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Changelog Thread

pra

Well-Known Member
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Verified Builder
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VERSION 1
Initial Release.

New features:
cAr Frame (Residential), including skins
Swingset Shack (Residential)
Some foundations
Some pieces of furniture
Some flags


VERSION 2

New features:
Advanced Industrial Food Production!

  • Lvl 1: Food Warehouse
    Stores local produce and whatever other food might be available. "Produces" food by making sure less of it goes to waste. Doesn't actually produce anything
    +2 Food
    -5 Power
    • Lvl 2: Food Scavenger
      Scavenges the ruins for anything edible. Produces irradiated canned foodstuffs.
      +10 Food
      -10 Power
      -5 Water
      -5 Happiness
      • Lvl 3: Food Reclamation Facility
        Purifies canned foodstuffs, produces radiation-free "purified" versions of them
        -20 Power
        +20 Food
        -10 Happiness
      • Lvl 3: Cannery
        Produces canned versions of local produce
        -30 Power
        -10 Water
        -10 Happiness
        Food production equals to 50% of the sum of the food production of all local agricultural plots, up to 50.
        Multiple canneries will divide that value between them.
    • Lvl 2: Food Paste Factory
      Uses a NAPP Machine from Suffolk to produce the same tasteless paste with questionable side effects
      -5 Power
      +15 Food
      -5 Water
      -10 Happiness
      -5 Defense
      • Lvl 3: Improved Paste Factory
        Produces "Nutritional Paste" without side effects and a mild flavor.
        -30 Power
        +30 Food
        -10 Water
      • Lvl 3: Tasty Paste Factory
        Produces "Tasty Paste", which is less nutricious, but tastier
        -40 Power
        +15 Food
        -10 Water
        +40 Happiness
        +15 Defense
    • Lvl 2: Meat Factory
      Produces cultured meat, grown rather low-tech in old bathtubs and such. Mostly Brahmin, Molerat and Radroach
      -10 Power
      +10 Food
      -10 Water
      • Lvl 3: Improved Meat Factory
        Produces cultured meat in a more high-tech way. Produces more exotic meat as well, including Deathclaw, Yao Guai, etc
        -40 Power
        +30 Food
        -10 Water
        +10 Happiness
      • Lvl 3: Organic Tissue Factory
        Produces non-food organic materials, like leather, bones, etc. Still produces some food.
        -30 Power
        +10 Food
        -10 Water

New foundation: Warehouse Floor.

All plots (and skins of cAr Frame) now have a preview.

Fixed snap points of 2x2 floating foundation
 
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Cool sounds good. Will need the tasty paste to offset all the unhappiness of my purely industrial settlement. Was thinking it was going to be nothing but industrial plots and bars.
 
There is also
The Observatory in the Crystal Cavern's tech tree
in SimSettlements Industrial Revolution which generates happiness
 
Repurposing this thread as a changelog thread now.

VERSION 3
New Features:
  • Bunker Entrance (residential):
    Basically a hollow hill with a door. It's supposed to be the entrance to a caved-in underground bunker, with a non-functional elevator. It is a little more defensible than most houses, but also needs power from the start for light and ventilation.
    Includes skins to change the texture of the hill.
  • Some new furniture pieces

VERSION 3.1
Bugfixes:
  • Redid the conveyors in the Food Reclamation Facilit, just in case
  • The Food Warehouse is now properly locked behind Industrial Revolution
 
VERSION 4

Added:
  • Museum of Oddities (recreational).
    Requires all DLCs (let's hope I locked it properly). Opens a gift shop at Level 3.
 
VERSION 5

Added:
  • The Crafteria (recreational)
    A community workshop with various workbenches. They are all linked to the main workshop, and, by L3, it gains all vanilla workbenches and some special ones.
Fixed:
  • Food production value of the L2 Meat Factory
 
Making Crafteria a rec plot is fitting, since the settlers love to hog my workbenches.
 
VERSION 6.1

Added:
  • Radiation Cleaner (industrial)
    Provides radiation immunity in a large area. Produces acid and nuclear material at L2 and L3. Has penalties to Water and Happiness, which decrease as the building upgrades. Basically a plot version of this.
Fixed:
  • L2 Advanced Industrial Meat Factory's food production value even more (forgot to delete the OwnerAV property)
  • Fixed the interaction points of plot and furniture store beds
  • Properly hid the Radiation Cleaner unlockable
 
Awesome.

Funny, I just downloaded Radiation Cleaner, after building a settlement at Dalton. Even after scrapping several invisible "high radiation" objects, Dalton + ASE FH + mortal settlers = dead settlers.
 
keep in mind the thing turns off while upgrading. not sure if I should try to make it work continuously...
 
VERSION 7
This requires SimSettlements at least 4.1.0, because it uses the new 1x1 and 3x3 terraformers.

Added:
  • NEW: E-Waste Burner (Advanced Industrial L1). This is a L1-only Advanced Industrial, which works as an alternative to the Iron Mine. For these places where you want a Tool&Die, but don't want to go through the mine. Like, on an overpass or on a barge. It burns old electronics to extract metals. Produces metals, and the occasional nuclear material.
  • NEW: Added 1x1 and 3x3 versions for foundations. Also added 5 new terraformers.
Fixed:
  • Fixed: some Z-Fighting in the Rad Cleaner
  • Improvement: prefixed all my foundations with [PRA]
 
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VERSION 8

Added:
  • NEW: Wasteland Gym (recreational). Has various exercise machines, and counts as a Training Yard if you use Conqueror. Spawns the blueprints to the training machines at L3.
  • NEW: 9 New furniture pieces to buy from the furniture store.
  • FOMOD installer with Horizon and VIS(G) patches

Fixed:
  • The Radiation Cleaner should now provide it's protection even while being upgraded. If you have any Radiation Cleaners built, you should refresh them.
  • Fixed typo in Swing Set Shack's description
  • Fixed name of Unicorn Giddyup Buttercup souvenir
  • Removed most of my randomized objects from the "always randomized" formlist. I only put it in there because I thought I had to...
 
VERSION 9

Added:
  • NEW: Pirate Bar (Commercial) Sells alcohol and holotapes, and has "arcade machines"

Maybe I also fixed something, can't remember :)
 
Oh, I forgot I had this thread

VERSION 9.1

Added:
  • Added a weapon which is totally not Keening to the Museum of Oddities basement
VERSION 9.2

Added:
  • Added Subway Home Residential Interior
 
VERSION 10

Added:
  • Added Vend-O-Matic (Commercial). One exterior with 10 vending machines, and two interior versions with 5 each.
 
VERSION 10.1.0

Added:
  • Added a "Mister Handy Lamp" to buy from the furniture store

Fixed:
  • Fixed some minor visual issues with Vend-O-Matic L1
  • Fixed the Synth Head Lamp oddity, eyes should no longer glow when unpowered
  • Changed the texture of the toilet paper roll


VERSION 11

Added:
  • Minefield (Martial 1x1). Spawns mines in front of it. Type of the mine can be changed via skin.
Fixed:
  • Nuka Cola Vending Machines selling Nuka Victory instead of Nuka Wild
 
VERSION 12

Added:
  • Baba Yaga (Residential). A house on mechanical legs! Might be a bit hard on the graphics card, maybe blacklist it if it causes lag for you.
Improved:
  • Added Build Limit Data to all plots. This is to help SimSettlements Cities to better keep track of the (graphical) resources used by plots.
 
VERSION 12

Added:
  • Baba Yaga (Residential). A house on mechanical legs! Might be a bit hard on the graphics card, maybe blacklist it if it causes lag for you.
Improved:
  • Added Build Limit Data to all plots. This is to help SimSettlements Cities to better keep track of the (graphical) resources used by plots.
Do you ever sleep. Once again great job and thanks for providing these great additions tot he community.
 
Sometimes I do. Maybe. I think...

VERSION 13


Added:
  • Rocket (Residential). Build a rocket from pipes and building debris, what could possibly go wrong?
    Rather tall, the ladder from L2 onwards can be climbed, but is a bit tricky. Press left or right when you are on top.
  • Two new exhibits for the Museum of Oddities
 
VERSION 14

Added:
  • Mech (Martial 2x2). A mech to guard your settlement. Gains turrets and spotlights as it upgrades. Comes with various skins.
  • Papers, Please! (Martial Interior). A security checkpoint which is supposed to be a passport control of sorts. Has a guard dog from the start, gains turrets as it upgrades.
  • City Planner's Terminal. Not a plot, a City Planner's Desk of sorts. Can be used to control connected objects, but can't have a city leader assigned to it.
Improved:
  • If Wasteland Workshop is installed, the cAr Frame (Residential) will now have a powered, animated traffic light on L3
 
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