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May 2019 Specifics

kinggath

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Settlement Options

-Egret Tours Marina
-Kingsport Lighthouse


Prizes

  • T-shirts for top 3 and gog/steam games to the winner!
  • Plus bonus prizes for every valid entry past 7 we get - bonus prizes will include things like Blu Rays, additional T-shirts, and more that will be given out to other people outside of the top 3! (ie. if we get 10 valid entries, there will 3 bonus prizes)
  • All participants with a valid entry will score a free month of Nexus Premium, which gets you ad-free and faster downloads on Nexus.
(If you're interested in contributing anything to the prize pool, such as games, merch, gift-cards, etc, PM me!)


Special Requirements

Each round, we'll have some requirements of your City Plan. Sometimes it will be specific items, special rules, or even themes, see below for current special requirements.

  • Must have at least 15 plots. They can be any combination of types and classes.
  • At least 1 of each plot class - the classes are Agricultural, Commercial, Industrial, Martial, Recreational, and Residential.
  • Must support at least 11 settlers, but no more than 15. That means a job and bed for each settler (from plots or otherwise)
  • Keep within double the build limit. To get approximately that amount on your build limit meter, use the City Manager holotape to reset the build limit, and then use the increase build limit tool within it 3 times. All of these options can be found under Tools > Configuration Tools.
  • MAY THEME: Nautical. Make use of the docks at the settlement you choose to show how your people take advantage of the water. Are they a village of fishermen embracing the mutated aquatic life for food? Perhaps they're an industrial people using the docks to ship out their goods. Maybe they're just a shipyard building junk boats to sell to others? Or perhaps they're living the pirates life, post-apocalypse style? Or something else entirely!

    The choice is yours! Lots to work with on those docks in each settlement.

General Requirements

The following requirements will likely apply to every month's contest.

- Must have a Recruitment Beacon in each level.
- Must have a City Planner's Desk in each level.
- Can only use items from the base game, Sim Settlements, or those unlocked by the Project Blueprint mod (excluding the DLC specific lists!) from the City Planner's Toolkit.


Pick your settlement from the list above and GO GO GO!
 
Playing around deciding which one to try this month.. they both have some pretty limited water space.. is there a guideline on how far out-of-bounds we're allowed to go, with Place Everywhere?
 
how far do you want to go out ;)

if it looks good and is needed for your city plan the skys the limit or water in this case .

A bit would be ok :) but a mile long wharf from Kingsport is prolly a bit much ;)
 
@Ausplat there is point where certain functions of Place will stop working. I have no exact figure of what that distance is. Cloning for example, will throw up a warning that you are too far away for it too work.
Anything you build when you are getting warnings like that would need to be then linked to the workshop to ensure it is picked up by TS.
 
Yeah all addons are fine ,just note them as Phil says :)

If a player dosnt have a addon another plot wud be choosen :)

looking forward to seeing what you come up with in your entry:)
 
I'm loving this month's contest, so far, but the prohibition on using the Far Harbor part of the blueprint mod is thwarting me left & right. I'm running a hyper-slimmed down modlist with basically Sim settlements, its add-ons that I have, and a couple UI mods, so it's not like I keep hitting G2m's nautical items by accident.

It seems like almost all of the fishing racks/etc, and all the sailboats are in the FH mod. Sad days!!

Oh well, I have had splendid fun making a weird scrap boat/barge/ship that might even be sea-worthy. I'm nearing the final touches on the level 3, I think, and will probably post some WIP shots then.
 
I'm loving this month's contest, so far, but the prohibition on using the Far Harbor part of the blueprint mod is thwarting me left & right. I'm running a hyper-slimmed down modlist with basically Sim settlements, its add-ons that I have, and a couple UI mods, so it's not like I keep hitting G2m's nautical items by accident.

It seems like almost all of the fishing racks/etc, and all the sailboats are in the FH mod. Sad days!!

Oh well, I have had splendid fun making a weird scrap boat/barge/ship that might even be sea-worthy. I'm nearing the final touches on the level 3, I think, and will probably post some WIP shots then.
I can definitely relate! I get so many ideas only to remember it was from some mod I have or it's DLC. Then it can be a struggle to revise after, especially if I had liked the previous idea a lot.
 
So this is my first time doing this and I'm making some final selections on the Designer's Choice plots. I'm having trouble IDing some of the glow feedback from the City Plan mod and SS. I think I have all of the ASAM Vision options disabled, but I've been surprised on that before. I have a few plots whose items are glowing (like Blood Moon Raiders' Hunter Agricultural Plot or CaptainLaserBeam's East Wasteland Tea Company Commercial Interior) and a couple interior plots where only the ASAM sensor is glowing (like Junk Town's Mini Smoking Room Recreational Interior).

I'm assuming the first one means the Add-on uses DLC content in that plot, but the latter confuses me. Is it just also saying something else about the plot using the same color highlight and I haven't gotten the hint, yet?

-asp
 
Plots are fine to be marked illegal as SS will just use different plans for each plot when someone else uses your city plan. Items highlighted would be a whole different matter.

You can turn off the highlighting in the city-plan-contest holotape.
 
hmm the Mini smoking room shouldn't be glowing since I don't use DLC content in JunkTown.

but like Phil says plots are fine no matter what ;)
 
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