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Works as intended Newly-added Addon buildings don't seem to be prioritized by the rotation

spacefiddle

Well-Known Member
Messages
576
After adding Wasteland Venturers, I created a new Commercial plot at a settlement that already have one of everything. It tried to build a second vanilla store several times (as I cycled the plot) before selecting the Rum Hole, the new commercial building in WV.

This was in 1.1.6, and I'm not sure if it would be a valid test to break the plot and make a new one in 1.1.7? I don't currently have another un-messed-with settlement to test this again in, so maybe it's something you knew about and resolved in .7

Note this is only for new, mod-added plots, and may only be commercial. The WV residential plots did seem to come up right away as I placed new Res plots, but the new WV store didn't come up until I'd demolished the plot (since this was pre-T-square) several times.

My save file is probably a mess, but I can upload it if it's helpful.
 
It's an exception for Commercial - which first selects a store category and then looks for an unused model. So if you were missing a store type, it will grab one of the others first, and if you had all types it will grab one at random and then select a model.
 
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