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Fixed Better Gardens xb1 port

mlwest1970

Member
Messages
62
hey Kevbal.

I'm running into a few things with the mod. For the mutfruit farm 1 and 2 and the carrot farm 1 and 2, all the wild grass in the plot is causing some serious lag when walking over the plot. Also the greenhouse for herbs 1 doesn't seem to populate with any herbs and in both versions the settler assigned seems to stand in front of the green house(s) and never goes in.

I'm getting ready to head out of town for two weeks, but I'll try to keep testing during free moments today (between errands and packing).
 
I can reduce the grass, the herbs should populate just fine thats how i figured out it can be used to cheat farm herbs. Hit the herb greenhouse with the hammer and see what you get. Just to clarify your saying the Herb farm 1 isnt populating but herb farm 2 is right? As for the settlers, The greenhouse doesnt have any settler markers in it yet. was looking at possibly using bots. The settler will still have a job they just wont do anything there until I figure out what animations I want.
 
Ok. I'll try hitting farm 1 with the hammer. I'll also fast travel out and in to refresh the settlement.
Yes, farm 2 looks spectacular. I love the setup in that one!
off topic, how did you get the platform icons?
 
The grass issue is due to sloppy duplication while cloning layers just before I started creating my stages. It seems to only affect console (at least for my pc play ive yet to notice any lag). But i understand the high poly is bad for large settlements and will rebuild the grass foundations when I add the animations at somepoint this week.
 
you hshould be able to use the chem station. its usable on pc. its spawned in from the workshop
 
It didn't seem to let me stand in the right place, it certainly seemed that way anyhow, but after pressing A, there was a brief pause with nothing on screen and then it gave me the option to press A again.
I'll give it a try again a little later and get back to you.
 
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