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Detailed Building Overview

Oh oh! Mytigio you script wizard, could you also give the animals names? That's what I miss most from Don't call me settler, where after you bought a dog from Gene it said "You named your dog Moira and she loves it"
My current game, for the first time ever, I met Gene and bought a dog from him - I would love to be able to rename her!
 
Oh oh! Mytigio you script wizard, could you also give the animals names? That's what I miss most from Don't call me settler, where after you bought a dog from Gene it said "You named your dog Moira and she loves it"

Not sure, my understanding is doing so requires making a Quest for each one, assigning them to an alias and naming them that way, but I haven't fully explored how it works, that's just from an old conversation with kinggath.
 
Not sure, my understanding is doing so requires making a Quest for each one, assigning them to an alias and naming them that way, but I haven't fully explored how it works, that's just from an old conversation with kinggath.
Ah - well that seems lots more work than the feature is worth!
 
Ah - well that seems lots more work than the feature is worth!

Maybe, on the other hand, having a dozen robots named "Automatron" is also really annoying, so perhaps it would be well worth the effort. Might be something to consider!
 
Hello. Superb mod!

Some remarks :
- For now my first problem is even without free plots the settlement continue to recruit. But I'm not sure it's a bug of yours or vanilla because I did have at start an antenna and I did remove it so it can be the same vanilla bug as when you cut the energy of the antenna and it continue to recruit :D

My second problem concern also the alternate recruitement, linked to the interest in defense and your other scrap buildings (same plot but 2nd and 3rd constructed)
- Could you in an future update manage the recruitement on/off at a clocal rule, else it lost a lot of interest.

and some questions :
- If I disconnect the first constructed building from energy after the 2 others are constructed, do I lost their gain on the advanced industrial plots? Does the recruitement continue?
- If I remove the first constructed building after the 2 others are constructed, do I lost their gain on the advanced industrial plots?
- If I stop the alternate recruitement, does robots continue to be constructed?

Thanks for the mod :)
 
- For now my first problem is even without free plots the settlement continue to recruit. But I'm not sure it's a bug of yours or vanilla because I did have at start an antenna and I did remove it so it can be the same vanilla bug as when you cut the energy of the antenna and it continue to recruit :D

It shouldn't do this, but I've had other reports of it. So far I can neither reproduce it or make it happen when players give me their save files. If you have s ave actively doing it, you can send it over and I'll have a look. (if I can get it to reproduce I'm much more likely to find the issue)

My second problem concern also the alternate recruitement, linked to the interest in defense and your other scrap buildings (same plot but 2nd and 3rd constructed)
- Could you in an future update manage the recruitement on/off at a clocal rule, else it lost a lot of interest.

I'm not likely to do so. The alternate recruitment is meant as a stop-gap until kinggath makes a similar feature in the main mod, but we'll see if it is easy to implement local settings when I rebuild the system. (I'd like to make plot-level settings for the robot construction buildings eventually, so maybe I can make the same system work across the board).

and some questions :
- If I disconnect the first constructed building from energy after the 2 others are constructed, do I lost their gain on the advanced industrial plots? Does the recruitement continue?
The building benefits aren't linked at all, and in fact you could make the 2nd building even if the first one isn't being used at all.

- If I remove the first constructed building after the 2 others are constructed, do I lost their gain on the advanced industrial plots?
you can blow up the first building after the 2nd is created, yes. If you did so and then set another Scav Support building however, it would become a dispatcher first before making another Shed.

- If I stop the alternate recruitement, does robots continue to be constructed?

Robot building has nothing to do with alternate recruitment, they are entirely separate systems and do not have any effect on each other.
 
Thanks for the answers.

I started a new game new I'm sure of my load order and there are no conflict and I'll won't build any antenna so I'll report if recruitement continues without free plots.
 
Thanks for the answers.

I started a new game new I'm sure of my load order and there are no conflict and I'll won't build any antenna so I'll report if recruitement continues without free plots.

Sounds good. I'm planning to put a few features in to help mitigate the continuous recruitment in the next version of alternate recruitment, so if I can't solve it I can at least mitigate the impact.
 
I've also a problem concerning the buildings now :)

I have in a settlement a Robotic Workshop and it's level 3. Or the documentation (here: https://docs.google.com/document/d/...Q9z7taH_Dg5W0Re6A/edit#heading=h.o67i5btp7z1s) say it may be a level 2 building. Is it normal?

You are probably using the old Industrial version instead of the Advanced Industrial version. The old versions will be going away completely in a patch soon (currently as of 0.8.2 they should never auto-assign themselves to a plot and don't produce anything any longer). In 0.8.3 they will no longer be selectable from the ASAM menu either (but won't disappear from plots yet), finally in 0.8.4 they'll vanish completely.
 
I'm confused (and I feel stupid :p) and you are evidently right, I did not use the advanced plot ^^
 
I'm confused (and I feel stupid :p) and you are evidently right, I did not use the advanced plot ^^

It's there, people see it and click :shrug: It's why in version 0.8.3 I'll remove that option as well.
 
Sounds good. I'm planning to put a few features in to help mitigate the continuous recruitment in the next version of alternate recruitment, so if I can't solve it I can at least mitigate the impact.

Started a new game without using any vanilla recruitment and it seems to be good or, at least it seems it's not alternate recruitement which bugs, I think some settlements are completly bugged (perhaps some conflicts in my mod list) but for most of them it works well.

Is it Better Settlers or your mod which manage the new settlers choice? (I have too much children and not enough robots)
 
Started a new game without using any vanilla recruitment and it seems to be good or, at least it seems it's not alternate recruitement which bugs, I think some settlements are completly bugged (perhaps some conflicts in my mod list) but for most of them it works well.

Is it Better Settlers or your mod which manage the new settlers choice? (I have too much children and not enough robots)

I'm not sure what you mean by "new settlers choice" so I'm going to assume it's better settlers since you narrowed it down to those 2, but I don't actually know what features that mod provides.
 
Sometimes I recruit adults, sometimes (to often) children and sometimes (not enough) Mr Gutsy :)
 
Sometimes I recruit adults, sometimes (to often) children and sometimes (not enough) Mr Gutsy :)

Oh, yeah that definitely not me. One of my newer plots can build MR. Handy and Ms. Nanny's but that's all and they won't recruit, they get built on premise.
 
Sometimes I recruit adults, sometimes (to often) children and sometimes (not enough) Mr Gutsy :)
Better Settlers brings in a more diverse set of settler looks, plus gears them; orphans of the commonwealth adds children; I have no idea what mod is bringing in Mr Gustsy, but now I want it :P
 
I'm not sure because in my list of mods there is nothing specifically for robots spawns. For now I think its name must be DLCRobots :grin
 
I don't quite get how to properly upgrade the adv. industrial robot building. It only ever shows the upgrade path to Robot Workers Guild for me (I have set upgrades to manual). Do the other branches require something specific?
 
I don't quite get how to properly upgrade the adv. industrial robot building. It only ever shows the upgrade path to Robot Workers Guild for me (I have set upgrades to manual). Do the other branches require something specific?

Nope, none of the robot tech tree buildings have pre-reqs yet. I'm playing with the idea of tying them optionally to various IR buildings in the future, but have not done so yet.

@pra are you using archerdowns tags mod? He hasn't updated in 2 versions of Industrial City, so mine needs to be loaded after his mod for sure at this point.
 
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