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Patch 2.1.3 - Technolotree

kinggath

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Patch 2.1.3 is available now!

There are no changes to the Industrial Revolution files, I updated it on Nexus for the sake of LOOT, but otherwise, you can keep that at 2.1.2.

- Adds new Tech Tree UI (requires HUD Framework) to display all of the branching buildings your settlers have discovered so that you can easily unlock them again in other settlements.
- Individual plots can now be changed to Manual or Automatic upgrades overriding your holotape settings.

Click here for the full patch notes.
 
Ha, exactly what I was looking for. :) All my mods I get from the Nexus, except SS and SSIR. So, seeing the update to SS and SSIR on Nexus - I was a little confused by not seeing it on Bethesda. I love this whole SS site. Always folks here to help or answers already posted. Thank you so much for all your help and making this such a fun gaming experience! I use Loot so maybe I should just uplaod and update everything from nexus. No idea how loot knows how to sort stuff so this too was interesting and something that maybe I should change.
 
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I noticed the update...must say I absolutely love Sim Settlements!! I think you've done a great job integrating Sims to Fallout!! I am currently trying to update via Nexus Mod Manager, Industrial Revolution I had no issues with, updated quickly! However, Sim Settlements and B84's Themed Residents aren't wanting to download now...I've tried several times and they keep quitting and saying incomplete halfway through...I've deleted them from the download list, tried again and then spammed the continue download button and still won't download:'( I don't know if it's an issue with the update on my end, or the NMM, or just my poopy internet being a b* tonight?
 
A manual download can help
nexus can be a problem sometimes
 
The Sim Settlements ecosystem is incredible. So much creativity and organization. Makes me want to Mod. Loaded 2.1.3 for Windows. Using Bethesda.Net. Nice, especially the TechTree. I have a lot of items yet to uncover. Great fun. But I'm ignorant of many things and they generated questions.

Questions:

1) If I have unlocked an advanced industrial at the start of a tree and the end of a tree, but have still not unlocked some industrials in between, that the still hidden industrials require the completion of a tree item from a different technology. Example, I did the Lumber Mill and I got the daily newspaper, but there remains something missing between them. So that item must be part of a different tree, like Scrap. If I'm confused, I'd like to know so I can focus what to upgrade next.

2) I'm confused about the relationship between automatic and manual upgrades. I switched all the advanced upgrades to manual in my global zoning rules. Now it looks like, although there is still the option to change a settlement to auto upgrades, 2.1.3 allows a more detailed level of control at the plot by plot basis. Am I understanding that right?

3) There wasn't much on keys used to manipulate the tools in 2.1.3. I would have helped if there were a little more information on keys to use. I ended up trying everything until I found what worked and what created issues.

4) Although my global setting for zoning is manual upgrades, I seem to be getting some that are now showing as automatic, despite being previously manual. And on new plots, I seem to be getting inconsistent states in terms of initial plot auto or manual upgrades. Since I have occupied all the settlement sites and jammed them full of plots, checking each one individually is a lot of work. Has anyone else had this problem and if so what did they do?

Amazing piece of work. Should have been part of GOTY or its own release.

NN
 
1. If something is missing in between on the tree UI, it's probably just the fact that you built it before the patch. I tried to have it scan all of the buildings and figure out the in-between stages, but it wasn't always possible. If you're talking about a different level 3 building (one in the vertical columns below the level 2's), only a handful are locked behind other trees. If you don't want to experiment to find the combinations, there's a sticky thread where the community has solved it all.

2. The global laws in the holotape are always in effect, unless you specifically override them on a specific plot. So if you have Advanced Upgrades to manual, all of your branching plans will remain on manual. You can override this and change a specific plot to upgrade automatically.

3. I'm not sure what you mean. The keys to control the Tech UI are displayed right on the UI itself near the bottom.

4. What you see in the menu is the opposite of the current setting, it's listing what will happen if you select that option. So if it shows Prevent Auto-Upgrades, you'd be issuing the command to prevent them (ie. change to manual), which means they are currently on automatic.
 
Hi and thanks for your dedication to this mod!
You wrote in the patch notes that you fixed things for children to use the animations and stuff ("Fixed a bug that could prevent child settlers from being assigned to plot animation markers they are eligible to use").

Is it something that can be done via xEdit or does it concern meshes? I have a number of packs and I think not all of them support children settlers (I have Unique NPCs that provide me with them), so I'm looking for a way to make them use the buildings. For example I made a playground house for one, and I would love for him to actually live in it. Instead, while not working, he simply sandboxes in other locations, spends his nights sitting on the floor near the Sanctuary workshop etc. So.. if you can point me at where do I look for these things?
 
If you assigned the child to a bed in the house you built, that should be all you need. Just make sure they can path over to it by commanding them to walk and confirm they can get to the bed, if not, you'll just have to tweak the placement and design of your building a bit until they can make it to the bed.

In general, the NPCs ignore their houses until bedtime, so if the kids are sleeping in their beds, that's about as good as it gets.
 
I played with the MOD extensively over the weekend and its great. The tech tree is a great addition. I really like the fact that you can see the direction that you can go with each advanced industrial building. This MOD keeps you busy outside of typical 'vanilla' Game missions

A few items - questions: (I am on Xbox1 console)

1. Is there any interactivity with tech tree screens? from what I can see, its visual only.
2. With the locked items in the tree; i understand it is up to us to find the combination of what is needed to fill each 'locked' level to open it up. Is this used by putting down different Industrial plot configurations?? ( industrial & advanced industrial?) I know Standard Industrial plots are limited to only 2 types of plot materials - scrap and dirt collections - Adding advanced units has to be the only solution. :) For each locked item in the tree - is there a 'Short' list created to show how many items are needed to unlock each part of the tree?
3. As you unlock level 2 (which creates more types of industrial plots) - will the items these plots produce work towards unlocking level 3 advanced units?
~ I'm starting to see more and more level 2 plots - the animation is 'Top Shelf!' I have read somewhere that there is some interaction abilities with these plots - so far, I have been able to go in the mine, is there other plots that have interactive animation? I have been looking at each one extensively for buttons/switches and such, nothing found so far.
4. As the Advanced Industrial plot level grows, I notice some plots bring down happiness levels - can this unhappiness be offset using recreational plots?
5. In the mining plots, when you go in the mine, there are dense rock etc, is there something we can do with these? Do they re-spawn as you take them? Do you need other industrial plots to process the rock?
6. Do the standard industrial plots work like the scavengers bench but items are specific to the plot designed? Items 'produced' or found by the settler get placed right in the workbench - is there a possibility to having a 'menu' to see what each has produced over each production cycle?
7. I understand that each plot commercially and industrially require certain requirements to start. If one commercial plot is requiring "x" number of residential, etc. Does any of this overlap. ie: (1) commercial require 5 residents, if I add a 2nd commercial, I need another 5 residents totaling 10 residents. Having (3) level three commercial plots means I need 33 residents (including all other requirements according to Plot Breakdown spreadsheet.
8. Are the large martial plots only entry gate plots? As cool as it was designed, is this the only layout it produces?? I notice that the brahman cant pass through it since they are so huge :)
9. I have many residential plots in my settlements - can you give a hint on what to look for to tell if they the owner is a VIP?


Off Topic - is there a good mod that can be used to increase settler size in each settlements? mine are stuck at 20 settlers and I cant seem to increase the numbers


Thanks again for the help and time to answer these questions.
 
If you assigned the child to a bed in the house you built, that should be all you need. Just make sure they can path over to it by commanding them to walk and confirm they can get to the bed, if not, you'll just have to tweak the placement and design of your building a bit until they can make it to the bed.

In general, the NPCs ignore their houses until bedtime, so if the kids are sleeping in their beds, that's about as good as it gets.

Yeah I have some weird settler behavior at Great Island where a large group will congregate in one spot (I placed a bar there to keep them hydrated) but being from Katherine's Lost Bear mod not sure how much is just bugs from that mod - I can't get rid of that Snookums bear..
It's a great building spot though, and with a lot of the newest sim mod buildings sprouting here, I'll need to post some images.

But hey - thanks so much for another update! Love the tech tree add in!!
 
Spud, I highly recommend you check out the in-depth series of videos. Sounds like you're looking to learn quite a bit! :)

Base Mod: https://m.youtube.com/playlist?list=PL2g2oK5KhZT3GRKgcwUUZQjlsJS8jOggt

Industrial Revolution: https://m.youtube.com/playlist?list=PL2g2oK5KhZT0yvvuK-iU_PcQEK8EToEtc

Thanks @kinggath - I have watched each one of them several times before I started to use the MOD heavily. Having the questions I have now make sense what your talking about. Its alot to take in at once, especially at the beginning. The light is slowly coming on. :)

Cheers!

PS: do the "requirements met" for upgrades stay within the settlement they are placed or are they shared within the commonwealth as long as supply lines are created? ie: Red Rockets resources are shared with Nordhagen. (fingers crossed) :explode:

Found my answer to PS: https://simsettlements.com/site/index.php?threads/technology-sharing.964/
 
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