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HQ - Give all rooms unique numbers (for modding)

Aeliun

Member
Messages
56
And give the Cleaning Order and Designated Purpose(s) the same number. E.g. Room 19 = 19 Laundry room. This way modders also can make mods for specific rooms. Let the room-asams also display the room number.
(The reason I'm making this suggestion is that I have many double doors and some empty rooms in my finished playthrough of Chapter 2's HQ. So i did not make the right purpose-choices.)
BTW. What an awesome mod! Thanx so much! Had a blast. Cannot wait for Ch3.
 
Absolutely no response to my suggestion. I really liked this brain-fart (took me several days of deep-thinking) myself. Can someone pls. explain to me why this wouldn't be a good idea? No one would ever place a room at the wrong location again.
 
This tends to be a pretty low post-rate subforum in general (can pretty much guarantee there won't be an "official response" to anything here, for reasons that should be obvious if you think about it). And there wasn't really anything worth replying to add to your idea, it's perfectly fine as is.
 
Actually I'm pretty sure those kinds of unique identifiers do exist on the backend for modding purposes as they each have a unique layout and have a set of "building plans" for the rooms assigned to them as possibilities - I just don't think they are displayed on the room-ASAMs.
 
I agree i am having difficulties with rooms all the one's i have cleaned are now in my infantry and i cannot build them including living quarters for the quest build living quarters. Numbered rooms or even markers on rooms that you have cleaned stating what its to be used for, then you just find that room and build it.
 
The whole HQ system is supposed to have a pretty sizable overhaul, and I believe the eventual goal is to flesh out the available room types for most of HQ. Having a ‘dev mode’ room identifier in game could be handy, something from the holotape tools section maybe?
 
so simple that it was probably missed.
 
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