This update list is and will always be for pre-uploads just to keep you informed on whats coming.2.0.1-Updates until release: Both mods have already been merged... Ive fixed the Basement house so getting in isnt weird. Fixed the Tarberry and Mutfruit Grass plots reducing the poly(lag) by about 80%. Added a new home Added a tato farm w/2 plot types added a melon farm w/2 plot types Need to finish up spawns n all the backend sht. Struggling with a quiet house to stay productive lol. Thought the wife n kids leaving for the weekend would be great i was wrong lol. Update:----- Ghouls fixed Jeffs table fixed All homes added to the new building plan selection All farms added to the building plan selection All Ag plots have been set to default values So you will only get the kinggath values from now on. which is 2/4/12 i think. (Ag plot decision was to prevent usage based on yield. If You want to use my agriculture plots you'll do so because you want to, not because you want an advantage) ToDo:----- Planning some more vip plots NOTE:The next AIO patch will require the newest Sim Settlements to function. This isnt like previous versions where it would still work if you were using a version that was a patch behind. No this will absolutely require Sim Settlements 2.0 or whatever version its labeled as. Update:----- New Dungeon added New Farm added (corn) ToDo:----- Still want to add another home or Vip versions of a couple existing homes probably to link the new dungeon to. NOTE: Damn I love creating dungeons Update:----- Bonus' added to appropriate plots (like plots with water will give bonus water to your settlement) Agriculture plots now have 3 phases to support the default Sim Settlement resource values. (prior only had 2 stages but offered more food) Grass foundations have been replaced on all agriculture plots. You have a concrete trim or a wood trim. (this was done to reduce poly) Fire finally animated in the cabin and aframe cabin. NOTE: Expect a release either Friday night or Saturday morning. 2.0.1-Updates - Done!