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Suggestion QOL Suggestion Thread II: Synthetic Boogaloo

Rylasasin

Active Member
Messages
143
Since the old thread for QOL suggestions timed out, I've decided to repost it, with some newer ones.
  • "Draw your weapon!" feature for town meeting gavel: basically, this would cause all settlers to draw their weapons for 30-60 seconds. Why is this useful? For when you want to arm your settlers. The reason arming settlers is such a pain in the ass is primarily due to Beth's 'brilliant' idea to do away with having weapons holstered on the hip or back, and instead just have them hammerspace all their weapons, so you can't tell who's packing an AK47 vs who's still running around with pipe pistols unless something bad pops up or you go to each and every settler and check. This would make that simpler by being able to quickly identify who's carrying what instead of having to inspect each and every settler.
    Since auto-arming settlers is out of the question without F4SE, this would be the next best thing.
  • 1x1 Dirt Plots: because sometimes you want to make roads and stuff.
  • Corpse Removal Plot/Feature: Not Sim Settlements related per-se, but would be good to have nonetheless. There is the Mr Tidy mod that does this. Plus, while not automatic, Amazing Follower Tweaks does have its own "corpse removal" feature.
  • Settlers quit complaining about food/water when you have supply lines giving it to them. I'll admit, this is more annoyance removal than QoL, but it is rather irritating to have to hear "nobody's got enough food to eat, can't you do something?" constantly when you've got another settlement making 200+ food for exactly this reason.
  • "Stop tracking this plot" option: Turns tracking for that one particular plot off. For when you want a mine to stay a mine, or you plan on upgrading it later but you don't have the requirements for it, and don't want to be reminded of it on your tracking quest.
  • Make provisioners not count towards city plan pop limits. Especially not automatron robot provisional. Workshop Framework has an option that covers the latter, plus there's IDEK.
  • Agri Plots that aren't L4 compat say so in description: I asked in a stream or in a post once about making L4 versions of plots that Year One Addon Pack agri plots that didn't have them, but you shot that down. At the very least could you put the fact that they don't have that in the description, so we know ahead of time which plots have a Level 4 and which ones don't?
  • "Disable Stockpile" option for Advanced Industrial Plots: I know there's kind of an option for "disable stockpile system" for AIPs, but that's not what I mean here. What I'm suggesting here is a per-plot system that disables that plot's stockpile system. This means all items it produces will get put into the workbench and it will never upgrade. Useful for if you want that mine to remain a mine indefinitely.
  • (Conquest) Jammer and Preston only start their quests if you are on foot: Kind of annoying to have both of them start their quests if you're flying overhead on a vertibird.
 
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but would be good to have nonetheless. There is the Mr Tidy mod that does this. Plus, while not automatic, Amazing Follower Tweaks does have its own "corpse removal" feature.

@pra has his Grave Digger mod.
https://www.nexusmods.com/fallout4/mods/29462

I think is very immersive for making in Settlement graveyards,
or just getting rid of random carnage from anywhere, completely.

Hahaha, it is really worth the “dig” haha, I really “dig it” :crazy

:acute
 
Solid suggestions!

I'm especially for

"Draw your weapon!" feature for town meeting gavel

Right now you have to use the settlement siren to do this.

and also this

"Stop tracking this plot" opti
because I also lock down certain IR plots.

"Disable Stockpile" option for Advanced Industrial Plots: I know there's kind of an option for "disable stockpile system" for AIPs, but that's not what I mean here. What I'm suggesting here is a per-plot system that disables that plot's stockpile system. This means all items it produces will get put into the workbench and it will never upgrade. Useful for if you want that mine to remain a mine indefinitely.

I've been playing under the impression that this is already the case. When an Advanced Industrial Plot is ready to upgrade it empties its stockpile (anything over what it needed to upgrade and anything else it didn't use) into the local workbench. I often overstuff the stockpiles of Excavation Pits and Iron Mines. Any excess gets returned to the local workbench.

Now, if you leave it at its current level, it still produces but now it sends all of it's production to the workbench. In fact, I thought that, that plots that have met the requirement, but haven't been upgrade, get a bonus to their production.

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When I get everything going smoothly and finally start having all my settlements connected and have a good steady flow of junk from my adventures, this is when I start really arming my settlers. Visible weapons and visible weapons 2 are the 2 mods I use so that I can get visual representation of the weapons my settlers have since I generally only arm them with vanilla drops. Basically you make a cloth accessory of the weapon and it looks like they are carrying it on their person (back or hip depending on weapon). It doesn't show any mods currently on the weapon, but at least I know right away the type of weapon each settlers is carrying.
 
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