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The Vanilla Fallout 4 Workshop Mechanics Guide - Article Discussion Thread

snarkywriter

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"When a new settler would be added to the settlement with the Recruitment Beacon, there is a base 20% chance that a Brahmin will be added to the settlement instead of a new settler."

must be:
When a new settler would be added to the settlement with the Recruitment Beacon, there is a base 20% chance that a Brahmin will be added to the settlement additionally with a new settler.

settler + brahmin

function DailyUpdateAttractNewSettlers:
1. create newWorkshopActor
2. check newWorkshopActor not Guard
3. check no brahmins in settlement and brahmins allowed
4. check recruitmentBrahminChance
5. create newBrahmin
 
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Not described in Settler Recruitment
1. there is a base 10% chance that the settler will be a “synth”.
Settler or brahmin can be synth (fixed in UFO4P, but we talk about Vanilla)

Oh:blush described in Synth Infiltrators

Synth Infiltrators must be in the settlement to Synth attack happened

2. Vault 88 have bonus +10 to settler cap
 
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"When a new settler would be added to the settlement with the Recruitment Beacon, there is a base 20% chance that a Brahmin will be added to the settlement instead of a new settler."

must be:
When a new settler would be added to the settlement with the Recruitment Beacon, there is a base 20% chance that a Brahmin will be added to the settlement additionally with a new settler.

settler + brahmin

function DailyUpdateAttractNewSettlers:
1. create newWorkshopActor
2. check newWorkshopActor not Guard
3. check no brahmins in settlement and brahmins allowed
4. check recruitmentBrahminChance
5. create newBrahmin
Not described in Settler Recruitment
1. there is a base 10% chance that the settler will be a “synth”.
Settler or brahmin can be synth (fixed in UFO4P, but we talk about Vanilla)

Oh:blush described in Synth Infiltrators

Synth Infiltrators must be in the settlement to Synth attack happened

2. Vault 88 have bonus +10 to settler cap
Thank you, sir! I've updated the original article. :drinks
 
Regarding the Combat Script, the described behavior implies that settlers can shoot each other, potentially killing each other. Perhaps the “uncanny dodge” effect is so they don’t do it so much. (Friendly fire can be so unfriendly.)

I’m glad that I’ve done my best to elevate MGs, effectively shooting over the settlers heads.
 
Regarding the Combat Script, the described behavior implies that settlers can shoot each other, potentially killing each other. Perhaps the “uncanny dodge” effect is so they don’t do it so much. (Friendly fire can be so unfriendly.)

I’m glad that I’ve done my best to elevate MGs, effectively shooting over the settlers heads.

Yeap, they can potentially kill each other, but only with explosive weapons. Otherwise, only you can kill them. The uncanny dodge is a Skyrim leftover, unfortunately. The Combat Script, from what I could gather, is almost identical to the older game. I elevate my turrets as well (I build 1x1 scaffolding-based single-gun stands) to protect settlers, protect the turrets from melee attacks, and improve their fields of fire.
 
I'm not sure if it's worth mentioning, but I've noticed that settlements that don't produce enough of their own food and water, will still trigger settler comments about the lack of food/water even if they're supplied by another settlement with a supply line.
 
I'm not sure if it's worth mentioning, but I've noticed that settlements that don't produce enough of their own food and water, will still trigger settler comments about the lack of food/water even if they're supplied by another settlement with a supply line.

Thanks, I forgot to add that. I'll do so shortly. :good
 
Thanks a bunch for this article, it answered several questions I had of mechanics that I hadn't encountered before, simply because before Sim Settlements I'd used settlements in a certain, specific way. For example, I usually left the existing tato plantations in Tenpines and Abernathy intact, which meant an abundance ot tatos available for settler consumption, so usually all the uncooked food items I dumped into workshops were safe from hungry hungry humans (and ghouls.) Using RotC city plans and with the added food requirements from buildings that Sim Settlements introduces meant that I no longer "accidentally" grew more tatos than my little settlers could ever eat, and thus they ended up dining on raw deathclaw meat instead, the greedy buggers.
 
Food and Settler Happiness

—edited for personal stupidity—

The “/ (100 * (1 - 0.25))” thing is odd, the result of hardcoding from legacy test/trial code in the game? Instead of a simple “/ 0.75” or “/ [test constants]”?
 
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Food and Settler Happiness

—edited for personal stupidity—

The “/ (100 * (1 - 0.25))” thing is odd, the result of hardcoding from legacy test/trial code in the game? Instead of a simple “/ 0.75” or “/ [test constants]”?
Yeap. If I remember right, the 0.25 is the hardcoded variable that's defined in another spot.
 
Thanks a bunch for this article, it answered several questions I had of mechanics that I hadn't encountered before, simply because before Sim Settlements I'd used settlements in a certain, specific way. For example, I usually left the existing tato plantations in Tenpines and Abernathy intact, which meant an abundance ot tatos available for settler consumption, so usually all the uncooked food items I dumped into workshops were safe from hungry hungry humans (and ghouls.) Using RotC city plans and with the added food requirements from buildings that Sim Settlements introduces meant that I no longer "accidentally" grew more tatos than my little settlers could ever eat, and thus they ended up dining on raw deathclaw meat instead, the greedy buggers.
Excellent. That's what we're going for!
knowing-is-half-the-battle.jpg
 
^^^ I have a personal project to make a flow-diagram displaying the basic plots requirements, costs, and production. >_< Just to make it easier for me to figure how to balance city plans.

So many damn things to do...
 
^^^ I have a personal project to make a flow-diagram displaying the basic plots requirements, costs, and production. >_< Just to make it easier for me to figure how to balance city plans.

So many damn things to do...
Cool! I did one for all of the Advanced Industrial plots here (if you haven't already seen it, of course): https://www.simsettlements.com/site...-tech-tree-diagrams-spoilers.6451/#post-47731

There's also the stickied spreadsheet by Chiruadr that has that as well here: https://www.simsettlements.com/site...tree-discovery-spoilers.949/page-6#post-47482
 
The part of one brahmin per settlement is buggy. The code may say 1 per settlement but you can have more than one recruited.

I know I have been stuck with 2-3 in Hangman's Alley a couple times, and I had four at Taffington one game. Two of the worst places to have multiple brahmin wandering around, which is why I remember.

I think it is linked to the same unassigned settlers going over 5 issue. Meaning if you have not visited the settlement then they do not exist properly.

The idle settler is easy to show it is buggy because you just set the settlement up with enough food, water, beds etc for say a population of 20, throw some stuff to jack up the happiness, turn on the beacon and not come back for a long while. It will go over that 5 limit, I think it is because you need to visit the settlement or something for them to receive that unassigned flag.

For brahmin it would be a bit harder to show because you are more affected by randomness of recruiting them. However after you have recruited a brahmin and visited the settlement a second one is not recruited.
 
Truly impressive article.

Will you be doing a follow-up article on which of these formulas can be adjusted through the amazing power of Workshop Framework?
 
Thanks! I will, though I am actually wondering which to do first, (a) an RotC mechanics guide, (b) a WSFW mechanics guide, or (c) something else. Think I should make a poll?
 
Thanks! I will, though I am actually wondering which to do first, (a) an RotC mechanics guide, (b) a WSFW mechanics guide, or (c) something else. Think I should make a poll?
Naw, just pick one - try not to burn yourself out, too.
 
Roger that. I'm leaning toward WSFW, to hopefully spur adoption by a few authors. I figure if we can get at least two or three to use the framework, it could start to take off.
 
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