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Dalton Port

Modhunter

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71
After testing my (not released) city plan for Dalton Port.....
L0 looks fine, except all the plots are random. :blush
Builder's Choice was on when building, so what did I miss on export? :unknw
Back tomorrow. Holiday with wife & kids.:heart
 

uituit

Secretary ;)
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did you use TS or WS+ method?
 

Modhunter

Member
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71
did you use TS or WS+ method?
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?:unknw

2x L1 Agricultural Plots produce 2 each for a total of 15 food. :acute Longfellow as city leader.
This is Better than the 40 (or so) that it reported at L0 during regression, but still not right. :crazy
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.
 
Last edited:

uituit

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Internal voting is almost done ,so send me and sirlach your 4 save files and we will check it out.
 

uituit

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What is the DP-L03_INFALTED ? is that ur level save to use in the CP or the DP-L03 ?
 

Modhunter

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71
Was meant to be "Inflated".
That was just the same save with the performance settings all on (no visitors).

I found the machine gun turrets (that I consoled in) didn't get picked up by WSFW.
But they were in the TS Layout I imported for testing.

Changing the hidden mattress to a 'working blue man' in the city plan is a CC edit, yes?
 

uituit

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ok :)
you cud just change those in ur saves
 

Modhunter

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71
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.
 

uituit

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They may not use a shrunk matress but it should still count.

If you console a item in they have to be linked to teh workbench , there is a command around here some where but cant recall at the moment :P it may be in the toolkit.
 

Modhunter

Member
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71
I think I've seen it before. Somewhere in the Mod School videos.:scratchhead
After another review, not in the toolkit.
But I found that Branching city plans :dance2 will be "covered in the next guide" :yess
Since the current one is :secret a bit dated now (TS vs WSFW, ws linking & other misc commands...)
I'm hoping a revision is planned :pleasantrysoon:pleasantry :grin
 

xMORIDARx

Active Member
City Planner (S3)
Messages
127
They may not use a shrunk matress but it should still count.

If you console a item in they have to be linked to teh workbench , there is a command around here some where but cant recall at the moment :P it may be in the toolkit.
I use these all the time!
cqf kgpbp link x (reference id) will link an object
cqf kgpbp spawn x (reference id) will spawn the object already linked
 
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