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I Love Your Radio Beacons

zebez101

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I can't say anything else but that. I had different mods that either gave me more settlers than I want or the vanilla one felt very empty after the charisma cap on settlers. But your mod gives a great balance between the two and I must applaud you my good sir for this great mod.
 
I can't say anything else but that. I had different mods that either gave me more settlers than I want or the vanilla one felt very empty after the charisma cap on settlers. But your mod gives a great balance between the two and I must applaud you my good sir for this great mod.

Glad you like it, I am happy with the ability to put a higher/lower cap just via the zoning. Some settlements just got too crowded with the charsima cap, and others were basically empty even at 30 settlers
 
I too appreciate the beacon you've built Mytigio. Now I don't have to force my charisma up just to fill up one of the larger settlements. On the other hand, never missing a chr check isn't so bad :)

I wish I knew how to tell what the game is getting resource starved on because I'm pretty sure that I'm going to hit some kind of limit sooner or later in scripted objects if I keep going on settlers. I've got the room but I'm afraid if I keep going I'm going to break my save again. Maybe I'll make a fork of my save and try for 200 settlers this weekend.
 
What is a "safe" number to use as a max on a settlement. I ask because I have all settlements extended installed and the build space is now huge!
 
What is a "safe" number to use as a max on a settlement. I ask because I have all settlements extended installed and the build space is now huge!

There is a soft cap of somewhere between 50 and 70 settlers per settlement. I say soft, because while the number can go higher, things begin to go sideways around that point if you have a fairly well populated settlement. (the engine can start to lose track of settlers or other actors in the settlement as the number approaches 100, and some of the things that count as actors might surprise you, things like wasteland cages and turrets are actors).

beyond that, in a functional settlement that size, the script lag starts to really build up just from the sheer number of scripted objects loaded in the cells.
 
I got it to 115 and stopped, anything more than that and it's constant CTD time.

As it is, I have to turn the AI off when I'm in the settlement for a few minutes every 15 minutes realtime or things stop working. Once I turn it back on, things work normally for a little bit and then kind of grind down.

For stability on a normal home computer with a reasonable graphics card? 30-50. 70 will start to crack up without applying @kinggath's optimizations and, while those will take you to 70, you're going to need to do some tricks to keep the game from flatlining, CTD or just randomly resetting crap when you're not looking.

I used to go insane with turrets which reduced my settler count abilities considerably. Once you get enough population in a given settlement, flip over to martial plots and save the turrets for choke and spawn points only.
 
Question, but does it summon settlers if they're available beds or does it 100% require residential plots?

Because otherwise I have no idea how people are managing to summon much less house 30-80 settlers even on large settlements.
 
Question, but does it summon settlers if they're available beds or does it 100% require residential plots?

Because otherwise I have no idea how people are managing to summon much less house 30-80 settlers even on large settlements.

Residential plots.

Those folks with 30-80 settlers are using console commands or other mods to increase their settler counts.
 
Simplest way to do it is to bump your charisma up to 10 less than whatever you want your max population to be. Vanilla max population is 10 + chr.
 
Depending on the settlement I'm going for 20-30 Settlers a settlement.
 
Could it be that it sometimes summons two settlers for one? Not often, but sometimes your beacon summons more settlers than a settlement can support for me. Not much, usually it's about 1-2 extra, but still. I also *think* that the vanilla system has a chance to summon two at once, at least I have seen the number going from 0 to 2 in a fresh settlement.
 
Could it be that it sometimes summons two settlers for one? Not often, but sometimes your beacon summons more settlers than a settlement can support for me. Not much, usually it's about 1-2 extra, but still. I also *think* that the vanilla system has a chance to summon two at once, at least I have seen the number going from 0 to 2 in a fresh settlement.

The 0 -> 2 thing (it's actually up to 3) is actually a special condition that can happen the first time you fire up a beacon in a settlement (basically the first time the radio signal is enabled tied to a given workshop). I do that as well, but I also flag the "firstrun" flag for the workshop so it won't happen again with my beacon or a vanilla one.

The only way I could see the code summoning 2 at the moment would be if you have 2 beacons in the settlement, fixing that bug is part of the rebuild I'll be doing on that system soon. I think the issue has to do with the way vanilla reports the current settlement population (my concern is that the bug that makes the numbers wig out in your pip-boy makes the actual numbers reported by the settlement wig out as well, if so, then that would certainly have an impact).

Another possibility is if the settlers are summoned and auto-assigned to non SS objects, then your numbers could continue to increase (because it runs on the number of SS residential plots and SS job plots or a max of 4 unemployed workers). Thus if you had no unemployed/unhoused settlers, but they weren't being housed/worked at SS plots, you would continue to get settlers.

Having said that, I've never once been able to reproduce the issue, even when I get a save from someone who is reporting the issue, so I'm running on assumptions and dreams mostly.
 
Another possibility is if the settlers are summoned and auto-assigned to non SS objects, then your numbers could continue to increase (because it runs on the number of SS residential plots and SS job plots or a max of 4 unemployed workers). Thus if you had no unemployed/unhoused settlers, but they weren't being housed/worked at SS plots, you would continue to get settlers.
That could be it.
I have some mods which turns wild plants into farmable crops, and I usually miss some in settlements where I want to use SimSettlements.
 
I am probably overlooking it, but I've looked through all the plot descriptions, am I missing something? Where is the settler radio beacon?
 
Instead of disabling alternative recruitment globally, could it be done locally, that is, on a per settlement basis?

edit: for me, it sometimes still recruits more settlers than there are house plots, so I turned it off for the time being
 
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Instead of disabling alternative recruitment globally, could it be done locally, that is, on a per settlement basis?

edit: for me, it sometimes still recruits more settlers than there are house plots, so I turned it off for the time being

It'll be awhile on that, settlement by settlement settings require quite a bit of infrastructure behind them to function properly. Per plot or global settings are easier.

I may however make a per-plot setting so you can turn it off at the scav station itself instead of via the holotape
 
It'll be awhile on that, settlement by settlement settings require quite a bit of infrastructure behind them to function properly. Per plot or global settings are easier.

I may however make a per-plot setting so you can turn it off at the scav station itself instead of via the holotape
That would be sufficient.

Another thing: maybe some sort of an alternative way to calculate how many settlers should be recruited: instead of looking at how many plots are free, just look at how many plots are there in total (residential or job, whatever is smaller), and just subtract the nr of actual settlers from that number. That should make it safe (well, safer) from causing overpopulation
 
That would be sufficient.

Another thing: maybe some sort of an alternative way to calculate how many settlers should be recruited: instead of looking at how many plots are free, just look at how many plots are there in total (residential or job, whatever is smaller), and just subtract the nr of actual settlers from that number. That should make it safe (well, safer) from causing overpopulation

I won't be adding additional recruitment options, it was always intended as a stop gap until kinggath adds something similar to the main mod. I'll be rebuilding the current system a bit to make it more reliable (hopefully? I can't recreate any of the over-recruitment issues others have had, even when using their saves so I don't know if it will actually resolve the issue).

As for your suggestion: if that would work, so would my current code, so I suspect it would have the same issues, plus it would exclude players who use a mixed SS/vanilla playstyle, so I won't be adding it.
 
Just want to perception check: I'm in Sunshine Co-op settlement, which doesn't need any residential plots (for my play style anyway), but I have plenty of beds. The Scav Dispatcher won't summon any settlers aside from the intial 0-2 when it first completes being built because it is looking for Residential Plots? I can add settlers via a Cheat mod, but wanted to make sure that I either need to build the vanilla Recruitment beacon or summon them via Cheat in order to grow my community.
 
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