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Suggestions

Rylasasin

Active Member
Messages
143
  • Added Scav Dispatcher (or separate building) function: shares plans between all settlements that have a scav center. Basically shares plots. IE If you build a general atomics factory in one settlement and it has a SC, all the SCs in other settlements now technically count as a general atomics factory allowing you to construct GA required items there as well. Same goes with Robco Services and other Industrial City and Industrial Revolution objects. Basically allows for a more interconnected and specialized cities rather than try to build everything everywhere.
  • Crystal and Fiber Optics factory.
  • Gen 1/2 Settler Synth production facility (because seriously, it's kind of implausable that they wouldn't try to reverse engineer the older models)
    • Gen 3 Factory (Must be in the Institute).
  • Mechanist Flag.
 
  • Added Scav Dispatcher (or separate building) function: shares plans between all settlements that have a scav center. Basically shares plots. IE If you build a general atomics factory in one settlement and it has a SC, all the SCs in other settlements now technically count as a general atomics factory allowing you to construct GA required items there as well. Same goes with Robco Services and other Industrial City and Industrial Revolution objects. Basically allows for a more interconnected and specialized cities rather than try to build everything everywhere.
  • Crystal and Fiber Optics factory.
  • Gen 1/2 Settler Synth production facility (because seriously, it's kind of implausable that they wouldn't try to reverse engineer the older models)
    • Gen 3 Factory (Must be in the Institute).
  • Mechanist Flag.

I'm not sure I can do the first one for any plots but my own really, I'd need to look, I'll probably wait to see how kinggath handles this, and if he adds a mechanism for sharing plot types i might take that suggestion up to add it to the scav team dispatcher.

I have crystal and fiber optics factories in the wings (along with Concrete, Copper, Lead, Fiberglass, Glass and Asbestos and Clay :P), but honestly they aren't very exciting (just being extensions of existing plots really) so they keep falling in priority for more interesting (to me, obviously :P) plots. Hopefully they, along with adhesive and a few other production plots, will make it in soonish. I considered taking all of my production plots and folding them into advanced industrial plots and phasing out the old standard Industrial versions.

I was thinking of adding a Gen 1 factory the other day actually since they are basically pure robotics and can perform all the standard settler animations. I'm not sure I'll ever add a Gen 3 factory (given the fairly specialized production facility we find in the institute), but I might do a Gen 1 factory, and maybe Gen 2 factory = after a certain point in the institute (or if you have an Institute Settler from the Institute Refugee quests? hmmm.)

Next priority for me is the food production tech tree, but maybe I'll add some basic production factories while I make those.

A Mechanist Flag is a good idea, I should do that for sure, and I haven't played with the flags much at all. Maybe I'll look at a few other robot style flags I could make as well if I turn out to be decent at the process.
 
I was thinking of adding a Gen 1 factory the other day actually since they are basically pure robotics and can perform all the standard settler animations. I'm not sure I'll ever add a Gen 3 factory (given the fairly specialized production facility we find in the institute), but I might do a Gen 1 factory, and maybe Gen 2 factory = after a certain point in the institute (or if you have an Institute Settler from the Institute Refugee quests? hmmm.)
I had to search for institute refugees, never heard of it before.
Seems like you only get them if you destroy the institute before you have recruited all settlements in the commonwealth, and even then it's rare.
What I'm trying to say: better not make it depending on that. Maybe instead on "Sided with the Institute" OR ("Institute Destroyed" AND "Evacuation Order issued"). Then, in the actual building, just spawn some "Institute Scientist" NPCs.

Next priority for me is the food production tech tree, but maybe I'll add some basic production factories while I make those.
Is it my idea? It's my idea, isn't it? :)

Edit:
A Mechanist Flag is a good idea, I should do that for sure, and I haven't played with the flags much at all. Maybe I'll look at a few other robot style flags I could make as well if I turn out to be decent at the process.
I'd like Vault-Tec flag. Or, more importantly, a Sim Settlements flag, with the Gear&Skyscrapers symbol!
 
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I had to search for institute refugees, never heard of it before.
Seems like you only get them if you destroy the institute before you have recruited all settlements in the commonwealth, and even then it's rare.
What I'm trying to say: better not make it depending on that. Maybe instead on "Sided with the Institute" OR ("Institute Destroyed" AND "Evacuation Order issued"). Then, in the actual building, just spawn some "Institute Scientist" NPCs.

I was thinking of making it dependent on either one (having gotten past the point of no return with the Institute or having completed at least one of those refugee quests, I'm not opposed to a reward that dis-proportionally helps one set of player choices). Either way, we'll see how that part goes.

Is it my idea? It's my idea, isn't it? :)

Yeah, although I'll be folding my original food production ideas into it because they align well with parts of your tree. It won't all be done at once (I just don't have that kind of development time currently), so 9.0 will probably start with a set of 3 buildings, then I'll fill in the rest of the tree, just like I did with robotics.

Edit:

I'd like Vault-Tec flag. Or, more importantly, a Sim Settlements flag, with the Gear&Skyscrapers symbol!
[/QUOTE]
I considered doing a Vault-Tech flag, but it doesn't really fit anything in my mod. A general SS flag I'll leave for kinggath to add.

I did end up making a Mechanist flag, a RobCo flag and a General Atomics flag last night though, they are actually really easy to make.
 
Another suggestion:

  • Nix the Jangles the Moon Monkey toy for the toy factory and replace it with something else. It's massive size and weird physics just cause tons of problems.
 
Another suggestion:

  • Nix the Jangles the Moon Monkey toy for the toy factory and replace it with something else. It's massive size and weird physics just cause tons of problems.

Which is weird because that's a vanilla item that comes out of that contraption, it has a special spawning node any everything.

The monkeys do vanish when the cell unloads though, right?
 
Another, but related suggestion: prevent the toy factory from actually spawning any toys.
My lag problem got a lot better after I got rid of the toy factories...

Or, maybe fake the production process somehow?
Like, item spawns in machine A, then gets moved along the conveyor into machine B, and then gets teleported back into machine A, and the process repeats. With "item" not even being an actual item, just a regular activator.
 
Another, but related suggestion: prevent the toy factory from actually spawning any toys.
My lag problem got a lot better after I got rid of the toy factories...

Or, maybe fake the production process somehow?
Like, item spawns in machine A, then gets moved along the conveyor into machine B, and then gets teleported back into machine A, and the process repeats. With "item" not even being an actual item, just a regular activator.

What you describe is how kinggaths advanced industrial systems work, and yeah, that's on my todo list. I don't know if it actually makes lag any better though to do it that way however.

Either way I need to add that one to the Performance Options to turn off animated features and make it swap to a static version that doesn't move at all.
 
Make GAI Hydro Farm types for other types of food as well besides mutfruit (carrots, corn, melons, gourds, tarberrys, tatoes, glowing fungus (for healing items), DLC Foods, etc)

Actually, I wonder if instead of doing individual plot types (or even a branching one), it would be possible to put in a terminal that lets you swap out types at will.

Alternatively, instead of all mutfruits, each tub contains a different crop type. And further versions have more types in them.
 
Make GAI Hydro Farm types for other types of food as well besides mutfruit (carrots, corn, melons, gourds, tarberrys, tatoes, glowing fungus (for healing items), DLC Foods, etc)

Actually, I wonder if instead of doing individual plot types (or even a branching one), it would be possible to put in a terminal that lets you swap out types at will.

Alternatively, instead of all mutfruits, each tub contains a different crop type. And further versions have more types in them.

I might consider making it have a diverse set of crops instead of just mutfruits, I won't be making 1 per crop type however given the level 3 advanced industrial requirement to unlock it.

In part which crops I choose to add will depend on which ones will look at least vaguely correct with the Mr Handy farming animation, although I guess I have the 2nd level of tubs that don't get any animation time where I could put the others.

As for selectable crops: while probably not impossible, it wouldn't be trivial either. I'd probably have to bastardize the VIP system to make it work in a forward-compatible way.
 
I might consider making it have a diverse set of crops instead of just mutfruits, I won't be making 1 per crop type however given the level 3 advanced industrial requirement to unlock it.

In part which crops I choose to add will depend on which ones will look at least vaguely correct with the Mr Handy farming animation, although I guess I have the 2nd level of tubs that don't get any animation time where I could put the others.

As for selectable crops: while probably not impossible, it wouldn't be trivial either. I'd probably have to bastardize the VIP system to make it work in a forward-compatible way.

So, upon additional consideration, I could probably make each plant random in a trivial way. Maybe I'll do that, and restrict the lower plants to a set of random plants that look decent with the "farming" animation from the Handy bot race
 
I think a weapons factory and armor factory would be a good addition to have to give settlers something to equip.
 
I think a weapons factory and armor factory would be a good addition to have to give settlers something to equip.

I'll consider it, but my to-do list is pretty long atm, and I added a bunch to it to take advantage of the SS 3.0 features, so it'll be awhile before I add anything like this
 
I'll consider it, but my to-do list is pretty long atm, and I added a bunch to it to take advantage of the SS 3.0 features, so it'll be awhile before I add anything like this
Also, how come the ammunition plant can only produce ammo when you are in the settlement? That kind of makes it useless since you won't be in a single settlement most of the time. Can't you use the resource stockpiling feature of the IR expansion to make it produce?
 
Also, how come the ammunition plant can only produce ammo when you are in the settlement? That kind of makes it useless since you won't be in a single settlement most of the time. Can't you use the resource stockpiling feature of the IR expansion to make it produce?

Because that plot was an experiment to see if I could make DLC Contraptions work and be powered as part of a plot.

I can, but they aren't very useful for actually producing things (as you discovered). Eventually I'll turn that plot into a visual variant for kinggaths IR ammo plot probably, but it's pretty low on the list. I'd suggest using his version honestly, it's probably better (although I think mine makes more more ammo, to a probably broken degree in survival mode)

The Toy Factory came later and that's why the things it produces are useless, because the contraption builder is just there for show so the factory can make stuff and move them around pointlessly before dumping them into an incinerator
 
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