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Announcement: Rise of the Commonwealth

To keep the RoTC independent of IR, the designers couldn't use Advanced Industrial plots. In the core SimS there is only one model for the Industrial plot. However, if you download an addon - like Industrial City - your options increase by a lot :)

Or you could replace some of the Industrial plots with Adv Ind - but you have to power them yourself.

Thanks for the reply, Tinuvia. Since you were so gracious as to post the link to the Advanced Industrial plots, I shall take advantage of that and change a couple of the basic Industrial posts to the AI plots.
 
OK - I think I'm slowly starting to grok this new RotC thing. Settlers will only build a water supply, power generator, or defenses if the plan already has such a plot in it - either Interior or standard plot. They don't independently construct these things - generator or water pump, for instance, off the vanilla workshop craftable items even though the settlement needs water &/or power. Right? So my waiting around isn't going to add those and meet those needs. I need to actively, manually add them in - via workshop or SS (and add-ons) plots.

I just find I am doing a lot of baby-sitting for Sanctuary when I should be off adventuring because they seem to always lack water. (And I believe that this was by design? Some settlements would have excess while others would be at a deficit?)
 
This is more of a bug/oops in the city plans. We had a last minute direction change for the Level 0 plans. The best way around this is to simply put down enough water to keep em happy until the settlement levels up.

It should be fixed in an upcoming patch after the crash bugs all get sorted out.
 
I just figured Power and Water fell under the 'Utilities' I'm supposed to provide?
And Heavy Machine Gun Turrets. Loads and Loads of Heavy Machine Gun turrets.
 
So if I'm using a mod like - All Settlements Extended - which I am; will city plan designers be able to make blue prints that take advantage of the extra space? Would be cool to have even bigger cities with more settlers.
 
So if I'm using a mod like - All Settlements Extended - which I am; will city plan designers be able to make blue prints that take advantage of the extra space? Would be cool to have even bigger cities with more settlers.

I'm sure eventually you'll see people building city plans for any number of mods to create compatibility.
 
Yes, City plan designers can build and place whatever they want wherever. You can even build into your plans stuff that exists entirely outside the settlement boundaries.

The gotcha is that settler ai uses the settlement volume to sandbox in and won't go outside it. How All Settlements Extended works is that it expands this boundary.

In Egret I added a proof of concept ladder for player convenience on the draw bridge well outside the settlement border and it builds at Level 0 and stays all the way through level 3.
 
That's the bridge to the radio station, with a bus and random encounters on. Which you normally cannot pass east to west on. Without rocket pack. Or a Tankthing ladder.
 
Yes, City plan designers can build and place whatever they want wherever. You can even build into your plans stuff that exists entirely outside the settlement boundaries.

The gotcha is that settler ai uses the settlement volume to sandbox in and won't go outside it. How All Settlements Extended works is that it expands this boundary.

In Egret I added a proof of concept ladder for player convenience on the draw bridge well outside the settlement border and it builds at Level 0 and stays all the way through level 3.

I've been having issues with my provisioners (I keep losing my provi between Red Rocket and Sanctuary) so I've been trying to figure out if the problem is on my side or not. One of the things I did was disable All Settlement's Extended - since it shows the provisioner stops in the map (with the C flag) as going to places that are slightly different than the actual settlements (like the basement in Sanctuary or the small ruined office desk just to the north of Starlight Drive In).

However, if you've been using AllSetsExtended, then that obviously can't be the problem with my provisioner disappearing between Red Rocket and Sanctuary. Well, back to the drawing board.
 
hopefully she forgives me for borrowing her idea for that particular settlement.
 
Yes, City plan designers can build and place whatever they want wherever. You can even build into your plans stuff that exists entirely outside the settlement boundaries.

The gotcha is that settler ai uses the settlement volume to sandbox in and won't go outside it. How All Settlements Extended works is that it expands this boundary.

well i hope to see such blueprints in due course :)
 
With the settlement kit coming out later this month, come join the ride. The more the merrier and that's part of the whole point of the kit.
 
There's one made, it got delayed at the final hour due to a technical issue. The team's priority right now is to get the mod stable and learn what got missed, left out, broken, etc.

It'll come :)

Glad you enjoy the mod, wanting more is always a good sign!
 
I have a question regarding the new taxes and maintenance costs system. I usually use both SS vendors and vanilla ones, intermixing them in a settlement. Are both kinds of vendors's taxes considered by SS'system or do only SS vendors contribute to the city taxes? Thanks!
 
Just to mention that children sem to be less well behaved in ROTC than in vanilla sim settlements, in vanilla i can assign children to stands (bar,clinic etc.), farm plots and beds. In ROTC i can assign a child to a farm plot that the city plan provides but the child never moves from where they originally appear. In vanilla they will go to their assigned work.
I always apply the following commands to children though i don't know if they are still a necessary thing:
AddKeyword WorkshopAllowCommand
SetPV bcommandable 1

edit: children provided by:
ANiceOak Tree's Diverse Children
Orphans Of The Commonwealth
 
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