Discussion in 'Discussion' started by mytigio, May 24, 2017.
Renamed ESP file to make load order sorting easier. Previous esp name did not include "Sim Settlements Add-On" in the name.
Player Action Item: You will need to pick up any plots from this add-on and set them back down. To let Sim Settlements choose a new Building Plan for the plot.
Bug fix: Resolved issue with plaques were displaying the Dynamic Needs data properly.
Added new plot named Robotics Workshop.
- This plot creates Automatrons automatically.
- Resources for these automatrons are deducted from the workbench.
- On average, automatrons should take between 7 and 16 game days to build.
- This feature can be disabled with the settings holotape found on bottom shelf of the worktable on the plot.
- when disable, this plot produces resources as a Robotics Recyclers.
Renamed old Robotics Workshop to Robotics Recyclers
Fix the names of the plots to remove redundent information using the new plaque structure.
Removed the dirt below the Scavanger plots which was causing issues when placed above tunnels, walkways or other navigatable areas and was inconsistant from the first tier to the later tiers.
Bug with stairs unable to be placed in front of the Robotics Workshop (now Robotics Recyclers) has been fixed by Sim Settlements 1.7, so I am removing it from the buglist.
Removed several debug notifications that were popping up for users with papyrus debuging enabled.
Fix bug where robots under construction will show up in the Robotics Workbench.
Set robots under construction as essential to resolve an issue with an under construction robot dying and putting the workshop into an unknown state.
Added Toy Factory. Produces happiness.
Added Conveyor Storage to the ammunition plant at all three levels to prevent lag from ammo boxes building up. The option to transfer to the workbench isn't there yet, it will be released in the next update.
Fix bug with Robots staying essential after they are activated.
Fix bug where toy factory will not be built due to a formlist error.
Added a menu option to enable/disable moving items from conveyor storage into the workshop on a daily basis. The holotape is now craftable at the chem station, and can still be found on the robotics workshop plot on the work table.
Fixed a bug where toys would build up in the toy factory between upgrades instead of deleting each day like they should.
I uploaded 0.7.3 the first time with the wrong ba2 file.
New Scavenger Support Buildings plot, which can turn into the following:
Add new Scav-Team Dispatcher building (max one per settlement). - Adds Defense equal to 5 + number of other settlements with dispatchers in them.
- Recruits settlers using a new mechanic (settlers are recruited by available SS homes and SS job plots instead of based on Charisma.) Can be enabled/disabled via new holotape option. A message will appear the first time you build a dispatcher plot.
- Increases maximum scrap yields from other scrap buildings in the same settlement from Industrial City.
Add new Salvage Sorting Facility (max one per settlement)
- Increases the minimum scrap yields from other scrap buildings in the same settlement from Industrial City. Only built if a Dispatcher already exists in the settlement.
Add Scavvers Shed
- Basic general salvage increase plot. These get built if you already have both a Scav-Team Dispatcher and a Salvage Sorting Facility already in the settlement.
Add new Ceramics factory - produces ceramics
Add new Circuitry factory - produces circuitry
Fixed the response text on the holotape option to set workshop or factory storage options.
Added missing items to the list of scrappable items
Integration for Sim Settlements 2.0 and the new building selection mechanism.
Change the default body of the automatrons built at the Robotics Workshop so that robots impacted by the vanilla robot provisioners bug will reset to a full body instead of only legs.
Remove some clutter from the level 2 ammunitions building to improve performance.
Fixes a conflict with the workshop menus for sim settlements 2.0 and Industrial Revolution.
Add performance toggle settings for all buildings (this includes extra lights, radios (I think I got them all?), and splitting up clutter into base (always on), extra (controlled by the "clutter" setting) and high-def (controlled by the "Detailed Models" setting)
Removed some clutter from a few of the intermediate building plans, which reduces the overall size of the BA2 file.
Changed the code for unique per settlement plot selection on the Scavanger Support plot. Should be much less likely to get a duplicate plot when a 2nd Scavanger Support plots is built very soon after the first.
Toys that fall off the conveyor belts in the toy factory should now automatically delete themselves when the cell unloads. If you wish to have toys for decoration, grab them out of the conveyor container, as toys being removed from that container by the player will be marked to not delete themselves. This will only apply to new toys created after this patch is loaded.
Added auto removal to the items produced by the ceramics factory.
Removed cloth that was erroneously spawning in the ceramics factory builder.
Fixed a bug where the level 3 ceramics factory would not produce any ceramic in some conditions.
Fixed a bug where recreational and martial plots were not counting as jobs for Alternate Recruitment.
Added "by mytigio" to all building plan names for easier management in plot selection and plot blocking menus.
Reworked Robotics Recycler and Robot Workshop into a single Advanced Industrial Robotics tree. This tree will be expanded in the next few updates:
Level 3 Robotics Workshop now named Junk Bot Garage. Now unlocks the Robot Workbench once it's been built in any settlement.
Level 2 Robotics Recycler now named Advanced Robotics Recyclers.
Level 3 Robotics Recycler now named Expert Robotics Recyclers.
Add Robot Refitter plots into Robot Tech Tree to make basic Mister Handy, and Protectron and assaultron limbs and Mister Handy/Protectron factory and basic wasteland armors
Add the Robot Workers Guild into the Robot Tech Tree to make advanced Mister Handy and Protectron weapons and armor.
Fixed a bug with selecting the Salvage Sorting Facilty from the Scavanger Support plot.
(Hopefully) Fixed a bug with the toy factory bogging down the script engine with it's toys and causing instability.
The current versions of the Robot Recycler and the Robotics Workshop will be phased out over the next several updates. You should replace the existing plots with the Advanced Industrial versions or another basic Industrial plot if you prefer.
Currently, the standard Industrial versions of these plots will be automatically added to the plan ban list so that they will not be selected automatically.
For XBox 1 Users:
There should be a fairly substantial drop in size, primarily due to improvements that should have been seen in 0.7.6, but because I'm an idiot, didn't actual reduce the ba2 size for xbox until this update. If you notice any issues I'll swap back to the uncompressed ba2 however.
Added new branch to the Robotics Advanced Industriall Tree: RobCo Civil Service, a level 3 branch off of the Robot Workshop. Builds Police, Firemen, Medic and Construction Protectrons. Protectrons built on this plot are not modifiable and cannot be used as companions. (this also means less annoying greetings from the robots).
Added new building: Break Room. A Recreational plot where tired factory workers can take a break and have some coffee.
Added new building: Municipal Water. A basic industrial plot to add water (10/30/50). Primarily for folks using my mod without Industrial Revolution because the IR Advanced Industrial Community Well and subsequent plots are objectively better.
Added new building: Civil Defense Station. A 1x1 Martial plot. Only available in settlements with a RobCo Civil Service building. Substantially better defense then a basic 1x1 Martial Plot with substantially higher power requirements.
Added a new toggle in the Holotape to disable SentryBot building. If disabled the Junk Bot Garage and future plots that include Sentry Bots will never produce a Senty Bot race robot (Sentry Bot arms, torsos and heads will still be used, but the legs will not).
Fixed the issue with Scav Support plot selection getting stuck. You can now change the plot using the ASAM sensor after it has been differentiated.
Fixed an issue with the Robot Refitters not being selectable in the Advanced Industrial: Robotics tree.
Fixed the output of the Expert Robotics Recyclers (was producing as a Basic Robotics Recyclers).
Completely rebuilt the Robot Spawning system used by the Robot Workshop, Junk Bot Garage and RobCo Civil Services. Should reduce the number of possible race conditions during plot upgrades.
Junk Bot Garage now produces junk bots with a large variety of wasteland armor. Robot Workshop has a low chance for basic armors.
Removed the Holotape toggle to disable Robot Building. Upgrade the Robotics Tree down one of the other branches if you do not want Robots to be built.
Various bug fixes and cleanup to prevent log spam
Old stand-alone basic Industrial version of the Robot Recycler will no longer produce resources. This building will be removed in the next version. Please use the new version in the Advanced Industrial: Robotics tree
Old stand-alone basic Industrial version of the Robot Workshop will no longer produce robots. This building will be removed in the next version. Please use the new version in the Advanced Industrial: Robotics tree
Fixes a bug where the Municipal Water and Break Room were not available to build.
Add General Atomics Domestic Robots to the Robotics Advanced Industrial Tree. This builds Mr. Handy and Ms. Nanny robots that provide +20 happiness but cannot be modified or used as provisioners or companions.
Hopefully fixed bug for XBox users with the Robot Refitters not being selectable
Converted to using kinggaths new settlement resources system for most buildings (the only exception should be the Dispatcher)
Added Tech Tree support for the Advanced Industrial: Robotics tree and the Civil Defense Station
Brought back the option in the holotape to globally stop Robot construction on all robot spawning plots per popular demand (actually just one person, but it's easy to do :P).
Sorry for the long delay on this one, I moved in the middle of making it so had no computer for 2 weeks.
Add Defense Contractors to the Robotics Advanced Industrial Tree. This builds Assaultron, Robobrain and (if enabled) Sentrybots that provide -5 happiness and +10 defense each.
Add General Atomics International Hydro-Farm to the Agricultural plots. This farm is only available in settlements that have the General Atomics Domestic Robots Factory built. It provides more food then a standard farm and uses about half the water.
Add a new setting to the RobCo AFMS holotape to set a maximum settlement robot population. This will stop Industrial City robot production buildings from buildings robots once the robot population in that settlement has hit the set number. If the number of robots in the settlement falls below the set figure, then robot production will resume.
Hopefully fixed a bug that would prevent robot builds from progressing after a plot upgrade or refresh.
Fixed a bug that prevented head armor from being added to robots on all robot production buildings.
In the final phase before full removal, the standard Industrial versions of the Robotics Workshop and Robot Recyclers are now removed from the ASAM menu in addition to the previous changes. This should render these 2 buildings impossible to construct using normal means. The models will be replaced by smoking rubble piles in he next version.
Add Army Surplus Building (military bot mod creation). Makes advanced weapons and armors for Assaultrons, Robobrains and Sentrybots. This completes the Advanced Industrial: Robotics Tree, yay!
Added 3 new flags: Mechanist, RobCo and General Atomics
Fixed bug where the hydroponics farm wouldn't complete level 3.
Fixed a bug with the Message on the Defense Contractor building.
Changed the model and items on the old standard Industrial Robotics Workshop and Robot Recycler into a smoking rubble pile.
Updated the Messages on the old standard Industrial Robotics Workshop and Robot Recycler to hopefully indicate this change is intentional.
Updated the General Atomics Domestic Robots factory to raise the 2nd floor a bit and hopefully stop the Ms. Nanny on the second floor from falling through the floor so often.
Added the NPC performance flag to several of the "disabled robot" props on my plots.
Scav Team Dispatcher and Salvage Sorting Facility will now provide a production bonus to non Industrial City buildings in the same way that the Fuel Depot does.
A new optional file has been added which will give the Scav Team Dispatcher a custom radio station instead of re-using the Settlement Recruitment Radio.
Nexus users will find the custom radio station as an optional file on my normal nexus mod page.
XBOne players will fine the custom radio station as a separate mod here: https://bethesda.net/en/mods/fallout4/mod-detail/4044336
The Civil Defense martial plot will now build level 1 without the RobCo Civil Services factory. Upgrading level 2+ requires the factory still. This is to fix a bug where the plot could be selected via the auto-selection system before the RobCo Civil Services factory was built. The defense and power levels have been adjusted to accommodate this new path.
The GAI Hydro-Farm agricultural plot will now build level 1 without the General Atomics Domestic robots factory. Upgrading level 2+ requires the factory still. This is to fix a bug where the plot could be selected via the auto-selection system before the General Atomics Domestic Robots factory was built. The food and water levels have been adjusted to accommodate this new path.
Added [IC] to the front of all building plan names to meet the new standard kinggath is using in 3.0
Added unique copies of the torn note to all building plans to support building model previews. If I missed any please let me know and I'll be happy to add a custom note for it.
Added interior Industrial version of the Scav Team Dispatcher. Dispatcher is still unique per settlement, regardless of type (interior vs normal)
Added a Support Shed to the interior Industrial plots list. These will spawn once a settlement has a dispatcher in it. It's basically a supply locker with some cleaning supplies and stuff scavangers need, really just meant to fill space once the dispatcher has been placed.
Updated several general salvage buildings to generate scrap using the built in Sim Settlements system instead of my own. This means it will now be impacted by the general production bonus on the Dispatcher and Salvage Sorting facilities (added in 0.8.5), as well as production bonuses from plots such as the Fuel Depot.
- Terminal Service Center
- Aluminum Recyclers
- Steel Scrap Yard
Added interior plot versions of several of my salvage buildings. These generate the same amount of resources as their full size counterparts:
- Electronic Dreams - produces circuitry just like the Terminal Service Center.
- Ronnie's Used Aluminum - produces aluminum just like Aluminum Recyclers
- Sahara Steel - produces steel, spring, screws, etc just like the Steel Scrap Yard.
- A Pot to Piss In - Produces water for the settlement at the same rates as Municipal Water
Renamed General Atomics Domestic Robots to GAI Domestic Robots.
Fixed the civil defense plot. It was using the Break Room message when being selected from the ASAM sensor.
Adds the forgotten texture files for the map in the dispatcher building plan.
Separate names with a comma.