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After testing my (not released) city plan for Dalton Port.....
L0 looks fine, except all the plots are random.
Builder's Choice was on when building, so what did I miss on export?
Back tomorrow. Holiday with wife & kids.
WSFW, because I know that there are SS things that TS Doesn't record yet.
Only thing I remember off-hand is building skins, which I don't think I'm using.
I didn't think I needed any commands except for the scrap profile version.
Further review is more problematic:
48 caps maintenance for 2 laser turrets doesn't seem right.
Does Non-generator Power add to that cost? I built windmills using PBP power.
L0 is rated for 1 settler. Perhaps because 1 Bed, but why would the 4 Res Plots not count?
2x L1 Agricultural Plots produce 2 each for a total of 15 food. Longfellow as city leader.
This is Better than the 40 (or so) that it reported at L0 during regression, but still not right.
At least then I could blame it on cleaning up failure after scrapping.
Edit: Yes I run the Rebuild Local Values tool.
Regularly when I see #'s like that.
I had a Blue Man (sleeping surface) to begin with.
I removed it when I found out that it didn't count it (as a bed) after importing (TS Layout).
I replaced it with a (60% sized*) mattress that I hid under/inside the pair of cots instead.
How would I make the city plan count the Blue Man instead?
Do I have to add a keyword to objects (consoled in?) to tag them as belonging to the workshop?
I can't think of another way to flag the turrets, that I couldn't find in the PBP.
*Haven't seen someone sleeping there since I changed it (then started regression), so I wonder if they "shrink to fit" the hidden mattress.
I think I've seen it before. Somewhere in the Mod School videos.
After another review, not in the toolkit.
But I found that Branching city plans will be "covered in the next guide"
Since the current one is a bit dated now (TS vs WSFW, ws linking & other misc commands...)
I'm hoping a revision is planned soon