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Implemented Jampad Changelog

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Captain LaserBeam

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Adventurekateers,

Welcome to the Jampad. On this thread, I will be posting my release and patch-notes for any updates and changes to versions that I release. I'll start with this combined one for 1.0 and 1.1. 1.0 was, of course, the initial release. Here are my notes for 1.1:

Plot: Donuts
- Corrected flickering texture issues due to tile overlaps in the Donut Factory. Should be no more flickering textures anymore.
- Tweaked leveled lists to produce more variety of donuts hat come from the plot, including better chance of more special/advanced donuts at Level 3 so it's not always classic, chocolate, and old glory.
- Corrected issues with the plot not properly applying food and happiness bonuses.

Plot: Intergalactic Planetary
-
Fixed issues with plot not properly applying security bonuses and power penalties. Should assess these correctly now.

Plot: Glory Days
- Realigned some clutter that was spawning in the wall so it's all visible now.

Plot: Rock Lobster
-
Removed "blue man" activator from ROTC that was placed by mistake and replaced it with the proper work object for stand and drink coffee.
- Fixed issues with plot not properly applying security bonuses and food penalties. Should assess these correctly now.

Plot: One More Cup of Coffee
-
Fixed neon Slocum Joe sign disappearing at Level 3. Oops. It should stick around now.

Plot: Beans for Breakfast
-
Turned down the volume of the powered speaker a little bit.
- Adjusted plot resources produced so less chance of getting nothing at high levels of the plot. Should be a better chance to get a coffee tin.
 
Adventurekateers,

An update for 1.2 (truthfully 1.2.1 since I made a little mistake with the archive initially . . . oops)!

Some new plots!

Plot: Robot Parade
- 2x2 martial - A messy staging area for robots that eventually develops into a soda mixing station . . . of death! Spawns Mr. Frothies and has some slightly creepy nuka world assets to go with it.

Plot: Yardbird Suite
- Chickens! An interior agriculture plot that spawns chickens, provides food, and occasionally deposits chicken eggs in the workshop. Use those chicken eggs to make -

Old World Gourmet
First batch of recipes. Eventually these food items will all be consolidated and for sale in a food plot, but I'll obviously reveal more about that later. First few recipes are all about eggs. Make omelettes with your chicken eggs. OR make egg salad by combining them with yum yum deviled eggs. There are also a few more recipes for those eggs if you're a more adventures foodie.
 
More stuff!

Plot: Old World Diner
Where nostalgia and a twisted world of mutated foodstuffs come to create the stuff of both dreams and nightmares! Sample a Radroach Spuckie, Commonwealth Noodle Surprise, or a Bean Burger from this custom vendor. At higher levels try soda mixes from the Commonwealth and beyond.

Plot: East Wasteland Tea Company
Sophisticates only! Try the latest in steeped, mutated herbs and foliage. Many have medicinal properties, and if you can't be bothered to scavenge them yourself, they are always for sale here, both in teabag form so you can hit the road or the brewed tea ready to consume. Also contains herbal remedies and the teas from the Slocum Joe's Workshop.
 
1.5! Major update!

New Plots:


Fever - A Heavy Ag plot full of flowers, mostly fever blossoms but with bloodleaf, black bloodleaf, and hubflowers mixed in. Functions as a hybrid recreational and ag plot as it produces less food but does produce happiness.

Screaming Trees - A slab of Far Harbor wherever you want it. Features maple trees that produces raw sap, blight, and asters. Also produces some happiness but costs more water than a standard heavy ag plot.

Ghoulrillaz - Enlist the strength of Nuka World's ghourillas to fight for you! Makes a great chokepoint to place between walls so any invaders have to run a particularly difficult gauntlet of ghoulrilla fists. Produces extra security, but requires food for upkeep as ghoulrillas need to eat a lot.

Updates:

Old World Diner - Updated with new Old World Oven (see below) and optimized to reduce file size. make sure you refresh these if you've already built them to see the changes.

One More Cup of Coffee - Now updated to serve as a Mess Hall for Conqueror. Give your battle-hardened recruits Slocum Joe's finest so they can fuel up for the next fight.

Rock Lobster - Updated some navmeshing issues so that the mirelurks don't get stuck as often. They may roam your settlement more. Just don't shoot poor King Fishstick if you see him checking out someone's house. He's just curious!

Crafting:

To minimize conflicts, two new crafting workbenches have been made available so that all the recipes and food can be consolidated in them. The first is the Old World Oven (ruined stove with some touchups). Second is the Mixologist workbench (booze still from Nuka World). You'll find all the previous recipes available in these workbenches and no longer intermingled in the other workbenches. To that end, I have also added three new craftable recipes -

- Pancakes (don't forget that raw sap so you can have something on them)
- Meatball Spuckie (made with molerat, naturally)
- Screaming Trees Gin (crafted with the finest Far Harbor botanicals)


 
1.6:

New Plots:
Miscellaneous Debris -
Interior martial that provides Battlefield Scavenger Support for Conqueror. Lots of messy things and clutter, but gets a little more cleaner and organized as it evolved.

Atomic Tan - Energy weapon and CoA-themed martial interior that provides Armory support for Conqueror. Whether radium rifles and gamma guns, or lasers and plasma, this plot has what you need.

Updates:
Fever and Screaming Trees -
There was an issue with the level stops on these plots that caused it to stop at not QUITE the right level. It was not really noticeable, but this has been addressed now so the plots should develop through their construction stages as intended.

Spawn AI - Many of the spawns had Very Aggressive settings on their AI, which may have caused them to go to war with certain random NPCs (i.e. Tidybot and potentially the Conqueror Raiders). I have toned this down so they should be less aggressive. Hopefully this fixes the issue.

Crafting -
Removed almost all of the perk requirements from the food crafting items. They were a little too stingy and steep and could especially be painful . In addition, the Old World Oven now has the normal cooking workbench crafting keywords and the tea keywords from the Slocum Joe's pack, so it's a real multi-tasker and reduces the need to have so many extra workbenches around.

 
1.6.1.

A small update to fix a bug and to make a few Quality of Life Changes. Also to set the stage for more changes to come. This mod is not dead, it's just resting.
  • All Old World Gourmet, Sugar, and Tea recipes have been reorganized and are, accordingly, back at the cooking station. Some recipes have been tweaked to be more forgiving as well. Having a custom cooking station for all the recipes was confusing and more trouble than I thought. It's still there as a workshop item and still functions the same way if you want to use it, though.
  • Booze and Kombucha recipes are still at the Mixologist Workbench, which can now also be used to make mashes (corn, tato, razorgrain) for use in the Industrial Revolution Brewery. This somewhat solves that annoying problem of having to carry all of your ingredients from the workbench to the brewery just to make the mash part. Now you can at least come with the mash and only have to remember the special items from the recipe. Outside of the IR Brewery, they don't have much use. Yet.
  • Fixed missing file and tweaked spawns for the Miscellaneous Debris plot. Hopefully this corrects a CTD issue that was reported here in the forum as I believe that was the issue. This issue was NOT present for the non-Creation Club version, strangely enough, so that version has not been updated.
  • Milk Patches! You can have your choice of one of three (pick only ONE) milk patches. All milks also now quench thirst in Survival. Maybe you disagree with me about Milks quenching thirst, but I'm a shill for the post-apocalyptic dairy lobby, so that's how it is -
    • Wasteland Imports - This changes Jampads and some Slocum Joe's recipes to use the Wasteland Imports Brahmin milk, and it renames the Creation Club milk "Molerat Milk" because it does rad damage and that's just not cool with the lore about Brahmin Milk.
    • Altairp's Animal Farm - This changes the Jampads and some Slocum Joe's recipes to use the AAF Brahmin milk, and also renames the Creation Club milk "Molerat Milk" and has AAF molerat plots create that and tweaks AAF recipes accordingly. This means both milks function side by side but you can tell them apart and it makes more sense with the lore.
    • Wasteland Imports AND Altairp's Animal Farm - The Mega Milk patch. This tweaks a lot of recipes with the WI Brahmin Milk stepping in for all Brahmin Milk related matters, including having it be what is produced from AAF Brahmin plots and changes the Creation Club milk to Molerat Milk and has that come out of AAF Molerat plots and generally means you're going to be finding Brahmin Milk and Molerat milk all over the place and can use both for various purposes. Thus the milk problem is solved completely, at least when it comes to these three mods.
 
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