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building a body for Jezebel and water concerns at SF

Mark

Active Member
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214
has anyone else had this happen? everytime I attempt to build a body for Jezebel, the game breaks.
i looked to see if I have any mods that affect Automatron or RedRocket but I have none. it may be nothing to do with ROTC, but I thought I'd mention it.
while I am here. I was in Santuary to see what level 3 looked like and the residents are asking for a reliable source of clean water. is that something I should get involved with? or will the settlers sort it out?
 
has anyone else had this happen? everytime I attempt to build a body for Jezebel, the game breaks.
i looked to see if I have any mods that affect Automatron or RedRocket but I have none. it may be nothing to do with ROTC, but I thought I'd mention it.
while I am here. I was in Santuary to see what level 3 looked like and the residents are asking for a reliable source of clean water. is that something I should get involved with? or will the settlers sort it out?

Regarding your Sanctuary question, you are always welcomed to help your settlers yourself, so yes you could build a water source to help fix the water issue.
 
I thought that might be the case. on loading my save I left RedRocket and went to Sanctuary. I saved there and built 5 large water purifiers in the shallows next to the wall. powered them up and saved again. the hud changed and I saw that water was no longer being provided by a supply line. but Defence had dropped to 20%! I built several strategically placed 10mm mk 5 turrets and it went back up to 100%.
as to the building of Jezebel, I am about to give it another go. lets see what happens.
 
I thought that might be the case. on loading my save I left RedRocket and went to Sanctuary. I saved there and built 5 large water purifiers in the shallows next to the wall. powered them up and saved again. the hud changed and I saw that water was no longer being provided by a supply line. but Defence had dropped to 20%! I built several strategically placed 10mm mk 5 turrets and it went back up to 100%.
as to the building of Jezebel, I am about to give it another go. lets see what happens.

The more you increase Water and Food production the more your defenses will decrease and also will increase the chances your settlement will be attacked by raiders, so take that in mind, having 1 or 2 large water purifiers should be quite enough for the settlement to be good on water and to distribute to other settlements that need it too, so I'd say 5 its just too much (ofc this depends on how many settlers you're willing to keep on the settlement ofc, but for the game's default maximum population which I believe its 20/30 then 2 should do just fine). But this is just my suggestion ofc.
 
Nobody is spot on. To clarify. The more resources a settlement produces, the more tempting target it becomes. Thus you need to increase the defence to match. The actual defence never really goes down, it's the HUD meter, which shows how well your defence matches the need, that goes down. The top three HUD meters are the most important ones. They give you the settlers feelings on the current state of settlement affairs. Basically it tells you that the risk of an attack has gone up, the settlers are getting jumpy, you need to add more defensive fire power to calm them down.

If you play Sim Settlements with dynamic needs activated, it's not only settlers that will need water supply, many plots will also consume water. It's part of the game balance features in Sim Settlements.

All RotC city plans have weaknesses that the player will have to assist with, by design. If you don't want to get all that involved in the city build, check out Kinggath's video for the Autonomy Now patch. Kinggath's vids are the manual for Sim Settlements.
 
I see. thanks for the advice everyone. by adding agricultural plots in addition to the water purifiers, I have cured Santuary's water and food supply line reliance. what I like best about SS and ROTC, is just when I think I have everything setup right and the settlements happiness is climbing, something upsets the settlers and 95% is suddenly 77%. I really enjoy finding out what is reducing their happiness and fixing it. thanks to all involved for the hours of extra game play.
 
Don't forget to check the plot plaque on how the plot affects happiness. The affects will increase with the plots level. If you have multiple industrial plots, you might well see a heavy toll on your happiness rating when they level up. The RotC build at Sanctuary have 10+ industrial plots... This is part of Kinggath's vision, where you the player, like in the Sim City game, have to navigate and manage the changing needs of the citizens.

--

If you want your head to shrink a bit, and make you wanna throw sticks and stones at Bethesda, you can always read a bit on how FO4 calculates settlements attacks.
 
I did see there were 10 industrial plots. I didn't want to mess with the city plan. so after thinking about it, I built 4 recreation plots outside the main entrance, to cheer up the residents.
I try and meet the shortfalls by building the things they need. sometimes it is difficult due to limited space. level 3 Ten Pines Bluff is very tight.
as for Jezebel, she has her body and is now a provisioner. i never discovered what was causing the ctds.
 
You can build a plot inside borders, and then move it outside. The settlers will hit a wall at the border, so they won't go there, but it functions like any other plot.

Oh, also, once a plot have been built by the RotC autobuild that plot will not be rebuilt. So you can either simply change the design of it via the ASAM sensor, or move it, or scrap it completely, and replace it with any other plot you want there. Of any type. You will lose the magic power link once you'd nudged the plot one tenth of an inch, but I believe you can figure out a solution for that.

(If you move an autobuilt plot and then hit a city refresh, that plot will refresh at the spot you moved it to. If deleted, it will refresh in plot heaven.)
 
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All RotC city plans have weaknesses that the player will have to assist with, by design. If you don't want to get all that involved in the city build, check out Kinggath's video for the Autonomy Now patch. Kinggath's vids are the manual for Sim Settlements.
When Sanctuary hit level 3, it had an excess of water, food was coming from the provisioner (expected) but defense was half required per the HUD meter. I ended up adding a couple of protectons, artillery, and so turrets - but was this the intended weakness for Sanctuary or did something go wrong?
 
Don't actually now. The dog ate the press material of the grand plan... (this is a hobby project after all)

I've understood from player feedback that Sanc is industrial, Albernathy food rich, and Red Rocket defence heavy. If this is meant to balance out, it don't really know. I do know that Kinggath meant it to be so that the player would have to assist the city leader in building a balanced settlement. If you watch the vid he did for the patch Autonomy Now, you'll hear that he was a bit surprised by the fact that many players wanted to have the autobuild building up the settlement pretty much unassisted. So he added that possibility with that patch. Still, the blueprints available at the moment aren't designed for that, as that angle wasn't considered at the design stage.
 
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