the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Ammo plant?

Jacozilla

Active Member
Community Rockstar
Messages
267
In the FAQ thread listing buildings, has this entry -
Ammo Plant
An old Ammunition Factory rebuilt and run by your settlers. Produces low yields of common ammo early on, which increase in both type and quantity as the building levels up. The settler working the plot scavanges and fills the builder with scrap to produce ammo, but also fills the orders for ammo being built (aka: you don't get to pick the ammo produced). The ammo will either be collected locally at the factory, or transported to the workbench. You can choose which in the settings holotape.

Is this Ammo Plant different than the ballistics ammo plant we build off the Iron Mine tech tree path?

If so, how do we build it? I don't see it under my options to build.
 
Firstly it is a normal "Industrial" plot, so it can be built without Industrial Revolution.
Second, as far as I remember it is a bit more limited in which kinds of ammo it produces, but you can manually deposit materials to get it to produce more ammo.
 
I'm using Settlement Menu Manager and correctly see all the SS stuff in separate category, and I do see the internal Industry plot buildings from this mod - so clearly many of the buildings are loading.

But I don't see the ammo and others. Must be some kind of bug or interaction with another mod. Too bad, would have liked to use some of these new buildings.
 
Firstly it is a normal "Industrial" plot, so it can be built without Industrial Revolution.
Second, as far as I remember it is a bit more limited in which kinds of ammo it produces, but you can manually deposit materials to get it to produce more ammo.

It also produces WAY too much ammo overall and only produces while you are in settlement and the ammo it produces is random. Honestly I prefer kinggaths, this plot and the toy factory were my first experiments at using the Contraptions builders on SS plots and frankly I hate both plots overall. Too many limitations, too many problems.

Fair warning, if you use the ammo plant, if you hang out a lot on the "edge" of the settlement where things are on the cusp of loading/unloading, you can end up with a shitload of ammo littering the ground. It's an issue and one I'll eventually resolve by removing the plot all together.
 
It also produces WAY too much ammo overall and only produces while you are in settlement and the ammo it produces is random. Honestly I prefer kinggaths, this plot and the toy factory were my first experiments at using the Contraptions builders on SS plots and frankly I hate both plots overall. Too many limitations, too many problems.

Fair warning, if you use the ammo plant, if you hang out a lot on the "edge" of the settlement where things are on the cusp of loading/unloading, you can end up with a shitload of ammo littering the ground. It's an issue and one I'll eventually resolve by removing the plot all together.

Well good to know. Moot point for me though because some of your buildings don't load in my workshop menu - no ammo, diagnostic station, etc.

On your list of 29+ buildings, I maybe have ~10, mostly the internal plots.
 
Well good to know. Moot point for me though because some of your buildings don't load in my workshop menu - no ammo, diagnostic station, etc.

On your list of 29+ buildings, I maybe have ~10, mostly the internal plots.

That's odd, if you go to the Ban box on a city planners desk do you see all of the industrial plots listed?

Edit: additionally, do you have my plots by loading Industrial City directly or are you using the Mega-Pack to get my plots?

The mega-pack has only about 14 of my plots in it and toy factory, ammo plant, diagnostics station, my advanced industrial tree, etc aren't in it
 
That's odd, if you go to the Ban box on a city planners desk do you see all of the industrial plots listed?

Edit: additionally, do you have my plots by loading Industrial City directly or are you using the Mega-Pack to get my plots?

The mega-pack has only about 14 of my plots in it and toy factory, ammo plant, diagnostics station, my advanced industrial tree, etc aren't in it

I am loading SS 3in1, megapack, and your Industrial City separately. Didn’t know some of it was in mega pack. I only unloaded the separate addons now fully covered by megapack (Braes Defense, etc)

Never used ban box but checked in case got thrown there and all empty. For sure your mod is loading partly because I see chunk of plans in standard ind exterior and interior plots (all the recyclers - aluminum, ceramics, etc...like 6-7 of them, plus few more.

But among the ones missing for sure is ammo, diagnostics station. Ammo since you posted more info about it sounds like I’d prefer the stadard ballistic munitions plant. The diagnostic plot sounds cool though for automatron settlements.

Next play through I’ll try full uninstall and see -I’ve done plugin.txt editing to unload all but core loads but I don’t know if that still leaves bits and pieces mucking things up.
 
Hmmm - it might be this mod — https://www.nexusmods.com/fallout4/mods/26004/
It loads 3 separate addons - covering megapack, new, and oldies (author’s terms)

I removed the oldies and a bunch, like I mean a bunch - 15+ buildings just under farms I’d never seen suddenly now loads in my settlement menu.

Am going to remove the new and maybe megapack one because the new file supposedly covers Industrial City 0.9.0+ , but maybe not fully compatible anymore. Especially now I see more buildings, will try removing later today.
 
It also produces WAY too much ammo overall and only produces while you are in settlement and the ammo it produces is random. Honestly I prefer kinggaths, this plot and the toy factory were my first experiments at using the Contraptions builders on SS plots and frankly I hate both plots overall. Too many limitations, too many problems.

Ah, so THAT'S why the one game I have it in my character has 10s of thousands of rounds of ammo. Gotta swap that plot for the Advanced one...
 
Hmmm - it might be this mod — https://www.nexusmods.com/fallout4/mods/26004/
It loads 3 separate addons - covering megapack, new, and oldies (author’s terms)

I removed the oldies and a bunch, like I mean a bunch - 15+ buildings just under farms I’d never seen suddenly now loads in my settlement menu.

Am going to remove the new and maybe megapack one because the new file supposedly covers Industrial City 0.9.0+ , but maybe not fully compatible anymore. Especially now I see more buildings, will try removing later today.

Oh, yeah anything that does ESP replacement is best avoided no matter how cool the feature set :P
 
Yep it was this SS previews mod - https://www.nexusmods.com/fallout4/mods/26004/

Or to be very fair, possibly that mod + weird combination reaction with another mod. I removed the Oldies it wanted to replace from loading a got a lot of building plans now showing.

Removed the New file while has extra ESP it loads for Industrial City and got back all the plans was missing - now see ton more plans under standard Industrial including ones I wondered about missing ammunition and diagnostics.

Don't know if it did anything weird with the megapack file it loads but just to be safe I removed it as well. Too bad really as it is wonderful mod and really like the previews before build, wish that was core SS feature.

**once again to be fair it may not solely be this mod issue, but easiest way to resolve without completely messing up my load order mid-playthrough was remove this one.
 
I thought the mega pack and "new" version didn't do the ESP replacement, we put some things in place to make it potentially possible for ArcherDown to do basic previews without having to replace our ESPs (we make custom note models and attacht hose to our building plans for him to replace instead of editing the ESP).

the "oldies" version for sure did esp replacement however, so if you had that it's likely the main problem
 
I thought the mega pack and "new" version didn't do the ESP replacement, we put some things in place to make it potentially possible for ArcherDown to do basic previews without having to replace our ESPs (we make custom note models and attacht hose to our building plans for him to replace instead of editing the ESP).

the "oldies" version for sure did esp replacement however, so if you had that it's likely the main problem

You're correct, it doesn't. Adds 1 additional ESP for all of megapack, and 1 for the "new" which covers among other things your IC mod. Author note makes it sound like all it does is loads the previews and says doesn't need to update even when source mod updates long as I guess big changes aren't made.

All I know is I had 4-5 old addons covered with replacements, took that out and just under Farms alone got ~dozen new buildings never seen.

So I took out the "new" preview esp along with megapack one and now I see your diagnostic, ammo, etc.

As noted it may be some weird combo effect with other mods - for example I do still have loaded in Radrose enhancements mod which also touches lot of SS mods including your IC.

Supposedly all it does is adds Valdacil sorting compatibility so left it in but maybe it interacts weirdly with both Previews and Radrose trying to edit the SS mods it touches.
 
You're correct, it doesn't. Adds 1 additional ESP for all of megapack, and 1 for the "new" which covers among other things your IC mod. Author note makes it sound like all it does is loads the previews and says doesn't need to update even when source mod updates long as I guess big changes aren't made.

All I know is I had 4-5 old addons covered with replacements, took that out and just under Farms alone got ~dozen new buildings never seen.

So I took out the "new" preview esp along with megapack one and now I see your diagnostic, ammo, etc.

As noted it may be some weird combo effect with other mods - for example I do still have loaded in Radrose enhancements mod which also touches lot of SS mods including your IC.

Supposedly all it does is adds Valdacil sorting compatibility so left it in but maybe it interacts weirdly with both Previews and Radrose trying to edit the SS mods it touches.

Sorting mods actually tend to do overwrites, so that one is also a strong candidate for causing potential issues, I'd need to compare the esps to be sure however. Either way, glad you got it sorted out!
 
Top