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Feature Begging thread: [LOCKED]

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  1. I will second the request for a remake of IDEK's Logistics Station. This should literally be hard-coded to be the first building constructed by the first settler in each city. Even better, if the player has Local Leader 1 just have the system create the provision network automatically, no settlers involved.
  2. The problem of claiming a new settlement and being able to place a desk has already been addressed by the packed planner's desk feature, which (thankfully) actually works now. To go with this, I would also like to see a packable version of the settlement beacon so that I can just walk into Starlight, Zimonja, etc and plop down the two things that I need to get a city started. If #1 is implemented as well, then all of the food/water/junk requirements would subsequently be resolved usually within a few minutes.
  3. When a city plan is built, it generally resets the settlement and all of the junk in it, which includes all of the crafting stations. In some cases, the crafting stations are scrapped completely. Let's be honest: the settlers aren't using these things. Set aside some area where the NPCs aren't going to get in the way and move the crafting stations there so I can actually find and use them. The idea a few posts up for a player home plot would be perfect for this.
 
I'd like to request a cheat option to access to the plots and features of SS2 without the quests. In SimSettlements 1 you could spawn the holotape from MCM, load it to your pip-boy and unlock instructions for making ASAMs and away you go, no matter where you were on the map. With SimSettlements 2, having to go through a heap of quests every time I start a playthrough, which I do about once a month, in order to be able to build my settlements isn't going to be fun, especially if the magazine to trigger the quests is only available in Sanctuary.
 
Another one: we need the ability to track the Planner's Desk and the City Leader from anywhere, at any time. For those who have provisioners, an option to track all provisioners who live in a given settlement and all those who travel to a given settlement would be very useful.
 
Would it be possible to remap the NPC interaction buttons?

i.e. like Conqueror where "E" would be for talk only and "R" would be for trade, plot assignments, stats etc.


Edit- After playing the MQ I can see ignorance in hindsight...
 
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I'd like to request a cheat option to access to the plots and features of SS2 without the quests. In SimSettlements 1 you could spawn the holotape from MCM, load it to your pip-boy and unlock instructions for making ASAMs and away you go, no matter where you were on the map. With SimSettlements 2, having to go through a heap of quests every time I start a playthrough, which I do about once a month, in order to be able to build my settlements isn't going to be fun, especially if the magazine to trigger the quests is only available in Sanctuary.
Look in the holotape - there are options to unlock everything.
Found it by just looking around.
If you want the holotape early, there is an option on the first SS2 page in the MCM.
 
Anyone find a way to get the original (SS1) agricultural mud foundations? My SS2 agri-plots are suspending in the air when placed on uneven surfaces.
 
Anyone find a way to get the original (SS1) agricultural mud foundations? My SS2 agri-plots are suspending in the air when placed on uneven surfaces.
Use the ag plot that shows a cement foundation. It renders as a block of mud, and a few seconds later adds the relevant slopes.
 
I used my first interior recreational plot and saw there were only plot types for strength, endurance, and one other I can't recall. I immediately thought a speakeasy plot to train charisma would be cool and lore-friendly, so I thought I'd just put that idea out into the universe.
 
1) A molerat farm and a glue factory. Molerat farm produces molerat meat. Glue factory produces adhesive from vegetable starch ingredients (farms) or from molerat fat if the molerat farm is present (synergy!). Meaning that if both are in the same settlement it just makes adhesive without consuming actual food items.

2) Minutemen specific guard posts that work together across multiple settlements. If a town comes under attack first the script checks immediate supply routes (direct link, not multiple). If there is a minuteman guard post at the linked town then it sends its guard(s) to assist in fighting off the attack; said units will teleport to just outside of town just before the enemies beam in as well. Example: Abernathy Farm is scheduled to be attacked by raiders. There is a supply link to Red Rocket. Red Rocket has a minuteman guard post with two soldiers. When the player arrives to defend (or the odds are simply autocalculated if the player ignores it) then the two troopers from Red Rocket will also be present to defend Abernathy Farm when the raiders arrive.

3) A shop that sells automatron/robot mods.

4) Recycling facility (industrial) that, over time, breaks down junk left in settlement storage down into its component parts. Like the contraptions recycler but doesn't require any power. Can also be instructed (via holotape) to break down weapons, armor, ammo, etc, also like the contraptions devices.

5) Guard animals (military) stations. One human (or robot) required, spawn +1 guard animal per level of development (max three). Dogs are obvious choice, or could simply increase the level of the single animal instead of spawning multiples. For example, at L3 it could spawn a trained Yau-Guai to help defend your settlement.

6) Bring back laundry and shower facilities, please! I like having clean settlers.

7) Clean room (advanced industrial) with a radiation removal arch inside. Increases settlement happiness and cleans folk of radiation damage.

8) Hunter's Hut (security). Lower than average security bonus, but also produces food on the side. Example: +5 security, +4 food at level 1. Food are all meat types, obviously.

9) Vertibird Platform (3x3 advanced security). Requires a LOT of resources, but will spawn a NPC vertibird aligned to your faction to pulverize anyone who'd dare attack. We'd be talking +100 security plus a flying death machine with a minigun in real-time combat. Fast travel from any settlement with a VBP only takes 1/5th the normal time (one way only, though).
 
Since we have an entire forum section for suggestions, I'm afraid some of the good suggestions in this catch-all thread might get lost.

I suggest looking through the other threads in the section, and if your request has been made, pipe in, and show support for that idea.

If you made a suggestion in this thread that doesn't appear in its own thread, you should consider starting one.
 
For settlement plots, the separation of appearance (what the plot looks like) from the upgrade level. There are some plots like the interior Games Room recreation plot where I actually prefer the appearance of the plot at level 1 .. but of course I want the extra boost provided by level 3. Something like a "Prevent/Allow Appearance Change" toggle choice on the ASAM menu would be great.
 
I would like to see an option, when assigning a mayor, to NOT scrap everything and automatically rebuild but rather to use what has already been built maybe with suggestions to add needed plots. For example after getting the magazine and going through the build demo with Jake the player may not want to use the pre-created city plan(s). I was gutted after hours of building and then wanting a Mayor to take over only to have it all scrapped and rebuilt to a plan that I really didn't like.
 
Alright, so...forgive me for asking, but what purpose does this thread serve?

First of all, this is all ready in a forum section for requesting features and changes to the game. Secondly, in a megathread, a lot of posts are going to be lost in the noise - not everyone has the time nor inclination to read every post. Lastly, the way that this section of the forum is set up, only the OP can be upvoted to show support, so it's impossible to identify who is agreeing with what suggestion without reading through every single post.

It would be far better for anyone that is serious about their request to make a separate thread for it, where it has a better chance of actually being seen, and where people can vote on it to show support.
 
Locked this thread. Please give feature requests their own threads.
 
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