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Dalton Harbor, July 2020

NDCowdy

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Port Dalton: A fishing port which grows to provide homes, work and resources for 15 settlers. It has a small over production of food, and is self sufficient with water, defence and maintenance costs.

Add-ons used: Wasteland Ventures 1 & 2, Sim Scrappers, IDEK's Logistics, Rise of the Commonwealth, Industrial City, Junk Town
Plots: 15 residential, 4 agricultural, 6 commercial, 2 industrial, 2 recreational, 1 martial
Also includes 3 guard markers as optional work for guards/ conquerors.
01 Arial View.jpg The main gate is well defended with a barbarian, guard dog kennels and defensive towers. Sited beside them is the guard house containing the control room (player digs), armoury (including workbenches) and a barrack room with space ready for guards/ conquerors.
02 Main Gate Inside.jpg Commercial street leads from the main gate down to the docks. It has shops including; general, clothing, armour, weapons and chems. As with many of the town's businesses, the owners have their residences above the shops.
03 Shops.jpg
The docks are overlooked by the Crawler's Head Inn and the chapel's tower. Along the dock-front are four small kitchen diners which prepare and serve the fruits of the fishing boat labours (agri plots).
04 Dock.jpg Behind the inn is the port's chapel, port towns (even those on much less dangerous islands than this) often have need of a location to see to their spiritual needs and to remember those who failed to return from trips out to sea or into the fog. Some keen individual, having seen pictures of how the bell tower should have a clock, added one without first working out how to make it tell the proper time. It will be right at least twice a day anyway.
05 Center.jpg
The industrial side of town has its own well defended gate, brahmin pens, lumber mill, warehouse, plus the power & water plant.
06 Rear gate.jpg By the docks can be found the fish processing shed. The best stock goes to the town's kitchens. The rest goes to be boiled down into oil to fuel the town's industry.
07 Fish Works.jpg The lumber mill provides the materials which the town is built from.
08 Lumber Mill.jpg The power & water plant takes fish oil and sea water, and turns them into electricity and drinking water.
09 Power and Water.jpg Our last stop is the Crawler's Head, it has a bar, lounge, coffee bar, roaring fires and plenty of seating over its two floors. So pull up a seat by the fire and rest awhile.
10 Crawlers Head downstairs.jpg
Level 3 save: https://www.dropbox.com/s/ty7zutbecfhkw6h/ndcDalton03.fos?dl=0
 
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I wish you all the best.
 
Having recently discovered the console command for checking build limits, I thought I'd give it a try. I went from thinking I had the 500+ draws left to play with that the game was telling me I had to being told I was about three thousand over. Going to see what can cut back but I'm not holding my breath.
 
Having recently discovered the console command for checking build limits, I thought I'd give it a try. I went from thinking I had the 500+ draws left to play with that the game was telling me I had to being told I was about three thousand over. Going to see what can cut back but I'm not holding my breath.

Same thing happened to me. Got lucky tho, was only about 200 over. =X
 
I'm honestly scared to check, I've been under the build limit so far, but it could be lying to me :confused:

Mine appeard very under the build limit, like I was at 20%. What gave it away was I had some frame rate drop when I looked at a certain angle, so that made me look more into it. I'm glad I was able to check, because I was just getting started on decorating.
 
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When plots upgrade they Use more of the build, but they don't refresh the build amounts used.
Also when you change clutter or other performance settings. Other misc reasons. :rollseye
So: the {console commands / build bar} only report accurately when refreshed.:declare

City Planer's Holotape > Tools > Configuration Tools > Build Limit - Recalculate Use.:boss
Run it often to refresh :dance2 It is your friend. :drinks
Wait for it to finish :acute to ensure accuracy before building more or checking the limit.:good
 
When plots upgrade they Use more of the build, but they don't refresh the build amounts used.
Also when you change clutter or other performance settings. Other misc reasons. :rollseye
So: the {console commands / build bar} only report accurately when refreshed.:declare

City Planer's Holotape > Tools > Configuration Tools > Build Limit - Recalculate Use.:boss
Run it often to refresh :dance2 It is your friend. :drinks
Wait for it to finish :acute to ensure accuracy before building more or checking the limit.:good
I hadn't noticed that that option had appeared, I only saw the console command as it was being floated about on Discord. I also made the mistake of panicking after not realising how long it can take and thought that all it had done was zero the current build numbers. Would have been nice to have found it before I got carried away with thinking I had enough room to make all those extra fancy buildings. But at least it's quicker to reduce than to build up and I've leaned the lesson before getting stuck into a Masters build.
 
Going to write this month off to experience. I got to try out a few things which I really liked, but the design evolved based on the amount of build budget the in-game system was telling me I had, and that I didn't realise there was any reason to doubt. Pulling down elements to bring it back into the refreshed budget just doesn't work. I've some nice ideas on how I'd like to build here more modestly that I'd like to produce at some point, but I think I'll be somewhat distracted with another location from tomorrow.
 
Oh really :P
 
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