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Detailed Building Overview

Just to be clear, the robotics workshop plot costs us as players more then if we made it on our own.

That depends on what you get actually. At level 1, almost certainly. At level 3, it heavily on the parts you end up with.

So if you make a robot at the workshop, it costs you 8 adhesive, 11 aluminum, 9 ceramic, 6 circuitry, and 6 rubber and you get basic protectron parts in all spots (legs, torso, arms, hands and head), then pay additional materials to change the legs, torso, arms, hands and head to something better.

With the Robotics Workshop plot, at level 1 it costs you 16 Adhesive, 22 Aluminum, 18 ceramic, 12 circuitry and 12 rubber and you get protectron legs, then can get robobrain, assaultron, protectron, Mr. Handy, or Sentry Bot torso, arms, hands and head.

However at level 3 of the plot it costs you 10 adhesive, 13 aluminum, 11 ceramic, 7 circuitry, and 7 rubber (about 20% more then base), however you now have a chance at protectron, assaultron, robobrain, mr handy or sentrybot legs, torso, arms, hands and head.

Robobrain, assaultron and Sentrybot legs, arms, hands, torsos and heads have better stats, cost more materials, require perks (that you don't need to have with the plot because a settler is doing the work) and require you find at least one in the wild by killing an automatron before you can make them or finish the mechanist plotline (which you don't need to do to get one via the plot).

Additionally, the plot itself produces materials for making robots MUCH faster then other methods on days when it can't add a part. If you start with no materials at all, you'll end up with a robot generally within 15 game days even if you nothing at all.
 
That depends on what you get actually. At level 1, almost certainly. At level 3, it heavily on the parts you end up with.

So if you make a robot at the workshop, it costs you 8 adhesive, 11 aluminum, 9 ceramic, 6 circuitry, and 6 rubber and you get basic protectron parts in all spots (legs, torso, arms, hands and head), then pay additional materials to change the legs, torso, arms, hands and head to something better.

With the Robotics Workshop plot, at level 1 it costs you 16 Adhesive, 22 Aluminum, 18 ceramic, 12 circuitry and 12 rubber and you get protectron legs, then can get robobrain, assaultron, protectron, Mr. Handy, or Sentry Bot torso, arms, hands and head.

However at level 3 of the plot it costs you 10 adhesive, 13 aluminum, 11 ceramic, 7 circuitry, and 7 rubber (about 20% more then base), however you now have a chance at protectron, assaultron, robobrain, mr handy or sentrybot legs, torso, arms, hands and head.

Robobrain, assaultron and Sentrybot legs, arms, hands, torsos and heads have better stats, cost more materials, require perks (that you don't need to have with the plot because a settler is doing the work) and require you find at least one in the wild by killing an automatron before you can make them or finish the mechanist plotline (which you don't need to do to get one via the plot).

Additionally, the plot itself produces materials for making robots MUCH faster then other methods on days when it can't add a part. If you start with no materials at all, you'll end up with a robot generally within 15 game days even if you nothing at all.
Ok that's awesome. Robots can die during settlement attacks correct and this mod doesn't change that.
 
Descriptions of the new buildings are up. Let me know if you need any further clarification and I can update them.
 
Really interesting new features!
 
Really interesting new features!

I wanted to play with plot interaction which is how these plots started (improving yields), and for some reason the dispatcher's providing a network of increasing security really tickles my fancy so that's in there as well!

Honestly the dynamically changing defense is my favorite feature for some reason even though it's pretty basic :P
 
Should we wait till the possible upgrade to the main to install your new version?
 
Should we wait till the possible upgrade to the main to install your new version?

Up to you, the patch after the expansion will basically just be bug fixes and basic integration, it'll be a little bit for me to get things converted to the new systems.
 
I appreciate the detailed breakdown of the buildings. I have one observation about the toy factory, though, and it's probably just a Havok problem--the plethora of Jangles dolls it was kicking out at Tier 3 absolutely tanked my framerate. My machine is kind of a beast, and it took me about two minutes to figure out the source of the difficulty. What was happening is that the dolls were not feeding along the conveyors/into the hopper correctly, which caused a monkeyjam, and suddenly there are 78 Jangles all over the place. Also, if anyone else has this issue, pick up the dolls before attempting to move/reset/Architect-T/scrap this plot, because the destruction explosion made a very simian mushroom cloud of flying moon monkeys. I had to revert to an earlier save and take the advice I just gave. lol

Anyway, not a bug, not even a complaint, just a heads-up. I really do love your plots, and the toy factory was my favorite (though nonscrappable, 0-cap toys had me scratching my head, to be sure!).
 
I appreciate the detailed breakdown of the buildings. I have one observation about the toy factory, though, and it's probably just a Havok problem--the plethora of Jangles dolls it was kicking out at Tier 3 absolutely tanked my framerate. My machine is kind of a beast, and it took me about two minutes to figure out the source of the difficulty. What was happening is that the dolls were not feeding along the conveyors/into the hopper correctly, which caused a monkeyjam, and suddenly there are 78 Jangles all over the place. Also, if anyone else has this issue, pick up the dolls before attempting to move/reset/Architect-T/scrap this plot, because the destruction explosion made a very simian mushroom cloud of flying moon monkeys. I had to revert to an earlier save and take the advice I just gave. lol

Anyway, not a bug, not even a complaint, just a heads-up. I really do love your plots, and the toy factory was my favorite (though nonscrappable, 0-cap toys had me scratching my head, to be sure!).

Yeah, I've gotten a few reports, and while it is a Havok problem there are things I can do to help mitigate it. I'm thinking of adding a holotape option so that toys generated can be flagged to delete themselves on unload (so if you leave the settlement/fast travel away, the buildup should vanish and clear things up again)
 
Descriptions of the new buildings are up. Let me know if you need any further clarification and I can update them.
For the new recruitment system, is that for all settlements of its activated or only for the settlements it is activated in?
 
I appreciate the detailed breakdown of the buildings. I have one observation about the toy factory, though, and it's probably just a Havok problem--the plethora of Jangles dolls it was kicking out at Tier 3 absolutely tanked my framerate. My machine is kind of a beast, and it took me about two minutes to figure out the source of the difficulty. What was happening is that the dolls were not feeding along the conveyors/into the hopper correctly, which caused a monkeyjam, and suddenly there are 78 Jangles all over the place. Also, if anyone else has this issue, pick up the dolls before attempting to move/reset/Architect-T/scrap this plot, because the destruction explosion made a very simian mushroom cloud of flying moon monkeys. I had to revert to an earlier save and take the advice I just gave. lol

Anyway, not a bug, not even a complaint, just a heads-up. I really do love your plots, and the toy factory was my favorite (though nonscrappable, 0-cap toys had me scratching my head, to be sure!).
I just trying to picture the monkey explosion, LOL.
 
@mytigio can you please advise on the settings for the holotape. The Robot building bit I get, but.....

So there should be 3 submenus currently:

Robotics lets you turn robot building on/off at the robotics workshop.

The storage facility submenu decides if buildings like the ammo factory move thier production to the workbench or leave it at the factory site (I'll probably adjust this a bit after the expansion)

The new one for the alternative recruitment has 2 options:
- if alternative recruitment should be on (attract settlers at all)
- if, when it does attract a settler, there should be a chance for brahmin to come with the settler
 
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