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City regression, is ok to block future plot sites?

pbenjamin

Active Member
Messages
77
I have been thinking about how to regress my Longfellow’s. I would like to put up scaffolding on the future windmill and greenhouse but the scaffolding would block future greenhouse plot sites if I did that. Is it a bad practice to put blueprint items in future plot sites?

Is there a good tarp item like a scaled up rug rotated? I love the tarps that show up hiding the interior plots under construction.

The windmill is far enough away from any plots that it should be fine. Are there good things to use as lashings or cables? I could not think of anything except for some scaled down crane pieces that have a hook on the end of a cable. Too bad power cables don’t show up they would work for a few things connected to buried terminators.


Thanks for your ideas.
 
I quite like to put construction items where building will occur in later levels. Many people like to know if a place will be built on or might be useable for own building. There are lots of cloth pieces (I think it's decoration/cloth/tents or something like that). Most are set like hanging, some are rolled up like you asked after.
 
I would put stronger-looking supports on the sides/behind it but not the front(to ensure it's possible to enter the plot) and place 1x2 scaffolding around the outside of it. Since greenhouse suggests they are Agriculture plots or maybe Adv Industrial if using RuinedWorld's greenhouses since a fair number of Ags do include large trees & a fair number of level 2/3 Adv Industrial are pretty tall which could cause clipping. By default, Designer's Choice is off so people will get randomized build plans from those that aren't designated as Direct Select Only and Advanced Industrial will choose random paths(though the biggest ones won't appear without a lot of unlocks), I find as a player when playing Conqueror the tendency is to just leave these settings to defaults. Given this I try to account for larger plots appearing and it also makes me tend towards using larger plots as Designer's Choice so I can hopefully be pretty sure there won't be a chance of inaccessible areas/major clipping due to different build plans than I initially used.

I haven't tried but I am guessing there is likely going to be issues if a city plan on upgrade removes plots from an upgrade. Moving the plot on level changes will lead to there being a duplicate since the old one stays behind so that suggests to me that they probably can't be removed on level up.
 
I would put stronger-looking supports on the sides/behind it but not the front(to ensure it's possible to enter the plot) and place 1x2 scaffolding around the outside of it. Since greenhouse suggests they are Agriculture plots or maybe Adv Industrial if using RuinedWorld's greenhouses since a fair number of Ags do include large trees & a fair number of level 2/3 Adv Industrial are pretty tall which could cause clipping. By default, Designer's Choice is off so people will get randomized build plans from those that aren't designated as Direct Select Only and Advanced Industrial will choose random paths(though the biggest ones won't appear without a lot of unlocks), I find as a player when playing Conqueror the tendency is to just leave these settings to defaults. Given this I try to account for larger plots appearing and it also makes me tend towards using larger plots as Designer's Choice so I can hopefully be pretty sure there won't be a chance of inaccessible areas/major clipping due to different build plans than I initially used.

I haven't tried but I am guessing there is likely going to be issues if a city plan on upgrade removes plots from an upgrade. Moving the plot on level changes will lead to there being a duplicate since the old one stays behind so that suggests to me that they probably can't be removed on level up.

I just want to have the non-plot buildings suggest that building is in progress. I think I can avoid the future locations of the plots if that could be a problem.

My back is hurting today so I can't stand setting and exploring the Blueprint mod but I think I remember some good stuff in there to fake building in progress on a wind turbine and the other non-plot builds. I left a lot of the trees so there will be branches sticking through some of the plots, but as you say most players make allowances for that by now.
 
I just want to have the non-plot buildings suggest that building is in progress. I think I can avoid the future locations of the plots if that could be a problem.

My back is hurting today so I can't stand setting and exploring the Blueprint mod but I think I remember some good stuff in there to fake building in progress on a wind turbine and the other non-plot builds. I left a lot of the trees so there will be branches sticking through some of the plots, but as you say most players make allowances for that by now.
I tend to put scaffolding or junk piles, that kind of thing almost like a "pre Level 0 Plot"& on top of a foundation to visually indicate where some future plots will go if it seems likely that people may otherwise end up building stuff there. Most stuff can be removed on level up, I've seen people make boarded up houses and open them up at L3. I personally wait for L3 & full population before building anything manually but others may be different.
 
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