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Old Post Assign Settlers to Supply Routes

Shortwind

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I know this was a issue before but I thought it was fixed.
If I assign a settler (civilian) to a supply route they will change to supply route, but then a few minutes later they will be back to doing their old job and the supply route will go away. Is there a easy work around for this issue?
Again, I thought this had been fixed but I'm still having this issue. I assume it is a setting in SimSettlements that I need to change? I am currently running a new game with default Sim Settlements settings. I change none of the settings in the pipboy.
Thanks, Shortwind

P.S. Specifically this is happening in Abernathy Farm. They have 76 food so I tried to reassign a farmer to a supply route. Again, it works for a few seconds but they are always reverted back to the farm.
 
I assume it is a setting in SimSettlements that I need to change? I am currently running a new game with default Sim Settlements settings. I change none of the settings in the pipboy.

I'd check the city manager holotape to see if auto assignment away from vanilla work is on. I'm pretty sure it is by default.
 
Does that mean I have to turn off Auto-Assign? There is no option that I see for vanilla work? Auto-assign away from beds is off, as well as Auto-assign away from work objects.
Are there other options I'm just over-looking? Turning off auto-assign would be annoying. :)
 
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Auto-assign away from beds is off, as well as Auto-assign away from work objects.

Those are the ones I was thinking of. For when you want new peeps to auto-assign to SS plots but not if you have specifically assigned them to vanilla jobs. Did you try maybe toggling those on and then back off just to make sure the intended effect kicks in?
 
Hi there. Sadly, the auto-assign from work objects also affects those assigned to supply routes, but there is a good solution for this one. Use this mod:

https://www.nexusmods.com/fallout4/mods/28945

It offers an industrial plot as a way for settlers to get assigned to routes and offers so much more. Some of the features, which are accessible in the computer within the plot, are:
1. Toggleable collection system (with each item types toggleable as well) so that materials are centralized
2. Various utilities, including summoning the assigned settlers, making the provisioner stay in the settlement only, food sharing/water sharing between settlements
3. A system that automatically links your settlements in the most efficient way (ie shortest path) and a subsystem of creating preferred paths
 
Hi there. Sadly, the auto-assign from work objects also affects those assigned to supply routes, but there is a good solution for this one. Use this mod:

https://www.nexusmods.com/fallout4/mods/28945

I noticed that mod but have been on information overload with all the different mods and add-on packs to try so I am still using the vanilla in-game mechanic for assigning supply routes. Interestingly, of the Sanctuary, Starlight Drive-in, Tenpines Bluff, Sunshine Tidings, and Oberland Station city plans started only my Tenpines Bluff supply line was overridden. I have no idea what I did differently. I have not changed any of these default settings.
 
I noticed that mod but have been on information overload with all the different mods and add-on packs to try so I am still using the vanilla in-game mechanic for assigning supply routes. Interestingly, of the Sanctuary, Starlight Drive-in, Tenpines Bluff, Sunshine Tidings, and Oberland Station city plans started only my Tenpines Bluff supply line was overridden. I have no idea what I did differently. I have not changed any of these default settings.

Hmm, there's an off-chance that the auto-assigning function just haven't assigned the "caravan-settler" to a work plot, YET. I'm not sure what the priority of the auto-assignment function is. It may trigger only once a work-plot is spawned or if everyone else is already assigned to a workplot before the settler with vanilla work (i.e. supply route). Since I've used IDEK's logistic station for so long, I can't really say for sure anymore. In either case, that mod is the best fix to the auto-assigning of supply route settlers, because otherwise you'd have to turn off auto-assignment and that's a huge downside.
 
In either case, that mod is the best fix to the auto-assigning of supply route settlers, because otherwise you'd have to turn off auto-assignment and that's a huge downside.

IDEK'S mod is I think super useful and for more than just the supply routes. I don't play without it.

In my above post, however poorly, I meant to suggest that there is a sweet spot as far as assignment settings go.

https://simsettlements.com/web/wiki/index.php?title=Holotape_Gameplay_Options_Assignment

I run auto-assign set to "on." All new or unassigned settlers should automatically be assigned to SS plots (if available).

But, additionally, I also use auto-assign away from work "off" (Above, I mistakenly thought this was defaulted to "on"). This should keep any settlers that I have assigned to non-SS work at their non-SS job.

I run a mix of vanilla jobs and SS plots in my settlements and I don't want SS pulling a settler off of guard duty or crops every time I put down a new plot.

I believe, if my memory is correct: if auto-assign is on, and if auto-assign away from work is "on", you can get the situation where as soon as a new SS plot is available SS will pull a settler from vanilla assignment to the new SS plot. I once ran around in circles trying to get a settler to farm some damn vanilla corn, but the she was only interested in opening a bookstore/coffee shop.

I'm not sure how things work as far as setup goes for RotC. But if SS/city plans are pulling workers away from Provisioner lines or any other vanilla job and assigning that worker to a SS plot, the first thing I would do is check to see if auto-assign away from work is set to "on" and then switch it to "off."

Not saying this will solve the problem, but it is where I'd check first.
 
How does IDEK integrate with city plans? How can the city plans have fore knowledge that a player is using that mod? I understand how the mod would work if I am building the city myself because I control where everything is placed. But I really don't understand how to use it with a city plan. It is not immediately apparent to me where the city plans will and will not place things. This is why I am hesitant to add anything that is not automated by the city. I just don't know what is going to do.
 
Best thing would be to find any Industrial plot the city plan has built and then use the ASAM sensor to change it over to a Logistics Station. It ends up looking like a warehouse. If you are worried about the aesthetic, maybe an interior industrial that opens to the long side. It would then level with the city just like whatever Industrial the plan picked. You of course would have to patiently wait for the plan to get around to building an Industrial.

I've seen some posts where people will make a Agricultural plot that has leveled and perhaps no longer needed into Industial plot via the customize plot feature on the ASAM sensor then make it a level 1 Logistics Station. Again, patience.

Or once you figure out where the city will build, you could just put your own down outside that build zone. Unless you wait for the city to get to level 3, you'd need less patience for this one, but more experience/scouting to know which spots are safe/clear.
 
Best thing would be to find any Industrial plot the city plan has built and then use the ASAM sensor to change it over to a Logistics Station. It ends up looking like a warehouse. If you are worried about the aesthetic, maybe an interior industrial that opens to the long side. It would then level with the city just like whatever Industrial the plan picked. You of course would have to patiently wait for the plan to get around to building an Industrial.

I've seen some posts where people will make a Agricultural plot that has leveled and perhaps no longer needed into Industial plot via the customize plot feature on the ASAM sensor then make it a level 1 Logistics Station. Again, patience.

Or once you figure out where the city will build, you could just put your own down outside that build zone. Unless you wait for the city to get to level 3, you'd need less patience for this one, but more experience/scouting to know which spots are safe/clear.

Patience and play style appear to be the issue here. In my current playthrough, the first settler job is provisioner so that the settlement will have resources to start the city (many don't have the resources to place the planning desk.) This works in the early game with a high charisma character, but those charisma points come right out of strength and reduced carry capacity.

Finding a free spot in Sanctuary is doable. Not so much in a place like Oberland using the contest plan I picked sight unseen. There doesn't appear to be any free space that doesn't look zoned.
 
In my current playthrough, the first settler job is provisioner so that the settlement will have resources to start the city (many don't have the resources to place the planning desk.)

You can build a second desk say in Sanctuary or anywhere you have access to more materials and then use the pack up feature at its terminal. Option may seem hidden, but scroll all the way down. It will put the desk into inventory under the junk tab(???) you can then carry it to another settlement and drop it. Boom: city plan go! Trade off is it weighs 10lbs.

Also check out the nifty crafting options at the CP desk especially if you've got IDEK's mod installed.

Finding a free spot in Sanctuary is doable. Not so much in a place like Oberland using the contest plan I picked sight unseen. There doesn't appear to be any free space that doesn't look zoned.

Truth. If this darn thing wasn't sometimes frustrating as heck, we all wouldn't be obsessed with it.
 
Something else to check if you haven't are your global settings. Those will override any local settings if I am correct. IDEK's station is a godsend. Personally, I like to build my own settlements up and rarely if ever use city plans.
 
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