Greentop Priory

Discussion in 'Enter the Contest Here' started by altasilvapuer, Jun 10, 2019.

  1. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    C'est finit!

    Well... mostly.

    I think I'm 98% done decorating Level 3, and I'm going to start my regressions, soon. I'm traveling the end of this month & the beginning of next, so things will be tight, but I think I can get everything in before the deadline. Tempus fugit.

    In the meantime, enjoy some more teasers. This month has been an interesting challenge, trying to figure out how to implement some of the ideas I had given the materials available. Case in point: If they're making wine, it stands to reason that they should be storing it, but no wine racks exist in-game. After the priory house, though, this one was a cinch. Looking through my screenshots, it looks like I forgot this one (or it got lost in one of the game crashes I've had recently), so I'll post it later.

    One thing I haven't figured out a way around, though, is how essential the blue men are to "selling" the scene. I wish these were assignable like the now-defunct Invisible Marker Pack, but that would cut into my settler limit, anyway. Instead, I've just decided they'll be a fun little Easter egg when you get a settler actually doing them. Those kneeling markers are actually the "Praying" ones.
    Priory Interior - Chapel [L3] (Markers).jpg

    Speaking of markers, I'm still having some slight issues with the sleeping blue men bed markers.
    Priory Interior - Dormitory [L3].jpg
    The three wall cots in this image have assignable "Sleeping (Surface)" Blue Men on them. The workshop HUD seems to detect them as beds (I have the number I'd expect there), but the Contest holotape does not (it only counts the cot on the left and the bunk bed on the right), and I've noticed my settlers complaining about beds. For this settlement, the design plan for sleeping arrangements kinda depends on this room, so I'd like to nail down what's going on, if possible. Any thoughts, anyone? I am on the newest versions of SS/WF/etc, so I don't think it's last month's bed issue.


    I also love the look of this thing at night:
    02 SE View L3 v1.6 [Night].jpg
     
    Last edited: Jun 16, 2019 at 2:23 PM
  2. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    I may have gone mad. MAD, I TELL YOU! MAD!
    [​IMG]
    If you're nice, I'll share some of what I'm drinking, though. :wacko:shok1

    So, I was wracking my brain, trying to decide A: which settlement to use and B: what in blue blazes to do with it. Eventually I settled on Greentop practically by coin flip. It whispered to me the faintest bit more than The Slog, but it was a close race.

    Since I couldn't scrap the sanctuary house OR the greenhouse, I knew I had to incorporate them somehow. Seeing all the mutfruit plants in the greenhouse and all the pots full of them in the house, I decided to build around that. Maybe they're canning them? Preserving them? No, wait - they're fermenting them! Aha! Mutfruit Wine! Okay, so now I've got a plan for the settlement: They're a winery/brewery/what-have-you.

    After an abortive settlement half-laid out around this idea, I was extremely dissatisfied. It was too... square and regular. I was inspired by @Myrmarachne's beautifully-cantilevered rejection all things right-angled last month. So I scrapped it and started over. C'est la vie.

    A week or two ago, I began reading A Canticle for Leibowitz, and somewhere along the way, the idea of monks brewing sacramental wine or something similar came to me. Aha! The brew - sorry, plot - thickens! Now I just have to figure out how to make a pre-war metal house and greenhouse look like they're somehow connected to monks. I know, I'll encase the house in stones, like it's made out of them!

    What's the worst that could happen?

    If I never see another stone again, it may be too soon.
    Stone Wall Mostly Covered.jpg

    As you can see, it looks rather poor with all that "House of Tomorrow" interior clashing with my mad vision. So clearly, I had to panel the interior to hide the white walls.

    It couldn't be that bad, could it?
    Priory Interior - Common Room [L3].jpg


    It's fine, honest. I'm only twitching a tiny bit and I only burned the entirety of the vanilla build limit on this house and one tower behind it. It was a noble sacrifice, fair build meter. Thank you, @kinggath for that small concession with the doubled-limit. I'm now sitting at just over halfway, I think, on the build meter (after having doubled the build limit). I'm not 100% done, though, either.

    Here's a decent shot of the Priory House in the current version:
    Priory Graves 1.jpg

    Here's version 1 of the overview:
    00 City Layout - L3 v1.2.jpg
    Ignore all the zeroes along the edge of the platform; I was using them rather like a painter's palette to quickly throw the numbers out on the map. I'll also probably strip Residential slots 11-15 from the list on the left, since I'm relying more on beds this go-around.

    I also think at least half of those windmills may be going. I had a weird glitch early on where it was always showing my power in the red as I built, even when I hit 200-something. It's now green, even after I lopped it down to low 100s while testing. Next on the slate is to put all the plots at Level 3 and do a bit of a stress test on my power consumption to balance it better. I'm also debating whether to cram any more shack buildings in - maybe between Industrial-3 and the lower gate. We'll see.

    The hardest part with this settlement has been decorating. I'm drawing a blank on ways to really sell the "alcohol-brewing monks" ethos.

    Ideas, Suggestions, & Psychiatrist referrals are greatly appreciated!

    -asp
     
    Last edited: Jun 11, 2019
    RayBo, NDCowdy, xMORIDARx and 3 others like this.
  3. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

    Joined:
    Dec 18, 2018
    Messages:
    496
    Likes Received:
    712

    I love the stone walls. A lot of work but worth the effort.
     
    RayBo, xMORIDARx and altasilvapuer like this.
  4. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    Phil, that's the best news I could hear, right now. Now my new hurdle is deciding how best to regress the settlement to Level 2. Some hard choices are coming! ;)

    -asp
     
    RayBo and xMORIDARx like this.
  5. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

    Joined:
    Dec 18, 2018
    Messages:
    496
    Likes Received:
    712

    Yeah I can imagine.
    How do you plan on dealing with the stone walls in the lower levels?
    They are not something that settlers would build for themselves.

    What is the perimeter fence made from?
     
    RayBo and xMORIDARx like this.
  6. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    The stone house is the one definitively planned for the lower levels: Because of the way it's constructed, it can't change. My design ethos was that 99% of it predates the war, anyway. What's likely going to change is the settlement that grows up around it.

    The palisade is made from Park Posts - an idea I saw a few months ago on a settlement design... somewhere. I wish I could remember where, because I'd like to credit the design. My guess is Yagisan/Yagichan, but I haven't gone through their settlements to check, yet.

    -asp
     
    xMORIDARx and RayBo like this.
  7. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    After this settlement, I think I may need to dip into some of the Priory's stocks, myself... In celebration or collapse, though, I can't yet say. I'm loving this contest, so far, though. I think it's really pushing me to improve my settlement building.

    Original post updated with current progress.

    -asp
     
    xMORIDARx and NDCowdy like this.
  8. xMORIDARx

    xMORIDARx New Member

    Joined:
    May 31, 2019
    Messages:
    15
    Likes Received:
    19

    Man really loving the look of this place! I feel the same way about the animation markers, I have a ton all over my city but rarely do settlers actually use them. Also having the same issue with the assignable sleep marker not counting in the city check via the holotape but showing up fine in workshop mode.
     
  9. altasilvapuer

    altasilvapuer Member

    Joined:
    Jun 24, 2018
    Messages:
    48
    Likes Received:
    56

    At first, I just figured it was probably a missing variable or something like that in the code that the Contest Holotape uses to check the settlement, but the fact that my settlers are complaining about beds makes me wonder.

    @Phil_T_Casual, you tend to be pretty active across the boards. Have you come across anything like this elsewhere that would give us a place to start with trouble-shooting?

    -asp
     
    xMORIDARx likes this.
  10. Phil_T_Casual

    Phil_T_Casual Well-Known Member Community Rockstar

    Joined:
    Dec 18, 2018
    Messages:
    496
    Likes Received:
    712

    As far as I know this problem was fixed in .08
    This is the first I've heard of it since that patch.

    As for the animation markers, they seem to work properly once your design becomes a functional city plan. I also find if you refresh the cell on the regular it has more chance of getting NPC's to use the blue men.
     
    altasilvapuer and xMORIDARx like this.

Share This Page