horizontal tango.



Expectant mothers can work (though IIRC it may put an extra load on the happiness rating), but they cannot respond to incidents, so put them back into the power room and redistribute their guns if they have any.



Also, 3x rooms are more efficient with power than 3 1x rooms.

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REVLUTIN
 
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Post » Sun Feb 14, 2016 3:03 am

as much as you may be tempted to build more power rooms, it seems like less rooms with more people in them is better than more rooms with less in them. if you have every room 4/6 or 3/4 full, you should be okay.

maxing everyones strength is very important, as well as putting the highest possible stat outfits on them. the common combat fatigues outfit is S3, better than most of the rares that are like S2 E2 L1 or something.

of course there is also a rare fatigues with S5

and a legendary with S7

and many legendary power armors or sports fan outfits with S4 on them.


i find that i have to have way more people on power than anything else.

i might be playing wrong but in my current vault have 180 dwellers, 72 on power, 32 food, 32 water, 15 nuka.

i have 10 training strength, 10 power guys training luck, and the other 52 in my rooms. i have every room either 4/6 or 3/4 full. i have 8900 power maximum and i can keep power full but only as long as i keep collecting. it uses it almost as fast as i collect it. if i leave them idle for more than a few minutes to organize things, the power starts to drain and i have to scramble to get it back.

i'm stable and as my guys finish their training, it should get easier.
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Ruben Bernal
 
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Post » Sat Feb 13, 2016 4:39 pm

The fact your working the nuclear reactors on a skeleton staff is your issue a fully staffed with good workers plants will get you x4 more power than a understaffed one with poor workers try moving you best staff into just one plant see what the time it takes to collect the power changes too, it may work out better to moth ball one plant and fully staff the rest.

And as others have said breed new dwellers fast

Train them up to level 4-5 in strength then use outfits to boost them best you can this is faster than going for level 10 in one go as it takes 19hrs for level 10 I think. And you will get them to a good base level faster and see faster power production over time which will let you drop the number of plants you need overall.
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Dragonz Dancer
 
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Post » Sat Feb 13, 2016 4:15 pm

I'm kindof out of couples to get new offspring.


I think i did get 2 power gen statf out of the last batch, trying for 2 more for the nuclear reactor crew.


And there is the additional complication that the most of the power gen crew are also the Vault Raider Killers, so naturally they can't have offspring, as this removes their ability to fight.


Also, all the power gen crew are female, so it's a mite impossible to make a couple from that population group.....
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Kristina Campbell
 
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Post » Sun Feb 14, 2016 1:55 am

You just have to breed anyone this is why its best to have dwellers floating around if you need to build a room in a hurry you can fully populate it fast. I have between 98-105% occupancy I only increase my population when I want too, just take any new dwellers then train them a little, in the skill you want them to have as soon as you get to max workers take a few more dwellers and train a new power worker once they are trained better than your worst power worker/s swop them and train them until they are better than your worst workers and repeat, and it will let you increase effecency slowly but with each improvemt in their, skills you will find it easier to keep your power in the green.

This is true for all production rooms....


Population growth and building new rooms causes problems in the vault so its better to prepare for increases and to only do it when you are ready, that's why the first training room you get is for power workers.....

And don't rush into big rooms unless you have the population to fill them. Your always better running them flat out rather than under staffed. Its a juggling act getting out of these things but drag workers from other rooms if you have plenty of water or food and no power drag anyone in to fill power worker places. Then move them back. After you get on top of it. If you cannot Spare a worker from your power plant to train, then same again if you can spare one from you food / water train them to be a power worker.
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Marcia Renton
 
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Post » Sat Feb 13, 2016 4:33 pm

The way I'm dealing with this is keeping my population at a certain level (75 atm) and focusing on training. I have the current group with decent str stats and the best outfits for bonuses. I have a 3x3 str training set up and have 6 people in it. Once they are maxed, I'll rotate them out with a group in a power station. They'll stay in until maxed.


I'm doing this with Food (agility) as well. Water (perception) will be next. Once I get those done, Luck will be next to train up on everyone.


Then, while I'm producing massive excess and have empty training rooms, I'll bring in a bunch of new people (baby making time!), stuff them in training centers and just rotate them around.

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Natalie Harvey
 
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Post » Sat Feb 13, 2016 2:24 pm

I'm beginning to think this is a bit of a fools errand.


I recently had a population influx due to opening some lunchboxes.

I got all the food and water production personnel I could desire, even a really great Radio Operator.

1 power gen personnel out of all of that!


Obviously it can't continue like this, with the other departments building up an excess of personnel to the detriment of the one department that is at low production values.
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Nikki Lawrence
 
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Post » Sat Feb 13, 2016 3:13 pm

Of course relying on lunchboxes for more high-Strength people is a fool's errand. You need to make them. Optimally, people with a slight predisposition to high-Strength are ideal to build up (as you have less building up to do), but any dweller can be sent to the weight room.



Build a 3x weight room and upgrade it as much as you can, pull some of the people from the overstocked water or food rooms, and train their strength up. Swap them out in your power room(s) when they're good to go. In a full room, you can see the gain or loss in the total of that room's operant SPECIAL stat if you drag a dweller in and displace another. Obviously, you'll want a plus value. The displaced dweller will then go to the weight room. Repeat until your power rooms are staffed with brawny dwellers.



Don't have enough power for rooms as it is? Demolish some of the rooms of resources you're overstocked on. Move them into quarters for temporary accomodation (just be sure to remove them, or else they might start breeding... unless you want more dwellers).

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JERMAINE VIDAURRI
 
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Post » Sat Feb 13, 2016 11:11 pm

I didn't mean to imply that I was expecting a premade power gen personnel.

What I meant I was looking for potential power gen personnels, ones who could be trained up.

I've got three trainees, so it's going to be a slow process rotating just three trainees amongst the rooms while the actives go to get their training.


At the moment, I've recalled my exploratory teams and they're assisting in the nuclear reactors, not that they are very good at it.

As other personnel become more trained, I might be able to use them as a temporary replacement.


At this point, I don't think I can afford to tear down any rooms, it would cost me too much to rebuild them later, given the amount of upgrading I have paid for.

Plus, the game refuses to demolish linked rooms and at this advanced stage, they are all linked!
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Brandi Norton
 
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