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Expansion Idea: Bigger plots, New plot types , Plots with interior cells, and more.

What part of this interests you? You can chose multiple answers.

  • Stackable Plots

    Votes: 3 60.0%
  • Plots placed on Water

    Votes: 3 60.0%
  • Using Interior Cells

    Votes: 5 100.0%
  • Bigger/Mega Plots

    Votes: 2 40.0%
  • Unique and Support Plots

    Votes: 4 80.0%
  • None of the above, I'd rather kinggath work on other things.

    Votes: 0 0.0%

  • Total voters
    5

Yhalbey

Member
Messages
7
First of all, I'm looking for a name for this. For now, I've nicknamed it "Thinking Outside the Plot". If anyone can think of a better name, please add a reply below.
Second, if anyone has any ideas that would work well with this, changes I should make to the idea, questions, or anything else, feel free to leave a reply.
Third, I've used spoilers to keep this post organized.
Fourth, due to the length of the post, some of it is in the replies.
Now to the main point, starting with the simple parts:
The first feature I had in mind was to add "Stackable" plot designs. These plots, when fully upgraded, will have a flat, 2x2 tile sized roof that doubles as a base to put another plot on. These plots would most likely simply be added to the existing list of designs, so you can chose to use them if you want.
It would be interesting to see what a plot built inside supports for another plot would look like. (Think Abernathy Farmhouse, built into the pylon). That being said, this concept works better with some plot types than others. Residential and Commercial would work great, and some Recreational and Industrial designs might as well, but I don't think it'll go well with Martial, Agricultural, or Advanced Industrial as the base. I know this is already kind of possible with interior plots, but I think It'd be nice to be able to do it with full size, "outdoor" plots.
In addition, this idea would go very well with the "Bigger Plots" and "Interior Cell Usage" ideas below (Both won't work well with interior plots).
The next idea is to add a new option to the existing "Exterior" and "Interior" plots: Placed on Water, or just "Water" for short.
In addition to adding more useable space to some settlements, there are a ton of plot designs that would go great with this. (Argicultural plots that produce water instead of food, structures made out of things like capsized boats, trained mirelurks for defence, fish farms, and the list goes on).
2 things worth noting about this idea:
First, since the base of these plots would be on the waterline, the designs will need to include whatever will be below and anchoring it in place.
Second, to help with access and pathfinding to and from these plots, I'd recommend adding bridges, that wold attach to snap points along the edges of "Water Plots" and on themselves, in addition to being able to clip into the ground to allow smooth contact with land.
If anyone has more ideas for how to use these, feel free to reply
The next one is a little complicated.
If you don't know, what it means, it means a closed building that you go through a loading screen to enter.
For this one, I'll start off by mentioning that this has already been done with Industrial Revolutions Iron Mine, that can be entered and will teleport you into an underground mine, so I know it's doable.
As for why I think this concept should be added to more plots, there are 2 main reasons:
First, this would remove the strain the insides of the plots would have on settlement size and weaker systems, without giving up on detail.
Second, if you've ever been to a place like Diamond City, you'll have noticed that many of the building have their own interior cells. It would be nice to bring this effect to Sim Settlements to make it feel even more like the prebuilt settlements in the game.
I know that this idea may not go so well with the somewhat small 2x2 plots. This idea is mostly meant to go with the "Bigger Plots" idea below, but it's probably a good idea to add a few small plots like this for people with weaker systems.
Basicly, these plots are bigger, say, 4x4 instead of 2x2 or so. As for what these plots do, well, the possibilities are endless. Large multi bedroom houses, a mini mall, industrial complexes manned by multiple settlers, and much more. Of course, taking up 4 times the space of a normal plot means these will work like at least 4 plots, if not more. Also, working together in one "Big Plot" will make them more efficient. For instance, one idea I've had is a large farm, factory or defensive structure that would be manned by 3 to 4 settlers, but provide 5 to 7 times as much as a single normal plot at the same level.
It could even be effected by how full it is, say: 1settler=1 normal plots production, 2 give 2.5, 3 give 4, and a full 4 settlers give 6 times an equivalent 2x2 plots production, or something like that.
These large buildings would go well with the "Stackable Plots" system, given their large roof space, and they would also be big enough to work well with interior cells. They will also be a great addition to the appearance of the settlements, adding more variety in building and plot sizes.
Of course, due to being bigger, they'd be more expensive and take more time to build and upgrade than a single, normal plot.
Also, it is possible to make "Hybrid" plots of this size, that combine the functions of multiple plot types, but I think it would end up getting too complicated to keep track of.
If anyone has more ideas for how to use these, feel free to reply
Continued below.
 
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This last one uses almost all of the ideas mentioned above:
This one is based off my older "Wonders of the Wasteland" concept and I actually came up with most of the ideas above in order to use with this in the first place.
It is mostly meant for late game.
Unique plots are, like their name implies, only allowed to have each design built once in a game, and only one can be built per settlement. They are expensive and take a long time to upgrade, even requiring new quests to continue upgrading. All of this pays off though, when it reaches level 3.
I don't know if this is possible, but maybe there could be a "grand opening" once its fully upgraded, maybe using something based on the town meeting.
Once these plots reach level 3, they unlock new abilities, offer powerful buffs to all settlements, unlock powerful "Support" plots (more on those later), and more. Because of how they work, Unique plots will not build until you chose a building plan for level one.
Support plots are powerful plots unlocked by completing certain Unique plots and each can only be built once per settlement. The Unique plots that unlock them will count as the plot they unlock.
More on how Unique plots work:
-Only the 3rd, or "completed", level will provide the plots effects.
-The first 2 levels will be variants of a construction site.
-The 3rd level will almost always include interior cells.
-All of the unique plots will be at least 4x4 tile size, some may be even bigger.
-Unique plots can not be stacked on top of.
-Some if not all of the unique plots will require multiple settlers.
Most Unique plots will have 2 different systems for upgrading from level 1 to 2 and 2 to 3, though the order they come in will vary.
The first is based off the advanced industrial plots system where the plot will produce resources and you can add more to upgrade faster or take away to get the resources but slow it down. The total required resources for this will take a very long time to build up if you don't donate. To make it easier, there will be an option to veiw the exact upgrade requirements for the next level with the ASAM sensor.
The second upgrade system is quest based. You will need to go on quests to find special parts, materials, and information needed to upgrade the plot. The quest will activate on checking the upgrade requirements.
It will be possible to customize some of the unique plots 3rd levels. This will be done by leaving auto upgrades off, and when you go to upgrade to level 3, there will be multiple options available. If its possible, it may include an "inspect" option that will let you see what it will look like.
All notifications related to Unique plots will have seperate options from the rest in terms of weather they appear as pop ups in the center of the screen or in the upper left corner. By default, I'd recomend pop ups in the center.
Continued below.
 
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Now, on to the actual ideas for the plots themselves. There are 7 Unique plots I have come up with. If they seem unbalanced, the details can always be changed. (If there is a plus, it means Unique plot + Support plot it unlocks)
Unlike most unique plots, this one is somewhat easier to build. This is meant as an introduction to unique plots while also being something it makes sense the Sole Survivor would build early on. If you haven't already guessed, it's a monument to the pre-war city of Boston, and the hundreds of millions who died in the Great War.
Size- 4x4
Upgrade process- Its quest stage will be simple, likely just getting your hands on specific junk items and little more, maybe something from your prewar home.
Effect- Once completed, it will give all settlers in all of your settlements the perk "In Memorium", granting them +1 Perception and Endurance, as well as +10 damage, energy, and radiation resistance.
Other Notes- It would be a nice touch if the design included flags that dropped to half mast on the anniversary of the Great War.
This one is exactly what you'd expect. It allows you to launch nuclear missiles.
Size- 4x4
Upgrade Process- the quest phase will involve visiting an old, prewar, missile silo to retreive information on how it worksd as well as parts from its control system. It may also involve gathering mini nukes and MIRV mods. (I'm thinking about 25 mini nukes and 3 MIRVs, this thing is powerful).
Effects- Upon completion, you will receive a targeting system and a launch code. The targeting system acts like Euclids C Finder from New Vegas, and the targeting system acts as ammo. The targeting system will have a scope built-in to make aiming at far targets easier. Firing will launch a missile from the silo at the target, that will split into 6-8 mini nukes MIRV style before impact. The missiles launch and land vertically. There is a 10-15 second delay between launch and impact. Missiles can be fired any any point on the map, regardless of where the silo is, but only outdoors. A fixed amount of time after firing, you will receive another launch code. (I haven't decided between 24, 16, 12, or 8 in game hours).
To avoid accidental misfires, I'm proposing a safety system. Basicly, the targeting system will always start unloaded, and need to be loaded before firing, like the Laser Musket.
Other Effects- As an added bonus, the silo also provides a perk, "Finger on the Nuclear Trigger". It provides a small boost to radiation resistance as well as slightly improved damage with nuclear weapons (mini nukes, nuka grenades and nuke mines). In addition, it also unlocks new crafting recipies that allow you to convert mini nukes, nuka grenades, and nuke mines into each other.
The perk description would be: "Your experience with building and using nuclear weapons has made you better at handling them." The image would be the vault boy juggling mini nukes.
Design- This plot would include an interior cell, as much of it is actually underground. Also, nothing can be built on top of this, as you DO NOT want to block a nuclear missile.
Size- 4x4
Upgrade Process- the quest for this one will require you to gather hardrives and/or holotapes from around the Commonwealth, (several will be found in the Boston Public Library), that contain information that will be stored in the library.
Effect- At first, it will only provide +10 happiness to all settlements once completed. ‏However, this can be improved with a terminal inside that can "scan and copy" your perk magazines (from the base game) to the library, improving the buff. For instance, each Grognak would add +1 defence to all settlements, each Picket Fences would reduce all plots upgrade times, and so on. I would recomend only allowing magazines from the base game (not the ones from Industrial Revolution) as otherwise this will end up getting overpowered.
Design- The final level will be a multi floor, prewar style building with double doors at the front that access the inerior cell used for the inside. The outside will also use decorative architecture. Inside, it will mostly be what you'd expect from a library: multiple floors with bookshelves, chairs and tables to read at, etc. It will also have the terminal mentioned in "Effects", along with magazine racks that will show you what magazine you've already scanned. The terminal will also let you see your progress in magazine scanning, as well as how they buff your settlements.
The level 2 costruction site will include some form of bookbinder and/or a version of the papermill from Industrial Revolution.
Size- 4x4
Upgrade Process- I'm not sure if this one will have a quest, but if it does, it will involve military facilities. Regardless, at some point you will probably need to donate a variety of weapons and/or armor that will not be produced otherwise.
Effect- To be honest, I'm not exactly sure. It will probably provide a defence bonus to all settlements. It may also improve the effects of "Transportation Plots"(more on those below) by adding more turrets to airships and gunboats (again, more on those in the "Transportation Plots"). Finally, it may unlock the option to craft several new types of weapons and armor.
-Bringing back the 10mm SMG from older fallout games (I know there is a mod for it).
-A bullpup 5mm gun, maybe based off the Assault Rifle from Fallout 3.
-A laser cannon created by using mirrors to focus 4 laser gun beams into one, powerful one.
-A better armored, but less effective against radiation, version of the Hazmat Suit.
-A jackhammer (the tool, not the gun) based meele weapon, it would work kind of like a chainsaw.
-Settler Guard, Farmer, Entertainer, Merchant, and Worker Outfits. These are themed after the different plot types and their stats would reflect that.
Design- Most of the plot will be taken up by a building with an interior cell.
I know there is an add on pack called "Logistics Station", as far as I am aware, this does not overlap with it.
Also, this idea would (finally) integrate Kinggaths other mod, "Salvage Beacons".
Size- 4x4
Upgrade System- The quest for this one will involve gathering components from powerful computer systems ‏ throughout the Commonwealth.
Effects- When completed, this plot unlocks a support plot: Logistical Station, as well as acting as a fully upgraded one in its settlement.
Support Plot: Logistical Station:
Size: 2x2
Effects: The plot will upgrade over time, assuming your settlement is in good shape.
Level 1- This will act as a "Communications Station" from Salvage Beacons, integrating the mod into Sim Settlements. This plot will have an antenna.
Level 2- Adds a battery bank, that will allow power to be sent and received through supply lines, though with only about 50% efficiency. Also, this plot will include a small, 1x1, radio tower.
Level 3- Improves the efficiency of sending and receiving power, and adds an ability to automaticly call for (spawn in) reinforcements from a friendly faction of your choise when the settlement is attacked. (A "friendly" faction is one that you can call for reinforcements from manually. For instance, the Minutemen after you get the flare gun.)The plot will be built into a large, 2x2, radio tower/pylon, and may use an interior cell. Inside, in addition to elements from earlier levels, will be a desk with a terminal. The terminal can be used to change the faction that sends reinforcements, and will also have a hat/helmet and weapon representing the reinforcing faction. Also, there will be a matching flag somewhere as well. Oh, and automatic reinforcements means +10 defence.
Design- Most of the plot will be a large supply depot. In the corner, there will be a 2x2 building with a radio tower on top. The interior cell inside will contain an office with the reinforcements terminal from the support plot, as well as stairs down the an underground supercomputer.
Continued below.
 
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The last 2 are a special type I call "Tranportation Plots" I'll explain how they work first.
These plots have a few things in common:
-They unlock and count as support plots.
-They and their support plots can only be built at certain settlements.
-They and their support plots spawn an armed vehicle that will patrol around the settlement, providing a defence boost. The armnament and defence boost upgrades with the support plot.
-They and their support plots provide a happiness bonus based on how many matching support plots you have. (the idea is that a means of transportation becomes more effective the more locations support it).
-The support plots may act as supply lines to the main, unique plot, but this may be a bad idea due to bugs with the supply line system.
-The support plots upgrade over time, as long as your settlements are doing well.
- Although actually being able to ride the vehicles may sound like a good idea, it is probably too hard to implement.
-They are generally bigger than normal unique plots.
-I am currently unsure as to how their upgrade system may work.
Please read the explanation on "Transportation Plots" above before these last 2.
Size- 5x5 Water, maybe 4x4 Water
Vehicle- Gunboat. Patrols the water near its settlement.
Support Plot Size- 3x3 Water, maybe 2x2 Water
Where it can be built- Only at settlements along the coast, and maybe a few up the river. If possible, it may be ‏necessary to expand some settlements build area down to the water to allow this to be placed.
Size- 6x6, maybe 5x5 or 4x4
Vehicle- Airship. Flys above and around its settlement.
Support Plot Size- 4x4, maybe 3x3
Where it can be built- Only in settlements with a somewhat large and/or unobstructed build area (Starlight and Sanctuary are good candidates, bad ones would be Red Rocket and Hangmans Alley.)
If anyone has ideas for more Unique and Support Plots, or suggestions for the ones I've mentioned, feel free to reply.

Thanks for reading. Sorry about the long post.
 
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gave a quick look at it but most of what you describe already exist and are plots designed by addon authors.

There´s an addon that has stackable plots. I believe it´s by Ohno´s addon
Some water plots can be found in Eldarth´s and Uituit´s addons. Maybe there´s another but I can´t remember now
Uituit and other authors also created bigger than 2x2 plots.
Kevbal addon has plots with interior cells even with mini quest into them.
And the latter is bassically what IR does. It even has quests in most of their plots. Also there are some addons with martial plots that adds patrols as they upgrades.
 
Pretty much "all of the above" :)

There are a couple of "lower level" plots in one of the addons, I think Junk Town but I'm not sure. Those don't help with snapping too much but are simply built to not expand upwards into anything you might build there.

Water plots are available already in Utuit's Flotsam & Jetsam but more would always be cool.

I like interior cells too especially since they provide a working refuge from rad storms but I have had some issues in the past with CTDs entering and exiting those "dungeon" spaces in one of the mods. I think the rapid entry and exit of the settlement space might cause scripting issues; at least they did in the past.

You can certainly make oversized plots now but they count as a single plot for revenue and whatnot. You can add more beds which get used though. I was working on using "clipboard" to make larger structures like a whole farm house with plots, electrical connections, indoor plumbing, a kitchen, etc. Also, building parts which go together like mid and corner pieces of larger ring structures (fort-partment building), etc. Struckur has gone awol after the last update which kind of makes me worry about using anything relying on F4SE though so I don't even know if I should finish it if he updates finally. Also, interior plots restored with Clipboard wouldn't be what was originally designed and had other initial issues so possibly the best I can do is treat them like "foundations" where you add your own plots.

For your armed vehicles maybe a type of robot or an actual existing robot, at least as far as the game is concerned, would fit into the existing code base for easier implementation. Some of Mytigio's Industrial City robot plots sort of do that with wandering protectrons or a letting you build robots with a robot workbench you can use before completing the Automatron mod. I think we'd need an existing vehicle framework first to implement the plots to build them and have them patrol around. Maybe with a robot brain option like Knight Rider :)
 
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