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What other Mods do you use with SS?

Isn't this mod a) broken and b) included and fixed in the Y1 megapack?
Now you have me curious. I have the megapack, but I haven't seen either a barracks or a windmill pop up. I was just about to download the Utilities. Can you verify either of those statements (broken, included)?
 
aah I got confused, I think. I thought it was the mod with the artillery plots. That was by Brae.

However, I do remember buggy barracks mods, too. It was a mod where barracks branched into faction-specific buildings. They sometimes failed to provide defense.

Is this the JtBryant mod, or is there another one with barracks?
 
aah I got confused, I think. I thought it was the mod with the artillery plots. That was by Brae.

However, I do remember buggy barracks mods, too. It was a mod where barracks branched into faction-specific buildings. They sometimes failed to provide defense.

Is this the JtBryant mod, or is there another one with barracks?
That's the one I'm looking at. It is JTBryant's Utilities. Faction-specific barracks that increase in value the more you have. It's gone through a few versions, so maybe it's fixed now for the bugs you remember?
 
Pretty much all add-on packs are a must, especially Junk Town, Wasteland Venturers and IDEK's Logistics Station.
Must-haves for settlements in general are Place Everywhere, BS Defence, Better Warnings and Icebreaker.

Oh, I forgot JTBryant's Utilities, I love the barracks and the Windmill and build it in pretty much every settlement.

Is it just me or do the guards generated by those barracks operate according to an exceptionally better AI. I mean those guys guard, sweep up after themselves, use all the rec plots, check out every terminal, and everything else actual settlers could be doing if they weren’t standing still looking dumb.
 
aah I got confused, I think. I thought it was the mod with the artillery plots. That was by Brae.

However, I do remember buggy barracks mods, too. It was a mod where barracks branched into faction-specific buildings. They sometimes failed to provide defense.

Is this the JtBryant mod, or is there another one with barracks?

JtBryants barracks can seem quirky because upgrades are locked not just behind which factions you’ve joined/met, but also depend on completing a certain quest for each. You can get a plot to upgrade to minutemen guards (level 2) but it won’t go to level 3 until you complete OldGuns. Haven’t used with the other factions.
 
However, I do remember buggy barracks mods, too. It was a mod where barracks branched into faction-specific buildings. They sometimes failed to provide defense.

They fail to provide defense if you build multiple in the same settlement and then upgrade at the same time, if I remember correctly. But if you just wait for the "New Barracks registered" message before upgrading the second one, you won't run into any problems.
 
I looked at the logistic station mod to automate supply lines but I like / prefer my automatron fleet of robo provs all centralized out of mechanist lair

Does IDEKs Logistic Solution setup actual provisioners or is it virtual? If virtual then would be better than my robots, but if still physical provisioners then prefer robots

edit- NVM, looked at mod desc and they are physical provisioners; the logistics storage sounds nice but not sure understand why its any better than default supply line sharing system. Prefer the easier to create and customize robot provs all hubbed out of 1 central place like mechanist lair approach
 
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You can set the Logistics Station to not have active provisioners -- they'll hang around the station rather than move around the world. The supply lines it sets up are just better than vanilla, as they don't just link settlements, they actively move food and water around to settlements that need them. Plus the logistics locker is great -- stuff you put in it can be accessed from ANY other logistics locker anywhere, so it's a great place to store weapons and stuff that you can swap out at any time. You can assign robots as provisioners as well, so that's not an issue.

The dynamic supply lines are better than vanilla too, but yea, it won't support a hub and spoke system that you like. But personally, I like the idea of letting the game take care of setting up the supply lines in an efficient manner as I add new settlements rather than having to constantly set them up myself.
 
You can set the Logistics Station to not have active provisioners -- they'll hang around the station rather than move around the world. The supply lines it sets up are just better than vanilla, as they don't just link settlements, they actively move food and water around to settlements that need them. Plus the logistics locker is great -- stuff you put in it can be accessed from ANY other logistics locker anywhere, so it's a great place to store weapons and stuff that you can swap out at any time. You can assign robots as provisioners as well, so that's not an issue.

The dynamic supply lines are better than vanilla too, but yea, it won't support a hub and spoke system that you like. But personally, I like the idea of letting the game take care of setting up the supply lines in an efficient manner as I add new settlements rather than having to constantly set them up myself.

TLDR - wow, might change mind on this mod - but few questions if don't mine

1- One of Two primary reasons used robo provs because tougher than normal settlers (I know provs don't normally die but can be shot by stray bullets by Player if seen overland travel which happens a lot once many settlements, and with Darker Nights easy to shoot own prov few times mixed in with hostiles)
***but if IDEK mod has setting to use virtual provs that's great, removes one entire reason I use robo provs in first place

2. Reason I hub robo provs all out of Mechanist Lair is so robots don't impact happiness score. If you build robot From settlement, then it impacts happiness, but TO all settlements from one main hub like ML then only ML is affected which doesn't matter as ML is kinda unique.

Question 1 - re IDEK supply line moving food/water - so does it actually physically deduct food/water from settlements with high supply to ones with lower?

Question 2 - is junk/craft mats put into logistics locker used as craft source? e.g. can you access that supply for crafting from settlement workbenches across the Commonwealth? Or is it more for non-craft items like weapons and stuff you want to access from anywhere
 
1) You can set it to collect and move all purified water and foodstuffs to the logistics lockers, where I'm guessing that it then deducts them for the settlements that need them.

2) sort-of; the logistics lockers aren't linked to the workshops, but you can remove the scrap to use at a settlement as you need it. You can also just build a logistics locker in player home type settlements (like Home Plate), which makes it handy for crafting in Diamond City. But you really don't need to put scrap in the lockers otherwise, since the supply lines actually share scrap (and mods) across the entire network, just like the vanilla ones do.

The logistics stations have a variety of collection settings you can turn on or off. For example, I have mine collect bottle caps and ammo generated by the settlements, so I don't have to run around to every one to collect them. But I don't have them set to gather all the scrap, because it's just too overwhelming to look for stuff that way. :)
 
Awesome thanks. I'll give the IDEK mod a try.

Will figure out as I use it but wondering how to avoid settler assigned to LS at main Sanctuary; mathwise it seems you only need N-1 settlers where N is total settlements. But to get system up and running I need to build LS at both Sanctuary and Red Rocket for example, but only 1 settler needs to be prov.

As I expand # of settlements, odds are someone from Sanctuary will be assigned to build supply line network, but I'd prefer my main base to not use up that population resource and be the -1 of N-1. Maybe an easy method to do this will pop up as I use and get more exp with the mod
 
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