This is from my suggestion on the Nexus section for Sim Settlements
"May I please make a potential feature request assuming it is possible.
When you are picking a plan, I notice it gives you the description and all as well. Could it also be possible to tie a resource cost at that point as well to make things more balanced? Like make it where it requires you have them resources before you can confirm the build and consumes them then.
Have the base plot cost a minor resource cost, then the plans on top of them cost proportional to what they provide. Would allow another upgrade path and justify allowing some stuff to be better than others. Also, just seems weird being able to plant corn fields without ever actually getting any Corn or any of the other crops.
Have a few base level plans that are free when you just start but they are just that, base level. Like having crops only grow the wild variety on them and require the actual crafting stuff to require the crafting stuff.
Would also make more sense when you get the mega pack stuff like the radroach farm if the requirements included the stuff to build a rad roach cage and stage one being the deployed cage, stage 2 being after it was caught, and then stage 3 when the farm is in full force.
I know you can't have the requirements when building the plot itself, but I figure when you choose the plan would be a good place to include a resource check.
Would also give a bigger reason for supply lines potentially."
Edit: Could also potentially use the scrap tags you see during the trade menu to list the building requirements.
"May I please make a potential feature request assuming it is possible.
When you are picking a plan, I notice it gives you the description and all as well. Could it also be possible to tie a resource cost at that point as well to make things more balanced? Like make it where it requires you have them resources before you can confirm the build and consumes them then.
Have the base plot cost a minor resource cost, then the plans on top of them cost proportional to what they provide. Would allow another upgrade path and justify allowing some stuff to be better than others. Also, just seems weird being able to plant corn fields without ever actually getting any Corn or any of the other crops.
Have a few base level plans that are free when you just start but they are just that, base level. Like having crops only grow the wild variety on them and require the actual crafting stuff to require the crafting stuff.
Would also make more sense when you get the mega pack stuff like the radroach farm if the requirements included the stuff to build a rad roach cage and stage one being the deployed cage, stage 2 being after it was caught, and then stage 3 when the farm is in full force.
I know you can't have the requirements when building the plot itself, but I figure when you choose the plan would be a good place to include a resource check.
Would also give a bigger reason for supply lines potentially."
Edit: Could also potentially use the scrap tags you see during the trade menu to list the building requirements.
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