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Ability to turn Comms Plot recruitment off (local)

Rylasasin

Active Member
Messages
143
It would be a heavily appreciated if you could turn the recruiting off for comms plots. Or make it so the plots ONLY recruit if you already have a recruitment beacon built and powered. Or take that feature and put it on a different plot type altogether.

There is a bit of a conundrum with them: They're needed for beacons and certain caravaan features. But I do NOT want them recruiting for me, because I'm VERY particular about who I want to recruit where.

For example, I have a comms plot in my all-robot Mechanist Lair. Because I want the bots to be able to export V Inventory, and for the beacon features. But it annoys me to no end that a bunch of mouthbreathers suddenly show up and I then I have to delete them or send them elsewhere, otherwise they drag down the happiness because no beds.
... to which I say, "No s**t settler, this is a robot-only settlement. Of course there aren't any beds. Get out."
 
There is a setting to limit the amount of settlers to the number of available beds
 
I was actually going to make this post myself, for the same reasoning, so thumbs up it is.

Also, that "number of beds" setting either doesnt work or is miscalculating for me.
 
I think that one is technically part of WSFW, not SS2 - that mod is deliberately made with the idea of people using WSFW but NOT ss2 in mind, so a lot of meta utility stuff is there.
 
I looked into making a mod to do just this. Unfortunately, I was unable to figure out exactly how the plot affected NPC recruitment. So much of SS2's systems are obfuscated in scripts.

5,000 imaginary Todd Coins to the first person to point me in the right direction. I'd really like to have a "turn off recruitment" feature for a Communications building plan I've had in the works for a while.
 
I just unlocked the Communications plot for the first time. It clearly said in the description" The Communications Plot is an advanced Com hub, which only recruits for the number of beds that are available"

SO this should not be happening for your no beds robot settlement. I'm assuming the code is broken, or it was never expected to have no beds at all and is bugging the script perhaps?

Maybe attempt to make just 1 bed. (Role-play reasons could be just having 1 settler to make sure the robots don't go funky, and or help upkeep them. Similar to the RobCo guy who was old and so they plunked him at the factory for the end of his days). See if that fixes it?
 
So I set up Mechanist Lair as a Robot-Only settlement. No water pumps, no food plots. No beds. I had a comms plot set up though, PURELY for the beacons.

An in game month after sorting a bunch of other settlements out. I come back... And find the whole settlement CRAWLING with meatbags!! And no, it's not because I had any beds to spare. I had none. NONE. NO BEDS.

And a Brahmin, which I promptly killed in front of them because of how utterly pissed off I was at them.

And then what do I hear?
"You should know people are complaining a bit about the bed situation"
NO SHIT THERE'S A BED SITUATION, YOU AREN'T EVEN SUPPOSED TO BE HERE, YOU DUMB FUCKS!!

So please please PLEASE for the love of all things holy, unholy, and everything in between, Please give us a way to turn the Comms station recruitment off or make a separate plot just for beacons. Because I am sick to death of this shit!!
 
So I set up Mechanist Lair as a Robot-Only settlement. No water pumps, no food plots. No beds. I had a comms plot set up though, PURELY for the beacons.

An in game month after sorting a bunch of other settlements out. I come back... And find the whole settlement CRAWLING with meatbags!! And no, it's not because I had any beds to spare. I had none. NONE. NO BEDS.

And a Brahmin, which I promptly killed in front of them because of how utterly pissed off I was at them.

And then what do I hear?
"You should know people are complaining a bit about the bed situation"
NO SHIT THERE'S A BED SITUATION, YOU AREN'T EVEN SUPPOSED TO BE HERE, YOU DUMB FUCKS!!

So please please PLEASE for the love of all things holy, unholy, and everything in between, Please give us a way to turn the Comms station recruitment off or make a separate plot just for beacons. Because I am sick to death of this shit!!

Go into Workshop Plus with MCM if you can, and make sure "Only recruit if available beds" is turned on. (Its off by default I think).

I attempted to do what you did with having just robots in the mechanists lair, and it's working fine for me with this option on. Nobody is being recruited since no beds available.

If that doesn't work, try building just 1 bed, and having just 1 person working there (assume he's there as a mechanic to watch the robots incase they go crazy again, RP purposes), and see if it that stops recruitment.

Sometimes when things are coded, 0 means ignore, so having 0 beds it will wonder what to do and keep recruiting.

Computers don't see 0 and 1/1 beds as the same thing unless it's programed too. and it might be an oversight.
 
It would be a heavily appreciated if you could turn the recruiting off for comms plots. Or make it so the plots ONLY recruit if you already have a recruitment beacon built and powered. Or take that feature and put it on a different plot type altogether.

There is a bit of a conundrum with them: They're needed for beacons and certain caravaan features. But I do NOT want them recruiting for me, because I'm VERY particular about who I want to recruit where.

For example, I have a comms plot in my all-robot Mechanist Lair. Because I want the bots to be able to export V Inventory, and for the beacon features. But it annoys me to no end that a bunch of mouthbreathers suddenly show up and I then I have to delete them or send them elsewhere, otherwise they drag down the happiness because no beds.
... to which I say, "No s**t settler, this is a robot-only settlement. Of course there aren't any beds. Get out."
Mechanist Lair, would be cool if it provided robots in the battle to take the ASSM computer back.

The settlement beacon and plots even if you are past 21 settlers you should be able to send the synth child there as well as companions.

A Robot settlement should exclude human and synth settlers. A settlement of purely robots both created and robots seeking a new purpose rather than just wandering around. Perhaps the player could hack and implant new directives for them to join the Robot settlement?
 
This post is made as of version 2.0.3 - in which, the "restrict by bed count" is still not functioning as I would expect. Unless... is it doing "bed count or 10+Charisma, whichever is higher" maybe? Since I cheat my Charisma to 10...
 
A crude way to turn this off is to have a power connector with a switch and just power down the plot. You would have to make sure it does not get power any other way so move all over power lines away so it's in a black spot if you do power down.
 
This post is made as of version 2.0.3 - in which, the "restrict by bed count" is still not functioning as I would expect. Unless... is it doing "bed count or 10+Charisma, whichever is higher" maybe? Since I cheat my Charisma to 10...
I found this today looking at the WSFW patch notes:
Added new setting Cap Settlers By Bed Count, which will only allow as many settlers to appear as beds exist. Note that this setting does not increase the default limit max, so building more beds does not bypass things like the Charisma tie-in from the base game.
  • [Sim Settlements Players] Residential plots that are unbuilt do not have beds, so this setting will not work well with them, but SS1 and SS2 also have their own recruitment systems that will generally override this anyway.
So its a matter of finding out how SS2 overrides WSFW and tell it not to. Then have KG add it to the settings...

I have spent a lot of time looking through the SS2 recruitment code trying to figure out how to disable recruitment for the Comms plots. I never found a good solution.
 
It looks like the setting in WSFW does work for the vanilla recruitment beacon (except the mandatory 1-3 initial spawns) but not for the Comms Plot, as of 2.1.0.
 
I too have to throw my hat into the ring to request a way to turn off recruitment. What about an upgrade/replacement plot that only works for the beacons. That way when the player has enough settlers he or she can "upgrade" the plot to be beacons only. If both plots were "upgrades" of each other then the player could switch between them as needed for recruitment.

This would be a really nice addition because I personally like the role play of having a radio room in the settlement regardless of whether or not I need setlers. It also would tie in very nicely with the HQ.
 
I would like this on the Communication plot as well please as i set some of my settlements for small groups of settlers. Its annoying finding a settlement ive set for 15 or 16 only and have new settlers ( no training ) pushing my originals out of the job and having to set them all over again.
I am going to give configurable settlers a try thank you Snarkhunter
 
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