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Red Rocket plan - no food, beds with no mattresses

Cranky Cat

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In the Red Rocket (next to Sanctuary) I set it to build using the plan but I just got martial plots and one scrap plot. The army cots in the roof building have no mattresses on them and based on items on top of the bed base it looks like there should be. Perhaps this is why I have to build my own residential plots or beds.

I have All Settlements Extended so I could add plots across the road from the main building but was hoping to be able to let it build itself much more than it has.

I scrapped any wild "crops" and did a city refresh but that didn't change anything.

I've never been clear on how plots show up which aren't built from the beginning but shouldn't they do that?
 
there is no more plots is normal. Just some vanilla work like a workstation and defense guard post.
 
There were settlers but they didn't have enough beds and had no food until I added plots myself.
 
No food is normal - there are several designs without food - including Red Rocket, Starlight Drive-in, and Kingsport for sure (there are some others that have very little food).

The beds sounds like an issue though. The number in the lower right of the hud X/Y should tell you how many beds/residential plots are available in the design.
 
This is because the new performance options affecting city plans.

I put OFF all of them, and when the pop up message appear i went to look around and noticed the missing matresses. Also, 2 defense vanilla outpost (can´t remember their name) disappeared.
 
Also having this "no mattress on cots" issue in Red Rocket. Same issue just cropped up in Covenant where the existing beds in the first house on the left have disappeared. Rest of the furnishings are just fine only the beds. The bed back next to where the city manager desk goes is also missing now too.
 
There "was" agricultural plots at RR, and Starlight before this update because that was 2 of the settlements I had problems with in level 3. The problem with not having plots is when we place something, then when the city upgrades to the next level it will whatever is in the city plan right on top of whatever we placed in that position and cause issues. I had 2 plots merged and couldn't delete or move the one that was built during the city upgrade.
 
I thought I'd try loading the blueprint mods just in case the items might show up. They didn't but it turns out that the bed with no mattress is just one of the static military wall cots. There are others with mattresses so perhaps the static selected had mattresses when the original plan creator used it but not in the current SS version. At any rate, unless an "assignable bed" is added they are just statics anyway. I'm not sure what the point of that is unless they are supposed to swap out somehow.
 
No food is normal - there are several designs without food - including Red Rocket, Starlight Drive-in, and Kingsport for sure (there are some others that have very little food).
If plots aren't created from the start then how do we know if we need to manually add them?
 
There "was" agricultural plots at RR, and Starlight before this update because that was 2 of the settlements I had problems with in level 3. The problem with not having plots is when we place something, then when the city upgrades to the next level it will whatever is in the city plan right on top of whatever we placed in that position and cause issues. I had 2 plots merged and couldn't delete or move the one that was built during the city upgrade.
There definitely have never been agricultural plots in those settlement designs, unless you added them. The plots that are built by the city can be scrapped or moved, it's handled by the engine - if you're unable to do so, the game itself is failing.
 
I thought I'd try loading the blueprint mods just in case the items might show up. They didn't but it turns out that the bed with no mattress is just one of the static military wall cots. There are others with mattresses so perhaps the static selected had mattresses when the original plan creator used it but not in the current SS version. At any rate, unless an "assignable bed" is added they are just statics anyway. I'm not sure what the point of that is unless they are supposed to swap out somehow.
Some of them are static, and some of them are assignable beds. The assignable beds are placed on the fly as needed. What usually happens to prevent that, is the game incorrectly reports to Sim Settlements that everyone has a bed.

I actually have a tool in mind to reset assignment status on all settlers to fix issues like this. Hope to have it in a patch soon.
 
If plots aren't created from the start then how do we know if we need to manually add them?
Once you give over City control - you generally shouldn't add any plots manually until after it reaches level 3 so you can see all of the space that's used up. One of the reasons the donation system and carvan sharing were introduced with Rise of the Commonwealth - was so that you had alternate ways to help support the settlers when using the City Building feature, since building things yourself could often end up with items clipping in side of each other.
 
The plots that are built by the city can be scrapped or moved, it's handled by the engine - if you're unable to do so, the game itself is failing.

Ah, probably wild plants originally responsible for what little food it started with until I scrapped them so no one would be assigned there. I'm using All Settlements Expanded so I can build outside the original city space. Maybe I'll start with a chicken coop and save some wild nests to add eggs to start when I build a new city :)

I always figured empty spots which look like they'll hold an interior plot would be screwed up when SS tried to activate one if I built my own.

Also, I add caravans right up front when I build any city but the settlers still constantly complain about the lack of food and water even if they have enough being imported. It's kind of annoying.
 
I just assumed they were going to get their food supply from Abernathy.
Otherwise, I drop by, donate some food (and water at lvl 0), and see how they're doing. Once they level up and start adding industrial plots, I change one over to IDEK's Logistics Station and get them a real supply line.
 
I don't see any reason not to have at least 2 agricultural plots at RR and at least 4 at Starlight. It really makes no sense to not have any seeing as you can't see what plots are in the city plan and where they get placed in level 0. If the agricultural plots are going to be left out then add in an Idek's Logistical Plot so you can get the supply lines working correctly at level 0. The vanilla supply lines are not keeping up.
 
I don't see any reason not to have at least 2 agricultural plots at RR and at least 4 at Starlight. It really makes no sense to not have any seeing as you can't see what plots are in the city plan and where they get placed in level 0. If the agricultural plots are going to be left out then add in an Idek's Logistical Plot so you can get the supply lines working correctly at level 0. The vanilla supply lines are not keeping up.

I'd almost always rather have an early industrial plot (interior or exterior) than a farm plot. Once you hit Abernathy you should have enough food for 6-7 settlements easily.
 
Unfortunately, Bethesda's caravan method is not great - it relies on actually consuming food from the other workshops.
 
We decided to look at the Commonwealth in regions and create settlements to fill different needs for that area. Most of the settlements are designed around the idea of linking together with all of the others in the area to support one another. This is part of the Rise of the Commonwealth theme - treating the settlements as a whole network rather than individuals.

Though you're not alone in your desire to have each be self-sufficient and that's why the system is open ended. I anticipate we'll have tons more City Plans to choose from in the future.
 
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