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The plan will mostly just cover the section near the entrance, but it's a pretty big vault nonetheless. 6 settlers only for level 0, it's one of the plans which allows more and more settlers as the settlement levels up. Level 1 will give you a much better idea of what the final product will look...
Long-term you shouldn't have any food or water problems. However, plans often add a lot of water at later city levels, so you can run into a deficit in the meantime - it shouldn't be a problem, though. The default plans generally make sense - heavy agriculture where there is a greenhouse, for...
The HUD is a bit unreliable, it can take forever to update and in some settlements I feel it never works correctly. If happiness is rising on the vanilla counter, you're probably ok. If the ASAM says it's producing 15 water, then it is doing that. (Also, the vanilla counter only shows a...
This seems to be fixed already (I'm still on 1.03b), it just needs patience. Previously it didn't even work when the super mutants respawned, so I left it. But after a while the quest progressed automatically without talking to Odette, so I returned, killed the super mutants and now saw that the...
I may be completely wrong about this but since I also only encountered the message about "not enough resources" with commercial plots I figured the missing resource is settlers. So in the holotape options I changed the commercial requirements to none and since then all commercial plots build...
You could use Conqueror and completely ignore its mechanics, just never talk to Jammer. But with Conqueror, when you start a new game you get the option to prebuild all the settlements to any level you like. It then works in the background while you play through the prologue and sets them all...
Open the workshop menu, find and select a plot and then move it (or delete it). However, if the plot requires electricity you'll now have to power it yourself. Which isn't a problem with agricultural plots, since they don't require power.
All I can offer are the patch notes for this city plan:
Added Starlight Drive-in City plan. This plan is unique as it experiments with several new things.
This is the first plan with certain items that will not spawn on Xbox or if you have the Detailed Models performance option disabled on...
Hmm. In the Atomcats screenshot your problem is the two "windmills"? That is due to the tree mod you're using, without it they'd be attached to a dead tree. Don't think it explains the other problem, there should be nothing obstructing the workbench, the only thing I have is that little...
1. Yes, that's right. Only applicable if you have maintenance costs turned on (off by default).
2. LO is L0, Level 0, the foundation level, and the % progress to the next level. Next to it you see how many settlers you have and how many the current level supports.
If you fast travel and look directly down you don't see the mat? You should, I'm sure of it, I've seen them hundreds of times. And they are usually where you expect them to be, in front of the main entrance.
Hmm, wasn't this fixed? I remember two problems from an older playthrough, one was just an overreporting of population on the map, but a few times a bunch of settlers actually spawned, I remember having 50+ people suddenly standing around in a settlement and I manually had to delete the lot of...
While I can't help you directly, I never had any problem (well, sometimes it does seem to take very long for a new batch of settlers to arrive) as a workaround I propose installing a little mod which adds a buildable settler recruitment button:
https://www.nexusmods.com/fallout4/mods/29820
Yeah, you have to go through both those doors to reach the desk. In other settlements you'll have to look even harder to find the desk again. But you're always free to just build another desk wherever you like in the settlement.
If you are using MCM there is a setting to change/increase robot happiness. Otherwise you could use the mod Happy Maker 9000, a jukebox which will raise happiness to 100 quickly. There are also a lot of SS add-on plots which raise happiness, I don't know how successful they'll be in Greygarden...
You can recruit as many as you like, as many as you build plots for. If you are using the ROTC city plans only as many get recruited as the plan is designed for, but there is a holotape option (under recruitment) to turn that off to recruit more settlers if you build more stuff (though usually...
Plots consume more as they upgrade, specifically residential, argicultural and commercial consume more water as they upgrade. Check the table in the Wiki:
https://simsettlements.com/web/wiki/index.php?title=Breakdown
Sim Settlements is slightly modified vanilla behaviour. So food and water aren't just abstract numbers, agricultural plots actually produce the planted crops and even simple water pumps actually produce purified water. This happens once every 24 hours and crops and water get dropped in the...