Sim Settlements Hunter-Gather AddOn

Discussion in 'Discussion' started by Kana292, Jul 9, 2017.

  1. mytigio

    mytigio Well-Known Member Staff Member Moderator Support Team Verified Builder

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    Yeah, in theory this shouldn't require any scripting at all, just a workshop object with a different static/model and the same keywords as the current beacon without the power requirement.
     
  2. The Typical Idiot Fan

    The Typical Idiot Fan Active Member Community Rockstar

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    But wouldn't that... *gasp!* require a DLC?
     
  3. MrCJohn

    MrCJohn Well-Known Member Community Rockstar

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    And when the NPC decides to sandbox in various multitude of places other than the assigned plot, the lights dim and survival is bleak.... :)

    John
     
  4. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    Got the base for the agricultural plot figured out, and the mini recruitment beacon working. Thanks for all the suggestions! Made it a hybrid beacon / generator without any power connections. It will require at least 1 settler before the beacon starts working.

    Next idea is trying to spawn it in and working before the plot is assigned, so it starts working even if no settlers are there yet. No idea if I can do it or not at this point.
    [​IMG]
     
    Last edited: Jul 23, 2017
  5. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    No luck getting the beacon to work without a settler assigned first. I can spawn it in before any settlers are assigned. The message saying recruitment beacon signal found comes up, but it never triggers a settler to come. Right now for settlements that start with no settlers, will require moving a settler from another settlement, or spawning one in, for the plot to be worked and the mini beacon to start working.
     
  6. biscuit eater

    biscuit eater Member

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    "heres to you and you figuring it out" modding is alot of work so if you need some help id be glad to give a extra hands on things if you want
     
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  7. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    Thanks!

    Also, started work on a second no power plot.
    [​IMG]
     
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  8. HoldAt149

    HoldAt149 New Member

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    I love it!
    Hey, how about a foxhole (defense) in a dirt mound with a tiny backpacker stove (food), a canteen (water) and little folding solar panel (power) and radio (beacon) around the non toward-enemy sides.
    Then I'll have a plan for FCOM troops who lose a limb to continue the struggle to reclaim the Commonwealth.
    Level upgrades could add some sandbags for extra protection, camo netting, more elaborate stove, empty food wrappers, the solar panel and radio set up on an empty ammo crate, light machine gun on bipod, medium machine gun on tripod....
     
    Last edited: Jul 24, 2017
  9. Berzuli

    Berzuli Member

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    Is this still being worked on? I have a manually made beacon attached to the plot, but no radio signal seems to start up.
     
  10. tankthing

    tankthing NOT the Settler AI designer Administrator Moderator Verified Builder Wiki Contributor

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    Why not just have the plot wait for the next settlement needs cycle and then spawn a settler and assign it to the parent workshop and itself if there are no settlers present? Kind of cheaty but would get around the need to have settlers to recruit settlers... Lore-wise you could say you pulled somebody's "friend" from another settlement the way the game radiant quests work.

    Edit: Maybe have it set a flag so it can't spawn more than 1 settler when built, that way people don't just send that settler elsewhere and use it as an unlimited recruitment machine.
     
  11. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    The plot needs a settler to work it, then power shows up to power a beacon. It won't provide a power output if no settlers are working the plot.

    It is in work, but very slowly. Most of my spare time right now is going to helping with the wiki.
     
  12. tankthing

    tankthing NOT the Settler AI designer Administrator Moderator Verified Builder Wiki Contributor

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    Chicken and egg situation. Absolute dirt simplest method would be to send a settler from another settlement to the current one and have them (wo)man the beacon.
     
  13. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    Unfortunately that is the case tankthing. In testing I got a self powered beacon working, and even got it to spawn in the building stage. Never could get it to function when spawned in at the construction stage. It's still on my list to work on. Since I got the beacon working without power connected, I made it a 1 power generator and beacon hybrid, the plan is to make any future stuff agricultural plots.

    The only reason I did it as an Industrial in the release is to power the beacon.
     
  14. Berzuli

    Berzuli Member

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    Thanks for the replies and hard work guys/gals, loving all this new stuff to play with. Sure beats the main story!
     
  15. mytigio

    mytigio Well-Known Member Staff Member Moderator Support Team Verified Builder

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    How do you get it to spawn without any settlers assigned to the plot? it shouldn't ever reach a levelstop/stageitemspawns point without going through the building phase even if the levelstop is 0.
     
  16. Kana292

    Kana292 Active Member Staff Member Verified Builder Wiki Contributor

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    I lost the building plan when the esp got corrupted, so I am trying to remember. I believe it was due to me misunderstanding the level stop array. I had it set as 0;0 then 1;2, with the beacon spawned in at level stop 0. I set the istagenum as a 0 also. Not sure which combination did it, but the beacon would spawn in right after building materials and show as powered. However, I didn't get a radio signal and a settler never showed up.
     
  17. Lancars

    Lancars Active Member

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    Honestly i love the idea of this mod being expanded for a micro settlements like Hangmans alley.
     

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