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Jampads 2 - Jampads now available for Sim Settlements 2

Captain LaserBeam

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271
Jampads 2 is now live! My add-on, Jampads, has been converted and overhauled to work with Sim Settlements 2 features. All of the original plots have been included, some with a few tweaks. You can read about the features here, which includes details about each plot - including which ones are unlockable and what you'll need to do to unlock them. It even has three new plots -

Old World Diner Deluxe (3x3) - Commercial - Custom Vendor - When the regular Old World Diner is not enough, add this big boy to employ two settlers and rake in even more caps.

Down in Moonshine Holler (1x1) - Industrial - Production - The finest artisanal distillers sometimes have humble beginnings. Consumes oil and glass and produces moonshine and some surprises for sale at settlement bars. - UNLOCKABLE

All Mixed Up (1x1) -
Recreational - Fix up a nuka-cola mixer and discover a new galaxy of flavors. Trains settler intelligence.
 

yaugieLC

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4,326
Just a quick question, does the "All Mixed Up" still get the extra training slots as it levels up? I do love me some 1x1 plots.
 

Captain LaserBeam

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271
Just a quick question, does the "All Mixed Up" still get the extra training slots as it levels up? I do love me some 1x1 plots.
So I was not aware that most of the training recreationals get extra slots as they level up. Right now it does not, but I think I can fit one extra one in maybe - I'll give it a try for my next update.
 

yaugieLC

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4,326
So I was not aware that most of the training recreationals get extra slots as they level up. Right now it does not, but I think I can fit one extra one in maybe - I'll give it a try for my next update.
Honestly, I'm not sure Training plots have to do that, and with the design of that thing now that I've seen it in game (which I do like, don't get me wrong!) there ain't exactly room for multiple settlers to be there at the same time anyway - maybe just stick a note on the nexus page to make it clear that it is only for one person?
 

Bored Peon

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Do settlers even need to perform the animation to gain xp for their stat? I mean they gain stats while you are away and the animation aint played then... I think you guys are overthinking it and overlooking that is only the assignment that matters. If the idle spot is being used then the next settler attempting to use it is just gonna find something else to idle on.

Honestly I would not worry about trying to get 3 settlers into a 1x1 because if I am using a 1x1 then most likely that plot is for lesser used stat. Like PER and INT you only use it mostly for you water and power and you only use one settler for them. Devoting a 2x2 for the one settler seems kinda pointless.
 

Dune

Active Member
Messages
176
Yeah, Int and Perception kinda feel like "dump stats" - they only affect two, very specific plots that you never ideally need more than one of at a given time, and who give very little extra in terms of overkilling what you need. That, and the fact that they can be replaced by base game constructions, excepting the case of water in urban settlements.
 

Bored Peon

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1,786
Yeah, Int and Perception kinda feel like "dump stats" - they only affect two, very specific plots that you never ideally need more than one of at a given time, and who give very little extra in terms of overkilling what you need. That, and the fact that they can be replaced by base game constructions, excepting the case of water in urban settlements.
Replaced yes, but the upkeep for those replacements are expensive compared to what is needed to run a plot.
 

yaugieLC

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Messages
4,326
I think it makes sense that a 1x1 would only fit 1 settler at a time, it's not like we're trying to bend space and time here, right?
Yeah, pra's addon has a couple 1x1 Residentials, a single bed just barely fits in there.
 

Captain LaserBeam

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271
An update! We are now at version 1.1 and I have some new stuff to share.
  • The good news, three new plots converted from my old mod Yuletide! Winter Wonderland (3x3 Commercial Bar), Silent Night (Interior Recreational Relaxation), and I'll Be Home for Xmas (Interior Residential). The bad news? You have to have the Creation Club Holiday Workshop Pack to get them. But wait, there's more!
  • New ingestibles and craftables. Celebrate a post-apocalyptic re-imagining of a holiday classic with Egg Grog! If you have the Moonshine Holler plot, it will be injected into Settlement Bars at Level 1. Also, get your harvest feast on with the Gourd Pie. Is it cold outside? Grab all those stray fancy lads snack cakes and milk you have lying around and make some Hot Chocolate! These offerings should be plenty to get you through those cold months. Both the hot chocolate and the gourd pie can appear for sale at the Old World Diners as well. (No Creation Club needed for these!)
  • On that note, new assets brought to the mod courtesy of RyceKaeks' Fallout 4 Asset Packs 01 and 02. Now your cocktails will have an all-new look besides a shot glass. And sugar has been a bit 76-ified. Enjoy that pie, too.
  • New pet added to pet shops! The glowing devolved radstag, for when you need someone to light your slaying tonight. New pet names, also. In case you want to name your new vicious glowing "reindeer" Rudolph. (No creation club needed for this)
  • If you do have the Creation Club Holiday Workshop, there's one last added bonus. Some of its decor will start to appear in Holiday decorations for SS2. See if you can find the hidden presents, wreaths, stockings, and more! Just watch out for Santa and his nutcracker army.
  • New Bugle articles added for Slocum's Joe and Holiday Workshop Creation Club content for when you complete their respective quests courtesy of Jack Glynn, Commonwealth Archaeologist. He'll explain the significance of your findings as you uncover and unlock these Old World Secrets. More to come in the future!
  • New mod synergies for Wasteland Venturers (SS2), CREAtive Clutter, Fallout Instrument Pack and Working Beehives. If you have these mods, new items will spawn in the plots Beans for Breakfast, Winter Wonderland,and Screaming Trees.
This update does have a lot of creation club-specific material in it, but also has a few things that aren't.
 
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Captain LaserBeam

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271
So I'm up to 1.2! Some new stuff:

  • New 3x3 Building Materials Industrial Plot - Yagisan Industries. Starts at 1 story employing 2 settlers, grows to three stories employing 5 settlers by the end. Should support a whole settlement or many with adequate building materials.
  • Added Nukalurks, Nukalurk Hunters, and Nukalurk Kings to the Pet Store after completing "World of Refreshment" quest from Nuka World
  • Added two Creation Club dogs to the Pet Store (Shiba Inu and Border Collie) if you have the Creation Club content and complete the associated Dog Rescue quests - I tested this last feature extensively but standing by to see if any problems are reported before taking a deep dive into doing the rest of them
 

Drakenred65

Active Member
Messages
245
Honestly, I'm not sure Training plots have to do that, and with the design of that thing now that I've seen it in game (which I do like, don't get me wrong!) there ain't exactly room for multiple settlers to be there at the same time anyway - maybe just stick a note on the nexus page to make it clear that it is only for one person?
Oh they can get in there if they are frendly, or pre teens, in fact if the game was remotely realistic you would expect to see every preteen in the base game and multiple mods that are close enough in there if you let them all know about it.
 

Drakenred65

Active Member
Messages
245
Yeah, pra's addon has a couple 1x1 Residentials, a single bed just barely fits in there.
The only way to make it multi resident is to make them taller.

given i have seen photoes of bunk stacks that i think were roughly 10-15 bunks per stack, it’s possible in real life, not sure anyone would pull it off with the game engine though. I can see a 1x1 that can do up three levels tough, and given folding bunk beds maybee 2-3.

crazy idea time, municiple Omni multi level 1*1
ground level, one of each crafting station except cooking,(needs compact workstations) manual pump.
second level a foldEd up ownd by the player bunk bed, over standard bunk bed, city manager desk, also this part probably needs 3 levels.
third level, 2 light machine gun turrets. 2 points of food worth of plants
above this a wind power tower a wind powered generator and a built in beacon. This is not a cheep building.
power pole is a lamp post
And probably a bit tall so teleporting ladders.

first upgrade, second wind generator, another point worth of plants, 2 more light machine guns, a second settler bed. Another water pump And a vault tech terminal

final upgrade, beacon desk, another generator a final point worth of plsnts and 4 heavy machine guns, and someone randomly yelling to get down from there before they break there fool neck.

so basicaly workshop +3 levels for beds and desk, level for light guns and floor for plants, floor for heavy guns ( or maybe replace the lights for heavy ) and 3 wind generators.

and no I’m being serious about this idea!

in order to fully unlock this building you need
level 1 multi family residence, the perk local leader2 and all base plots

level 2 the above + inspirational 3 and all advance plots,

level three All the above + unlock all high tech plots.

seriously you building a literal tower of terror command bunker On a 1x1.
 
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Drakenred65

Active Member
Messages
245
So I'm up to 1.2! Some new stuff:

  • New 3x3 Building Materials Industrial Plot - Yagisan Industries. Starts at 1 story employing 2 settlers, grows to three stories employing 5 settlers by the end. Should support a whole settlement or many with adequate building materials.
  • Added Nukalurks, Nukalurk Hunters, and Nukalurk Kings to the Pet Store after completing "World of Refreshment" quest from Nuka World
  • Added two Creation Club dogs to the Pet Store (Shiba Inu and Border Collie) if you have the Creation Club content and complete the associated Dog Rescue quests - I tested this last feature extensively but standing by to see if any problems are reported before taking a deep dive into doing the rest of them
Nurkanurkanerka!
 

yaugieLC

Well-Known Member
Messages
4,326
New 3x3 Building Materials Industrial Plot - Yagisan Industries. Starts at 1 story employing 2 settlers, grows to three stories employing 5 settlers by the end. Should support a whole settlement or many with adequate building materials.
Going to have to give this one a try! I would never have even thought to make multi-worker versions of plots other than farms, but I like the idea.
 

Whisper

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Going to have to give this one a try! I would never have even thought to make multi-worker versions of plots other than farms, but I like the idea.
Multi-worker power and water plots produce tons... ;)
 

yaugieLC

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4,326
Multi-worker power and water plots produce tons... ;)
It's a great idea to mean you can get more production out of less plots (thus requiring less total space within settlements - probably easier on the system load too), definitely going to experiment with the notion some more. Pity this strangeness with only the 'owner' of a Training subtype plot getting any stat-experience is still present, though.
 
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Captain LaserBeam

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271
Multi-worker power and water plots produce tons... ;)
This was my thought - if you are playing hardcore (something I ultimately stopped because it gave me flashbacks to the bad old early days of Fallout 76 when it was basically a trash collection simulator) you need so many building materials just to meet maintenance costs on everything. I got tired of filling my settlement up with industrial plots struggling just to meet those maintenance costs, so I thought a larger structure that would go vertical, employ a lot of settlers, but still leave a lot of space was something missing.
 

Captain LaserBeam

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Staff member
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271
Jampads 2 has been updated to version 1.3.0! Lots of fun new stuff -

  • Four new plots! Them Changes - Residential Interior, Body Movin' - 3x3 Agility Training Recreational, WTF - A Wasteland Boxcast - 1x1 Municipal Communications Station, and Modern Life is Rubbish - 3x3 Multi-Settler Residential
  • Production Issues that were previously present appear to have been fixed. All plots should now properly send their production items to stores - so get ready for that! No more freebies, but now you should have a lot more options when shopping at your settlement's commercial plots.
  • New feature added - Dynamic Decor! This will evolve in the future. In all new plots introduced in this update (Them Changes, WTF - A Wasteland Boxcast, and Modern Life Is Rubbish), various decorations and items will be randomized based on other mods or creation club content the user has installed. Currently supports SS2 - Wasteland Venturers, Creative Clutter, Workshop Decoration Pack (Creation Club), and Midcentury Modern Workshop (Creation Club). More will be added in the future!
  • Skins added for new plot Modern Life Is Rubbish (3x3 Residential - Multi-Settler) and Donuts (3x3 Industrial - Production)
  • Tweaked the plot All Mixed Up (1x1 Intelligence Training) to support an additional settler at level 2 and level 3. Now supports 1-2 settlers

As for Dynamic Decor, it is all thanks to the assistance of a script developed by @1000101 . I have put more details about this feature here in an article posted on my mod page - Dynamic Decor - a Jampads 2 Feature at Fallout 4 Nexus - Mods and community. I will be using this feature more in the future and may go back and add it to some old plots I made as well.

The main article Detailed Description of Plots Resources Requirements and Other Information at Fallout 4 Nexus - Mods and community has also been updated to include the information about the new plots.
 
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