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  1. S

    Hotfix 3.0.3b

    Anyone playing survival mode should get a mod that enables manual saves in general. This is a Bethesda game.
  2. S

    Question Scavenger support plot

    Scrap shed getting taken out behind the shed?
  3. S

    Question Scavenger support plot

    With the start of transitioning Industrial City plots to using the core Sim Settlements production system, are the Scavenger Support plots going to be transitioned to keep boosting them? Or is everything but the radio going to be deprecated and production boosts left to the Fuel Depot from...
  4. S

    Closed Food Supply Line

    Have you changed taxes in that settlement? The changes to dynamic needs from going to half or double taxes have been... problematic.
  5. S

    BS Defense, Uncapped Settlement Surplus?

    I've test them pre-3.0 and had no problems. They don't really touch anything that SS touches. I have not tested them post-3.0, but they should still be fine. kinggath does some things that tweak defense numbers in 3.0+, but BS Defense just looks at whatever the numbers are set at, so they...
  6. S

    Patch 3.0.2 - Autonomy Now!

    Yes. Uninstall and delete all of them, then install 3.0.2. You should never have more than one version of Sim Settlements installed at a time. Always completely uninstall and delete the old version before downloading and installing the new one. You can have the expansion packs Industrial...
  7. S

    Question about settlers and number of beds...

    I'm not talking about Provisoners and any sort of "taking" when they reach another settlement. I'm talking about the default Move command where you tell a settler that another settlement is now their home:
  8. S

    Question about settlers and number of beds...

    You can't order settlers to a new settlement? I don't have an Xbox, but that's vanilla functionality and I was under the impression that consoles had all the same vanilla options as PC.
  9. S

    Not a bug Should NMM show 3.0.0 and 3.0.1 as installed?

    No. You should uninstall both and then reinstall only 3.0.1 fresh. If you are supposed to install a file to overwrite parts of an existing one, the directions on the mod page will say so explicitly. But I have not seen kinggath do that. He generally just puts out a new full build.
  10. S

    Food and water

    Do you have upgraded housing plots? They consume more food the same way Farms consume water. At level 3, a housing plot will reduce food by 2, in addition to the one base food that the settler needs. So a settler living in a level 3 housing plot costs three food, not one.
  11. S

    Not a bug Should NMM show 3.0.0 and 3.0.1 as installed?

    Don't use NMM to update an existing mod in place. Just don't. Their process is extremely dodgy. Always completely uninstall and delete the mod that you were updating first, then do a fresh download and install. If you don't do that, it's not a question of if you will end up with missing files or...
  12. S

    Restoring vanilla structures at Egret Tours Marina?

    No. Sim Settlements only restores vanilla scrappable (i.e. things you could scrap with no mods) items when a city plan starts (and only ones the plan needs). It doesn't do a full refresh of the settlement architecture. Scrap Everything and similar mods will cause you a lot of headache with city...
  13. S

    Safe to scrap houses?

    Vanilla scrappable items should be fine to scrap. The city plans are supposed to replace any of those that have been removed but are necessary when they start construction. If you see that not happening, it should be reported as a bug. It's items that are not scrappable/removable without mods or...
  14. S

    Upcoming Hotfix

    I would argue this is a place where @kinggath 's stance on surprises and things for players to discover for themselves, despite its good intentions, becomes a hindrance. Without a detailed breakdown of how things are supposed to work, discovering and investigating bugs becomes a much more...
  15. S

    Replacing Industrial plots with Advanced Industrial plots

    Once the API comes out, I'm sure there will be plenty of optional downloads of city plans to suit a myriad of desires and needs. Sim Settlements has an awesome add-on community. Right now, however, the focus of dev team's limited resources seems to be on bug fixing, fleshing out features that...
  16. S

    Closed Defense calculation

    @kinggath said in the Taxes in-depth video that reducing taxes would reduce defence spending and cause a lowering of defense output, so the value shifting with taxes is working as intended. Sounds like there may be something wonky with the values it is deducting, however, since those seem like...
  17. S

    Replacing Industrial plots with Advanced Industrial plots

    Not including plots from Industrial Revolution was a deliberate choice. Kinggath did not want Rise to be dependent on IR, so space limited console players could run with just base Sim Settlements and Rise of the Commonwealth. If Advanced Industrial plots were included, they just wouldn't work...
  18. S

    ROTC City Power for City Plan

    The city plans should try to meet their needs, but that is in the hands of the plan designer, the plots that the plan generates, and how they get staffed. Setting up provisioners, swapping out plots for more useful plots in the same category, and/or using the donation system to shore up...
  19. S

    How long until the framework starts to build?

    NMM's in-place update for already installed mods is... sketchy, to be generous. At this point, I never do the in-place updates. Whenever a mod has an update, right-click on the currently installed version and Uninstall & Delete to purge the old files completely, then D/L and install the new...
  20. S

    ROTC City Power for City Plan

    City plan plots handle their power via the city. You don't have to worry about manually building generators unless you are manually building your own plots in the space the plan does not use.
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