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Multi-Settler Plots?

Daedros

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Is it possible to make a multi-settler plot? Such as a Barracks that acts as housing for multiple settlers, but is a single plot? Or a Scavenge Factory where multiple settlers can work in it, and it generates resources like a Industrial Scrap Plot, times the amount of Settlers working in it? Having space to make enough housing and jobs for 20+ settlers is a major problem in all but the largest of Settlements.
 
you could build a bunk house and just make sure Beds count as homes and turn of auto assign
 
Using interior plots can also increase both number of settlers as well jobs in those tight settlements. Couple of samples may be found at my Tenpines and Starlight cityplans.
 
you could build a bunk house and just make sure Beds count as homes and turn of auto assign
Yeah, i've been doing that. I build a 2 story 3x3 Wooden Foundation on stilts building and pack it full of Bunk Beds (2 Beds per, from Homemaker mod). Still, half the time i can have 20 Bunk Beds in there, and it only counts them as half as much, almost as if the Roof above them isn't counting as covering them.
 
I think bunk beds only count as one in SS .
when I used to build bunk houses I just used sleeping bags and I had them as close togeather as I cud ;)
all my settlers were very friendy towards each other ;)
 
I *think* that some of the houses from Wasteland Venturers 2 have beds which can be used by settlers at lvl3.
 
Is it possible to make a multi-settler plot? Such as a Barracks that acts as housing for multiple settlers, but is a single plot? Or a Scavenge Factory where multiple settlers can work in it, and it generates resources like a Industrial Scrap Plot, times the amount of Settlers working in it? Having space to make enough housing and jobs for 20+ settlers is a major problem in all but the largest of Settlements.

As far as plots go with extra beds the below can be useful. Note, Jibs remark below. I don’t know if that mechanic was ever changed.,

by: Jib, Should be in the mega pack.
“It is modelled after an actual Doss House from the Victorian era. It is meant to be a place for poor people to stay that can't afford a monthly rent. So yes, it is meant to just be a house with a lot of beds. I am going to update the beds soon so they don't all count towards the housing count.”
 
I think bunk beds only count as one in SS .
when I used to build bunk houses I just used sleeping bags and I had them as close togeather as I cud ;)
all my settlers were very friendy towards each other ;)
Yep, that was it. The Bunk Bed is only counting as 1 bed for SS, and once i spammed Sleeping Bags, the bar went to full.
 
you could build a bunk house and just make sure Beds count as homes and turn of auto assign
Can beds count as homes??? I've noticed that the official DLC's "Vault-Tec Population Management System" terminal doesn't even check if a bed is sheltered or not if there isn't a settler assigned to it, wasted hours earning more concrete to replace the upper floor tiles with roof tiles and looking for gaps between snap points before I noticed that my entire population was already sheltered and the ones I was trying to fix were just spares waiting for the recruitment beacon! Do you mean that we also need to change the mode for counting commercial plot customers so settlers that aren't living alone in a residential plot still earn caps? I read something like that in the description of someone's add-in a few days ago... I think its theme was townhouses and it had some hobo style multiple bed upgrade branches.
EDIT: Corrected the terminal's name.
 
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Probably our addon (Wasteland Venturers). Beds automatically count as homes since SS v3.0.0, so you don't need to change any settings for beds you place yourself to count as homes towards the commercial required number of homes - but beds don't gain you taxes as the plots do.

Extra beds spawned by plots (such as our Townhouses or Jib's Doss House) count as beds in the workshop menu but won't fill the SS HUD meter until Kinggath figures out why (multibed plots aren't yet fully supported by SS)
 
I built a residential plot that is practically a hotel, with 10 beds if I remember. And also increased the Bed count correctly (but my home meter in the SS hud was already full). I just don't remember the name... and also I liked the ideia of multi-settler industrial plots, giving the amount of resources times the amount of settlers working on it. Also would be good if was possible to unassign a settler from something without having to assign him to something else.
 
I built a residential plot that is practically a hotel, with 10 beds if I remember. And also increased the Bed count correctly (but my home meter in the SS hud was already full). I just don't remember the name... and also I liked the ideia of multi-settler industrial plots, giving the amount of resources times the amount of settlers working on it. Also would be good if was possible to unassign a settler from something without having to assign him to something else.

REF: the multiple settler resource plot assignment!

You know that is one really good idea. That is a double “bravo - bravo” kind of idea!

It could really help folks who are struggling with too many plots burdening the system requirements! Yet, want the settler interactions and resources!

No fooling around here my Good-Man.

Dammm! yes, I have that truly befuddled look on my face like when someone says something so smart and everyone says crap why didn’t I think of that!

I mean from an immersion standpoint you added a 2d shift to a power station, mill, or water plant. Simply more x2 more production. Heehaha but everyone knows the real work gets done on The Night Shift. Someone made a song about it so it must be true!

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Hell, folks with weak systems might even be singing........???
Party at the brewery!
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oh man - I’m better now.

But, that much fun should only happen when folks do the wiggly-giggly.
 
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Extra beds spawned by plots (such as our Townhouses or Jib's Doss House) count as beds in the workshop menu but won't fill the SS HUD meter until Kinggath figures out why (multibed plots aren't yet fully supported by SS)
something about ownership?
I'd assume all those beds would belong to the plot owner, like other plot subobjects. try assigning them manually. if that makes them count, then thats probably the reason.
 
something about ownership?
I'd assume all those beds would belong to the plot owner, like other plot subobjects. try assigning them manually. if that makes them count, then thats probably the reason.
Kinggath thinks there’s probably a condition he has set for the HUD that prevents the extra beds to count. Not sure if it’s the same thing for the Creation Club bunk beds. Manual assignment doesn’t change the count, at least not during my testing sessions. Wish they did!

EDIT: I don’t think all sub objects are automatically owned by the plot owner, since we have to set a special keyword on furniture we want to only be used by the settler (and not by visitors or neighbors).
 
Shared plots would be really nice for RP purposes (or whatever you want to call it) when you have people who clearly should be living together, like Marcy and Jun Long, or just general bunkhouses or as suggested, work plots where multiple settlers can work to conserve space.

Residential Suggestiions/Examples

2x2 normal plot size for a single person regardless of plot type (except martial).

2x3 residential plot - suitable for two settlers to live in. Available with a double bed for couples or two single beds for non intimate relationships (parent/child).

2x4 residential plot - suitable for a family, with a double bed for the parents and 2 single beds for the children.

2x4 residential longhouse - suitable as a common house to accommodate multiple settlers. At level 1, it is one level and has 2 single beds. At level 2, it gains a partial second floor and 2 extra beds and now supports 4 settlers. At level 3, it gains a full second floor and a further 2 beds, supporting a total of 6 settlers.
 
Is it possible to make a multi-settler plot? Such as a Barracks that acts as housing for multiple settlers, but is a single plot? Or a Scavenge Factory where multiple settlers can work in it, and it generates resources like a Industrial Scrap Plot, times the amount of Settlers working in it? Having space to make enough housing and jobs for 20+ settlers is a major problem in all but the largest of Settlements.
Beds count as homes, but they will not generate tax revenue. However, there is nothing to stop you from adding regular beds to plots if there is enough room.

You can make bunk beds functional by adding an invisible "sleep marker" on the top bunk, but you'll need to a mod to get the markers. On Xbox, I use ANDREWCX's Unlocked Settlement Objects (USO), but I'm sure there are many better options available on the PC. The only problem with this workaround is that the vanilla game has no animation for getting on or off the top bunk, so it will play one of the regular animations while the settler sort of floats up or down.

Presumably, you can also use these invisible sleep markers on additional beds spawned by plots to get them recognised by Sim Settlements, however it will them double-count the bed in the regular workshop menu.

For factories, I'm guessing you could find similar "work markers" to place around a single industrial plot, though again while these may generate scrap, they will not generate tax revenue.
 
Yes, placing invisible markers or beds works if you as a player do it in workshop mode. But the problem is that the same isn't true for extra beds, invisible or not, spawned in the buildings by the addon authors. Those extra beds will count in the workshop mode but not in the SS HUD. You can see this by building Jibs Victorian Doss House or our Townhouses in an empty settlement. Something prevents the plots from recognizing them. Until this can be solved, multibed plots are in some ways more decorational than fully functional (for SS purposes).

The best ways to get more settlers in a small space is for now to use interior plots (and remember that the more AI you include, the higher the performance tax is on your system).
 
Also would be good if was possible to unassign a settler from something without having to assign him to something else.
The "Power > Miscellaneous > Vault-Tec Population Management System" from an official DLC can do it if you can find the correct generic "Settler" to unassign. I find it easier to keep a vanilla scavenging station or something stored so I can place it, reassign the settler, then store it again to force them to become unemployed.
 
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