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SS2 City Plan Contest Rules

There is no need to remove the existing crops to add agricultural plots. Both can work together in the settlement. If you are using the addons (and you should) there is a wide variety of agriculture plots, some look like additional crops, other like kitchens, and a wide variety of other styles. There bound to be at least one that you think will suit your idea.
Yes there are very creative and pretty farm plots out there (and I never have enough space or reason to use all the ones I want :sad) , my concern is more, that I don't want to do them in the lvl zero plan, since I believe the other City-Needs to take precedence. But since you already cleared that up, I will just ignore the Assistant in that singular case and add them at a later lvl. Thank you very much again.
 
Official Rules Clarification.

There is some funkyness issues with The Castle settlement used for the March 2022 contest. These bugs are not part of the city plan contest mod. These issues appear to be manifesting with activator type objects and power lines. If your entry is affected, these issues will not be counted against you.
 
Official Rules Clarification.

A reminder to city builders. Plots and work items (eg vanilla shops) do not function correctly when built outside of workshop boundaries. Your entry will be rejected and you will be asked to fix it if this is the case.
 
Would it be possible for someone to load up a generic mod collection that would be suitable for use to begin the contest builds. This would be very helpful to dispel some of the questions posed here and would give someone who mods their game for playthrough very heavily (nearly 400 mods) a starting point for contest entries. Also, is there any way that currently available mod collections can be fixed so that the dependencies are not version specific. (all of the SS2 collections currently posted have version dependent links to early chapter 2 builds for SS2 before chapter 2 was rolled into the main mod)
 
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Would it be possible for someone to load up a generic mod collection that would be suitable for use to begin the contest builds. This would be very helpful to dispel some of the questions posed here and would give someone who mods their game for playthrough very heavily (nearly 400 mods) a starting point for contest entries. Also, is there any way that currently available mod collections can be fixed so that the dependencies are not version specific. (all of the SS2 collections currently posted have version dependent links to early chapter 2 builds for SS2 before chapter 2 was rolled into the main mod)
We already have that. Check out the latest contest announcement. We’ve been using it for almost a year now.
 
Would it be possible for someone to load up a generic mod collection that would be suitable for use to begin the contest builds.
We do indeed have one, and I highly recommend that people use it. I regularly post about in each months announcement, for example https://simsettlements.com/site/ind...nds-oh-those-fairline-hills.25585/post-177155

Also, is there any way that currently available mod collections can be fixed so that the dependencies are not version specific. (all of the SS2 collections currently posted have version dependent links to early chapter 2 builds for SS2 before chapter 2 was rolled into the main mod)
Honestly, I've got no idea who does the collections on Nexus. Nexus collections aren't curated particularly well, so it's kinda hit and miss if they work right.
 
Official Rules Clarification.

It is permissible to console spawn clothes and armor for mannequins.
It is permissible to console spawn comics for shelves.
It is permissible to console spawn weapons for display racks.

Please be aware, that clothes, armor, weapons and comics are not exported when you create your city plan.
Players that use your city plan will receive naked mannequins, bare shelves and empty display racks.

It is not permissible to console spawn other items for your build, nor is is permissible to duplicate items from addon plots.
 
Oh good. This is my area of expertise.

OK, so this is going to be a little bit complicated - I am going to attempt to simplify it. In Fallout 4 there is a set list of objects that can be scrapped. Anything not in this list is unscrappable. To make the game run at an acceptable speed, all of these are combined together into two data objects called previs (what can we see?) and precombines (what's here that we can't scrap). These two systems are essential to make the game perform well. Precombines allows the game to draw lots of objects together. This is fast. Scrap mods (excluding Raze my settlement / Clean my settlement*) disable both of these systems in settlements. They also expand the list of objects that you can scrap. The downside is now that the game must draw each and every object, in a 5 cell by 5 cell grid around you. There are many, many objects that can go into what looks like a simple model. Drawing them one by one makes things very slow.
Even though I don't create mods, I appreciate your explanation, as it helped me understand why I shouldn't use the scrap mods in my games.
THANK YOU!
 
Official Rules Clarification.

I can't believe I have to say this.

The city planner desk must be accessible by the player, without going into workshop mode.
 
Official Rules Clarification.

Vanilla Merchants in Bunker Hill will not count against the 50% rule for Outpost Contests.
 
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