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Coastal Experimental Farm

Tharatan

Active Member
City Planner (S3)
Banned
Messages
176
Edit: Complete! https://www.nexusmods.com/fallout4/mods/53508

Having been challenged by Din’elen Darkstar to do something Institute themed this month, I will bring you the latest Bioscience division research outpost!

Needing up-to-date information on the effects of current radiation levels, Bioscience has taken over this remote location for an experimental farm. Changing the scraggly cliffs into a series of elegant terraces, this location can test multiple wasteland foodstuffs throughout their life cycles.

…but why does that shed always smell like ozone?
 
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First WIP image, showing terraces under development.
WIP showing terraces.jpg20210629075837_1.jpg
 
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Its one thing that low-key bugged me for a while - if the Institute is all underground, and constantly expanding, where are they dumping the dirt? Are they seriously spending the energy to have synths Relay back and forth to dump sacks of dirt in enough different spots in the Commonwealth that nobody has noticed the activity?


Well, now I have an answer. It's here. They're dumping all that dirt here, as landfill for Bioscience's little experimental farm.
20210629120133_1.jpg
 
Dang... how are you getting that kind of precision? Place Everywhere?
Place Everywhere and a good bunch of 'modpos' and 'modangle' in the console when looking to make a particular offset. I've also been trying to restore/repurpose that grey half-destroyed building in the center of the area, and without nudging and console position commands I would be wholly unable to make it look good - the whole building is a nonstandard size compared to the normal building pieces.
 
a good bunch of 'modpos' and 'modangle' in the console
Is that different from what the hotkeys in Place Everywhere accomplish?

BTW, very nice start. Not sure I'll be able to compete...but I'll give it a shot and hopefully I can actually finish this time.
 
Is that different from what the hotkeys in Place Everywhere accomplish?

BTW, very nice start. Not sure I'll be able to compete...but I'll give it a shot and hopefully I can actually finish this time.
The hotkeys in P/E tap into the same functions (modpos and modangle), but rather than tapping repeatedly to increase and decrease step sizes, I can just go into the console and in a single line make a larger move. Usually I have my position step for P/E at 1 and my rotation at 0.5, so when I want to move a block by 15, or 50 or 500 it is faster to open the console and just type in "modpos z 50" or "modangle x -45" with the block selected. One thing I've found handy via the console, however, is checking the z-height of lights via "getpos z" and then ensuring that all the light fixtures on the wall of a room are at the same height using "setpos z ####" so it all looks even and consistent. There's probably a way to copy/paste coordinate values through P/E hotkeys, but I'm not there yet...

Looking forward to seeing what you come up with - as the people in the City Planner's discord are fond of reminding me, "perfect is the enemy of good" - so do what you can, submit it/post it, and then if you still feel like revising it later you can tweak it to your heart's content. I'd never made a city plan before this season started in March, but if I'd gone for "perfect" I still wouldn't have a single one posted - instead I've got 13 plans up on Nexus, with well over 10k downloads between them.
 
There's probably a way to copy/paste coordinate values through P/E hotkeys
There is, but I think it requires MCM to configure the hotkeys iirc.
Looking forward to seeing what you come up with - as the people in the City Planner's discord are fond of reminding me, "perfect is the enemy of good" - so do what you can, submit it/post it, and then if you still feel like revising it later you can tweak it to your heart's content. I'd never made a city plan before this season started in March, but if I'd gone for "perfect" I still wouldn't have a single one posted - instead I've got 13 plans up on Nexus, with well over 10k downloads between them.
"Perfect" is definitely my enemy. I'm one of those who has to tweak, tweak, tweak until it's EXACTLY right. My other enemy is time... But I've got a little earlier start this time and a direction I want to go so I'm already two steps ahead of my Longfellow's plan. :grin
 
I am so glad that close enough works for me. I have learned a long time ago that perfect in building city plans is an oxymoron.
 
Hey @Tharatan

PSA - We have updated the rules slightly for the July Comp.

Requirements:

  • The settlement must have a City Planners Desk and a Beacon.
  • All city plans must contain all 4 levels.
  • To encourage MAXIMUM CREATIVITY we will not be imposing any other restrictions on entries.
  • Please use the Contest Holotape and check your settlement before submitting. Entries with Purple/Illegal items will be ineligible.

Regards,


SirLach.
 
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