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Old Post Request for Feedback: Lakeside Cabin Brewery

Yagisan

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G'day folks.

I'm looking for some feedback on my Level 3 design for Lakeside Cabin. I'm particularly interested in performance and aesthetic feedback. Once I have the design completed, I'll pare it back to level 2, 1 and 0 designs.

Lakeside Cabin Brewery is an agricultural center that exports food and water, and produces wood, fertilizer and beer. Includes a small player home, and commercial district. Supports 20 settlers.

Due to limitations, advanced industrial plots will need to be manually upgraded to match the signage. Recommended to use the designer's choice.

Known Issues
  • Oil Lamp in player home never scraps in city build. Scrap Baseline indicates it is from DLCWorkshop01.esm
  • Existing Trader will fight the guards and die. However that loot is very helpful for upgrading the city.
Settlement: Lakeside Cabin
Requires Version 3.1.4 or Greater of Sim Settlements

Levels: 1 (Testing L3 Only)
Balanced: Yes
Max Settlers: 20
Player Home: Yes
File Type: ESL

Required DLC
Automatron
Wasteland Workshop
Far Harbor
Contraptions Workshop
Vault-Tec Workshop
Nuka-World

Settlement Mod
Lakeside Cabin Redux

Designer's Choice Mods
Sim Settlements - Industrial Revolution
Sim Settlements - IDEK's Logistics Station (ESL Version)
Sim Settlements - Junk Town
Sim Settlements - Wasteland Venturers 2 (All-In-One)
Sim Settlements - Industrial City
Sim Settlements - Ruined Homes and Gardens
Sim Settlements - Trailer Park Dreams
Sim Settlements - Scrappers
Sim Settlements - Jib's Residential
Sim Settlements - SimHomestead

Required Mods
Workshop Rearranged
CREAtive Clutter
Do It Yourshelf
Modular Kitchen
Thematic and Practical
Kraggles Structures
Old World Radio
Lore Friendly Posters
Solar Panels

Required Creation Club Items
Home Decor Workshop Pack
Arcade Workshop Pack
Coffee and Donuts Workshop Pack

Screenshots
20180306213951_1.jpg 20180306214032_1.jpg 20180306214202_1.jpg 20180306214237_1.jpg 20180306214320_1.jpg 20180306214411_1.jpg 20180306214425_1.jpg 20180306214726_1.jpg 20180306214738_1.jpg
 

Attachments

  • Yagisan_-_Lakeside_Cabin_Brewery_-_Sim_Settlements.7z
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Might be worth letting folks know - you don't HAVE to have the addon packs. If Sim Settlements can't find them - it will replace those building designs with something else. So that will reduce the required count of mods by a fair amount.

The exception would be any addons that added directly buildable stuff that you used. For example, Captain Coots mod has special city planner's desks, and I believe IDEK's has some extra accessories you can build.


If you're looking to ensure the buildings match up to what Yagisan has created, you'll want all of those addons, and you'll need to change the holotape option Auto-Built Plot Plans to Designer's Choice, which can be found under the City Building section.
 
Some other (very) minor considerations:
  • Creation Club packs tend to be pretty contentious with the community divided between those who have them and those who refuse to support them.
  • Removing the requirement for Old World Radio would be trivial and wouldn't cause any issues. I'm pretty sure the users can put down their radio of choice.
For the record, I own all the workshop CC things and love them.
 
Some other (very) minor considerations:
  • Creation Club packs tend to be pretty contentious with the community divided between those who have them and those who refuse to support them.
  • Removing the requirement for Old World Radio would be trivial and wouldn't cause any issues. I'm pretty sure the users can put down their radio of choice.
For the record, I own all the workshop CC things and love them.
I have some of the CC items but also understand budgeting for them isn't always doable for a lot of people. In agreement on the rest.
Yagsian said:
G'day folks.

I'm looking for some feedback on my Level 3 design for Lakeside Cabin.

I look forward to trying it once I get to Far Harbor, (just got it for PC after beating it over and over on xb1). I'd been looking at the Lakeside Cabin Redux mod for a bit, gives me a good reason to install it. Any sneak peak photos to share of it to whet our appetites?

kinggath said:
You don't HAVE to have the addon packs
This cityplan Request For Feedback does bring up an interesting question for city building: What are the constraints for building generic RoTC settlement cities we'd like to submit as "core" choices. Obviously if we're rolling our own full add-on we can do whatever including adding in quests and the like but knowing what the baseline is (e.g. all city plans must support FO4, 3 main SS, misc SS addons, & DLC) or are there other suggested staff "Y U NO HAVE THIS" mods us newbs may not know about?

Yeah, so maybe I underestimated my singular question phrasing initially...
 
Might be worth letting folks know - you don't HAVE to have the addon packs. If Sim Settlements can't find them - it will replace those building designs with something else. So that will reduce the required count of mods by a fair amount.
I wasn't aware of that. I have rephrased it as "Designer's choice".

Creation Club packs tend to be pretty contentious with the community divided between those who have them and those who refuse to support them.
Precedent was set when they were used in the Starlight Drive-In plan. None of them are essential, but obviously some decorations will be missing.

Removing the requirement for Old World Radio would be trivial and wouldn't cause any issues. I'm pretty sure the users can put down their radio of choice.
This plan only uses radios, but some of the posters and decorations may be used in future. Honestly, probably not very essential in this build, but something I am likely to use to give "personality" to settlers.

I look forward to trying it once I get to Far Harbor, (just got it for PC after beating it over and over on xb1). I'd been looking at the Lakeside Cabin Redux mod for a bit, gives me a good reason to install it. Any sneak peak photos to share of it to whet our appetites?
Ask and ye shall receive. Updated the post with a few shots.

This cityplan Request For Feedback does bring up an interesting question for city building: What are the constraints for building generic RoTC settlement cities we'd like to submit as "core" choices. Obviously if we're rolling our own full add-on we can do whatever including adding in quests and the like but knowing what the baseline is (e.g. all city plans must support FO4, 3 main SS, misc SS addons, & DLC) or are there other suggested staff "Y U NO HAVE THIS" mods us newbs may not know about?
A question I too, am interested in.
 
I wasn't aware of that. I have rephrased it as "Designer's choice".

...
Precedent was set when they were used in the Starlight Drive-In plan. None of them are essential, but obviously some decorations will be missing.

...
This plan only uses radios, but some of the posters and decorations may be used in future. Honestly, probably not very essential in this build, but something I am likely to use to give "personality" to settlers.

...
Ask and ye shall receive. Updated the post with a few shots.

...
A question I too, am interested in.

The less mods used, the better for the sake of cross platform compatibility.

Here's the full list of mods used by the core plans:
Sim Settlements
Rise of the Commonwealth

That's it.

The constraint for a "core" plan that we build under is NO building mods outside of whats in SS. That optionally changed with Starlight (if you have the CC stuff, it'll use it, otherwise it uses alternate pieces). AFAIK those were coded into the Starlight build manually by Kinggath and I'm pretty certain that it's going to be an advanced thing for you to code your own the same way.

No industrial revolution, no addons. No DLC except from the DLC at the settlement we're currently building in if we're building in DLC. No CC content other than the little bit Kinggath hard coded for since we cannot count on the player having it.

We cannot account for anything being loaded other than our own stuff and that includes Industrial Revolution since that's an optional pack.

Even without all that extra stuff, I think the builders pretty much nailed the looks they were going for.
 
I appreciate the plan and skill and restraint the official city plan builders have shown, and the designs you all have come up with are incredible.

That said, I am not that disciplined, and at the very least my designs will require the builder dlcs, industrial age, industrial cities, and idek logistics. Which, for the record, is very stripped down for me...
 
The constraint for a "core" plan that we build under is NO building mods outside of whats in SS. That optionally changed with Starlight (if you have the CC stuff, it'll use it, otherwise it uses alternate pieces). AFAIK those were coded into the Starlight build manually by Kinggath and I'm pretty certain that it's going to be an advanced thing for you to code your own the same way.
So, the possibility to add optional dependencies exists - it's just not something in the City Builder (likely due to time constraints and/or technical limitations).
We cannot account for anything being loaded other than our own stuff and that includes Industrial Revolution since that's an optional pack.
I get that. The object packs do have a very raw unfinished feel to them. I understand that they were automatically generated, so they don't have the refinement of packs like Vanilla Extensions or Workshop Rearranged. I'm rather likely to depend on all DLC, and truth be told, probably a selection of common building mods.

I know for a fact that I will absolutely include a "Designer's Choice" section of recommended plots. I know that each settlement I build will always have 2 specific plots. 1 is the IDEK Logistics station by @EyeDeck and the other is Scavenger Support by @mytigio (Thematically it just looks like a settlement communications network - and that is cool.)

Even without all that extra stuff, I think the builders pretty much nailed the looks they were going for.
It certainly appears that way from the few plans I have successfully built. (Wiring some of them is an exercise in frustration ... )
 
agreed on the wiring. the limit there was we would need to use a f4se dependency to make power lines in game and that doesnt exist on xbox so magic power is where its at until KG figures a workaround.

Its also important to note that the dependencies are what you make them. The builders were constrained by vanilla limits as a design philosophy choice for maximum exposure, not any technical limits.
 
Yay! A city brothel! :buba
That needs more levels! We are a thriving agricultural hub with many visitors to fleece! er "entertain". It's definitely a level 3 improvement.

But, no Fish Farm for the lake? No Butcher/Deli?
Perhaps in an alternate design. The lake area was rather cluttered with the landscaping for land plots..
 
Optional dependencies at the moment are an all or nothing thing, just uncheck "Require Used Mods" and the items will be treated like the Starlight Drive-in extras, where they are just skipped if that mod isn't found.

upload_2018-3-6_12-8-47.png

In the future, I'll most likely add a second screen to this tool where it breaks out some of the data from your city plan and allows you to edit some of it in the browser before continuing. Such as which DLC/Mods should be required, versus just recommended.

Know that if you have "Require Used Mods" checked in, and the user is lacking any of the mods you used in your design, the City Plan will not even be available for selection at the CPD.
 
A question on etiquette - sometime I'll over the next few days have a new version for feedback. Is it better to erase the first post and add it here, or start a new thread ?
 
I'm surprised more city designers aren't using assets in mods like Gruffys signs, Northland Diggers, Homemaker and Creative Clutter. Lots of eye candy in those.
 
I have had those in my mod list forever, (love the settlement signs and workstations). I didn't plan on using them much anymore since the RotC expansion, but because I use Settlemods, Red Rocket settlements, and other mods that add settlements to the Commonwealth, I find them useful for decorating settlements that SS can't incorporate with city plans.
(Fiddlers Green, that motel near Fort Hagen, etc)
 
I for one want to, but the idea is to minimize the number of extra mods the person using your design is obliged to have.
This is exactly the reason. I'm trying to minimize how many additional mods I will need. I'd love to use them - but - I have 10 "required" mods including the settlement, and not including Sim Settlement plots for "designers choice" or CC content.

It's actually taking longer than expected to trim this down to a smaller number, while retaining the design theme I want.
 
This might just be one humble banana's opinion, but while it would be nice to try to stick within a limited number of mods for city plans, I don't know if most of the people out here really care if they have to have things like Homemaker and DIYourshelf on their systems. Based on download frequency, I'd say most people have those already. I think it is fine let the designers go nuts on what they want to show of, and if an individual player wants that plan, and has those mods or doesn't mind getting them, then that's their decision. I get the point of keeping it simple, I really do, but I don't see an issue with it.
 
I go both directions, while you'll probably not see any RotC core settlements ever require anything except core SS and RotC, my personal builds tend to use quite a few of the same mods.

Some caveats:
All (and I do mean ALL) of the vanilla signs are in the blueprint tools. GruffyDD included some custom assets with that mod but if you can do without, you've got most of them without an extra mod dependency.

Homemaker is aging out and I believe has started to cause some compatibility issues for some people. Most of those assets are already in the bp tools now anyway.

OCDecorator is no longer needed in my experience.

DIY and Creative Clutter are both must-haves in my opinion because they speed up the decorating process so much. Those are the ones I missed the most when going to a completely vanilla loadout for RotC design.

It's probably important to understand that with the blueprint tool, you get something like 8000 and counting more objects. This includes a very solid chunk of the vanilla assets used by both Homemaker and OCD so you're not gimping yourself by much by unloading those two.

One last thing:

If the settlement mod adds the settlement to the workshop properly, there is zero reason a city plan couldn't be generated for that settlement. It won't be in RotC because it's not vanilla but nothing saying somebody couldn't generate one for it.

Edit for clarification: A generated city plan for a player added settlement mod probably won't appear in the core RotC mod. You could create and post a plan for that settlement and it should work like any vanilla settlement otherwise would as far as city plans go.
 
I've "duplicated" a few assets from Snappy Housekit (thanks Robotten!) so no need for a dependency.
And, while building a city plan, if there is any vanilla asset I need that isn't in Project Blueprint, I can usually find using console "help <name> 4 STAT" command and then doing a placeatme spawn and modpos'ing it where I need. So, there are ways around some dependencies.
 
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