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So how many plots can you get into Starlight Drive In?

Bored Peon

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I think I finally hit a build limit for my PC or I am really close to it.

I got Starlight Drive in up to about 120 plots. It always kinda took a while to load when I came back. However my last trip out it simply did a CTD.

So I figured before investing any more time into that save and settlement I would see what others get in it.

I realize there is going to be somewhat of a variance due to how much you non-plot stuff you build. just looking for some other input.
 
I stay around 40ish plots. Mainly because I like quick loading and a stable (as bugthesda allows) game. Plus, I can pop in, do a quick check and leave without worry of scripts not having time to run or the AI porking things.
But that's just me. :)
 
I think I finally hit a build limit for my PC or I am really close to it.

I got Starlight Drive in up to about 120 plots. It always kinda took a while to load when I came back. However my last trip out it simply did a CTD.

So I figured before investing any more time into that save and settlement I would see what others get in it.

I realize there is going to be somewhat of a variance due to how much you non-plot stuff you build. just looking for some other input.

Hahahahaha, I really like this thread.

It is a reoccurring question that is good to document and discuss for new users.

It also is good to differentiate the subject of the thread.

Bored Peon asked: “how many?”
  • Plots # 120 ish
  • Likely unstable
  • Perhaps 60 settlers?
Important point, “Bored Peon is in acknowledgement of the results of this to the overall game stability.” He is asking a question akin to “destructive load testing.” I like this!

I have deliberately tried this on broken saves when I had nothing more to lose other than to experiment. It is fun to do this now and again. What I am trying to say, it is fun to see what are the limitations of the game, your knowledge and experience, your hardware, and even the load order you are using and compare it to other users. To this end I really like thread question!

For the sake of not wanting to advocate a competition to see how many plots and settlers are required to break a game. I really want to emphasize what Woodfuzzy has said.

Woodfuzzy replyed: “recommended”
  • Plots # 40 ish
  • Hopefully stable (“as bugthesda allows”)
  • This supports around 20 settlers.
Woodfuzzy, nails what I would call a recommended safe population and plot count.
  • THE GENERAL SAFETY BASELINE / GUIDELINE

What I am having fun playing with is:
  • The trade-off between # of settlers and # of plots.
  • If you get a settlement built out to level #3 by shifting settlers and then leaving plots un-manned once fully upgraded only to later bring up the population to match the plot count
  • The trade-off between using vanilla beds and construction in order to increase the number of plots generating revenue, components, resources or scrap
All that I have figured out here is little / nothing: Sure, there seems to be some flexibility but it has more to do with the general location of the settlement than the trade-off between (population, beds, jobs and plots). So given the 20/40 ish baseline the below is just my observations:

For safe plot # and settler #s

2 plots = 1 settler

What I thought (theory) was:

1bed (or vanilla job) + 1 plot = 1 settler (maybe 1.5 or 1.25 settlers, theory but unconfirmed)

What I think now (theory) is:

What I do like to use more so than the # of plots is the base population at each general location as my preferred guideline for a “safe play-through” so I am trying to play as such.

My Logic is to back-off the population a little and the # of plots in a settlement is irrelevant as long as it is no more than 2 to 1.

Example, max Settlers is what I prefer to use over # plots and why by location:

Sanctuary: 20 max – I like 16-18 for my game

Red Rocket: 10 max – I like 6-8 for my game

Abernathy: 14-16 max – I like 14 for my game

TenPines: 16

Hangmans Ally: 10 max (given the overhaul I am using this is pushing it)

Sunshine: no more then 10 at first – “delay” +10 =20: I do not know why, likely affected by other mods. If I build too many plots too quickly scripts seem to get backed up and sand boxing gets screwy. I have fixed this by really spreading out how much I build at one time. I use a boarder expansion mod at this location so as long as I stop building at 10 settlers, then let everything get to level 3 then add on slowly up to 20+/- it works fine and the expanded settlement boundaries are maximized.

County Crossing: 20, In my game seems to be able to go higher numbers consistently. This settlement seems hard to break. I love it.

Outpost zimonja: 14-20, maybe more? In my game it is also hard to break it is just so small.

Castle: 20 -30, High number of vanilla objects very few plots.

Spectacle Island: 20 maybe more.

Etc. for each location

I have more notes but not with me as I write this. Still, the above should give the gist of what I am trying to say if the subject was “safe - recommended settlement size / location.”
 
Hahahahaha, I really like this thread.

It is a reoccurring question that is good to document and discuss for new users.

It also is good to differentiate the subject of the thread.

Bored Peon asked: “how many?”
  • Plots # 120 ish
  • Likely unstable
  • Perhaps 60 settlers?
Important point, “Bored Peon is in acknowledgement of the results of this to the overall game stability.” He is asking a question akin to “destructive load testing.” I like this!

I was fully aware of how much I pushed it. I aint blaming anyone but myself. Was just looking for feedback from anyone else that may have pushed it that far or further.

I will have to load it up and take some screenshots.
 
I have pushed Starlight to 100 settlers + 100 AGI plots (all level 4) and 100 vanilla..ish beds (no res plots).
It would lag badly.. but was stable IF I spent at least 15 minutes in the settlement on every visit.

I've pushed Spectacle Island above 160 settlers and didn't trigger CTD on FT.
But it was built in a way that upon arrival you were facing away from the island and the layout was very *closed*. Meaning you couldn't see across the entire island at once.
It was by no means stable in terms of script lag.. or game wise. It did end up breaking the save. LOL
 
Yeah I think I could push it further. After all even in vanilla you can have crashes coming back to a settlement. Also it only happened the one time, not like I reloaded and tried to make it crash a second time. I mean I could have easily just made a save before returning to my settlement each time, just a pain on survival.

I just figured that was one of the first signs of the game saying "Hey stop pushing me dammit."

As for Spectacle Island I avoid that place. It is evil. You can not even load all the cells at once so that messes with your settlement form the start. Then you know there is a snowball's chance in hell the game can actually support you building like I did in Starlight in all that space. Then it messes with Warwick and Castle with partial loads and it works the other way as well.
 
A good sign of *better stop building* is when NPC to NPC conversations almost never fire, NPC's freezing longer that 5 seconds at bedtime, NPC's taking more than a couple seconds to head off to their appropriate *time of day* idle markers when visiting a settlement, and of course the good old hall of mirrors.
 
View attachment 3313 View attachment 3314 View attachment 3315 View attachment 3316 View attachment 3317 View attachment 3318 I kinda disappointed since the settlement wasn't "done." I still had lots of space left as you can see some of the bare spots here and there. However due to my bloated settlement it is done :(

no worries. I knew what you were saying. I have always stopped at any settlement even in testing @ around 50. At that point even if it functions it still was glitchy.

I am really enjoying the great pictures. Cool build! I like it!

I wish more folks would post screenshots like these!

I really enjoy the modded builds or ones using more assets beyond just wooden. The more they intragrate internal plots with the users own building and creativity the more I like them.

The block house in the corner using concrete really draws my attention and curiosity.
 
Yeah I think I could push it further. After all even in vanilla you can have crashes coming back to a settlement. Also it only happened the one time, not like I reloaded and tried to make it crash a second time. I mean I could have easily just made a save before returning to my settlement each time, just a pain on survival.

I just figured that was one of the first signs of the game saying "Hey stop pushing me dammit."

As for Spectacle Island I avoid that place. It is evil. You can not even load all the cells at once so that messes with your settlement form the start. Then you know there is a snowball's chance in hell the game can actually support you building like I did in Starlight in all that space. Then it messes with Warwick and Castle with partial loads and it works the other way as well.

Hey, I like spectacle island! :cool
 
I am really enjoying the great pictures. Cool build! I like it!.

My steam profile is full of them.
https://steamcommunity.com/profiles...westfirst&browsefilter=myfiles&view=imagewall
I am firm believer in settlements should have been like medieval civil engineering. You are going to cram as much as you possibly can inside your walls. Then when that is full you build another wall out further.

I really enjoy the modded builds or ones using more assets beyond just wooden. The more they intragrate internal plots with the users own building and creativity the more I like them.

I try to space out my building materials. Meaning I will try not to build a warehouse building next to a warehouse building, I will build a wooden, concrete, or barn instead. Doing that gives is a more appealing look and can look like something mashed together over time.

The block house in the corner using concrete really draws my attention and curiosity.

Yeah it is a simple design I used many times. I have older versions on my Steam gallery. I had to adjust it to be SS compatible with interior plots. I have a similar design I do with warehouse barn, and wooden assets. I put in 2 1x1 bedrooms per floor of the tower. Then top of the tower got 4 turrets (before I used deficit mode.)

Yeah like I said, that settlement was maybe 75% done, I still had a lot of work left to go.
 
Hey!

https://steamcommunity.com/profiles...westfirst&browsefilter=myfiles&view=imagewall

Now that is a link worth seeing!
Good job a lot of really good, fun and interesting pictures!
Thank you for sharing that!
Yeah you found my orbital turret at Federal Ration Stockpile, lol.
Oh yeah a whole bunch of interesting pictures in that.
Like Trashcan Carla sleeping in a bed at The Slog.
Edward and Jack out wandering the Commonwealth (great looking for Emogene troll.)
Some debunking screenshots etc.
Some educational ones like building the teleportation device.
 
At the moment I'm pushing my Sanctuary build to the limit. I'm at 33 settlers and 59 plots if I'm not mistaken and still there's so much to be done.... And I tought that I had too many plots but holy s... 120 plots is freakin' awesome! I don't think Sanctuary has space for that much. Still, I think I can get up to 50 settlers. Going to share some screens here too when I finish.
 
20181002222739_1.jpg 20181002222805_1.jpg For Sanctuary I had like 50 settlers and almost 100 plots. I had only covered maybe about 50% of the settlement.

This is like an early version before that.
 
In my current playthrough Croup Manor is my biggest settlement
with 35 settlers and 69 plots. The Slog is second with 32 settlers and 61 plots.
 
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