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Jampads 2 - Jampads now available for Sim Settlements 2

Am I right in thinking these last three updates and the new plots are not on Xbox? I’m now switching back and forth between two playthroughs, one with Venturers (cause that’s all that will fit) and one with Venturers Interiors and many other add ons. By the way, these are all brilliant.
Unfortunately - no these last updates are not on Xbox. I almost had to completely re-do most of the add-on pack to get it work on Xbox, so I would likely have to completely rebuild from scratch again to get these new plots in there. Basically most of the SCOLs and NIFs have to be reworked and retested extensively, so there has to be separate version of just about everything. I can't just "port" any of the assets over at all. I will probably only update the xbox version once I finish the mod because it will be a from-scratch rewrite most likely.
 
Unfortunately - no these last updates are not on Xbox. I almost had to completely re-do most of the add-on pack to get it work on Xbox, so I would likely have to completely rebuild from scratch again to get these new plots in there. Basically most of the SCOLs and NIFs have to be reworked and retested extensively, so there has to be separate version of just about everything. I can't just "port" any of the assets over at all. I will probably only update the xbox version once I finish the mod because it will be a from-scratch rewrite most likely.
Yeah. Thought as much. Bummer, but SS is moving toward computer only anyway. Cheers on the work though, they are so cool.
 
Yeah. Thought as much. Bummer, but SS is moving toward computer only anyway. Cheers on the work though, they are so cool.
I would try to do more to keep it updated but the way things are going I think by the time Chapter 3 is out there probably won't be any excess space for additional add-ons beyond maybe 1 or 2 and if I was faced with that limitation my own mod probably wouldn't even make the cut!
 
I’m not even sure how Ch 3 itself could fit unless it just isn’t quite “worthy” of being Ch 3 or 1 and 2 get massively reduced. I appreciate you doing at least what you did for Xbox though.
 
A new update, featuring a new building plan, some refreshes on some classics, and some other small changes.
  • New Building Plan - Live and Let Die - a 2x2 (slightly oversized) Cemetery that puts the FUN back in funerals!
  • Made adjustments to Building Plan Intergalactic Planetary - pod has now been raised to reduce chance of base clipping through the ground, clutter redone, aliens repositioned so that their feet do not clip into the saucer, and a fun surprise at level 3 courtesy of Pra's Arcade Terminals.
  • Made adjustments to Building Plan Robot Parade - removed static version of robot workbench to improve pathing through the plot and flipped spawns to make the plot more appropriate to place at settlement perimeter (as martial plots should be).
  • Other adjustments to some craftables to correct a few recipe errors and minor stat improvements in some of the items to make them more useful for survival given the difficulties in gathering crafting components.
https://www.nexusmods.com/fallout4/mods/48618
 
Another new update! Jampads is now at 1.9.0!

  • New Building Plan - V.I.M.S. - Vault-Tec Interim Medical Station. Enjoy your return to the disease-riddled surface with this above-ground Vault-Tec medical facility! Serves as a hospital and employs up to three settlers. At level 3, features facial reconstruction surgery. Also features incredible Vault-Tec stained glass from MunkySpunky's Unicorn Farts and Godrays Stained Glass workshop. Thank you for choosing Vault-Tec!
  • Corrected some issues with spawns in the Even Better Than the Real Thing soda pop factory. Now those dynamic flags shouldn't appear without flagpoles. Thanks to @pra for pointing this out.
  • New options added for Dynamic decor - including new posters based off the in-game perk magazines and some stained glass options from MunkySpunk's Unicorn Farts and Godrays Stained Glass Workshop mod. Download it. It's great!
 
Update available! Jampads version 2.0.0 is now available.

  • New Building Plan - "Hot House A" - an advanced farm that consists of a greenhouse that provides all the basic crops for your settlement plus a few extras including some flowers and a beehive courtesy of Munkyspunk. Also features planters from CREAtive Clutter made by MsRae. Adds a greater and greater variety of produce to general stores as it levels up and even some special treats to settlement bars if two settlers are assigned to the plot. Supports additional production to bars and general stores if Munkyspunk's mod The Bleachers is installed.
  • Improvements to Building Plan "Screaming Trees" - added another beehive courtesy of MunkySpunk and removed some extraneous objects that were causing settlers some difficulty in moving around the plot.
  • Improvements to Building Plan "You Give Me Fever" - changed up the fountain structure so it no longer sticks deep into the ground, tidied up spawns some so they look more organized, and added mutated ferns at level 3 and that includes mutated ferns as a possible offering to settlement general stores at level 3. The building plan also now adds items to settlement bars at level 3 if you have two settlers assigned, including extra teas if you have the Creation Club Slocum Joe's workshop content installed.
 
Updates and a new release -

Jampads 2 Version 2.1.0

  • New Building Plan - Yagisan Industries - Organics. Basically a variant of Yagisan Industries focused on Organic Materials with all-new all-different interior clutter and decorations to reflect that. Still employs up to five settlers at level 3. With 5 settlers assigned and at level 3, has small chance to add small shipments of organic materials for sale at general stores.
  • Two new nuka mix recipes added - Wild Wild West and Cola Clash. These provide substantial benefits but create unholy and unnatural combinations of Nuka Cola, Vim!, and Sunset Sarsaparilla. Tastebuds beware!
  • Added final pieces of support for Creative Quarters - a Sim Settlements 2 Add-On and Jampads Extra.

Creative Quarters - An HQ Add-On and Jampads Extra - Version 1.0. (Initial Release! All-New!)​

  • NOTE: This mod requires Jampads 2 AND Creative Clutter from Bethesda.net. Also Sim Settlements Chapter 2 because it is for HQ.
  • HQ Room Designs - 11
  • Rando Bunks A
    Description - Room with three sets of bunk beds and some randomized furniture and decor elements. Very cozy.
    Room Functionality - Living Quarters (+6 Max Workers)
    Shape - 512Box - Entrance Right
    Upgrades - None, but many aspects are randomized
  • Rando Bunks B
    Description - Another room with three sets of bunk beds and some randomized furniture and decor elements. Very cozy.
    Room Functionality - Living Quarters (+6 Max Workers)
    Shape - 512Box - Entrance Left
    Upgrades - None, but many aspects are randomized
  • Corridors of Power
    Description - HQ hallways teaming with striking stained-glass lighting (courtesy of MunkySpunk), randomized framed art, furniture for weary HQ staff to rest on, and other amenities.
    Room Functionality - Common Area
    Shape - Lower Lobby Hallways
    Upgrades -
    • Lighting Customization - Choose stained glass patterns that fit your faction or brand preferences (Minutemen, Nuka Cola, Diamond City, Red Rocket, Vault-Tec, or Basic Stained Glass)
    • Power Armor Sets - Add decorative Power Armor sets to make yourself feel like a post-apocalyptic warrior and medieval royalty all at once, with many different options from the base game, Creation Club, and community creations by Newermind and M150 (all OPTIONAL!) - current available sets include - Creation Club Hellfire, Institute Power Armor, Enclave, and Red Shift as well as randomized possibilities for T-65, Excavator, and Hellcat. Also available are T-45 Minutemen, T-51 Railroad, and T-60 Brotherhood of Steel from the base game.
  • Pantry Raid
    Description - A snack cabinet and some vending machines for HQ staff
    Room Functionality - Common Area
    Shape - Lower Southwest Nook
    Upgrades - None
  • Cola Cafe
    Description - A cafeteria that celebrates food, fun, and sugary beverages. Both Nuka Cola and Vim are thoroughly represented, including a little bit of the West with Sunset Sarsaparilla. Features functional vending machines, and more!
    Room Functionality - Cafeteria, Logistics Jobs
    Shape - GNN Central Offices
    Upgrades -
    • Booth Customization - Change the drab and beat up old diner booths to booth choices from Creation Club content Slocum Joe's Workshop or Nuka Collector Workshop (OPTIONAL!)
    • Slocum Joe's Franchise - Add some more sugary assets to the Cola Cafe, including a coffee workbench and donut frying workbench, and the Coffee Station functionality and another logistics job to the room if you have the Creation Club Slocum Joe's Workshop content (OPTIONAL!)
  • Less Than Jake
    Description - A quarters suitable for a tinkerer and workaholic who wants to rebuild the Wasteland and make it a better place for his child
    Room Functionality - Engineering Head Living Quarters (+1 Max Workers)
    Shape - GNN "M"
    Upgrades -
    • Room improvements to add engineering and electronics workbenches courtesy of Whisper's Standalone Workbenches. Decorative or, if you have Standalone Workbenches installed, the option to add functional versions of those two workbenches that you can use while visiting HQ. (OPTIONAL!)
  • The Sophisticates
    Description - A living quarters for four with two double beds and for those who like the finer things in life.
    Room Functionality - Living Quarters (+4 Max Workers)
    Shape - GNN "M"
    Upgrades -
    • Change out furniture and lights for items from the Creation Club content Midcentury Modern Furniture Workshop (OPTIONAL!)
  • Pracade
    Description - A place where everyone can gather and try to beat the scores on people's favorite holotape games. These standalone arcade machines are courtesy of Pra. Without him, all of us SS2 add-on makers would be lost.
    Room Functionality - Lounge
    Shape - Semi-circle
    Upgrades-
    • Add neon and string lights from Creative Clutter
  • Spin Studio
    Description - Small gym where HQ staff can get a good cardio workout. Very useful for running around the massive GNN structure and trying to escape mutated Wasteland Creatures.
    Room Functionality - Gym, Administration Jobs
    Shape - Semi-circle
    Upgades - None
  • Atrocity Archives
    Description - A cluttered and claustrophobic catalog of pre-war intel, including holotapes, files and more.
    Room Functionality - Library, Administration Jobs, Adds Prewar Research Level
    Shape - Semi-circle
    Upgrades -
    • Add more file storage, viewers, and terminals, boosting prewar research further and adding a science job
  • Vaulter's Paradise
    Description - Make Mansfield feel at home with this celebration of Vault-tec assets.
    Room Functionality - Facilities Head Living Quarters (+1 Max Workers)
    Shape - Semi-Circle
    Upgrades -
    • Add more lights and furniture so Mansfield has a place to entertain.
 
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Jampads 2.2.0 Update!
  • New Building Plan - Yagisan Industries - Mechanics! Another variant of Yagisan Industries focused on machine parts with all-new, all-different interior clutter and decorations to reflect that. Still employs 2-5 settlers and provides a small chance to send small shipments of machine parts to settlement general stores for sale at level 3 and fully occupied with 5 workers.
  • New Building Plan - Float On! A 2x2 basic farm - water-based and constructs a tarberry bog. Can be stacked side to side along a settlement's coastline to create a tarberry growing powerhouse. Does send tarberries to settlement general stores for sale at level 3.
  • New Building Plan - Hot House B! The herbalizer - this one grows basic and then rare Wasteland herbs and sends them to the general stores for sale. At level 3 and if playing survival, will send herbal remedies to clinics for sale.
  • Several tweaks to farms - replacing many crops with static versions. Until the issues with crops being non-harvestable in SS2 is corrected (if it's possible to correct) - this makes the agricultural plots not look as sad as the plants are at least in bloom now. Also made alterations to Hot House A by adding hydroponic planters at Level 3 from Whisper's Wasteland Resources. These also appear in Hot House B. Thank you to Whisper for allowing me permission to use them.
  • Removed very loud powered speaker from Beans for Breakfast farm. This was funny to me but I understand very annoying to everyone else so now it just has a normal radio.
  • Added several new craftables - Captain Quantum and Vim and Victory (for Soda Mixes), and Deathbone Broth and Struggler's Pie for Old World Gourmet.
  • Added four new beer recipes for the brewery - Slocum Joe's Coffee Stout (don't need the Creation Club content to enjoy this one), Tarberry Sour, Melon Sour, and Wild Mutfruit Sour.
 
Jampads 3.0.0 Update!

  • Massive Update - new building plans, new building plan variants for use in Chapter 3 War Mechanics, new flora, new and improved reworked old designs, new consumables, all-new, all-different everything!
  • New Flora, New Farms - Two new pre-war flora added as plants - Honeynut squash and Pomegranates. Grow them in reworked building plans for 2x2 basic farms, 2x2 advanced farms, and 3x3 basic farms - credit due to Kinggath, Ohnno, and Ruinedworld who developed the original designs. I just added my own plants. These are UNLOCKABLE. You can currently unlock them in three ways - through Dr. Penske's good graces in Vault 81 by completing Hole in the Wall and giving Austin the cure, through completing the quest offered by the unique SS2 settler Joe Gallagher, or by using the SS2 City Planner desk cheats. I'll add a couple more unlock mechanisms in the future. Models for these plants came from Loic Norgeot with considerable implementation assistance from Munkyspunk, who was very patient with me.
  • New Building Plan - War Games - That missing interior agility training plot is here. Prepare your guards for real life combat by having them play lots of video games. Because that totally works. Arcade cabinets courtesy of Pra.
  • New Building Plan - Yagisan's Rare Essence - the final chapter of the Yagisan Industries series is here - a multi-assign, 3x3 industrial that provides rare materials for when you really need to crank them out.
  • New Martial Variants for Chapter 3 War Mechanics - Miscellaneous Debris is now available as either an interior martial battlefield scavengers plot or a basic defenses plot, Atom Tan is now available as an interior armory or advanced defenses plot, and VIMS is now available as either a 3x3 hospital or 3x3 martial field medics. Go whoop those Gunners with some new options for your outposts!
  • New Commercial Variants for help with Survival - Both Old World Diner and Old World Diner Deluxe are available as custom vendors and bars. This was in acknowledgement of the problem that custom vendors do not restock in survival, so now if you build the "bar" variant they will restock from applicable production plots. East Wasteland Tea Company has been made available as an interior industrial production plot as well, which will provide and produce teas for settlement bars. This means its unique stock can be made available and can restock in survival mode.
  • Rework and visual facelift for Who Shot Ya and Even Better Than the Real Thing building plans - they are now less ugly, but still pretty boxy. I like big boxes and I will not lie.
  • Recipes and Consumables update - New recipes and consumables available for new flora in the following crafting menus - Pomegranate Juice (Old World Gourmet), Round Midnight Tea (Boston Tea Party), Honeynut Pie (Old World Gourmet), Honeynut Soup (Old World Gourmet), and Dirty Shirley (Commonwealth Mixologist). Also, copies of all Commonwealth Mixologist recipes added to Nuka World Mixers for easier access.
Creative Quarters 1.1.0 Update
  • Updated Corridors of Power room layout and its associated customizations and upgrades to no longer block a special door needed in SS2 Chapter 3. Oops. Head desk. Just refresh the design if you have already built it. Thanks to @Choochoo1 for pointing this out!
 
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Hey are you injecting Slocum's Joe CC items into any leveled lists? Pretty much every trash can, cooler, etc. in my game now has a coffee/espresso tin, brahmin milk, or doughnut mix as loot. I'm not seeing any static edits to the affected container's LL so I'm 99% sure it's an injected change (or my game really likes coffee and doughnuts now…). Just the CC alone doesn't seem to be nearly as aggressive in distributing its items.
 
Hey are you injecting Slocum's Joe CC items into any leveled lists? Pretty much every trash can, cooler, etc. in my game now has a coffee/espresso tin, brahmin milk, or doughnut mix as loot. I'm not seeing any static edits to the affected container's LL so I'm 99% sure it's an injected change (or my game really likes coffee and doughnuts now…). Just the CC alone doesn't seem to be nearly as aggressive in distributing its items.
No, I do not add to or do anything to those LLs - the Slocum Joe's CC does that all on its own. In my experience, it is extremely aggressive about distributing its items.
 
Eeesh thanks for confirming. I've run with it installed before and never noticed just how much it took over. Time to make the donuts I guesss...
 
Eeesh thanks for confirming. I've run with it installed before and never noticed just how much it took over. Time to make the donuts I guesss...
It's been awhile since I looked at it but I think as part of the quest it performs the injections when that quest is completed based on LL. It would theoretically not be difficult to mod that to reduce the spawn chances by increasing the "chance none" in the LL that it uses.
 
Because we don't have a section for SS2 Faction Packs yet, I'm going to post this here - I have released my first Faction Pack for SS2, called Minute's Notice
https://www.nexusmods.com/fallout4/mods/76494

This faction pack focuses on the Minutemen (if you couldn't guess by the name). It's available in three versions - Far West Minutemen, We Are the Minutemen, and Deluxe (which combines both). The objective here is to bring some of the touches and overhauls those two mods made to the Minutemen into the faction and unit system implemented in SS2 Chapter 3. While I'm partial to suggesting folks use the Deluxe edition, I know there are many files required to do that one that you may not want in your Load Order, so you are certainly more than welcome to utilize whichever version strikes your fancy.

To excerpt from the mod page, the Faction Pack provides the following -

Uniforms: 9
Loadouts: 9
Special Units: 7


Note: These numbers are based on use of the Deluxe edition, requiring both Far West Minutemen (AWKCR-free version) and We Are the Minutemen. If using either the WATM and Far West Minutemen stand-alone versions, available uniforms and loadouts are noted below.

Uniforms:
Minuteman Fatigues
Minuteman Light Outfit
Minuteman Reinforced Outfit
Minuteman Heavy Jacket
Minuteman Jumpsuit
Minuteman Flannel Shirt and Jeans
Minuteman Winter Jacket and Jeans
Minuteman Drifter Outfit
Minuteman Farmhand Clothes
*All uniforms are from We Are the Minutemen so are only available in Deluxe Edition and We Are the Minutemen Edition

Special Units/Loadouts:
Minuteman Mechanized Infantry (Deluxe and WATM-Only Edition)
- Particularly persistent Minutemen have taught themselves how to use and maintain old T-45 Power Armor suits through a combination of persistence, scouring old Commonwealth ruins, and reading dusty old technical documents. They're ready to step into the fray as walking tanks to help their fellow minutemen.
Special Unit - Recruit Only - Recruit Starts at Rank 3

Minuteman Veteran (Deluxe and WATM-Only Edition)
- Seasoned Minutemen officers with distinct uniforms, weapons expertise, and top-level firearms. They go where needed and can easily lead other Minutemen into battle and victory. They don't go down easy in a fight and can inflict serious damage on the enemy.
Special Unit - Recruit Only - Recruit Starts at Rank 4

Minuteman Conqueror (Deluxe and Far West Minutemen-Only Edition) -
The vanguard of the Minutemen, Conquerors are ready to charge in to hostile territory and eliminate threats, either to protect existing settlements or build new ones. They are combat ready with serious armor and automatic weapons from the minutemen arsenal.
Special Unit and Loadout - Recruit Starts at Rank 4, can be applied to soldiers at Rank 4

Minuteman Extremist (Deluxe and Far West Minutemen-Only Edition) -
Some Minutemen have been pushed to the brink, hardened by years of trauma and loss in the Commonwealth. These battle scars, both mental and physical, let them push themselves to the limit and do whatever it takes to protect settlements and their fellow Minutemen. Heavy weapon specialists with heavy armor as well, they can give and receive a lot of punishment on the battlefield.
Special Unit and Loadout - Recruit Starts at Rank 5, can be applied to soldiers at Rank 5

Minuteman Hunter (Deluxe and Far West Minutemen-Only Edition)
- Skilled at subduing the Commonwealth's many mutated monstrosities in order to protect settlements, the Minuteman Hunters are master marksman and snipers and have the skill and knowledge to make every bullet count. Able to pierce tough hides and target limbs to bring down the likes of behemoths and deathclaws, these hunters are ready to use that expertise in battle.
Special Unit and Loadout - Recruit Starts at Rank 3, can be applied to soldiers at Rank 3

Minuteman Marshal (Deluxe and Far West Minutemen-Only Edition) -
Spread out over vast territory, the minutemen do have to maintain a code of conduct and discipline. Minutemen Marshals, senior minutemen who have climbed the ranks, stand ready to do that. Dealing with rogue minutemen and the outside forces that often corrupt its membership, Marshals have to be ready for anything. Wearing impressive armor to signify their unique roles and preferring semi-automatic weapons, Marshals are skilled enough to be able to disarm threats from within and outside the minutemen.
Special Unit and Loadout - Recruit Starts at Rank 4, can be applied to soldiers at Rank 4

Minuteman Reeve (Deluxe and Far West Minutemen-Only Edition) -
Ready to protect settlements from outlaws and raiders, and resolve disputes in settlements through persuasion or force, the Reeve is an important role for the minutemen. They may not start a fight, but Reeves will finish it. Making use of an array of different minutemen weaponry, they are versatile battlefield combatants with solid armor.
Special Unit and Loadout - Recruit Starts at Rank 3, can be applied to soldiers at Rank 3.

Minuteman Pioneer (Deluxe and Far West Minutemen-Only Edition) -
Able to endure rugged conditions and quickly determine what environmental conditions can be leveraged to the advantage of a settlement or an outpost, Pioneers are suited to patrol or support outposts in whatever role they are needed. They can certainly fight, too - and the more experienced the Pioneer the more hardy they become in combat. When it comes to weapons, they are not picky as they are experienced scavengers.
Loadout - can be applied to soldiers at Rank 1.

Minuteman Strategist (Deluxe and Far West Minutemen-Only Edition
) - The planners and brains behind minutemen operations, strategists are ready to help at outposts in support roles by reviewing intelligence, manning defenses, working out details of assaults and patrols, or participating directly themselves. With able marksmanship, they prefer semi-automatic weapons and are frequently looking for weak points and tactical advantages in a combat situation.
Loadout - Can be applied to soldiers at Rank 1.

Minuteman Tinkerer (Deluxe and Far West Minutemen-Only Edition)
- Experts at all things mechanical, the tinkerers can help outposts and settlements by supporting everything from water pumps to generators to defenses. Make no mistake, though, they are combat ready and like to use semi-automatic energy weapons, either improvised or at higher levels - restored and modified pre-war rifles.
Loadout - Can be applied to soldiers at Rank 1.

Minuteman Traditionalist (Deluxe and Far West Minutemen-Only Edition)
- Nostalgiac scavengers and preservers of Old World traditions, the minutemen traditionalists are jacks of all trades. Prepared for whatever they may encounter searching through old dusty pre-war ruins, they are decently armed and have good fighting skills. Like Pioneers, as they rank up they can withstand even more in combat before giving up the fight and will use any weapon at hand from the minuteman arsenal. They are accustomed to working in patrols or can support a variety of different roles in an outpost.
Loadout - Can be applied to soldiers at Rank 1.

For more backstory on the various Minuteman archetypes, see the original Far West Minutemen page by Morphion.

General Tweaks:
  • Minuteman weapon selection for loadouts is improved from base game based on leveled lists inspired by the ones from We Are the Minutemen (All Editions)
  • Basic Minutemen soldiers will wear improve armor and all sorts of outfits from We Are the Minutemen (WATM and Deluxe Editions)
  • Minutemen receive perks as part of their loadouts to grant damage resistance and damage boosts, as well as give certain special units tactical advantages on the battlefield (All Editions)
Interested in any feedback folks have. We haven't seen much in the way of SS2 faction packs, special units, and other such things released for SS2 yet and I'm hoping that will change. The faction system in SS2 is actually a lot more flexible than in Conqueror, so a faction pack can provide anything from a few loadouts, to a single special unit, to a single uniform option. My hope was to demonstrate some of the things that can be done with this through this mod, as well as show the Minutemen some love as they are typically looked at as more of a "default" faction with not much character.
 
Minute's Notice and all its editions have been updated -

Notes -
  • Version 1.1.0​

    • Added more helpful short messages to all editions so that when in the recruitment interface you get a concise version of what the loadout/unit is all about.
    • You spoke, I listened - I have created WATM versions of some of the FWM loadouts for more variety. These can be found in the Deluxe and WATM-Only version. For the Deluxe version, one can consider them as essentially alternate skins of some of the FWM units. For the WATM edition, they are all new options. They are as follows -
      • Minuteman Marine (Special Unit and Loadout) - equivalent to Minuteman Conqueror, but utilizes Marine Assault Armor from Far Harbor DLC and WATM Fatigues. Automatic weapons specialist.
      • Minuteman Scout (Special Unit and Loadout) - equivalent to Minuteman Hunter, but utilizes WATM Winter Jacket and Jeans. Sniper weapons specialist.
      • Minuteman Watch (Loadout) - equivalent to Minuteman Pioneer, but utilizes WATM Farmhand Clothes. Uses variety of weapons. Intended as a support loadout but can fight.
      • Minuteman Tech (Loadout) - equivalent to Minuteman Tinkerer, but utilizes WATM jumpsuit. Uses energy weapons. Good for support or bringing more energy damage to a fight.
    • Reconfigured some of the base minuteman outfits for Deluxe and WATM Editions to use only those outfits more suitable for underarmor and have the specialized loadouts use the other clothes.
    • Changed up some of the loadouts for the FWM unit ranks in the Deluxe and FWM editions to be less random and show a progression - such as Hunter and Conqueror getting more advanced looking outfits at Rank 5.
 
Jampads Update!


3.1.0

  • A collection of new and improved - 2 new interior size building plans, 1 reworked 3x3 building plan, and it and 2 other building plans now available as outpost variants to provide more options for outpost plots or outpost city plans.
  • New Building Plan - In Your Eyes, an Interior-sized Watchtower! Utilize a smaller version of the eyebot, the spybot, to build surveillance and recon connections across your outposts and settlements
  • New Building Plan - Age of Aquariums, an interior-sized Perception Training plan. Your settlers are sure going to have to be alert to keep an aquarium of fish alive in this post-apocalyptic hellscape. It's all worth it for that moment of aquatic zen. Trains 1-3 settlers. Special thanks to Munkyspunk, who gave me permission to use these assets from his Working Aquariums mod.
  • Improved Building Plan - Body Movin', 3x3 Recreation Plot, has now been given more decorations to improve its overall look in the form of some dynamic structural billboards. It also can now function as either an Agility Training plot or a Military Training Yard and supports 3-9 soldiers and settlers, making its large 3x3 footprint more worthwhile.
  • More Variants - Old World Diner and Old World Diner Deluxe can now both be used as Outpost Mess Halls. That's three different potential roles to use this building plan in. Will I ever get sick of recycling this building plan over and over and over again? Unfortunately for you, I won't
 
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