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Mechanics to repair settlements

Adngel

New Member
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1
Would be possible to create a lot for mechanics, people who wander the settlement and repair the turrets and generators that get damaged during the campament assault?

Maybe it could use the scrapper resourcers or something like that.

If chapter 3 includes new elements that could get damaged for battles, they could fix them too?.
 
I think there's a mod that does that - something about a maintenance robot? I swear I even used to have it. But it would be cool to have settlers actually do that stuff. Of course, cool on paper, probably unbelievably janky in a real game.
 
@Antoine Soverie
You’re thinking of this mod:

No idea if it is compatible with SS2

Edit: Oops, wrong mod. Link is found further down(Settlement Repair Bot)
 
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I spent way too long searching around a Starlight Drive-In city plan searching for damage amongst half-hidden ASAMS before finally locating an out-of-the-way generator that was kaput. An option in city plans to auto-repair all would be very useful, instead of the current refresh option.
 
this came to me fully formed in a fever dream after reading this suggestion:

a new category of municipal plots, facilities or maintenance. the first of which unlocks when Mansfield turns to a concord volunteer and says "you there, congratulations, you're now a janitor". the category of plots should tasks the assigned settler to repair damaged objects within the settlement. additionally, plots of this type should dynamically evaluate resources your settlement is running low on and produce +1/+5/+15 of whatever is shortest. the idea here is to give a plot type that converts a settler who would otherwise be doing more focused production work and turn them into a settler who's job is to smooth out the growth curve of a settlement by filling in where ever is needed.

for the first plot, call it "Fix it Mansfield's": the plot design should be a small shack, complete with sign of a vault-suited cartoon Mansfield over it, smiling in a nervous wasp-in-over-his-head way, in a vault boy thumbs-up pose with and a hammer in his thumb hand. there should be a vanilla gathering station model with some scrapping animations the actor can wander from the scrapping station to the broken object, play a hammering animation or whatever and call the vanilla repair damaged settlement object function or F4SE it repaired or whatever, consuming the normal supply from the workshop if it can or virtual storage or whatever.

there should be a small section of the plot that is dynamically adjusted based upon what resource is needed. for Fix it Mansfield's, there should be a small bathtub just in front of the open side of the shack. if the settlement is short of food, the bathtub is filled with dirt and razorgrain. water: a manual water pump neck clipping through the bottom of the tub and a water surface. power: two small generators shoved awkwardly inside. the plot should also track virtual resources (or components, based upon difficulty) and if those numbers are "more negative" them the "primary" resources, the little bathtub gets filled with wood planks, concrete bags, and other construction materials, or gore and mushrooms for organics, or circuit boards for rare resources, etc. (if playing with components, it should obviously only provide one components, but the models can be based on class of resource. i'm not a monster).
 
this came to me fully formed in a fever dream after reading this suggestion:

a new category of municipal plots, facilities or maintenance. the first of which unlocks when Mansfield turns to a concord volunteer and says "you there, congratulations, you're now a janitor". the category of plots should tasks the assigned settler to repair damaged objects within the settlement. additionally, plots of this type should dynamically evaluate resources your settlement is running low on and produce +1/+5/+15 of whatever is shortest. the idea here is to give a plot type that converts a settler who would otherwise be doing more focused production work and turn them into a settler who's job is to smooth out the growth curve of a settlement by filling in where ever is needed.

for the first plot, call it "Fix it Mansfield's": the plot design should be a small shack, complete with sign of a vault-suited cartoon Mansfield over it, smiling in a nervous wasp-in-over-his-head way, in a vault boy thumbs-up pose with and a hammer in his thumb hand. there should be a vanilla gathering station model with some scrapping animations the actor can wander from the scrapping station to the broken object, play a hammering animation or whatever and call the vanilla repair damaged settlement object function or F4SE it repaired or whatever, consuming the normal supply from the workshop if it can or virtual storage or whatever.

there should be a small section of the plot that is dynamically adjusted based upon what resource is needed. for Fix it Mansfield's, there should be a small bathtub just in front of the open side of the shack. if the settlement is short of food, the bathtub is filled with dirt and razorgrain. water: a manual water pump neck clipping through the bottom of the tub and a water surface. power: two small generators shoved awkwardly inside. the plot should also track virtual resources (or components, based upon difficulty) and if those numbers are "more negative" them the "primary" resources, the little bathtub gets filled with wood planks, concrete bags, and other construction materials, or gore and mushrooms for organics, or circuit boards for rare resources, etc. (if playing with components, it should obviously only provide one components, but the models can be based on class of resource. i'm not a monster).
I like that a lot. Maybe simplify it a bit, not sure how autoassigning random settlers to it and dynamic resource change would work.
 
I like that a lot. Maybe simplify it a bit, not sure how autoassigning random settlers to it and dynamic resource change would work.
the vision instilled in me by the gods through the medium of nyquill and a chestcold was to base the production on one stat, my braid says perception, but it could be the the average or sum of all the stats.

the production should always be inefficient. it should always be more inefficient then a basic specialized plot. if you know you need food, it your first plan should be to put down a agriculture plot, but if you don't know what you need, or you know you need a little bit of a few things to get over the hill, you put down a fix it mansfield's to cover the gaps, what ever it is. it should be a way to produce a little bit of whatever you need.
 
I'd settle for a municipal maintenance plot which would send out robots to perform maintenance, general tidying*and to repair damage caused by settlement attacks. Sort of like a plot version of the settlement tidying bot except that the plot robots could do more things.
 
I think there's a mod that does that - something about a maintenance robot? I swear I even used to have it. But it would be cool to have settlers actually do that stuff. Of course, cool on paper, probably unbelievably janky in a real game.
This mod is what your thinking of
There is also a clean bot that picks up loot and gets rid of corpses. A medic bot that can heal defenders even other robots (Sadly it cant heal disease). A Police bot for some nice defense. And a salvage bot that will wander around salvaging things in the settlement.

The repair bot works ok - I put it into every game I play.
 
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