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Questions about prohibited items

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19
I'm new to city planning and I'm still unsure about some of the details surrounding prohibited items. When I use the city planner tool to check for prohibited items, some of my powered objects are being highlighted. Certain base game lights are being highlighted along with the recruitment beacon. Am I doing something wrong? Am I allowed to use these items, and if so, do I have to power them?
 
I know that a lot of the light options in my base lighting menu are dlc added, and as such would not be allowed. Items like that should have a symbol on the top right of them in the menu (or an M) if mod added. The basic recruitment beacon shouldn't be flashing, you don't have an enhanced mod added version do you?
 
I don't have any mods changing the recruitment beacon and the lights I was using weren't from mods. I guess I can ignore the flashing lights for now? As long as I'm using base game items I should be okay, right?
 
I don't have any mods changing the recruitment beacon and the lights I was using weren't from mods. I guess I can ignore the flashing lights for now? As long as I'm using base game items I should be okay, right?
Did you check that the lights weren't from a DLC, I think contraptions (spanner) and Vault 88 (gear) added a lot? There could always have been a mistake on how the current version of the city builder was set (there will have been changes to allow Far Harbour items), if so the others currently finishing off their plans should see this too. I'm not doing the current months so don't have the current version myself. The beacon being flagged is the most puzzling personally.
If you want to make sure, screen shots of the items and maybe their entry on the workshop menu would let others confirm one way or the other for you. Might also be useful if there has been a setup error.
 
Did you check that the lights weren't from a DLC, I think contraptions (spanner) and Vault 88 (gear) added a lot? There could always have been a mistake on how the current version of the city builder was set (there will have been changes to allow Far Harbour items), if so the others currently finishing off their plans should see this too. I'm not doing the current months so don't have the current version myself. The beacon being flagged is the most puzzling personally.
If you want to make sure, screen shots of the items and maybe their entry on the workshop menu would let others confirm one way or the other for you. Might also be useful if there has been a setup error.
I just checked again and the lights were actually from one of the DLCs. I removed those and now the recruitment beacon isn't flashing either. Looks like everything is good now :good Thanks for the response
 
For anyone with similar issues, I'm willing to bet the recruitment beacon was unpowered when those lights were there. I think the ASAM unpowered view became part of the contest holotape verification in either the Master's contest or the previous month. If the beacon's not getting any power, it'll flash a dark(ish) red.

-asp
 
For anyone with similar issues, I'm willing to bet the recruitment beacon was unpowered when those lights were there. I think the ASAM unpowered view became part of the contest holotape verification in either the Master's contest or the previous month. If the beacon's not getting any power, it'll flash a dark(ish) red.

-asp
Yeah you're exactly right. The light on the recruitment beacon went away after I powered it. Only after thinking about it later did I realize that it was probably flashing from the lack of power.

I'm still unsure about some things regarding building cities though. I thought I read that it doesn't actually matter if things are wired up to power sources are not. Won't SS take care of powering all the objects as long as there is enough power throughout the settlement? I ended up adding extra power to my city just to accommodate plots that were farther away
 
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