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QOL Suggestion Megathread

Rylasasin

Active Member
Messages
143
So it's megathread time.
This is a megathread for all small Quality-Of-Life suggestions. Minor stuff too small for their own threads. This is not a thread for plot suggestions or story suggestions. Just very minor features that would greatly improve quality of life overall.

I'll start us off with my own. This list will grow as this thread does.

  • "Unassign settlers from this plot" Option for ASAMs. Because unassigning settlers manually can be a pain in the rear, and doing it through the town meeting gavel is even more annoying.
  • "No Auto Assign for this plot" Option for ASAMs. Something in the same vein. Say you want to have agility training rec plots set aside for your guards. Only problem.. is that all the other settlers jump on them, and unassigning them from them can be a pain in the rear (ESPECIALLY if they're multi-settler capable.) so it would be nice to have an option that blocks settlers from being assigned to this particular plot without having to turn auto-assign off entirely.
  • "Summoned Assigned" Feature for Asams. Like the townhall hammer, but localized for that plot.
  • Snappable Containers.
  • Method to buy/sell VR Storage components/categories. For if you have a massive over/understock of certain items.
  • Ability to turn the Communications Radio Beacon off. So that way I can run my settlement with however many settlers I think it should have, not what some script thinks I should have. Also to stop Unique Settlers from spawning in your settlements.

    UNIQUE SETTLERS QOL
    Because let's face it, ATM unique settlers are annoying. So I'm going to lump my QOL suggestions concerning them into one section.
  • ALL Unique/SPECIAL settlers are found in the wild instead of being beacon-specific. This is a bit large for a QOL suggestion, but as I pointed out in another thread, this system of special settlers is very annoying.
  • Cap on spawning them. 1 settler per in-game week per ever 3 settlements. The timer starts when their quest ends. That way they don't pile up in your settlements constantly.
 
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I'd really, really, really love a way to see settler stats in a list format instead of having to run around chasing down everyone to zap with the Vit-O-Matic. I'd look for the specific settler if I'd know someone who fits the bill is around but I'm so over checking everyone (after finding them!) that I've just turned the skill requirements off and if I get lucky auto-assigning I get lucky. Ideally I'd like to take full advantage of the production boosts and training, but as is it's just too much of a headache for me to bother.
 
I'd really, really, really love a way to see settler stats in a list format instead of having to run around chasing down everyone to zap with the Vit-O-Matic. I'd look for the specific settler if I'd know someone who fits the bill is around but I'm so over checking everyone (after finding them!) that I've just turned the skill requirements off and if I get lucky auto-assigning I get lucky. Ideally I'd like to take full advantage of the production boosts and training, but as is it's just too much of a headache for me to bother.
This would be nice, trying to find that one settler that squeezes out more production on a plot is a pain. As that seems to be what we're supposed to do if we're min/max'ing our settlements. I agree running around every settlement zapping people and re-assigning them can take up a lot of game time. Some way to link these settler stats to the city planners desk would be very nice. Even if it was a shoot once with the vit-o-matic to 'log them in for work.'
 
This would be nice, trying to find that one settler that squeezes out more production on a plot is a pain. As that seems to be what we're supposed to do if we're min/max'ing our settlements. I agree running around every settlement zapping people and re-assigning them can take up a lot of game time. Some way to link these settler stats to the city planners desk would be very nice. Even if it was a shoot once with the vit-o-matic to 'log them in for work.'
A more analog way to identify settlers after to vit-o-matic them would be to manually give outfits/hats to settlers to help differentiate them. This gives added benefit since clothing stats also impact production.
For example give farmers whatever clothing give the +2 endurance and then give them different hats (bowler/postmans/cowboy) based on skill level.
 
I alway equip my settlers accordingly. With legendary modded clothing so the values stack.
 
A more analog way to identify settlers after to vit-o-matic them would be to manually give outfits/hats to settlers to help differentiate them. This gives added benefit since clothing stats also impact production.
For example give farmers whatever clothing give the +2 endurance and then give them different hats (bowler/postmans/cowboy) based on skill level.
That begs the question whether production stats are based on actor value or base actor value. I always presumed it was the latter, but if that's the case, it seems to be the former.
 
I'm kind of picky when I'm deciding what plot I want where (especially if I accidentally end up with duplicates). It bugs me that any time I want to use a specific plot I have to change it right after I put it down, and then it seems like it costs me extra (?). It would be nice if there was an option to have the plot menu pop up before it starts building the first time. And maybe for those who prefer to always be surprised there could be an option to keep it the way it currently is.
 
So, In the theme of QOL requests, I would dearly love to have the containers snap to each other. Or at least to the foundations (Warehouse foundations would be the best choice IMO). While they do surface snap, they do not lock themselves to any particular position, just the horizontal plane they happen to be on. Also, apparently they do not have any collision with each other, meaning you can find where you want the first on to go, then place as many as you want in the exact same spot. Makes for very ugly overlapping textures, but it works. My idea is to make a settlement; say vault 88 since its underground and you dont really need to unlock all the wings if you dont want to; into the central warehouse for all the goods to be stored, with only needing the beds, defenses and relaxation to keep the guards happy. Or a ton of turrets and just the minimal caravan/bed/recreation plots. Either way, some form of snapping for the containers would be most appreciated.
 
I'm willing to bet there are a few mods on the Nexus that do this.
 
Kudos to this thread because I had no idea clothing bonuses were relevant to the system
 
Kudos to this thread because I had no idea clothing bonuses were relevant to the system
That's why there is a setting for SPECIAL stats Affect Plot Output. All bonuses and negatives are relevant
 
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Just remember that you have to use Legendary items in each slot if you want the values to stack. Normal items will only take the highest value of all slots.
 
So, not sure if this is the right place for it seeing as its a question and a suggestion rolled sort of together, but the question part is this: What does the LUCK Special stat effect as far as plot go?
The Suggestion if the answer is nothing or not currently figured out is this: Maybe have it effect the Communication Municipal plot for the retrieval teams. Higher LUCK equals better resources gathered or even chances of finding weapons/armor/etc. that can be sold in their respective shops. Really not got a clue how the code would work for this if it does not already exist but just a thought.
 
Luck affects the Caravan workers when they go to get a Mrk 1 beacon run, more possibility of unlocking plots.
 
Ah ok, that makes sense. would still like to see it do the other stuff I mentioned as well; there are only so many plans available, even with addons. But I can see where that would begin to get way overpowered
 
New QOL suggestion:

* Way to sell/buy materials. Like right now after the recent patches I'm mysteriously running a deficit on building materials and organics, while running a massive surplus on machine parts. I don't know why, and I'd like to have a way to sell the latter and buy the former two until that problem can get resolved.
 
Another new QOL suggestion:
* When settlers assigned to stat-training rec plots reach 10 of that stat (the max training rec plots can give), they either are ussassigned, OR they produce happiness instead (as if they were assigned to a relaxation plot.)
 
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