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Change Logs

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Version 0.9.2

New

Updated several general salvage buildings to generate scrap using the built in Sim Settlements system instead of my own. This means it will now be impacted by the general production bonus on the Dispatcher and Salvage Sorting facilities (added in 0.8.5), as well as production bonuses from plots such as the Fuel Depot.
- Rubber Shredder

Added interior plot versions of several of my salvage buildings. These generate the same amount of resources as their full size counterparts:
- Rita's Rubbers - produces rubber just like the Rubber Shredder.

Added new Factory Security Station. This is a basic 1x1 Martial plot. This Martial plot is now the default that will be built if the Civil Services factory is not yet completed in a settlement. Once the level 3 factory is available, both the Civil Defense Station and the Factory Security Station will be available.

Fixed
Should actually fix the map texture on the scav team dispatcher this time.
 
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Version 0.9.3

New

Updated several general salvage buildings to generate scrap using the built in Sim Settlements system instead of my own. This means it will now be impacted by the general production bonus on the Dispatcher and Salvage Sorting facilities (added in 0.8.5), as well as production bonuses from plots such as the Fuel Depot.
- Lumber Reclamation

Added interior plot versions of several of my salvage buildings. These generate the same amount of resources as their full size counterparts:
- Woody's Lumber - produces wood just like the Lumber Reclamation

Fixed
Fixed a bug that would cause the Scavenger Support plot to get stuck when differentiating into the dispatcher, sorter and shed or the interior dispatcher/shed.

Fixed a bug where the message on a new game would prompt even for users who had not yet built a dispatcher due to the existence of a dispatcher in a building cell used for plot creation only.
 
Version 0.9.4

New

Updated several general salvage buildings to generate scrap using the built in Sim Settlements system instead of my own. This means it will now be impacted by the general production bonus on the Dispatcher and Salvage Sorting facilities (added in 0.8.5), as well as production bonuses from plots such as the Fuel Depot. This should be the last factory on my old resource production system!
- Ceramics Studio

Added interior plot versions of several of my salvage buildings. These generate the same amount of resources as their full size counterparts:
- Cleo's Custom Cups - produces ceramics just like the Ceramics Studio

Added a 2nd branch to the GAI Hydro-Farm tree, called the Hydroponics Research Farm. This is a standard farm, always available, that grows a variety of crops. This puts the normal GAI Hydro-Farm back to requiring the General Atomics Domestic Robots factory for all levels as a late-game farm.

Added an interior agricultural plot based on the hydroponics theme called "Garden Wall"
 
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Version 0.9.4a

IMPORTANT: 0.9.4a is ONLY fully compatible with Sim Settlements 3.1.6a and above.


New

Adds a new version of Supervisor White as a Leader. This is actually a bit premature as my other leaders aren't ready, but eh, she was here, so I added the leader int his patch update.

Adds a framework for adding unique robots that can only be built when certain quests/conditions are met. I'm hoping to make use of this as we move forward.

Fixed
Fixed a bug that would cause the Scavenger Support plot to loop infinitely when running sim settlements 3.1.6 or above. This is resolved, however that means that 0.9.4a is not fully compatible with versions of SS lower then 3.1.6.

Fixed a bug that was preventing the Interior version of the Scav Team Dispatcher from recruiting properly. This should now be resolved. The fix might actually solve other bugs as well actually, but that's the only reported bug it fixes for sure.
 
Version 0.9.5

New

Adds a new unique Automatron to serve as a City Leader: The Civil Logistics Analytic Machine (C.L.A.M.) is a joint U.S. Army / Vault-Tec project designed as a backup to the G.E.C.K. project to build and manage a post-apocalyptic surface city. C.L.A.M. is hand crafted to lead a city to prosperity (if not entirely to citizen happiness).

C.L.A.M. is obtained through a short quest, which starts with a Wanted Ad that spawns in one of my plots. C.L.A.M. has 1 major benefit, 3 minor benefits and 3 penalties.
 
Version 0.9.6

New

  • Adds a new Industrial Plot, the Diagnostics Station which is used to add happiness based on robot population. Specifically it adds +30 happiness and costs 5 power per robot in the settlement, up to a maximum value determined by the plot level. This exists to serve as a specialty type of happiness generating plot to allow for robot-only settlements in a more immersive way.

Bug Fixes
  • Changed the dialog option that triggers the quest advancement for CLAM. I'm still investigating why her dialog won't play at that point of the quest, but this update should allow the quest to proceed in the meantime.
  • Added 2 new holotape options which allow the player to enable/disable toy building and ceramic prop building. These are both defaulted to off given the issues that these buildings can cause in saves.
 
Version 0.9.6a

Bug Fixes
  • Removes the Soup Kitchen from the Advanced Industrial list. This plot was part of an incomplete plot set and appears by mistake.
 
Version 0.9.6b

Bug Fixes
  • Adds the scripts to make the Diagnostics Station actually function.
  • Adds another version of the CLAM script to ensure another edge case can't lock up the quest
 
Version 0.9.7

New

  • Adds a new Conqueror Faction: the Rust Devils. Flag for the Rust Devils created by Wanaming0!
  • Makes the Break Room a Mess Hall sub-plot type for use in Outposts.
Changes
  • The Robot Workbench unlock for the Junkbot Garage now unlocks a reskinned Workbench instead called the Robot Junkbench. This change was made to resolve a bug where the Robot Workbench could not be Stored due to having 2 recipes.
Bug Fixes
  • Due to the change above, Robot Workbench's should now be storable again.
 
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Version 0.9.7e

New

  • Adds a new soldier type to the rotation for the Rust Devils faction pack. After level 15, you should start seeing Rust Devils in custom Junkbot power armor. (see images on nexus for some examples).
  • Junkbot Power Armor has 2 different types for each limb, torso and head, so there is quite a bit of variety that can appear. I may gate these new PA soldiers behind a Bounty Board quest in the future, we'll see.
Bug Fixes
  • Fixes a bug where Rust Devil Soldiers from my faction pack were not assignable by the player.
 
Version 0.9.8

New
  • Add 3 Special Units to the Rust Devils Faction (Robots, JunkDevils (PA wearing rust devils) and SiegeBots. Robots can be recruited from the Ham Radio, JunkDevils can be recruited from the radio after completing a quest (see next item) and SentryBots can be built via a new skin on the Defense Contracts plot.
  • Added 4 Quests to the Bounty Board, 3 unlock various things (CLAM, the Junkbot Workbench and JunkDevil soldiers), the 4th is a repeating radiant quest to find robot mods and parts out in the world.
  • Added Equipment for Soldier Units via the Armory. This mostly impacts Weaponry and Extra Items as there is only one type of armor available for Rust Devils.
Changes
  • The Soldiers now are only base human soldiers, all other Unit types are now Special Recruits (see above).
  • Reduced size of the mod by like half. Might be able to get some more size reductions in future patches. (the size change might require that you refresh your plots to get your clutter and such back, but I think that's a small price to pay).
Bug Fixes
  • Fixes a bug where Rust Devil Settlers from my faction pack were not being properly assigned so they would stand around doing nothing.
 
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