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Old Post Industrial Plot: Lab-Grown meat production

Messages
62
I really like this idea.

I always found it weird that in all those decades people wouldn't find some way to reclaim the knowledge from prewar days. I mean, yeah, The brotherhood and the institute tend to send their thugs to steal from you if you end up having new technology they want and that could very easily hinder your progress as an group. But I could also see a bunch of random people defiantly learning about those tech in secret, etc. After all, if the brotherhood and the institute want to hoard it for themselves so badly then there must be something to it.

Plus, if you beat both the brotherhood and the institute in the game like I did? I can see scavengers going over the ruins of the brotherhood and the institute and finding all sorts of new tech that they could reverse-engineer for themselves.

Bethesda is kind of stuck in the basic "world has been destroyed and everything is in ruins" premise of post-apocalyptic w/o much thought to the time that's passed since the War. You can see the difference w/Obsidian's handling of the west coast in New Vegas. The NCR and Legion are both fully functional nation-states. Their tech level is not fully pre-War, but they're far from primitive and groups like the Gun Runners are producing fresh high-tech gear rather than just scavenging it. The Commonwealth kind of has an excuse in that the Institute keeps sabotaging any attempts to form an equivalent to the NCR, but still. I mean everybody is still living in scavenged scrap shacks like carpentry is lost technology, despite predating the Industrial Revolution by centuries.
 

Aurora Moon

Active Member
Messages
69
Bethesda is kind of stuck in the basic "world has been destroyed and everything is in ruins" premise of post-apocalyptic w/o much thought to the time that's passed since the War. You can see the difference w/Obsidian's handling of the west coast in New Vegas. The NCR and Legion are both fully functional nation-states. Their tech level is not fully pre-War, but they're far from primitive and groups like the Gun Runners are producing fresh high-tech gear rather than just scavenging it. The Commonwealth kind of has an excuse in that the Institute keeps sabotaging any attempts to form an equivalent to the NCR, but still. I mean everybody is still living in scavenged scrap shacks like carpentry is lost technology, despite predating the Industrial Revolution by centuries.

Yeah. I always thought that the fallout series shouldn't just be about the apocalypse, but about how humans manage to survive and rebuild despite it all. And that the player was to make a difference in how the human race's future shaped up by the end of the game. Not to mention, they always have a different theme in different locations each game so why even follow strict continuity?

Just make it so that a nuclear fallout happened "recently" relatively speaking in each game and that serves as an good explanation for why things are that way.
Otherwise, it just seems odd that everyone's stuck in this post-apocalyptic 50's era culture without even knowing basic things like carpentry, like you said? I mean, the fallout happened around the 50's but now it's the year 2215.... so something's amiss here.

I'll be honest, if I wrote the stories and stuff for the Fallout games, they would be a whole different game series.
The first one would be 50's themed like the original games but they would also be actually set around the 50's still.
but then the next following games would be 60's, 70's, and 80's themed in that order... but without any real continuity from past games. The games would be just the eras' take on the Apocalypse, you know? Each era had very different viewpoints and different takes on that genre. So it would had been interesting to see how a 60's flavored post-apocalypse would had been like... and the 80's version would be like spoofing the Mad max universe, etc. Honestly, there's so much to explore and spoof from, you know?
 

mytigio

Well-Known Member
Verified Builder
Messages
1,256
I mean, the fallout happened around the 50's but now it's the year 2215.... so something's amiss here.
FYI, it didn't happen in the 50's. It's that 50's Americana culture sort of persisted forever (America stopped developing culturally). The bombs happened in 2077 (210 years before the Sole Survivor wakes up)
 

Aurora Moon

Active Member
Messages
69
okay, I was wrong on that front. But my point still stands. 210 years and nobody relearned anything at all? It just breaks the sense of disbelief. :)

They should had made it so that the nuclear fallout happened "recently", as in it was 40 years since it happened. That would make far more sense in my book.
 

pra

Well-Known Member
Staff member
Verified Builder
Messages
566
Remembered this topic recently, and had some further thoughts.

This thing could be a branching adv. industrial. As a bonus, it could also have a terminal with the settler's ramblings in it.
  • Lvl 1: "Nutrition Research". Requires 10 power, 2 water, and generates 5 food or so. At this point, it's basically just a kitchen, processing whatever it gets.
    Terminal: "I'm getting tired of eating the same farm-grown stuff all day, let's see if I can improve it somehow."
    • Lvl 2: "Meat Factory": The vat-grown meat branch. Requires 20 Power, 5 water, and makes 20 food. Produces raw brahmin meat, maybe also molerat or radroach.
      Terminal: "Got my hands on an old scientific journal about growing living tissue in the lab. Took me a while to set everything up, but now I can grow as much steak as I can eat!"
      • Lvl 3: "Advanced Meat Factory": Requires 30 Power, 10 water, and makes 50 food and 5 happiness. Produces all sorts of meats, up to deathclaw and mirelurk queen.
        Terminal: "Why stop at brahmin? With some additional tweaks, and some more samples I got from caravans, I can grow all sorts of meat!"
      • Lvl 3: "Organic Tissue Factory": Requires 30 Power, 10 water, makes 20 food and all sorts of animal-based scrap, like bones, leather, etc. Produces same meat as at lvl2.
        Terminal: "I figured we have enough food by now, so I decided to try something else. Animal products without the hassle of actually hunting them, now that is progress!"
    • Lvl 2: "NAPP Factory": The food paste branch. Requires 15 Power, 5 water, makes 30 food, and costs 10 happiness and 5 defense. The tasteless stuff makes people less happy and a little more aggressive. Produces the default food paste.
      Terminal: "I was at Suffolk the other day. Seems like they experimented with artificial food back then. Took me a while, but I managed to drag one of their food paste machines all the way here. The stuff keeps people sated at least, but I think I should try to fix the quirks soon. Some of the other settlers are getting... strange"
      • Lvl 3: "INP Factory": Requires 20 Power, 5 water, makes 40 food and 5 happiness. Makes "Improved Nutritional Paste".
        Terminal: "Finally got rid of the side effects. Managed to improve the nutritional value, too. Some of the new compounds actually added a mild flavor. Nothing too fancy, but it's something."
      • Lvl 3: "Dessert Factory": Requires 20 Power, 5 water, makes 20 food, but 40 happiness. Makes "Tasty Pudding".
        Terminal: "Tried improving the flavor, and, oh boy did I succeed! Tastes like Nuka Cola mixed with sunshine while high on rainbows! Not sure how healthy it is for me to eat nothing but the stuff, but it's just too good!"
    • Lvl 2: "Cannery". The canned food branch. Requires 15 power, 10 water, makes 20 food.
      Terminal: "Making food is one thing, but keeping it fresh is almost as important. People back then knew it, too, food from 200 years ago is still good, mostly. I will try to figure out how they did it, or maybe just how to get rid of the rads in the old food." Produces the "canned meat" item
      • Lvl 3: "Canned Goods Factory": Not sure if possible, but if yes, this could be just a multiplier to the food output of all the farms. Something like: go through all farms, add up their production values, then produce that, times 0.9 or so. Otherwise, I'd say 40 food. Requires 20 power, 10 water. Produces unique canned goods, like "Tatos and Ham", "Mutfruit Jam", "Boston Brahmin Barbecue", etc.
        Terminal: "Canning our local produce works well. I even came up with a few 'Brands' of my own."
      • Lvl 3: "Food Reclamation Facility": 20 power, 10 water, 40 food. Produces rad-free versions of pre-war canned goods.
        Terminal: "With so much food lying around, it would be a waste not to use it. The process of cleaning and repackaging them is kinda expensive, but still worth it."
Or maybe this could be a 3x3 Agricultural Blueprint?
 

Axonum

Member
Messages
62
Remembered this topic recently, and had some further thoughts.

This thing could be a branching adv. industrial. As a bonus, it could also have a terminal with the settler's ramblings in it.
  • Lvl 1: "Nutrition Research". Requires 10 power, 2 water, and generates 5 food or so. At this point, it's basically just a kitchen, processing whatever it gets.
    Terminal: "I'm getting tired of eating the same farm-grown stuff all day, let's see if I can improve it somehow."
    • Lvl 2: "Meat Factory": The vat-grown meat branch. Requires 20 Power, 5 water, and makes 20 food. Produces raw brahmin meat, maybe also molerat or radroach.
      Terminal: "Got my hands on an old scientific journal about growing living tissue in the lab. Took me a while to set everything up, but now I can grow as much steak as I can eat!"
      • Lvl 3: "Advanced Meat Factory": Requires 30 Power, 10 water, and makes 50 food and 5 happiness. Produces all sorts of meats, up to deathclaw and mirelurk queen.
        Terminal: "Why stop at brahmin? With some additional tweaks, and some more samples I got from caravans, I can grow all sorts of meat!"
      • Lvl 3: "Organic Tissue Factory": Requires 30 Power, 10 water, makes 20 food and all sorts of animal-based scrap, like bones, leather, etc. Produces same meat as at lvl2.
        Terminal: "I figured we have enough food by now, so I decided to try something else. Animal products without the hassle of actually hunting them, now that is progress!"
    • Lvl 2: "NAPP Factory": The food paste branch. Requires 15 Power, 5 water, makes 30 food, and costs 10 happiness and 5 defense. The tasteless stuff makes people less happy and a little more aggressive. Produces the default food paste.
      Terminal: "I was at Suffolk the other day. Seems like they experimented with artificial food back then. Took me a while, but I managed to drag one of their food paste machines all the way here. The stuff keeps people sated at least, but I think I should try to fix the quirks soon. Some of the other settlers are getting... strange"
      • Lvl 3: "INP Factory": Requires 20 Power, 5 water, makes 40 food and 5 happiness. Makes "Improved Nutritional Paste".
        Terminal: "Finally got rid of the side effects. Managed to improve the nutritional value, too. Some of the new compounds actually added a mild flavor. Nothing too fancy, but it's something."
      • Lvl 3: "Dessert Factory": Requires 20 Power, 5 water, makes 20 food, but 40 happiness. Makes "Tasty Pudding".
        Terminal: "Tried improving the flavor, and, oh boy did I succeed! Tastes like Nuka Cola mixed with sunshine while high on rainbows! Not sure how healthy it is for me to eat nothing but the stuff, but it's just too good!"
    • Lvl 2: "Cannery". The canned food branch. Requires 15 power, 10 water, makes 20 food.
      Terminal: "Making food is one thing, but keeping it fresh is almost as important. People back then knew it, too, food from 200 years ago is still good, mostly. I will try to figure out how they did it, or maybe just how to get rid of the rads in the old food." Produces the "canned meat" item
      • Lvl 3: "Canned Goods Factory": Not sure if possible, but if yes, this could be just a multiplier to the food output of all the farms. Something like: go through all farms, add up their production values, then produce that, times 0.9 or so. Otherwise, I'd say 40 food. Requires 20 power, 10 water. Produces unique canned goods, like "Tatos and Ham", "Mutfruit Jam", "Boston Brahmin Barbecue", etc.
        Terminal: "Canning our local produce works well. I even came up with a few 'Brands' of my own."
      • Lvl 3: "Food Reclamation Facility": 20 power, 10 water, 40 food. Produces rad-free versions of pre-war canned goods.
        Terminal: "With so much food lying around, it would be a waste not to use it. The process of cleaning and repackaging them is kinda expensive, but still worth it."
I've been wanting an advanced industrial tech tree revolving around food for a long time especially since I always play in survival mode. I hope someone makes this!
 

bullyrook

Well-Known Member
Community Rockstar
Messages
784
Canned dog food=Defense and Happiness via cages. A plot that makes canned dog food is the sweet trifecta. Industrial plot ( Martial tech requirement) +> defense +5 and +10 Happiness per captured junk yard dog. Subtracts power and food/water to balance. First Level is a slaughter house that produces dog meat. At any level, more likely the settlement will be attacked by feral dogs. Can't dismiss Dog Meat to any settlement with one of these. Third level unlocks beta wave emitter.
 
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