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Update 7.0.2 - support for SimS 3.0 and no more cat killer turrets

Tinuvia

Wasteland Venturers
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Changes in version 7.0.2:
- fixes the three martial 1x1 so they don't attack friendlies
- adds support for the visitor system in Sim Settlements 3.0 with more idles
- adds the tag [WV] to all buildingplans for easier sorting (similar to the core SimS mod)

Nexus
Beth.net PC
Beth.net XB1
 
Vermin cats should be safe to prance around, but you never know about the synth traders ... My experience from Jose's Death Tower Dogs shows there will always be some npc that the defense will go nuts about and stubbornly kill ...
EDIT: And apparently I haven't played the game long enough, had missed that bit about the synth trader :) :)
 
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Really? Like with non SS crops or vanilla SS plots? Because I have them at Longfellow's Cabin and there are no vanilla anything crop related there. Just the one agricultural plot by mytigio's Industrial City mod. But the first place I saw them was a settlement with the Babylon Roof farm plot, so I thought maybe they were "visitors" you guys had added. It was only after that post I noticed I had them everywhere.
 
SS core farm plots, might be any farm plot if it's tied into the underlying code. Abernathy ends up with a ton of them with all 10 farms active.
 
Now that I've had more time to play with it, seems they just crop up on just about every farm plot type. The only one I didn't see was one of the tarberry fountain plots, but I can headcanon that the stupid thing drowned. Chickens is dumb.
 
The patch notes say:
  • If you have Far Harbor installed, your Agricultural plots may attract Rad-Chickens.
Since there is no specification that this only applies to default SS plots, I would imagine the code that attracts them is attached to the base Agricultural plot template. So any farm plot would generate them, add-on or not.
 
I had a mod that added rabbits and rad chickens everywhere, and Sisca was constantly poking me about adding all those extra NPCs to my world -- can't wait to see his reaction to this! {and yes, I removed the mod} do these rad chickens create harvestable nests?
 
I had a mod that added rabbits and rad chickens everywhere, and Sisca was constantly poking me about adding all those extra NPCs to my world -- can't wait to see his reaction to this! {and yes, I removed the mod} do these rad chickens create harvestable nests?

Not that I've found so far
 
Don´t know in which version were added all the debris floor types, but in the ws menu they appear under Wood>floors and first of all the normal floors, wich is kind of annoying, is there a way to change that?
Oh and in the "thumbnails" it is shown the huge terrain type instead of a normal Wood floor
 
Don´t know in which version were added all the debris floor types, but in the ws menu they appear under Wood>floors and first of all the normal floors, wich is kind of annoying, is there a way to change that?
Oh and in the "thumbnails" it is shown the huge terrain type instead of a normal Wood floor
You have a book in your inventory called “Dirt by Tinuvia”. Drop it in (in a container or wherever) and the ability to build debris goes away. When you pick the book up, it gives you a prompt explaining this. It was added as a request from a user.
 
Ooh thanks, never read about it. By the way, dropped it in a container but when picked up again there was no prompt
 
Ah, no - the message only shows the first time you pick it up. I'll see if I can change that, to something that has info when you look at the book in the menu too.

But the dirt and debris are gone from the build menus now?
 
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