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City Blueprint Mixed results using city plans, problems with Starlight and The Castle

Barbara917

Active Member
Messages
107
I have started playing the Sim Settlement mod very recently and I have been focusing mainly on using the RotC complex city plans with little intervention on my part in the automatic development of the city. For the most part, when I see something I don't understand I assume that it is my unfamiliarity with the mod and/or some sort of user error on my part. I have tried out a good number of city plans now and they are all going along with a variety of differing result.

The Graygarden city plan lead by Greene Mr. Handy has been the most successful in automatically upgrading reaching level 2 on its own with the settlers supplying their own upgrade scrap. It is currently sitting at a rock solid 100% happiness score.

Starlight Drive-in is another case entirely. This is one of the first settlements I started in this current game and has had the most time to develop. The city plan has been stuck at level 0 for the entire game. I cannot add any workshop objects to the settlement to affect it because the city plan has used up the entire workshop build limit. The only thing I have been able to do is donate. The city plan is 100% ready to upgrade, with 100% upgrade scrap and maxed out water and food donations. Happiness is well over 70%. However, the settlement has 4 unemployed residents and is not generating any jobs for them. As new residents come in they build a house to live in but no jobs plots are generated for them to develop. I did a city refresh on this settlement earlier in the game when I noticed it was stuck but that had no affect.

The Castle is the last and newest city plan I have started. And I am now noticing the same behavior with this city plan. I came back to it after some time away and discovered all the residents had built houses but none of them had real jobs, all being assigned to the waving hand assignment. Their defense was sitting at zero with no military plots having been generated. I was still able to add some items of my own so I put back the artillery that was removed by the city plan and added in some turrets for defense. I can only find one agricutural plot that was automatically generated everything else is residential.

Are these city plans supposed to automatically upgrade entirely on their own or is there some sort of player intervention that I am missing?
 
Do you have leaders assigned to these settlements?
If so, you can try un-assign them, fast travel away, sleep for 24 hours.
Fast travel back, re-assign them, fast travel away and sleep for 24 hours again.
This might kick start the scripts and get it to upgrade.
 
If build limits have been reached you may need to either set them to ignore or to increase the build limit via the configuration menu. This should then let the city start to build again. It's setup in default to protect your game from problems caused by over building.
 
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The castle one sounds odd, sometimes it can be a 'let the scripts catch up' thing. I'm not familiar with the city plan for there so don't know what is supposed to generate. They could be finding other employment, are they showing as employed? I think the castle has some invisible guard markers as standard, but that's not the waving arm animation. Ensuring settings allow the settlement to reassign from vanilla work objects might be worth checking.
 
Do you have leaders assigned to these settlements?
If so, you can try un-assign them, fast travel away, sleep for 24 hours.
Fast travel back, re-assign them, fast travel away and sleep for 24 hours again.
This might kick start the scripts and get it to upgrade.

Yes. they have leaders. I will try the un-assigning, leaving and coming back. No fast travel though.
 
The castle one sounds odd, sometimes it can be a 'let the scripts catch up' thing. I'm not familiar with the city plan for there so don't know what is supposed to generate. They could be finding other employment, are they showing as employed? I think the castle has some invisible guard markers as standard, but that's not the waving arm animation. Ensuring settings allow the settlement to reassign from vanilla work objects might be worth checking.

To be clear, it is Starlight that has the four unemployed residents. The Castle doesn't actually have unemployed. The castle has one guy assigned to defense so there must a be a defense structure somewhere I could not locate, one guy farming the agricultural plot, and every other resident (several) I moused over in workshop mode had the waving had assignment (they all appeared to be some flavor of Minuteman.) Ronnie Shaw is leading. I looked everywhere for martial, agricultural, or industrial plots. All I could find was residential.

I was under the impression the mod was continuing to build automatically in spite of the build limit being maxed at most settlements. Sanctuary, Graygarden, Oberland, Sunshine Tidings, Tenpines, Taffington Boathouse are all continuing to automatically develop and upgrade in spite of maxed build limits. I periodically get messages about settlement xxx recalculating the build limit.
 
I started a new city plan at Croup Manor. Two new settlers build their houses and stand around unemployed because no plots which create jobs are generated. It looks like the wood foundations for them are there but the invisible special plots are not. Since they are invisible I have no way of knowing if they are actually there or not. I manually placed a one square exterior martial plot on what looked like a likely platform for a guard post. The settler immediately self assigned to the plot.
 
Do you have leaders assigned to these settlements?
If so, you can try un-assign them, fast travel away, sleep for 24 hours.
Fast travel back, re-assign them, fast travel away and sleep for 24 hours again.
This might kick start the scripts and get it to upgrade.

Hey! Thanks Phil. Unassign, go away and come back, reassign, go away and come back worked for Starlight Drive-in. I will try it out at The Castle and Croup Manor as well.
 
Good stuff.
About your post on croup manner; sometimes by design a city plan will have only a couple of plots early on(sometimes none) and the rest won't appear until the city up grades through each level.
If you add plots where you think one should be when the city upgrades you will have a double plot in that spot. It's no big deal as you can just scrap one of them.
 
So I got this to help you out as you are playing survival, it's to show you how far you need to travel away from a settlement in order for it to refresh.
The yellow box is how much the game renders in relation to your position, so in order for you to refresh fully you would need to walk at least the distance of a full yellow box away from the edge of a settlement.
So if it were sanctuary you would need to walk as far as Drumlin Diner.

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I got the picture from this brilliant thread by snarkywriter, which is a great read to help ya understand how the game works. If you scroll down to post #2 they explain why you get settlement stats reporting incorrectly that you mentioned in your other thread. While no solution is offered, it's good to know why this is the case.
 
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