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Sim Settlements and Automatron DLC

RaceR

New Member
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2
Hi, let me begin saying that I really love the mod and having lots of fun with it.
Now lets move to the topic at hand. Finished Automatron DLC, and shortly after finishing it, I decided that my settlers needed some help. Built few robots, to handle vanilla crop farming, and running supply lines. As soon as I sent my robots to Sanctuary, they got auto assigned to advanced factory, and recreational plots.
I found it amusing that large, heavily armed Sentry Bot, ended up in charge of recreational plot. And small farming bot, ended up in charge of mines.

I was wondering, was this intended feature, or its impossible, or very hard for algorithms to see the difference between regular, human settler and a robot? I am an idiot when it comes to technical side of modding, and know very little about it, even less when it comes to Fallout and Elder Scrolls technical side. But I am wondering, do regular settlers have same "flags" as robots created in robotics workbench from Automatron DLC?

thank you foe answers, and I am sorry for my stupidity. :D
 
I've done a fair bit with the automatron robots, and yes, they are basically normal settlers.

There are a few differences (automatrons aren't protected like settlers are, automatrons have the script and keywords to allow them to be companions, and they have a different set of races.)

kinggath could restrict which plots robots can be assigned to (in fact he does, they can't be assigned to homes, only jobs), but there would be no real way to tell "this one looks like a farmer, so assign it to a farm, this other one is big and bulky, assign it to a guard tower".

With F4SE it might be feasible to examine the attached mods, but in vanilla there isn't a good way to do so.
 
I've done a fair bit with the automatron robots, and yes, they are basically normal settlers.

There are a few differences (automatrons aren't protected like settlers are, automatrons have the script and keywords to allow them to be companions, and they have a different set of races.)

kinggath could restrict which plots robots can be assigned to (in fact he does, they can't be assigned to homes, only jobs), but there would be no real way to tell "this one looks like a farmer, so assign it to a farm, this other one is big and bulky, assign it to a guard tower".

With F4SE it might be feasible to examine the attached mods, but in vanilla there isn't a good way to do so.

Thank you for the answer. It just caught me by surprise when Sim Settlements auto assigned robots to plots. Wasnt expecting that, and found it curious.
 
A follow-up question: What difficulties might arise from using Automatron robots as workers for plots? I assume that they wouldn't be able to upgrade the plot, but what else?
 
They actually can upgrade- there just aren't animations for them on the plots, so i have no idea what the robots do when assigned to them as far as where they hang out or animate.
 
They actually can upgrade- there just aren't animations for them on the plots, so i have no idea what the robots do when assigned to them as far as where they hang out or animate.
Obviously given the nature of one of my major plots I have a lot of them :P

They stand at the furniture markers looking like idiots for the most part :P
 
They actually can upgrade- there just aren't animations for them on the plots, so i have no idea what the robots do when assigned to them as far as where they hang out or animate.
Oh. Well then, that's pretty handy. That means that I can meet requirements without having to build as many residential plots. It will help keep the engine from working too hard.
 
A follow-up question: What difficulties might arise from using Automatron robots as workers for plots? I assume that they wouldn't be able to upgrade the plot, but what else?

The biggest difficulty has nothing to do with Sim Settlements directly: Robots have a base happiness of 50 (vs 80 for settlers). Since upgrades from Sim Settlements are dependent on happiness, that makes it harder to get your upgrades (basically you need to generate 20 happiness per robot to get to level 2, and 30 happiness per robot to keep upgrades going all the way to level 3). +happiness buildings like the recreational plots and the toy factory do impact that happiness level however, so as folks add recreational plots it won't be so bad.
 
The biggest difficulty has nothing to do with Sim Settlements directly: Robots have a base happiness of 50 (vs 80 for settlers). Since upgrades from Sim Settlements are dependent on happiness, that makes it harder to get your upgrades (basically you need to generate 20 happiness per robot to get to level 2, and 30 happiness per robot to keep upgrades going all the way to level 3). +happiness buildings like the recreational plots and the toy factory do impact that happiness level however, so as folks add recreational plots it won't be so bad.
With that in mind, i would ask, anyone has seen any Mod that change the Robots happiness system?
Maybe, it can ben a bit unimmersive, but make then run the happines script from settlers?
Or, if someone is really good at it, make a script, similar to the settlers, but that uses Defense and Power, instead of Food Water Defense for their happiness.
 
With that in mind, i would ask, anyone has seen any Mod that change the Robots happiness system?
Maybe, it can ben a bit unimmersive, but make then run the happines script from settlers?
Or, if someone is really good at it, make a script, similar to the settlers, but that uses Defense and Power, instead of Food Water Defense for their happiness.

To actually change it the way you describe you'd ahve to modify WorkshopParent (not a good idea in general if you want to maintain anything resembling compatibility options).

you could offset it however (make robots give +happiness just like gorillas do).

Personally, I like the happiness penalty, it means I have to use up some of my space offsetting the negative, or I have to be careful about how many settlers vs robots I keep in the settlement. (btw, a ratio of 3 settlers per 2 robots will allow you to keep happiness above 80 pretty easily using the same techniques you would normally use to get to 100 happiness)
 
Or have them not count for settlement population, like Brahmin.
 
The biggest difficulty has nothing to do with Sim Settlements directly: Robots have a base happiness of 50 (vs 80 for settlers). Since upgrades from Sim Settlements are dependent on happiness, that makes it harder to get your upgrades (basically you need to generate 20 happiness per robot to get to level 2, and 30 happiness per robot to keep upgrades going all the way to level 3). +happiness buildings like the recreational plots and the toy factory do impact that happiness level however, so as folks add recreational plots it won't be so bad.
Well, I know about the happiness penalty, but sometimes there is no way around it, and the benefits outweigh the bad effects. For each robot I have working an industrial plot, that is either A) One settler who I don't have to provide food, water, and a home for, or :cool: One settler who can now work a happiness-boosting plot.
 
omfg the sheploo icon pic..... lol funny memories from bioware social network

that pic got me to come here and say this

besides that lol yea robots can do anything from guarding-farming-supply lines-shops

shops are buggy tho and most time they dont go all the way up to the counter but it still works

lupiusvir is right bots dont require water or a bed or anything
 
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Will a 100% automatron settlement never upgrade due to no residential plots? Is it just me? thanks!
 
Will a 100% automatron settlement never upgrade due to no residential plots? Is it just me? thanks!
I don't think Sim Settlements does anything to detect whether or not your settlement is being run by robots.
You can turn off the residential requirement for just that settlement in the City Manager holotape under local settings. That's what I did for my Mechanist's Lair, which is 100% robots and advanced industrial plots.
 
Commercial plots require residential plots even to be built so no shops at an all-robot settlement. I think the big problem for upgrading would be happiness but if you pick Codsworth (or another leader with the robot morale officer trait) that shouldn't be a problem.
 
There are settings to adjust/eliminate local upgrade requirements...so robot settlements can upgrade (any plot, doesn't matter, commercial included) just fine without the need to spam recreational plots or other happiness generating assets. And you can keep the requirements elsewhere.

Also, not sure if intentional or not, but it's awesome seeing robots hanging out around mytigio's hydroponics plots from industrial city. All lined up...like they are actually doing something for a change other than walking around. ;]
 
There are settings to adjust/eliminate local upgrade requirements...so robot settlements can upgrade (any plot, doesn't matter, commercial included) just fine without the need to spam recreational plots or other happiness generating assets. And you can keep the requirements elsewhere.

Also, not sure if intentional or not, but it's awesome seeing robots hanging out around mytigio's hydroponics plots from industrial city. All lined up...like they are actually doing something for a change other than walking around. ;]

The lack of animations for robots is one reason I added a functioning mr. handy to that plot, so we could see a robot actually work for once :P
 
The lack of animations for robots is one reason I added a functioning mr. handy to that plot, so we could see a robot actually work for once :P

I was happily surprised to see that in my Red Rocket robot settlement. Amazing work by the way. Easily my favorite SS addon.
 
I was happily surprised to see that in my Red Rocket robot settlement. Amazing work by the way. Easily my favorite SS addon.

I'm glad, honestly I was worried very few folks would see the hydroponics and civil defense stations since I have them gated behind level 3 advanced industrial plots
 
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