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Dalton Port

Modhunter

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My first time building Anything in Far Harbour, so naturally... A fishing village.
That became a trade port.
Much like Mitch, they're heavy drinkers. Some even go for coffee...

Conqueror support: Armoury, Mess Hall, Training Yard, (Artillery Post), Distillery:drinks.
Like most of Far Harbour, powered by Wind. :grin

General: Full pathing (some of windtower not verified:blush), Player home (Not NPC accessible:grin), bathroom & showers. Plots: 13 Residential, 3 Each, Agricultural, Commercial, Industrial (2Adv), Martial, Recreational. Minor positive net income @L3 (other levels not tested).

Produces wood>coal>flares, oil, fish (food), beer>booze & lots of happiness.:grin
I expect no upgrading issues.
Edit: Oops forgot the link> https://github.com/Modhunter42/DaltonPort
 

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Sirlach

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Awesome @Modhunter ! Lets us know if you need any help. :)
 

NDCowdy

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I'm doing something with similar aims, like much of Far Harbor the build limit seems pretty generous, so should have plenty of room for us to play with. If anything it's taking ages to fill out the space, stating to see why so many went for the Covenant option :) Good luck.
 

Modhunter

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71
Are there any plots that Use food? Not Yet?
There's usually excess food by City-L3. Even without L4-Farms.
Food = -6 Income +3 Bonus trade (visitors) whatever. Makes fertilizer from compost...

Do the Fog Condensers work? Doesn't seem like it, but I can't tell... :scratchhead
I'm testing @pra 's radiation cleaner, but can't tell for that either. :blush
I assume the ground fog coming up is fixed and can't change, but is Regular FH fog suppressed?

I'm doing something with similar aims, like much of Far Harbor the build limit seems pretty generous, so should have plenty of room for us to play with. If anything it's taking ages to fill out the space, stating to see why so many went for the Covenant option :) Good luck.
I don't feel a great need to Fill the space. I'm thinking that I'll use about two thirds of the area, mostly along/in the water.
3 fishing villages so far... Not surprising really, Dalton does have that look about it already with the bits of Pier.
I'm glad the Rad-Hazard in the Path disappeared after I quit & reloaded. :victory
 

Modhunter

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@Sirlach The Save Game is not complete for Dalton.
Reasonable to assume we knew the Quest was not yet done, but I didn't...
After you go back to town & talk to (Cassie?) Dalton she Gives you control of Dalton Farms (which we already have) and sends a pair of settlers (which put me at 15).
The settlers then Build Fog Condensers around the area. :shok1
We didn't have those unlocked, and should know where they are.
Or at least that they exist :blush, which I will Also assume the other builders know already....

Does answer one of my last questions though :grin.
 

Tiamazzo

Active Member
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158
@Sirlach The Save Game is not complete for Dalton.
Reasonable to assume we knew the Quest was not yet done, but I didn't...
After you go back to town & talk to (Cassie?) Dalton she Gives you control of Dalton Farms (which we already have) and sends a pair of settlers (which put me at 15).
The settlers then Build Fog Condensers around the area. :shok1
We didn't have those unlocked, and should know where they are.
Or at least that they exist :blush, which I will Also assume the other builders know already....

Does answer one of my last questions though :grin.


Ahh, wonder how that's gonna mess with my build....
 

pra

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Do the Fog Condensers work? Doesn't seem like it, but I can't tell... :scratchhead
I'm testing @pra 's radiation cleaner, but can't tell for that either. :blush
I assume the ground fog coming up is fixed and can't change, but is Regular FH fog suppressed?
They make everyone around them immune to radiation. If your goal is to do something against some radiation pockets in the build area, that will work. But it won't remove any visual fog.
 

Karvoc

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They make everyone around them immune to radiation. If your goal is to do something against some radiation pockets in the build area, that will work. But it won't remove any visual fog.
that is what that dose.
 

Modhunter

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They make everyone around them immune to radiation. If your goal is to do something against some radiation pockets in the build area, that will work. But it won't remove any visual fog.
That's what I thought, thank you for clarification:ty2; definitely have a few places to use That building in the future :grin. Now that the Fog Condensers have been built it appears to have removed the ground fog around the area.
Ahh, wonder how that's gonna mess with my build....
I only had to move 2 houses. One a bit too close, the other right inside. They're mostly around the perimeter, just inside. Good luck.
 

Modhunter

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71
Since we can't just spawn one of these...:rtfm
https://imgur.com/a/n08MlVj
n08MlVj

I built my own.:grin
https://imgur.com/a/SX21Ei2
SX21Ei2

And a regular wind farm tower. Yes, big fan of wind power. :good
 
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Modhunter

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71
@Sirlach Is total settler count based on Jobs or Beds?
Can I add extra beds/blue men for Conqueror support?
Or do I need to leave that for a separate add-on? Which I will still build now (because total build limit is what will matter for that), and then remove for my Level-3.
 
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Sirlach

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beds. You must have a bed for each of the settlers you want to have in the settlement.

For the competition my advice would be to stick to just the beds for the settlers in the city plan. But by all means release your own version after the comp with support for Conq! :)
 

Modhunter

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71
beds. You must have a bed for each of the settlers you want to have in the settlement.

For the competition my advice would be to stick to just the beds for the settlers in the city plan. But by all means release your own version after the comp with support for Conq! :)
Ok, I swapped out a Brothel for a Coffee Shop :pardon:crazy . Because it had a Bed:secret
That does Not appear until L2:stinker. Not so good for city planning :bomb when it very well may Not be that Recreational plot they get ( aka: Where's my bed?)
So I must assume they will Not have that bed.
So another Interior Res plot (for the caps), and I'm :scaredown to only 1 Brothel :shok1
That only has L1 :unknw?
And it's 2 beds Don't count (even though I've seen settlers sleeping on them).


Think I'll make it anyway. :clapJust a bit more decoration & Lighting :grin

The Crashes are often enough now I think I'm going to restart clean to speed things up.:crazy
I'm going back in....:pilot
 

Sirlach

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You can scale your beds up as your settlement grows. 5 beds at L1, 10 beds at L2, 15 beds at L3 etc.
 

Modhunter

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That's my plan. I have 15 beds now for L3. 12 from Residential plots.
I need a 13th for the caps to balance out though.
The Recreational plot Brothel could be replaced with different one that doesn't have a bed.
 

Sirlach

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You can just plonk down normal beds if you dont have enough residential plot space.
 

Modhunter

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I have lots of spaces for more beds/mattresses. That will be later for the expansion.
I want another Residential plot for the caps income to balance to positive. +106 & -108 right now.

I have several places I could put Interior ResPlots, and easily enough space for several Exteriors.
But I doubt I could add 2 & still get all the lights I want. Really close on the build limit now....

I should mention that WSFW doesn't record the PBP 'City Plan Bed that levels up' last I tried.
 

Modhunter

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71
Which sucks. I thought those were really cool.
They are really cool. :clap But it seems they need to be edited into your plan. :scratchhead
Should be able to do it ourselves Without CC.:yess
Edit the log/json files.:blush That's not against the Rules is it? :grin
We're going to test them first anyway right? :drinks
 

Tiamazzo

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They are really cool. :clap But it seems they need to be edited into your plan. :scratchhead
Should be able to do it ourselves Without CC.:yess
Edit the log/json files.:blush That's not against the Rules is it? :grin
We're going to test them first anyway right? :drinks
I mean, it's gotta be a bug right?
 
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