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Compiled Suggestions

HyperLordBender

Active Member
Moderator
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114
So I am someone that makes ALOT of suggestions. So I will be putting them all in here. All new suggestions will have their own post in this thread, then linked in this OP.


MCM Settings:
Currently the MCM settings pages are very long. Would be good to have more pages for this. Gameplay for one is massive. So could be like GamePlay > Page[00-10]. With titles that make sense of course.


Archives:
Ok, so this is something I have found via playtesting. Currently I am using a mods list that takes up 90GB of diskspace according to MO2. But that doesn't affect my game performance. How? I don't use DLC naming scheme for my archives. I use base game. So no <ModName - Main.ba2>. This took some time to get working properly, as the base game does things differently. So, what names can you use (Note: These are only ones I have tested, you can most likely use any of the base game archive names)?
  • Animations.ba2 (This includes ONLY animation data)
  • Materials.ba2
  • Meshes.ba2 (This is where all other mesh folder stuff goes)
  • Misc.ba2 (Scripts, LUT's)
  • Voices.ba2
  • Sounds.ba2
  • Textures.ba2 (with the 2.5GB limit, multiples of these work. Just set the size limit in Archive2)
Each one of these cant be larger than 2.5GB (2560MB ) as the game wont load anything larger properly. Which isn't an issue for SS2 (Yet). As far as my playtesting has gone, compression works if you use the default values (except sounds). Mo2 may show that as no compression. I do not know if that's a bug, or if Archive2 auto detects archive naming and doesn't compress things if they shouldn't be.
Notes:
  • No unpacking of mods other than texture mods was done
  • Animation archive packing for mods with loose files was done. No stuck/ delayed weapon takeout so far encountered (This was experienced alot before doing this)
  • Archive2 was used only. No other program ever touched these archives
  • No texture optimization was done (alignment, same size, ect)
  • Texture size used was primarily 2K. Some mods did not have this, and are 1K and 4K. I used FlaconOil's 4K FOMOD pack as a base.
  • Use archive2 to find out if a file should be in that ba2. Thats the way I did it.
NOTE: This suggestion may not actually do anything.​

UI / Furniture:
Is it possible to have a settlements stats on some form of display panel? Something so I can see I what a settlement needs, without the need to enter workshop mode. I know this would be a niche use, but would add some immersion.


New Suggestion Links:
 
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Is it possible to have a settlements stats on some form of display panel? Something so I can see I what a settlement needs, without the need to enter workshop mode. I know this would be a niche use, but would add some immersion.
There's already a setting under HUD in the holotape/MCM to set the "resources" and "meters" HUD elements to stay on screen even when not in workshop mode.
 
There's already a setting under HUD in the holotape/MCM to set the "resources" and "meters" HUD elements to stay on screen even when not in workshop mode.
I actually mean something you can place. The panel is ok, but can get in the way of other ui mods
 
I actually mean something you can place. The panel is ok, but can get in the way of other ui mods
You mean a physically settlement-placeable object, like... I don't know, a billboard or a big nixie-tube array display or something? That'd be kind of neat.
 
You mean a physically settlement-placeable object, like... I don't know, a billboard or a big nixie-tube array display or something? That'd be kind of neat.
Yeah. Something like the farming sim silo displays that shows all the stats. Could even make it so it can target another settlement (though I dont think that would be accurate since I think you have to go to the settlement to update its stats)
 
Repair ASAM:
Have an option to be able to repair this with either another ASAM, or the COBJ resources to make one. This change would allow more people to have this option turned on without them losing some of their plots early on until they can craft more.
My current recipe for this is:

c_Plastic = 2
c_Steel = 2
c_Circuitry = 1 (Horizon = c_CircuitryBasic = 1)

I use steel rather than aluminum purely because aluminum is an annoying resource that is over used, and scarce.

City Manager Tools COBJ:
For me this recipe is way too expensive for a simple tool. I changed it to only require 1 wood.

Vitomatic:
Since this item is not an actual weapon, rather another tool, I changed a few of this items data:
Weight = 0
Value = 0
This is to not make the player dump it to save weight. The value change was for Horizon balance only (though it probs should just be unsellable)
 
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