the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Welcome!

Hello,

There's a problem with the stairs after the basic level 1 Scav Dispatcher upgraded to lvl 2. The stairs lead right into a concrete wall. I hit the plot with refresh presuming it had simply misplaced something, but the stairs still lead right into the concrete wall.
 
Yeah, that seem to be a "feature". I've got it on all my dispatchers too. You still can get up the steps though.
 
Hello,

There's a problem with the stairs after the basic level 1 Scav Dispatcher upgraded to lvl 2. The stairs lead right into a concrete wall. I hit the plot with refresh presuming it had simply misplaced something, but the stairs still lead right into the concrete wall.

There isn't enough room to have the full set, so it's got just enough room to get up onto the stairs, limitations of space with that building layout, but I wanted it to look like the technician could get up there to do work (probably should have just used a ladder to create that illusion)
 
If you make an update of this (it does work fine as is), you could always place a ladder on the outside of the building and then do away with the hole in the roof. Thanks for doing the mod in the first place btw!
 
Your mod is the one that gave me the alternate recruitment pop-up, yeah? I said no, since it said I could change it in the holotape later, looked in the holotape but don't see an alternate recruitment setting, 2 options in there, Build Sentry Bots and Central Storage. What's up with that?

Also -- just so you know I play in 1440p and the "Alternate Recruitment" pop up message was clipping both top and bottom because it had to much text, but I THIIIINK I could see all the text on it, but I can't imagine it's all visible on 1080p

Anyways, thanks for an awesome pack. Hope to hear from'ya soon.
 
Your mod is the one that gave me the alternate recruitment pop-up, yeah? I said no, since it said I could change it in the holotape later, looked in the holotape but don't see an alternate recruitment setting, 2 options in there, Build Sentry Bots and Central Storage. What's up with that?

Also -- just so you know I play in 1440p and the "Alternate Recruitment" pop up message was clipping both top and bottom because it had to much text, but I THIIIINK I could see all the text on it, but I can't imagine it's all visible on 1080p

Anyways, thanks for an awesome pack. Hope to hear from'ya soon.

Can you provide a screenshot? I know there are several mods that impact aspect ratio and resolution that screw with Message popups.

The Radio options are under "Recruitment Services" in the holotape:

https://imgur.com/nVdMqg5

Which will bring up this menu:

https://imgur.com/BLkQzjo
 
Can you provide a screenshot? I know there are several mods that impact aspect ratio and resolution that screw with Message popups.

The Radio options are under "Recruitment Services" in the holotape:

https://imgur.com/nVdMqg5

Which will bring up this menu:

https://imgur.com/BLkQzjo

Sure, how can I make the popup come up again though? I do use DEF_UI, but that's all really, and I don't even know if it affects messages.

And I'm actually being dumb. You just have to scroll lol. -- I have to recommend you cut 1 line from the blurb at the top of the holotape to idiot proof it so you don't get people like me coming in here. Sorry!

(Or maybe have it default to scrolled down all the way and make people scroll up to read the full info text, since that'll show incomplete it'd be more obvious. If that's even a thing.)
 
I don't know if I can make the top part scroll, but yeah, I may do that, do the blurb in the screen before, then the next screen just be the list of options.

It's all RP text anyway, and I'm starting to see why kinggath swapped from an RP version to just a raw mechanics holotape :P

Edit: oh, the 3 original options just coorispond to different default values for those 2 options, just fyi. (no recruitment, recruitment with no animals or recruitment with animals). Currently the only animals that can be attracted are Brahmin, but I'll probably include dogs and cats in a future update, and maybe rad-chickens if I'm feeling plucky that day
 
I don't know if I can make the top part scroll, but yeah, I may do that, do the blurb in the screen before, then the next screen just be the list of options.

It's all RP text anyway, and I'm starting to see why kinggath swapped from an RP version to just a raw mechanics holotape :P

Edit: oh, the 3 original options just coorispond to different default values for those 2 options, just fyi. (no recruitment, recruitment with no animals or recruitment with animals). Currently the only animals that can be attracted are Brahmin, but I'll probably include dogs and cats in a future update, and maybe rad-chickens if I'm feeling plucky that day

2 screens would be better yeah, lil confusing is all, sorry!~

I'll try to load an earlier save and get a screenshot of the alternate recruitment message for ya.

What does recruiting animals do? What conditions need to be met to attract animals and what do they do when you have them? I use the Animal Farm AddOn pack for animal as well, so should I have that off (or be flooded in cows?)
 
Animal recruitment (at the moment), basically allows settlers to bring brahmin with them when they get recruited.

It will allow a maximum number of brahmin equal to 1 brahmin for every 10 settlers (so 1-10 can have 1, 11-20 can have 2, etc)
 
Animal recruitment (at the moment), basically allows settlers to bring brahmin with them when they get recruited.

It will allow a maximum number of brahmin equal to 1 brahmin for every 10 settlers (so 1-10 can have 1, 11-20 can have 2, etc)

Ok cool, that's not too many, but they don't technically -do- anything?

I got the screenshot, here: https://imgur.com/a/C8cCD

And here's my modlist, so you can see for yourself if you think anything I have installed is changing my message boxes. https://pastebin.com/uwN3VYQ1 -- I don't think so, it's pretty light right now.

Thanks for the support/chat. I hope to make an AddOn pack of my own sometime soon.
 
They are standard settlement brahmin, just like the ones that can attract via the normal settlement beacon, the only difference is that the standard beacon will only attract 1 brahmin by default, mine will attract 1 per 10 settlers.
 
They are standard settlement brahmin, just like the ones that can attract via the normal settlement beacon, the only difference is that the standard beacon will only attract 1 brahmin by default, mine will attract 1 per 10 settlers.

(I didn't know there even where brahmin from the beacon. I've pretty much ignored settlements until Sim Settlements. My B.)


What do you think of the screenshot?
 
So, alternate recruitment. Once enabled is it enabled for all settlements? Or is the setting in the AFMS a per-settlement thing? I humbly suggest clarifying language be added in game in either case.

And if enabled, should recruitment beacons be left up, or scrapped? Unclear whether the recruitment beacon still controls on/off of recruitment at all, or whether running the beacon and enabling alternate recruitment results in both systems being active....
 
So, alternate recruitment. Once enabled is it enabled for all settlements? Or is the setting in the AFMS a per-settlement thing? I humbly suggest clarifying language be added in game in either case.

And if enabled, should recruitment beacons be left up, or scrapped? Unclear whether the recruitment beacon still controls on/off of recruitment at all, or whether running the beacon and enabling alternate recruitment results in both systems being active....

It's global, if the system is enabled any settlement with a Scav Team Dispatcher will attract settlers using the new system.

It is entirely separate from the the normal recruitment system. You can use them both if you want to. I do not touch anything in the standard system, I do not turn it off, etc. I do use the same radio station however, so you'll heard the same radio station regardless of which system you use (I'll fix that eventually)
 
Can you send Mr Handy and Ms Nanny robots from General Atomics to other settlements? Can they be used as settlers to tend crops and whatnot?
 
Can you send Mr Handy and Ms Nanny robots from General Atomics to other settlements? Can they be used as settlers to tend crops and whatnot?

They can do basically any settler function except be a provisioner (it's a balance for their bonus happiness), you can send them to other settlements and assign them to both vanilla and SS work resources
 
I hope you end up removing the martial and farm needing to be tied to the robot factory, it is a nightmare of a building, It's been at least 3 weeks now (I know I must have slept at least 2 weeks) and it is still lever 1, the farm and martial are wanting to be updated but I can do anything, despite full food, water, homes, power, jobs.

Version 8.5 and 1.18 for ss and ir.
 
I hope you end up removing the martial and farm needing to be tied to the robot factory, it is a nightmare of a building, It's been at least 3 weeks now (I know I must have slept at least 2 weeks) and it is still lever 1, the farm and martial are wanting to be updated but I can do anything, despite full food, water, homes, power, jobs.

Version 8.5 and 1.18 for ss and ir.

I won't, although I'll go back to the entire plan requiring the level 3 building once that feature is supported.

FYI: advanced industrial buildings don't speed up much by sleeping because of the way kinggath has designed the resource generation system for advanced industrial plots. They are built so they will build up via play time, so they generate resources every 24 "ticks", and a tick is an in-game hour OR one waiting period, so to get there via sleeping you'd need to sleep at minimum 50 times unless you were taking resources generated by the building and redepositing them back into the stockpile.

The farm and martial plot provide substantially more food/defense then their normal alternatives, so the level 3 building is there to help limit that. Originally you couldn't place the plot at all until you had the building, but then you go stock with literally nothing at all if that plot was automatically selected (the auto-selection code would select the plot even if there were no actual buildings that could go there yet). Because of that limitation I made level 1 a normal plot, and levels 2 and 3 gated behind the building so you'd end up with SOMETHING in that spot until you had the proper buildings.

I may eventually make 2 full branches that are mutually exclusive, the 1st without the level 3 plot which are standard value plots that don't have the special features, then after you get the proper factory the other line would open up for use, but I haven't gotten to that point yet and need to work out a method to make 2 mutually exclusive branches using the workshop AV system.
 
Yes every tax day I put all resources back into the factories, not having 2 of the old basic industrial bot factories putting out extra parts really slows things down.

My suggestion would be to tie it level to level, so any branch of the level 2 robotics factory makes the farm and martial be able to go to level 2.
 
Top