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Yagisan - December 2018

Yagisan

On an indefinite hiatus.
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I've got an idea for Graygarden, and I'm gonna run with it. I think I can incorporate those dammed idles into my design, so the robots appear to be doing something useful.
 
Can't wait to see it, I'm sure it's going to rock!
 
Can't wait to see it, I'm sure it's going to rock!
Ha, ha ha ha. It will at least be functional. And doorless, with minimal clutter. I'm not sure which loses more points, the lack of doors, or the lack of clutter to maximise framerate when you have all 20+ of my plans building ...

When I last worked on it, settler AI broke halfway up the pathway to the overpass. Even the robots are getting stuck up there!
 
I'm excited to see the results for December. Someone even inquired about the spawn items method so that's going to be really interesting to see what the end result will be. I would have liked to have entered but between wanting to add stuff to my addon & knowing that Christmas season is going to take up my schedule I decided it's better to do another month as I'd have to do a rush job anyways. I have a better idea now of the time required for making a city plan, it's quite surprising how long it can take. Better to do it when I have proper time to do so.

I like this month's concept though, I think we are in for some really interesting results with the highway usage requirement. I strongly feel that for my next city plan entry and honestly also for my first one it would be far better if I had a more complete set of plots. I struggled a lot with the designer's choice and I still think the look doesn't quite gel in mine. It is hard to be way out of the box and have a cohesive style.

When I last worked on it, settler AI broke halfway up the pathway to the overpass. Even the robots are getting stuck up there!
Man the Settler AI is a nightmare. When I enter again I will probably make a topic on help and advice asking about bunch of stuff. One of them being "Do we need functional AI/navigation". On my first city plan it's kinda functional and I don't even know if I can improve it so it's pretty depressing. It works if I order them somewhere but they barely move that much
 
Presenting:
Graygarden Horticultural Robotics

Yagisan_Graygarden__Dec_2018_Competition__Aerial_View_L3.jpg
Here we can see an overview of Graygarden Horticultural Robotics. The robots work around the clock to produce Mutfruit, Tatos, Corn, Razorgrain and recreational er medicinal herbs in the greenhouse. Beside the farm we can see the robot recyclers, for decommissioning defective robots, and the Junk Bot factory, for constructing more of these hard working farmers.

Yagisan_Graygarden__Dec_2018_Competition__The_Greenhouse_L3.jpg
A better view of the inside of the greenhouse.
Supervisor White makes an excellent choice of mayor, and the other 5 Mr Handies can each run their own farming plot. As you can see, a wide variety of "medicinal" herbs are available. *herbs not guaranteed to grow back if a player harvests them.

Yagisan_Graygarden__Dec_2018_Competition__JunkBot_Factory_L3.jpg
The JunkBot factory, where more hardworking robots are produced weekly. Also picture is the logistics center, where food is exported, and eventually, water is imported.

Yagisan_Graygarden__Dec_2018_Competition__The_Bridge_L3.jpg
Human settlement is focused around the bridge. Robot Recyclers are on the left, while a maintenance centre takes center stage. Underhanging the bridge is a first class kitchen, using only the finest products produced here, at Graygarden Horticultural Robotics.

Yagisan_Graygarden__Dec_2018_Competition__First_Class_Kitchen_L3.jpg
Here is our wonderful first class kitchen. Do come in for a bite to eat, and read the New Bugle. Latest editions guaranteed.

Yagisan_Graygarden__Dec_2018_Competition__The_UnderBridge_L3.jpg
The underbridge also boasts a communal bunkhouse, for some of our hard working human settlers.

Yagisan_Graygarden__Dec_2018_Competition__Vehicular_Living_L3.jpg
Residents on this level of the bridge prefer vehicular living. Nothing like the wind in your hair, and the throb of a powerful engine beneath you. *Vehicle not guaranteed to be movable and/or have wheels or an engine.

Yagisan_Graygarden__Dec_2018_Competition__The_Workshop_L3.jpg
Build almost anything in our fully stocked workshop. Careful of the robot parts. The are deactivated. We think.

Yagisan_Graygarden__Dec_2018_Competition__Rooftop_Living_L3.jpg
Rooftop living. Gorgeous views. Heavy Firepower.

Yagisan_Graygarden__Dec_2018_Competition__Player_Home_L3.jpg
Penthouse living player home. Complete with outdoor bar to impress your friends with.

The Dropbox Link to the L3 save is here. You can find Level 0, 1, and 2 here in my GitHub.
 
Great work as always.

I really like how you leaned into the theme.
 
Yagisan for the win again! I especially like how you included robot creation/ decommission, really adds to the immersion for a robot settlement. I assume the add-ons used here are already mentioned in the list you put together in the other thread, so thank you for creating such an impressive settlement! im getting really hyped for this playthrough, thank you
 
Glad you like it, and yes - this does work with the list I put in the other thread.
 
Enjoying this city plan tremendously but I seem to be hung up at L2 0%. I assume the issue isn't specific to this plan but I can't seem to find a fix. Any suggestions?
 
Tried donating extra scrap? If nothing changes, you could always try changing to "low involvement" under local options at the city planners desk.
 
Really appreciate the feedback. One of the things I love about RotC is the ability to completely hand over settlement development to a leader and the settlers, so I've had it on low involvement for a while. I thought I'd read somewhere (though I can't find it now) that Supervisor White was a problematic leader for some reason so I changed the leader to Old Man Jenkins from Recruitable Settlers and the progress basically jumped to L2 88%. Not sure if that's what did it but I'm going with it. Seems to be working fine now.

The other thing that I'm just figuring out for myself (finally!) is that while you set your settlements up for easy wiring, the Sole Survivor should handle the wiring him/herself. Those crazy Graygarden robots had wires stretching all over the damn place. So I just got done wiring Graygarden and Sunshine Tidings and they're really banging on all eight now. Headed over to Tenpines to see how they're doing now. Just love your builds.
 
I actually sent reexports (using WSFW) of all my contest entries to the SS team, so that wiring would be corrected. I don't know if they have time to update the contest packs, as it is a bit of a chore to update existing city plans in multipacks. (kinda why my stand alones all all individual releases).

This particular settlement is hard to level up because of the robots affecting happiness. You might want to turn the robots affect happiness option off too.

Glad that you like my plans - they aren't as heavily detailed as others, so it's nice to get feedback on them.
 
For what it's worth, both Sunshine Tidings and Tenpines were in pretty good shape. I didn't need to do much additional wiring at all.

As for happiness, I'm a shameless cheat with the Happy Maker 9000. I can't help but think I'm going to break the game with it somehow but so far so good.
 
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