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Announcement: Rise of the Commonwealth

So the mod includes building plans that the settlement will follow? meaning I dont have to build a structure and then allocate rooms or space?

Correct, you will choose a city plan for the settlement, and then the settlers will build the settlement themselves. It's a bit more involved then that, but I don't think kinggath has revealed more then that part yet.

kinggath will be releasing a toolkit however so folks can make and release their own city plans, so eventually folks who use spring cleaning or Clean and Simple, etc can choose to make city plans designed for use with those mods :D
 
Phooey. Was kind of hoping for some kind of Residential robot "charging" plot.

They run on fusion cores/fusion cells, no need to "charge" they need to replace the cells. "Recharging" would require a clean room and fusion-able materials to go back into the cell and then restarting the fusion reaction.

Having said that: a requirement to replace their cores occasionally would be neat, but would probably become tiresome
 
They run on fusion cores/fusion cells, no need to "charge" they need to replace the cells. "Recharging" would require a clean room and fusion-able materials to go back into the cell and then restarting the fusion reaction.

Having said that: a requirement to replace their cores occasionally would be neat, but would probably become tiresome

You underestimate the OCD-ness of some people. ;) One could also spin a robot "Residential" plot as a maintenance shed/building, disregarding power requirements for the robots themselves.
 
What about Charlie? He was the Bartender in the Third Rail. Edit: The Voice files could be used to make a barkeep of some kind.
 
What about Charlie? He was the Bartender in the Third Rail. Edit: The Voice files could be used to make a barkeep of some kind.

Charlie is a special kind of robot NPC if I'm not mistaken. My general understanding is, robots you build, code-wise, just aren't setup to handle settlement shops overall.
 
Don't worry about destroying your stuff, apparently if you choose to enable the city build it will destroy stuff for you as needed.
Phew, I was just contemplating a new play through but Im rather attached to my current char
 
What about Charlie? He was the Bartender in the Third Rail. Edit: The Voice files could be used to make a barkeep of some kind.

He isn't a workshop vendor. Workshop vendors get their shop dialog via the workshop quest, and robots don't have dialog for it.
 
They run on fusion cores/fusion cells, no need to "charge" they need to replace the cells. "Recharging" would require a clean room and fusion-able materials to go back into the cell and then restarting the fusion reaction.

Having said that: a requirement to replace their cores occasionally would be neat, but would probably become tiresome
Wonder if you could have a maintenance hut that is under built under residences but is specially scripted for robots to come and go on a scripted timetable (so you only need one per settlement instead of one per robot) - essentially has a workbench of some sort and some protectron capsules and use it to override the 50% happiness level of robots to a degree and that way you don't waste your settler cap on something like it - or hell have a settler or robot as a technician and put it under industrial.
 
Wonder if you could have a maintenance hut that is under built under residences but is specially scripted for robots to come and go on a scripted timetable (so you only need one per settlement instead of one per robot) - essentially has a workbench of some sort and some protectron capsules and use it to override the 50% happiness level of robots to a degree and that way you don't waste your settler cap on something like it - or hell have a settler or robot as a technician and put it under industrial.

You could pretty easily make an industrial plot that has a mechanic that generates happiness based on the number of robot settlers or something like that. (robot settler population * 20 or something). I offset it by making different types of robot settlers, some with a higher fixes happiness.
 
You could pretty easily make an industrial plot that has a mechanic that generates happiness based on the number of robot settlers or something like that. (robot settler population * 20 or something). I offset it by making different types of robot settlers, some with a higher fixes happiness.
I'd definitely use that, having this as an option in Greygarden or the lair would change things pretty drastically for robot centralized settlement builds.
 
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