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WeiseDrachenJaeger - August 2019

WeiseDrachenJaeger

Well-Known Member
Messages
160
"Welcome to Taffington Radstag Bar and Grill! Is that a table for one?"
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Overhead: ScreenShot185.png
But what wasteland gathering place would be complete with a bit of a secret...?
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Hidden in the back: Slaves, guns and body armor, accessible via a secret door in the kitchen.

1x Industrial
2x Agricultural
3x Commercial
2x Martial
1x Recreational
Plus a Bar blue man and the City Planner's Desk.

Residences come in the form of five Residential plots, plus six beds and a player room upstairs in the main building.

Save link:
https://www.dropbox.com/s/jthkvmsoruhs5rg/WDJ-Taffington-L3-V1.fos?dl=0
 
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Hit the build limit. Only thing I didn't get in was a fast travel mat, unfortunately.

Mine was fluctuating up and down. I don't know exactly what was going on. I am not even sure if my limit actually got to 2x because you guys are doing so much more detailing and have more great concepts... I know I couldn't build that and stay under the limit.

It would be helpful if we knew what the "pigs" are when it comes to building... to optimize staying under the limit.

John
 
It would be helpful if we knew what the "pigs" are when it comes to building... to optimize staying under the limit.

As you can imagine, the more detailed an object is, the more it takes up. This makes turrets among the worst offenders for taking up large amounts of cap (although I've noticed that power connectors consume more than one would expect too). Some of the PBP clutter pieces can take up a lot as well, so I usually use them sparingly. I used them a bit more in this build because I really wanted to sell that restaurant vibe, but if you check out my previous submissions, you'll find that the vast majority of clutter in the settlement appears only in plots. Related, simpler objects use less - for example, when I was building my Croup Manor entry, I used highway base pieces as thick concrete walls all the way around the settlement and they barely consumed a sliver of build limit.

It was recommended to me to go into the Sim Settlements options and turn off all the detail stuff - Clutter, etc - then refresh the plots and recalculate usage. The assumption there is that anyone who is playing on lower-end systems and who would therefore struggle with the higher usage will have these options off anyway. For any plots where these detail settings have been set up, this should reduce their impact, potentially letting you get more custom detailing in. I've also taken to scaling up "boring" elements (settlement walls and the like) by up to 50% so that I can use fewer of them while achieving the same coverage. I'm fairly confident that this doesn't increase their build limit usage. This does mean that wall busters can punch larger holes in my walls, but that almost feels like a feature. I try to avoid doing this with floors, though, as I've noticed that it appears to affect pathing sometimes.

Not sure if any of that will be helpful, but hopefully some of it is!
 
As you can imagine, the more detailed an object is, the more it takes up. This makes turrets among the worst offenders for taking up large amounts of cap (although I've noticed that power connectors consume more than one would expect too). Some of the PBP clutter pieces can take up a lot as well, so I usually use them sparingly. I used them a bit more in this build because I really wanted to sell that restaurant vibe, but if you check out my previous submissions, you'll find that the vast majority of clutter in the settlement appears only in plots. Related, simpler objects use less - for example, when I was building my Croup Manor entry, I used highway base pieces as thick concrete walls all the way around the settlement and they barely consumed a sliver of build limit.

It was recommended to me to go into the Sim Settlements options and turn off all the detail stuff - Clutter, etc - then refresh the plots and recalculate usage. The assumption there is that anyone who is playing on lower-end systems and who would therefore struggle with the higher usage will have these options off anyway. For any plots where these detail settings have been set up, this should reduce their impact, potentially letting you get more custom detailing in. I've also taken to scaling up "boring" elements (settlement walls and the like) by up to 50% so that I can use fewer of them while achieving the same coverage. I'm fairly confident that this doesn't increase their build limit usage. This does mean that wall busters can punch larger holes in my walls, but that almost feels like a feature. I try to avoid doing this with floors, though, as I've noticed that it appears to affect pathing sometimes.

Not sure if any of that will be helpful, but hopefully some of it is!

Yes very. And I was at ultra settings. Went down to low and in early build it was significant. With what I posted, going down to low again made little difference

Scaling up walls is a great idea. I use the power connectors from resources and try to minimize those.

Fire barrels. They are pigs. Fire affects. I had maybe 5% left and put down 2 fire barrels at the gate and bam, cant build anything else.

John
 
Yes very. And I was at ultra settings. Went down to low and in early build it was significant. With what I posted, going down to low again made little difference

Scaling up walls is a great idea. I use the power connectors from resources and try to minimize those.

Fire barrels. They are pigs. Fire affects. I had maybe 5% left and put down 2 fire barrels at the gate and bam, cant build anything else.

John

Yeah, plot choice makes a huuuge difference. Anything from add-ons may not have the detail settings implemented, meaning turning things down won't actually reduce their consumption. Looking at your post, it seems you used a lot of vehicles, too - those I've found to also be major hogs. Especially buses, presumably due to having an interior.
 
Yeah, plot choice makes a huuuge difference. Anything from add-ons may not have the detail settings implemented, meaning turning things down won't actually reduce their consumption. Looking at your post, it seems you used a lot of vehicles, too - those I've found to also be major hogs. Especially buses, presumably due to having an interior.

Yes 3 bus, 1 in a plot. A boat and a huge shipping item. I didn't see a difference in consumption versus the vanilla fences. And vanilla fences are as you say boring.
 
As you can imagine, the more detailed an object is, the more it takes up. This makes turrets among the worst offenders for taking up large amounts of cap (although I've noticed that power connectors consume more than one would expect too). Some of the PBP clutter pieces can take up a lot as well, so I usually use them sparingly. I used them a bit more in this build because I really wanted to sell that restaurant vibe, but if you check out my previous submissions, you'll find that the vast majority of clutter in the settlement appears only in plots. Related, simpler objects use less - for example, when I was building my Croup Manor entry, I used highway base pieces as thick concrete walls all the way around the settlement and they barely consumed a sliver of build limit.

It was recommended to me to go into the Sim Settlements options and turn off all the detail stuff - Clutter, etc - then refresh the plots and recalculate usage. The assumption there is that anyone who is playing on lower-end systems and who would therefore struggle with the higher usage will have these options off anyway. For any plots where these detail settings have been set up, this should reduce their impact, potentially letting you get more custom detailing in. I've also taken to scaling up "boring" elements (settlement walls and the like) by up to 50% so that I can use fewer of them while achieving the same coverage. I'm fairly confident that this doesn't increase their build limit usage. This does mean that wall busters can punch larger holes in my walls, but that almost feels like a feature. I try to avoid doing this with floors, though, as I've noticed that it appears to affect pathing sometimes.

Not sure if any of that will be helpful, but hopefully some of it is!

Thinking about it if one doesnt expand the build limit right away and do so when bar gets fill, one could see the impacts better by the choice built because of the size and range of the default would be graphically larger than if you increased build limit, which then building something would show up graphically as small.
 
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