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Xbox Which rotc plans work best currently?

Pandabutt

New Member
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13
I've read various reports of certain rotc plans having issues and i am trying to come up with a list of ones that currently work well and which ones people are having issues with.
 
That's tough to answer because there are so many variables. I got Coastal Cottage to lvl 3 before I couldn't get near it, but Sanctuary froze up shortly into lvl 1. I had Kingsport on its way to lvl 2 at the same time as I had Coastal at 3. Finch Farm was on its way to lvl 2 when I started getting crashes and had to abandon it. Ditto RR.
Other mods will impact performance, as well as XBox One vs S vs X. I switch off many of the options in Performance on the holotape, but still get issues.
Playing Offline seems more stable, too, for those who might want to test this.
 
Thanks for the reply. I was hoping the issues were related to specific settlement builds just being too much for the system. Im on the original Xbox and really want to check out rotc but I just can't bring myself to risk having to nuke yet another playthough.
 
I'm on the XBone myself, so I hear you. SS + IR is very stable. RotC is better than at launch, but still too much for our base systems. I'm waiting for the optimized XBox-specific mods the Team is working on.
 
Yeah I use SS + IR as well without issue. I wish more add-on packs took advantage of IR though. It' such a great addition but it seems to get overlooked.
 
Yeah I use SS + IR as well without issue. I wish more add-on packs took advantage of IR though. It' such a great addition but it seems to get overlooked.
Hm - can you be more specific in what you'd like to see? Several addons already use the branching building plans that were introduced with Industrial Revolution, but I think only Ruined World adds on directly to the plots in IR. They are mostly so self-contained and "finished", at least I find it hard to tag on to them.
 
The majority of our Xbox test team is on the original Xbox and after switching to the performance settings SFCR0CK listed in that thread, their crashes have gone down to near zero. The last remaining crash seems to be from crossing cell boundaries at high speed before the settlement has finished loading.

Even in our optimized testing, that last issue remains and I believe is just going to be a hardware limitation.
 
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