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Detailed Building Overview

For the new recruitment system, is that for all settlements of its activated or only for the settlements it is activated in?

The dispatcher attracts settlers to the settlement it is built in. You can build one in each settlement (and the more you have, the more defense they provide)

The holotape option is global however, if you turn off the alternate beacons, they all turn off.
 
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!).

Oh, as for the 0-cap, nonscrappable toys: those are just decoration (in fact when I rebuild that plot you'll be able to turn it off entirely for performance reasons). The real output of that plot his happiness to help counteract other factories/robots.

The toy factory can completely counteract 1 robot and the ammo factory happiness penalties! :D
 
The dispatcher attracts settlers to the settlement it is built in. You can build one in each settlement (and the more you have, the more defense they provide)

The holotape option is global however, if you turn off the alternate beacons, they all turn off.
So in a settlement with the dispatchers, does this override the vanilla recruitment, or is it on top of?
Also has the update been ported to Xbox?
 
So in a settlement with the dispatchers, does this override the vanilla recruitment, or is it on top of?
Also has the update been ported to Xbox?

In addition to normal recruitment beacons if you have them as well (I didn't want to touch vanilla recruitment at all).

Yes, version 3 on XBox is 0.7.4. I'll go see if I can update that so it has a real version.
 
The only downside is it cleans up things I place in the world. so that kind of backfires on me from time to time.

That said it will grab things that have dropped under the ground layer and into the cell or have otherwise hidden themselves
 
The only downside is it cleans up things I place in the world. so that kind of backfires on me from time to time.

That said it will grab things that have dropped under the ground layer and into the cell or have otherwise hidden themselves

That's one of the issues I'm struggling with on the cleanup solution is how do I limit it to just things that are in the building, and I'm not sure I really can honestly, it'll be either everything i the world that came out of my toy factory or everything within a certain radius of the toy factory that has the right keyword.
 
I think setradius n (n being the range). but that may a Scrip extender function.

that said given how the Physics engine works (it will sometimes shove things under the map) it is nice having a "Ultimate vacuum cleaner" that will remove things that Decided to bury themselves in the map
 
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I was going to suggest a spouse, children or pet if possible.

my code changes the attraction as little as possible, hence, brahmin

Edit: which isn't to say I may not add more options later (although spouse/children is less likely), but for now it's as similar to vanilla recruitment as i can make it while changing the capping mechanism.
 
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Gotta say, the ability for a settlement to make it's own robots has got to be one of the coolest things I never realized could happen with my random Sim Settlement installs X3 I need to get my outposts fortified a little and begin making my provisionbots plan a reality!

Beyond how they're generated, I'm going to assume that these automated automatrons stick to vanilla-game parts (aka, say, won't be adding parts from the Eyebot and Securitron robot mods, or the legendary weapon mods, meaning there's some things worth player upgrading eventually) and will still impact settlement happiness like normal?
 
Gotta say, the ability for a settlement to make it's own robots has got to be one of the coolest things I never realized could happen with my random Sim Settlement installs X3 I need to get my outposts fortified a little and begin making my provisionbots plan a reality!

Beyond how they're generated, I'm going to assume that these automated automatrons stick to vanilla-game parts (aka, say, won't be adding parts from the Eyebot and Securitron robot mods, or the legendary weapon mods, meaning there's some things worth player upgrading eventually) and will still impact settlement happiness like normal?

Actually they stick to raw parts (no armor at all) and only claw hands (no guns/lasers of any kind), so there is plenty for you to upgrade to make them better. (It's on my list to add various ways to armor them automatically as well, it's not hard to do, I just don't want the plot to get too overpowered).

Having said that, there is a vanilla bug where robot provisioners will reset back to their default body (in vanilla that is an unarmored protectron, in my mod that is a set of legs/tracks/etc only) I'm working on an update so my robots will at least be reset to full robots instead of just legs, but the vanilla bug isn't one I'm sure I can fix, and has been reported to ufo4p since june-ish of last year.

They do impact happiness like normal (although I was pleased to learn that +happiness buildings like clinics and several of the SS factories will impact them, so you can still get to 100% settlement happiness, it's just much much harder to do since you need human population * 20 + robot population * 50 bonus happiness to reach 100% :P
 
Huh. Reset provisioners are a thing even with the unofficial patch, good to know. Still, with all the simsettlement additions the happiness hit's not a huge concern, yeah, and you can basically use the bots for added defense/customization anyway, or just send them somewhere else like Graygarden or the Mechanist Lair to get the happy debuffs away. Still, a nice bit of extra automation.

As for bugs, yeah nothing new. Right now trying to track down what in the last few days has buggered up the build menu to remove the 'Structures' tab from access >_>
 
Huh. Reset provisioners are a thing even with the unofficial patch, good to know. Still, with all the simsettlement additions the happiness hit's not a huge concern, yeah, and you can basically use the bots for added defense/customization anyway, or just send them somewhere else like Graygarden or the Mechanist Lair to get the happy debuffs away. Still, a nice bit of extra automation.

As for bugs, yeah nothing new. Right now trying to track down what in the last few days has buggered up the build menu to remove the 'Structures' tab from access >_>

As far as I can tell, only robot provisioners, the normal settlers don't do it, and robots in settlements don't do it, just robots between settlements.
 
first time reading these descriptions, very cool,my friend. by the way, I happen to love the look of the brick ammo building, and the fact that what it produces is random. it's more immersive to come and collect pistol ammo, and as the building progresses , coming home to a bunch of other random ammo. so yeah, I hope it stays how it is.

I honestly haven't even gotten most of the buildings, so when a new one appears it's a pleasant surprise. I love them even for their aesthetic appeal to my settlements, so knowing I have all these complex features to play with it the future is really awesome.

so for my question, when my robot station makes an automatron, csn I pull it into my normal robot workbench to give it armor? just curious how that works for when I finally get the time to make a real deal industrial settlement
 
first time reading these descriptions, very cool,my friend. by the way, I happen to love the look of the brick ammo building, and the fact that what it produces is random. it's more immersive to come and collect pistol ammo, and as the building progresses , coming home to a bunch of other random ammo. so yeah, I hope it stays how it is.

I honestly haven't even gotten most of the buildings, so when a new one appears it's a pleasant surprise. I love them even for their aesthetic appeal to my settlements, so knowing I have all these complex features to play with it the future is really awesome.

so for my question, when my robot station makes an automatron, csn I pull it into my normal robot workbench to give it armor? just curious how that works for when I finally get the time to make a real deal industrial settlement

After it's complete and been activated you can, yes, they are completely normal automatrons.
 
The holotape option is global however, if you turn off the alternate beacons, they all turn off.
@mytigio So are you saying that all holotape settings are game wide for all of the settlements? If I activate alternative recruitment in my Murkwater settlement is it just effecting that settlement or all my other settlements (even ones without the dispatcher)? If I make it so Robotics Workshop at my Nuka World Red Rocket stops producing robots and starts producing scrap (because it has already added 10 robots) will it then stop my Robotics Workshop in my Murkwater settlement from producing robots as well?
 
@mytigio So are you saying that all holotape settings are game wide for all of the settlements? If I activate alternative recruitment in my Murkwater settlement is it just effecting that settlement or all my other settlements (even ones without the dispatcher)? If I make it so Robotics Workshop at my Nuka World Red Rocket stops producing robots and starts producing scrap (because it has already added 10 robots) will it then stop my Robotics Workshop in my Murkwater settlement from producing robots as well?

The holotape settings control the mod, not individual settlements.

As for the dispatcher: if you enable Alternative Recruitment it is effecting all dispatchers, but does not have any impact on vanilla recruitment (meaning you have to have a dispatcher in a given settlement to use the new recruitment)

If you open up the holotape and disable Robot building, it will disable all robot building in all settlements, yes. I'd like to add a settlement by settlement option for this, but so far have not done so
 
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