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Getting rid of settlers...

I use Banish Settler Button.
I'm happy when my mods are mentioned. :)
Does it do so instantly? If it uses Disable & MarkForDelete, I think it takes some in game time for MarkForDelete to kick in. Settler would remain counted until this time.
After you click the button to banish it takes about 2-3 seconds for it to vanish.

Banish Settler Button works in two steps
1. Call vanilla function: WorkshopParent.RemoveActorFromWorkshopPUBLIC(Settler)
This function unassign Settler from any job and completely remove Settler from the workshop. It takes about 2-3 seconds. This function is called if the settler died.
2. Settler.Delete

You can also use it combined with Settlers Calling and do something like if you want say a female doctor or bartender then you recruit a settler, not female, banish, try again.
This will help you Move Settlement Spawn Point
 

OMG I wish you had told me about that earlier....

The Starlight Drive In one was a complete pain in the ass since it was outside the settlement and up the hill. I literally had to turn off the timer for workshop mode as I ran way up the hill to grab them then assign them to their job, then run back out and give their uniform for their job.
 
So technically the code is right, but the game play says otherwise. Those with extensive play time are more apt to see this depending upon their playing habits.
I've had many a conversation with code monkeys telling me "that's not how the code works". In which I reply, "true, but *this* is what the game *does*"
 
I've had many a conversation with code monkeys telling me "that's not how the code works". In which I reply, "true, but *this* is what the game *does*"

Yep. I have had those same arguments on Steam forums. Especially in the case where they keep telling people a settlement will NOT recruit more than 5 unassigned settlers. I tell them EXACTLY how to go out and try it to prove themselves wrong, because no videos or screenshots is 100% proof because you are basically taking the poster's word they are unedited and represent what they claim. It really aint that hard to test on a new settlement either.

Takes Whatshisface's (sorry) mod that reduced the workshop mode loading, that was a really sloppy code mistake he corrected, those same people wrote code elsewhere in the game. To think you can not find the same sloppiness elsewhere is pure willing ignorance.
 
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