Plots aren't really the problem it's the fact that a 4X4X2-4F is going to be space needed for ONE SETTLER, that's the issue... if there is a way we can upgrade a plot to a "Hi-Density" plot, where 2+ settlers can share, or just whole new sets of apartments of 4 settlers, even match making where 2 settlers can actually settle together, sharing one bed (marrage?) Actually... why making a complete new plot type? when you are setting up for want/need/goal requirement for settlers which could be the check if such plot is ready to be "upgrade" to high density, and so will it be true to the residential plots when there are more people, they learn to share space, or built bigger building to support more settlers?
Great work so far! we kinda need apartments, making an apartment,advanced residential 2x2(2/4/6 settlers and consumes twice the resources) or 2x3(3/6/9 settlers and consume thrice the resources) in it to save space for others plots. Also kinda wished the possibility of hotels as a commercial thing to attract the caravans too. as you said yourself its that idea that you need less plots for the guard and farms, why not homes too?
It's a bit complicated, kinggath. How do I know which plots unlock others? Which ones unlock better defense? Better entertainment? Whether low water is due to a factory, or a farm? What does the 'red' ASAM sensor mean - when a settlement has full needs? Will the Community Well stop providing water if it branches the wrong way? Does the scrap still generate if you're at the scrap cap? Also, will I have to have the same industrial line in every settlement to get tier 3 defense? Are unlocks global, or settlement only?
It's complicated because it's meant to all happen in the background - I just know a lot of players enjoy knowing a bit more of how things work. You can actually ignore a lot of the complicated stuff and your settlers will handle it all. 1. Currently, trial and error - the game engine doesn't have a good interface to display this, so more than likely it's going to require the wiki to explain. 2. Any industrial plots will unlock better defense, I thought I mentioned that in the plot types video - but I did so much editing I may have snipped that mention out - sorry! 3. All of the costs and benefits for each plot are available on the plaque, and if you have Upgrades Advanced: Manual - it will show you them before you even select the upgrade. 4. If an ASAM sensor has a red light on a plot that can be powered, it means it lacks electricity (check out the 2.0 patch notes - a lot of the data on those is actually in there because those were added to the base mod). 5. Yes, if you're leaning on the well, you'll probably want to keep Upgrades Advanced to Manual. 6. For advanced industrial, yes - Sim Settlements now has a complete resource generation system that manages the resources. For regular industrial, it's still using the vanilla system, I'll most likely migrate it over at some point though. 7. Any combination of 5 industrial or advanced industrial will unlock tier 3 Martial plots, but just like the other requirements, they can be turned off (and now on a settlement by settlement basis if you prefer). 8. Unlocks are settlement-wide. Everything in Sim Settlements currently treats each settlement as it's own entity - in the future, I will write a new framework to allow the settlements to have more impact on each other.
Thanks for the help, kinggath :) I've got farms with red ASAMs. They display level 1 designs - scattered plants on a mud pile - but the plaque says level 3. I upgraded from 1.1.2 to 2.0.0, so perhaps the issue lies there. I did use "refresh local plots" and watched it iterate over every plot. Also hit'em with the IBB. They produce the correct food, so I think it's cosmetic. I also have some Schrodinger-houses at level 1 (plaque level 3), although with green ASAMs. 5 industrial... so that would mean roughly 5 industrial settlers; 2-3 farmers; 3-5 defenders; 1 entertainer; 1-6 shopkeeps = 12 to 19 settlers. I see what you did there :P I donated to you for SIMS in the past. I'll have to again once I'm familiar with the expansion :)
Oh yeah, the ASAM is always red on agricultural because they don't accept power. Does the food on the agricultural match what you'd expect from level 3 farms?
Just a question, will a caravan between a settlement with an advanced industrial plot, count as a pre-requisite plot in the connected settlement (one that doesn't have the previous said plot)?
Hiya! Any chance for 1x1 residentials and commercials? The commercials being more like the vanilla market stalls, and the 1x1 residentials being rooms to put in our own buildings?
Glad to hear it! I love the mod but all my settlements end up looking the same, really want to customize and design my own buildings, those 'room' plots will really help!
Not exactly relevant but does anyone know how to run the fallout 4 mod organiser alongside the sse one? I am trying to start modding with mo on fallout 4 but ever time I run the newly installed mo (in its own folder) it just boots into the sse version. When I use an earlier version it comes up with an error saying its missing the stuff to run sse.
If we build civilization why settlers can't share technology between settlements? I suggest that lvl2 and lvl3 buildings can produce special schematics that can be shared between settlements and used for upgrades for specific plots. And add plot in recreation section like school or research or etc as requirement to use those schematics in specific settlement
I have to build a framework for all of that still - going to be very complex to do it the way I want. With every change I make, I want to make sure it works for people who don't want to get into all these messy details - so it needs to be able to function automatically as well as with something like your ideas that require manual intervention.
@Kinggrath How much stock do these buildings need to get to upgrade? I dumped 1000 wood into a saw mill and only 100 oil for the oil rig and both upgraded the exact same time.
It varies on each - but it's usually going to be between 200 and 500, depending on the plot level and material, but there's a minimum upgrade time. Any excess you give them they'll return to your workbench, so if you can afford the donation - don't be afraid about losing resources.
To save space i suggest don't forget that you can build robots(DLC) they don't need houses and happiness. Better use them in commercial and defence plots
Oops.. I've been using dynamic needs but still doing the usual of putting down water, electricity, and security as part of my building process.. sounds like I don't need to be doing that.. ...sounds like I have some tutorials to watch lol
Does anyone know a "scrap everything" mod that doesn't interfere with sim settlements? Every mod besides the scrap everything mod (which ironically doesn't scrap everything) makes it nearly impossible to place any building with a concrete or wooden foundation.
You can use the console, click the item and write "disable". But I only have so far two items I couldn't scrap, after 17 settlements. Sometimes it's hard to find the right corner to scrap it, but mostly it works fine
It's hard to say - so far, the only confirmed crashes seem to come from settlements going way over the vanilla build limit (which can happen easily with Sim Settlements once you get above 30 plots).
Yep, I actually restarted my game because I had about 30 + settlers in a settlement & I could not even enter. I'm now going to limit my settlers especially with all the new things to play with :) In one of your early video's I remember how you mentioned how settlers have their own story. It is interesting to see what they build & keeping the number of settlers hopefully will resolve that. Last night I took a swim over to spectacle island, as you know it has a vast amount of land space :) I going to space out the settlers & their homes & see what happens. You're doing a great job for the game community though I hope you find the time to play & have fun as well.
I'm trying to figure out if I want to run this on pc, xboxone, or ps4. Sim settlements has alot of bugs on xboxone, but you appear to be using it during this video. SOOOOOO.....in your opinion, which system has the most mods and improvements for sim settlements.....pc, xbox, ps4 ??????
No they won't, accepting compensation is a right specified in the TOS. It essentially works on a licencing structure where you own the rights to your mod and created assets and Bethesda licences it. It is within a mod author's rights to accept donations for their work.
The wiki on SimSettlements.com is being updated for Industrial Revolution over the next couple weeks so you'll have a detailed written explanation very soon.
Every time I see your Settlement layout I cringe man, I realize most is just to show off features so I try to not let it bug me. But still floating objects are just my bane in life.
You can mostly ignore all this stuff and just build plots and watch your settlers build things. These videos are aimed at people who want to get into the background stuff of how Sim Settlements works.
Plots aren't really the problem it's the fact that a 4X4X2-4F is going to be space needed for ONE SETTLER, that's the issue... if there is a way we can upgrade a plot to a "Hi-Density" plot, where 2+ settlers can share, or just whole new sets of apartments of 4 settlers, even match making where 2 settlers can actually settle together, sharing one bed (marrage?)
Actually... why making a complete new plot type? when you are setting up for want/need/goal requirement for settlers which could be the check if such plot is ready to be "upgrade" to high density, and so will it be true to the residential plots when there are more people, they learn to share space, or built bigger building to support more settlers?
you always do a great job kinggath! keep at it!
So what do you think the next SIM settlement add-on will be? Military?
TreeckotheRebel possibly gay strip clubs.
Golden Haddix I would love that...
Golden Haddix "There's my factories. my weapon shops. oh and the gay strip clubs. I see Juan "Sugar ass" Chavez is working tonight"
"people are happier and taxes are larger" its more like, people are UNhappier IF THE taxes are higher.
Lucas Biermann OR, people are unhappier if there are not gay strip clubs.
Hey, you mentioned civilization... why not implement wonders to settlements, perhaps as some kind of end game?
Great work so far!
we kinda need apartments, making an apartment,advanced residential 2x2(2/4/6 settlers and consumes twice the resources) or 2x3(3/6/9 settlers and consume thrice the resources) in it to save space for others plots.
Also kinda wished the possibility of hotels as a commercial thing to attract the caravans too. as you said yourself its that idea that you need less plots for the guard and farms, why not homes too?
do you ever get tired of constantly destroying and rebuilding the red rocket truck stop?
abernathy farm looks like a better one unless when he is showing new stuff to help little settlements spaces to work with the mod.
Rhys Duncan He has a dummy save for it just loads it up with the newest patch.
It's a bit complicated, kinggath. How do I know which plots unlock others? Which ones unlock better defense? Better entertainment? Whether low water is due to a factory, or a farm? What does the 'red' ASAM sensor mean - when a settlement has full needs? Will the Community Well stop providing water if it branches the wrong way? Does the scrap still generate if you're at the scrap cap? Also, will I have to have the same industrial line in every settlement to get tier 3 defense? Are unlocks global, or settlement only?
Luminox he said this things would be in the Wiki... But all valid questions!!!
It's complicated because it's meant to all happen in the background - I just know a lot of players enjoy knowing a bit more of how things work. You can actually ignore a lot of the complicated stuff and your settlers will handle it all.
1. Currently, trial and error - the game engine doesn't have a good interface to display this, so more than likely it's going to require the wiki to explain.
2. Any industrial plots will unlock better defense, I thought I mentioned that in the plot types video - but I did so much editing I may have snipped that mention out - sorry!
3. All of the costs and benefits for each plot are available on the plaque, and if you have Upgrades Advanced: Manual - it will show you them before you even select the upgrade.
4. If an ASAM sensor has a red light on a plot that can be powered, it means it lacks electricity (check out the 2.0 patch notes - a lot of the data on those is actually in there because those were added to the base mod).
5. Yes, if you're leaning on the well, you'll probably want to keep Upgrades Advanced to Manual.
6. For advanced industrial, yes - Sim Settlements now has a complete resource generation system that manages the resources. For regular industrial, it's still using the vanilla system, I'll most likely migrate it over at some point though.
7. Any combination of 5 industrial or advanced industrial will unlock tier 3 Martial plots, but just like the other requirements, they can be turned off (and now on a settlement by settlement basis if you prefer).
8. Unlocks are settlement-wide. Everything in Sim Settlements currently treats each settlement as it's own entity - in the future, I will write a new framework to allow the settlements to have more impact on each other.
Thanks for the help, kinggath :)
I've got farms with red ASAMs. They display level 1 designs - scattered plants on a mud pile - but the plaque says level 3. I upgraded from 1.1.2 to 2.0.0, so perhaps the issue lies there. I did use "refresh local plots" and watched it iterate over every plot. Also hit'em with the IBB. They produce the correct food, so I think it's cosmetic. I also have some Schrodinger-houses at level 1 (plaque level 3), although with green ASAMs.
5 industrial... so that would mean roughly 5 industrial settlers; 2-3 farmers; 3-5 defenders; 1 entertainer; 1-6 shopkeeps = 12 to 19 settlers. I see what you did there :P
I donated to you for SIMS in the past. I'll have to again once I'm familiar with the expansion :)
Oh yeah, the ASAM is always red on agricultural because they don't accept power. Does the food on the agricultural match what you'd expect from level 3 farms?
Yeah, they provide 12 food each. The red ASAM is a little alarming - like something's wrong with the plot =O
Just a question, will a caravan between a settlement with an advanced industrial plot, count as a pre-requisite plot in the connected settlement (one that doesn't have the previous said plot)?
Francisco Peniche currently no, he said he might be going to work on a new framework to tie settlements, the vanilla linking system is rather limited
Hiya! Any chance for 1x1 residentials and commercials? The commercials being more like the vanilla market stalls, and the 1x1 residentials being rooms to put in our own buildings?
HappyCat Ryan Different plot sizes are definitely coming, taking my time with them so they are done right.
Glad to hear it! I love the mod but all my settlements end up looking the same, really want to customize and design my own buildings, those 'room' plots will really help!
Not exactly relevant but does anyone know how to run the fallout 4 mod organiser alongside the sse one?
I am trying to start modding with mo on fallout 4 but ever time I run the newly installed mo (in its own folder) it just boots into the sse version. When I use an earlier version it comes up with an error saying its missing the stuff to run sse.
If we build civilization why settlers can't share technology between settlements? I suggest that lvl2 and lvl3 buildings can produce special schematics that can be shared between settlements and used for upgrades for specific plots.
And add plot in recreation section like school or research or etc as requirement to use those schematics in specific settlement
I have to build a framework for all of that still - going to be very complex to do it the way I want. With every change I make, I want to make sure it works for people who don't want to get into all these messy details - so it needs to be able to function automatically as well as with something like your ideas that require manual intervention.
@Kinggrath How much stock do these buildings need to get to upgrade? I dumped 1000 wood into a saw mill and only 100 oil for the oil rig and both upgraded the exact same time.
It varies on each - but it's usually going to be between 200 and 500, depending on the plot level and material, but there's a minimum upgrade time. Any excess you give them they'll return to your workbench, so if you can afford the donation - don't be afraid about losing resources.
Thank you Kinggath
To save space i suggest don't forget that you can build robots(DLC) they don't need houses and happiness. Better use them in commercial and defence plots
Lucky Bob robots seem to screw happiness
yeah their happiness max 50 but every settler have personal happiness what we see it's just average numbers
Does this expansion mean that there will be a service industry expansion as well ? :D
Oops.. I've been using dynamic needs but still doing the usual of putting down water, electricity, and security as part of my building process.. sounds like I don't need to be doing that..
...sounds like I have some tutorials to watch lol
I know I sound kinda stupid, but how do I get the Sim Settlements tab? The mod works like a charm, but everything's in the Special tab.
Download the mod Settlement Menu Manager - it allows SS to safely inject a custom build menu.
Does anyone know a "scrap everything" mod that doesn't interfere with sim settlements? Every mod besides the scrap everything mod (which ironically doesn't scrap everything) makes it nearly impossible to place any building with a concrete or wooden foundation.
You can use the console, click the item and write "disable". But I only have so far two items I couldn't scrap, after 17 settlements. Sometimes it's hard to find the right corner to scrap it, but mostly it works fine
Kinggath, do you think when using a modded settlement along with your mods could they be the cause of crashes???
It's hard to say - so far, the only confirmed crashes seem to come from settlements going way over the vanilla build limit (which can happen easily with Sim Settlements once you get above 30 plots).
Yep, I actually restarted my game because I had about 30 + settlers in a settlement & I could not even enter. I'm now going to limit my settlers especially with all the new things to play with :) In one of your early video's I remember how you mentioned how settlers have their own story. It is interesting to see what they build & keeping the number of settlers hopefully will resolve that. Last night I took a swim over to spectacle island, as you know it has a vast amount of land space :) I going to space out the settlers & their homes & see what happens. You're doing a great job for the game community though I hope you find the time to play & have fun as well.
How about assigning Mr. Handy robots to handle farming?
They should be assignable to farms, I think they just don't animate correctly.
kinggath
As long as the food grows.
I'm trying to figure out if I want to run this on pc, xboxone, or ps4. Sim settlements has alot of bugs on xboxone, but you appear to be using it during this video. SOOOOOO.....in your opinion, which system has the most mods and improvements for sim settlements.....pc, xbox, ps4 ??????
again, get a patreon. $$$
do you want bethesda to sue him in to the grave? because they will if he accepts pay for a mod
No they won't, accepting compensation is a right specified in the TOS. It essentially works on a licencing structure where you own the rights to your mod and created assets and Bethesda licences it. It is within a mod author's rights to accept donations for their work.
ya check the recent changes to the TOS creation club strikes again that is now the only legal way a modder can accept pay
patreon is not payement, is donation, and bethesda cannot forbid donations.
@@exilestudios9546 bethesda cannot forbid donations.
Is it gonna be on ps4???
Will this mod ever be on xbox one??????????
Sim Settlements has been on Xbox One for a few months now - Industrial Revolution launched on PC and Xbox on the same day.
... can we have like, a spreadsheet or chart or something? Your explainations don't make sense to me.
The wiki on SimSettlements.com is being updated for Industrial Revolution over the next couple weeks so you'll have a detailed written explanation very soon.
Every time I see your Settlement layout I cringe man, I realize most is just to show off features so I try to not let it bug me. But still floating objects are just my bane in life.
Ha, yeah this demo save is just slapped together hap-hazardly to show how quick and easy it is to get Sim Settlements up and running.
Remember floating razorgrain? .... so glad for mods. :)
I have no idea where this is going, I haven't beat the game, nor play it that much. This seems complicated.
You can mostly ignore all this stuff and just build plots and watch your settlers build things. These videos are aimed at people who want to get into the background stuff of how Sim Settlements works.
Is there going to be a Raider expansion?