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Construction Resources Evolve Over Time

ElanaLoaded

Well-Known Member
Messages
953
<explanation> Fresh out of vault 111, sole survivor finds most 'settlements' in the ruins of prewar structures. Institute, BOS are exceptions. Design idea built around a Minutement and / or Railroad play through. At each stage, when new materials become abundant, plots will re-skin, showing the new materials: (for example) (re skinned with new materials)
Stage one -- Construction materials mostly scrap.
Stage two -- fresh lumber, field stone. The mod Minuteman Fort mod has wonderful stockade walls, for example.
Stage three -- concrete, milled iron, steel, etc used in constructing plots.
etc.
This would also rationalize added quests to discover techniques to create some materials. How to forge iron, make steel. Lumber, field stone already known. FYI, the Roman Empire used concrete. Maybe a quest to find a working mill get equipment make flower, or generate energy via waterfalls.

I never played Sim Settlements (One). Maybe some assets can be migrated over? I'de be happy to help design the quests, (I write plays and screenplays in RL).
 
So would that be a mechanical change, or just the plots visually upgrading as they level up (which they already do)?
Can already lock new plot designs as "rewards" for in game milestones too - clearing locations and completing quests are the most common usage of that subsystem, but I know of one in an Addon Pack that unlocks as The Prydwen flies into Boston. My read of the Addon Makers Toolkit made it seem possible to use near anything as an unlock requirement.
I dont think it is possible to lock the leveling up of a specific plot in that way as the systems currently work, though...

And if you wanted it to actually model that resource evolution, well... there is already 31 resource types in the game, the same ones as the core game uses. Multiplicatively increasing that means a complete redo of all internal systems and a balance nightmare.
 
I was mostly referring to the skins. The quest thingy, etc. was more of an afterword. I've looked at the addons - so many - and each one ahs so many choces within. Perhaps when I get more comfortable with messing with the plots - I find out.
 
The plots getting more visually complex and impressive looking as they level up is standard functionality, although how that is expressed is down to the creator of that specific plot. There are kind of vague 'rules' everyone follows in a sense, though - eg Agricultural plots gaining irrigation systems by level 3.
Keep in mind that until the "endgame" of Industrials in ss2, there is almost no manufacturing on any significant scale going on in the Commonwealth, it is almost exclusively scavenging. Sawmills are Conversion-class Industrial, for reference, and Breweries are Production-class.
 
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