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Mechanist Lair Bugs for RotC

damanding

Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Mechanist Lair in this thread.

This is currently a placeholder thread, as of initial release this settlement is not yet supported.
 
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I'm running into an issue when refreshing/leveling up Mechanist's Lair from 2 to 3:
The animation markers for the Commissary and The Brain Drain vanish, leaving my settlers unemployed. The same goes for some of the standard beds placed by the plan.
 
I've just tried the city plan for the mechanist's lair for the first time after only just taking control of it. When the foundation level builds it didn't remove a lot of vanilla items which obviously shouldn't be there. This included things like large containers, funiture and barrels which needed to be scrapped manually to access the plots. Refreshing the city made no difference.
 
I've got two things that i discovered at around the same time that i'd like to report:

I overheard that the Mechanist's lair had gotten a city plan and wanted to try it out, but when i activate the workbench a lot of the categories are missing, like the sim's settlement and several of the project blueprint tabs as well:
BDchm.jpg


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Additionally, when i ran the town gavel tool to clean the place up beforehand it removed a lot more stuff then i was expecting like the catwalks and some of the glass windows and walls, so i can only imagine its a bug unless its meant to do that:

before:
BDchf.jpg

after:
BDchh.jpg


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It should be noted that i am also using Kinggath's recently released "Workshop Framework" and "Workshop Plus" so perhaps it may also be linked to those?
 
The workbench is an *interior* bench, just like Home Plate. So you'd need a mod that removes the interior flag for all the categories to show up.
The TG *should* only scrap what is vanilla scrappable... But that isn't right for sure!
 
I been running in to a issue with city plan after it upgrades to level 3, every time i try to enter the roboco sales and service center I CTD. This only occurs if you try to enter through the back door not the front door and if you try to leave the cell through the front door its a instant CTD. Also trying to refresh the city at level 3 to fix missing floors or platforms causes it to delete the platforms and other non plot stuff without replacing them afterwards.
 
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I have fully built the Mechanist's lair city plan (level 3) and there a few things I like to report.
- There are only 6 plots offering jobs for the settlers (4 industrial, 1 commercial, 1 martial). So settlers are constantly unemployed.
- The one martial plot does not sufficiently provide enough defence for the settlement.
- One industrial plot is misplaced (west corner):
20181027144330_1.jpg
 
I have fully built the Mechanist's lair city plan (level 3) and there a few things I like to report.
- There are only 6 plots offering jobs for the settlers (4 industrial, 1 commercial, 1 martial). So settlers are constantly unemployed.
- The one martial plot does not sufficiently provide enough defence for the settlement.
- One industrial plot is misplaced (west corner):
View attachment 3271

I have the same problem, and for a settlement size of 16, i think i'm missing some beds or some residential plots? I've used the shelter fix and i'm still not getting enough beds. Was it because there are supposed to be a lot of robots in the settlement?
 
I have the same problem, and for a settlement size of 16, i think i'm missing some beds or some residential plots? I've used the shelter fix and i'm still not getting enough beds. Was it because there are supposed to be a lot of robots in the settlement?
I have 14 settlers in the settlement atm. Since there are only 10 residential plots and one extra bed and not enough jobs, I turned off the beacon. In the beginning, I had 2 robots in the settlement (Ada and Jezebel) and one Automatron joined the settlement later on. So now I have 3 robots and all settlers have beds. But I guess if you have 16 non-robot settlers there are not enough residential plots and beds for all of them.
 
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Very helpful! I’ll turn off my beacon too and start moving some settlers to other locations. Thanks!
I 14 settlers in the settlement atm. Since there are only 10 residential plots and one extra bed and not enough jobs, I turned off the beacon. In the beginning, I had 2 robots in the settlement (Ada and Jezebel) and one Automatron joint the settlement later on. So now I have 3 robots and all settlers have beds. But I guess if you have 16 non-robot settlers there are not enough residential plots and beds for all of them.
 
I got ML to level 3, removed the leader, and didn't visit it again for a long time and when I returned there were 31 settlers! Never seen that before. There is a switch on a wall near the entrance which I hope is for the beacon, after turning it off I didn't get any more settlers yet.

Edit: Turns out it wasn't a specific problem of Mechanist's Lair, two or three other settlements were affected, too, Covenant has collected 78 settlers! I have turned off beacon recruitment globally and since then it seems to be fine.
 
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Complex City Plan: When leveling up to Level 3, the CP drops the max settler count from 16 to 10.
 
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