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Having trouble knowing where to start.

Muddball

Active Member
Messages
164
Hey I just need a nudge in the right direction. Can buildings from one settlement talk to a building from another settlement?

I'd like to give trade routes a shot.
 

Firderis

Active Member
Messages
232
Not yet, if you talk about the "industrial revolution". Right now every settlement is autonom. Perhaps it's part of the next patch, kinggath mention something like that.
 

Muddball

Active Member
Messages
164
Crap, I was hoping that I could create some kind of trading post, but my idea requires that the trading post in (Sanctuary) can talk to the trading post in (red rocket).

I'm just going to splat my solution here, just in case I can inspire someone with actual skill to pick up the idea and run with it. A building that has an adjustable amount of water and food that is connected to every other "trade post" like building. When one building takes water and food away from its settlement, it goes into a pot shared by all the other tradepost buildings. Then in other settlements they could adjust the water/food upwards on a 1 for 1 basis.

The Trade Post in Sanctuary could look like this (Food +3 Water -10)
The Trade Post in Abernathy could look like this (Food -10 Water +10)
The Trade Post in Red Rocket could look like this (Food +5 Water 0)
And in the trade post itself there is a surplus +2 Food

Two problems right off the bat that i'm trying to overcome is the very question I asked, can the buildings talk to each other. Second is if they CAN talk to each other, how to I keep them from mirroring each other.

I also have ideas about security being traded in the form of "Caravan Guards" and taxes being generated by all the trade, but food and water are the basic troubles i'm trying to tackle.
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
@Muddball

You can do it, but you have to do it yourself, kinggath's system won't do it for you. My dispatchers talk to eachother and set the defense of all dispatchers based on how many exist in other settlements. In my case I wanted them to all be the same, but you could write your code they are unique but react to one-another, sure.

Having said that, it's not something you should cut your teeth on, get the feel of making a plot, integrating into the mod, etc first before you try to tackle that, and understand you'll be managing the scripts yourself to handle it.
 

Muddball

Active Member
Messages
164
Yea, I'm working on the plots right now and i'm pretty overwhelmed. Learning experience.
 

Kana292

Active Member
Staff member
Verified Builder
Wiki Contributor
Messages
508
I was pretty overwhelmed the first plot level I made before deleting it all. It is starting to make some sense now. Not sure if that is a effect of learning or slipping further into madness.
 

Kana292

Active Member
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Verified Builder
Wiki Contributor
Messages
508
Everyone has been really helpful on here and Discord though.
 

ohnno

Member
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Messages
75
Don't know if this is the place, but how many ploy's should a building be? what's the max? :)
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
Don't know if this is the place, but how many ploy's should a building be? what's the max? :)

plots or poly's? the first: 3 stages max, but each the stages can have a lot of build stages between them (i think max is like 128 total? something like that).

polys: no theoretical limit, but be cognizant of the fact that this isn't the only thing on the players screen at any given time :P You could put a lot more in an interior cell then you should on an exterior cell where the surroundings, other plots, etc are all fighting for video memory
 

ohnno

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75
poly's i meant yes hehe. And yes thats what i;m trying to figure out. I read on nexus that for a weapon a good 10k poly's is the best amount.. more is possible but they don't recommend it. But there (well not that i have found dus far) is no recommend max to building's and such. and those go up fast... pc's can take a lot i reckon but then there is the console.
 

Eldarth

Active Member
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Messages
163
Maybe I'm missing something but this sounds like you are re-inventing "caravans."

Caravans transfer goods between settlements, and I believe all "workbenches" junk items are linked/pooled when connected via the caravans.
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
Maybe I'm missing something but this sounds like you are re-inventing "caravans."

Caravans transfer goods between settlements, and I believe all "workbenches" junk items are linked/pooled when connected via the caravans.

Not all, only components.

For example if you drop a weapon at sanctuary, you can't pull that weapon out at the Castle.

Also: currently SS plots don't use the Provisioners, so what they describe could be a way to fake it until kinggath adds support for that.
 

Eldarth

Active Member
Staff member
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Messages
163
Not all, only components.

For example if you drop a weapon at sanctuary, you can't pull that weapon out at the Castle.

Also: currently SS plots don't use the Provisioners, so what they describe could be a way to fake it until kinggath adds support for that.


Right - components. As mentioned, food & water -- radroach meat, dirty water, purified water, etc. all components.
Since SS transfers "resources" (components) into Workbench, caravan/provisioner chain should work just fine --
SS -> Workbench -> Provisioner -> other settlements workbemches.
 

SherylinRM

Active Member
Banned
Messages
236
How big?
My Somerville settlement had 3973 pieces I added myself last time I counted.
You can see it in my video [link in sig].
It also has 87 plots from sim settlements in it.
 

tankthing

NOT the Settler AI designer
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1,678
Caravans work exactly like what you describe. Food and water and other resources are transferred on demand. That's how I get away with bulldozing an entire settlement to rebuild it and nobody starves. There is enough surplus at all my other settlements to absorb the food and water needs of any one of them. I tend to run at about a 50 food surplus on mine once the agricultural plots fully upgrade.
 

biscuit eater

Member
Messages
61
have a question about modding. what is best to start with when adding a new plot? never done modding before. i am noob moron. when comes to anything about the subject. ive downloades all the things needed just lookin for some pointers or anything really lol
 

kinggath

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4,563
Open the Tutorial PDFs folder in the kit and just start from 00 - Creation Kit 101.pdf and work your way through. They should walk you through all the way from how to use the software, right up until you're releasing your first mod.

There are also a few videos to go with it if you want a jump start (or get glossy-eyed when staring at text tutorials): https://www.youtube.com/playlist?list=PL2g2oK5KhZT0VmyhK62Kvppy3nrGXocbG
 

biscuit eater

Member
Messages
61
thanks and kudos to you
why is there no cap mod with your face on it? dude all the work you have done for noobie modders its awesome
i mean the caps in fallout 4 btw
 

Thebuttkicker

Member
Messages
212
Not all, only components.

For example if you drop a weapon at sanctuary, you can't pull that weapon out at the Castle.

Also: currently SS plots don't use the Provisioners, so what they describe could be a way to fake it until kinggath adds support for that.
There is a mod that allows you to pull items from settlements if there is a trade route connected, I can try and look it up if that would be helpful.
 

NDCowdy

Well-Known Member
Patreon Supporter
Messages
758
I assume Mudball is thinking more about the settlement resources, the provisions of needs, that show on the hud or in workshop mode, rather than actual items which can be plucked from the inventory. What I've seen so far in add on mods seems to show that it is possible to make plots have variable effects on those numbers, but that it's complicated and doesn't always work properly.
I'm thinking it might be simpler to have plots that make it look like resources are being traded in or out. Such as a water merchant that runs a caravan that brings in extra water or even a version that lets you make money from an overproduction (-water, +tax)
But I guess part of the original idea might have wanted it to be variable.
 
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