the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question not really a bug...

horouboi1

Member
Messages
33
so, i'm screwing around in tenpines and using the original sim settlement plan and its in level one right... well i scrapped a wall and found out the settlement is created via a bunch of walls connecting each other randomly, like the bars wall and floor is some how connected to the walls of the make shift interior homes and also connected to the little shop/home and stuff (photo below, i can get more)

ScreenShot3.png

so, now i'm taking over the settlement and trying to rebuild the first level of the blueprint... funny enough, if i have enough fun i might just try to make a full settlement, nothing fancy, but hey it'd be my first real try.

not sure if its a bug or just bad craftsmanship on the original batch of settlements but hey, just wanted to post about it.
 
Welcome to the forums. I don't know how to get out of that except to go back in time. You need to load a save before you did any scrapping and go from there. A good rule of thumb is to only add stuff outside of the main walls. Probably the first thing I build is an IDEK station on a foundation.
 
Hi horouboi1,
In regards to the walls, if you are using the compact city plans bunches of SS-built objects are linked together and counted as one object. I presume this is to optimise the plan and improve performance. The down side to this you can't scrap (or disable, or move) only part of it. In the original complex plans you can scrap individual objects (but these cause a decent performance hit and in my experience, eventually, frequent crashing).
In regards to the help section, you've found it. Our lord and saviour occasionally posts here, but is happy to let others help out as best they can first so he can focus on the lording and savioring (otherwise known as programming the mod).
 
Top