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Some Ideas For Your Farm Plots

It does some of those, no upgrades though. I meant it to be scrapped once a settlement gets big enough to have settlers work individual plots. It could be used permanently though.

Produces 1 food/ water/ power, and 5 defense. I'm working on making some more plots that have less defense, no power, and function like a recruitment beacon without needing power.
 
Another really stupid idea: a weed farm. Actually costs you food points instead of generating them, but provides A LOT of happiness. :P
 
Just a thought I had on a deathclaw farm: chameleons can regenerate there tails so a deathclaw that has its tail cut off repeatedly could be a renewable source of deathclaw meat and skin....provided you could keep it from eviscerating you for doing so...
It could function like the cages increasing the attack chance by deathclaws or something
 
There should definitely be more automotive-related houses in SimSettlements. I guess a bus or a train car would be too big to fit onto one residential plot, but you could saw it in half. Even better: two residential plots which each use half of the bus, designed to be placed right next to each other. As if, two settlers dragged an old bus from somewhere, built a wall in between and now each lives in his half.
 
While it’s been mentioned before, I think it would be a great idea to add some sort of rad-chicken plot or a fish/mirelurk one. This add on really does help with the immersion in terms of creating a self sustaining settlement that can work with more than just tatos.
 
There should definitely be more automotive-related houses in SimSettlements. I guess a bus or a train car would be too big to fit onto one residential plot, but you could saw it in half. Even better: two residential plots which each use half of the bus, designed to be placed right next to each other. As if, two settlers dragged an old bus from somewhere, built a wall in between and now each lives in his half.
That's weird, I was certain I posted this in a residential-related topic...

Anyway: Nuka World farms. I haven't seen any Simsett addon which lets you farm NW crops yet.
Not only the crops, you could farm rats, ants, crickets, nukalurks, etc

In a similar fashion, would it be possible to make a branched plot which takes a different path depending on the location?
Hunter's cabin: starts as a hut with some tools and weapons lying around. Then, depending on the location (Commonwealth, Far Harbor, or Nuka World), different animal carcasses appear. For Commonwealth, a radstag, brahmin skulls, a deathclaw egg maybe. For Far Harbor, a dead angler or gulper, mirelurk eggs, some rabbits or chickens. For Nuka World, a brahmiluff, some of the insects, rats.
The decorations could adjust accordingly as well. In the Commonwealth, it ends up as a metal hut with traffic signs, tires and such stuff, in Far Harbor, as a wooden hut with fish nets and a fog condenser, in Nuka World, these food carts or parts of some of the attractions could be used for construction.

So the idea is basically: level 1 is just a generic hut, level 2 is a generic hut with location-specific animal parts, and level 3 is a location-specific hut with location-specific animals.
 
Zoo plots?
Recreational plots containing various creatures, giving hapiness to the settlement. Deathclaws, radstag, yao guai in cages. Cages could even contain settlers, raiders, ghouls, gen1 synths, super mutants, etc if one is into that kind of settlement build.
 
That's weird, I was certain I posted this in a residential-related topic...

Anyway: Nuka World farms. I haven't seen any Simsett addon which lets you farm NW crops yet.
Not only the crops, you could farm rats, ants, crickets, nukalurks, etc

In a similar fashion, would it be possible to make a branched plot which takes a different path depending on the location?
Hunter's cabin: starts as a hut with some tools and weapons lying around. Then, depending on the location (Commonwealth, Far Harbor, or Nuka World), different animal carcasses appear. For Commonwealth, a radstag, brahmin skulls, a deathclaw egg maybe. For Far Harbor, a dead angler or gulper, mirelurk eggs, some rabbits or chickens. For Nuka World, a brahmiluff, some of the insects, rats.
The decorations could adjust accordingly as well. In the Commonwealth, it ends up as a metal hut with traffic signs, tires and such stuff, in Far Harbor, as a wooden hut with fish nets and a fog condenser, in Nuka World, these food carts or parts of some of the attractions could be used for construction.

So the idea is basically: level 1 is just a generic hut, level 2 is a generic hut with location-specific animal parts, and level 3 is a location-specific hut with location-specific animals.

If you meant branching plots as in the advanced plots like the Advanced Industrial, then yes this would be possible, however it would require having some kind of maintenance quest/script to apply appropriate actorvalues to the settlement workbenches for the plots to use. You could also make a plot that is only available in a single settlement this way as well by applying the workshop AV requirement to the level 1 building plan.

Having said that, it would be a lot of work to create 33 level 2 plots and 33 level 3 plots (at a minimum :P), especially knowing that the majority of them would never be seen by a given player.

Edit: oh, you meant worldspace customization, not individual settlement. Well my answer except for the 33 plots thing still holds! :P
 
How about an apiary plot? Oversized flowers, and at level3 it can spawn Stingwings? Possessing a plot increases food production (like fertilizer does for vanilla settlements)?

Can you add new items to games? I really don't know the limitations for the system, but I'm thinking: honey & wax. Honey could become an ingredient for the brewery; wax for, well, candles? Plus Stingwing meat and stingers.
 
The apiary might be simulated using this "flies around a corpse" effect. It's probably some sort of a particle effect, but you probably could still retexture the particles to something yellow-black.

Or, if you really want giant bees, maybe the Nuka World flying ants can be retextured. Bees are closer related to ants than to mosquitoes. Maybe call them wasps, not bees, when in doubt. Some wasps also make honey.
And yes, you can add all the items you want. At lvl3, this farm could also produce mead, in addition to honey and wax.

The farm could also produce some defense, because AAAAH NOT THE BEEES!!1
Would probably cost some happiness, though.
 
Since I finally delivered an update, I feel like I can mention and discuss future plans without shame.


I don't think I'll ever add hunter plots - it's Altairp's Animal Farm (and some kind-of related plots) afterall! - but the idea of having themes isn't bad. A branching option (added for the Industrial Revolution plots) that'd allow the player to choose an aesthetical change. I'd most likely add a Standard Wastelander path, but also a Church of Atom and a Harbormen theme. The other factions wouldn't work too well with settlement farms, I feel: Minutemen and BoS would use a standard Wastelander, Institute is too technological, the Railroad doesn't look too interested in settlements, Gunners and Raiders are probably too busy getting shot-at by the SS to start up their own farms. Thing is: adding two (or more) branching paths for every farm plot is something that would take a lot of time; if it happens, it'll be in a remote future :confused:

As for the bees: the Nuka World ants would fit the bill without issues, I think. Even if they wouldn't be bees. They'd just be flying ants that produce a tasty if slightly weird edible food (and/or other products).
 
Wonder if you couldn't upend a flat bed semi trailer and then build up the bed as a sloped back wall... now I've got to try this.
 
Didn't the ants in FO3 make some sort of ant jelly? And the fire ants a better version? Also more CotA stuff alwase has my vote. :)
 
Didn't the ants in FO3 make some sort of ant jelly? And the fire ants a better version? Also more CotA stuff alwase has my vote. :)
Yep. Kind of!

All ants dropped 'Ant meat'. The queens dropped 'Ant queen pheromones', an aphrodisiac that increased CH but lowered PE and INT. Fire ants had a chance of 'Fire ant nectar' which gave a small resistance to fire, raised AG but lowered INT.
The latter two aren't in the game, so they could be shoved in as items produced in a ant-hive. Probably!
 
Ant pheromones could be a "superweapon", similar to the artillery.
You use them to craft a pheromone grenade, which summons ants. The more ant farms you have, the more ants you get.
The grenade gives anyone in it's radius a magic effect. The effect causes these molerat holes to appear next to the victim, where ants come pouring out, attacking him :D
 
Sort of an evil artillery. Chuck a grenade, waste a minute for 'tunneling' time and watch as an ant or two for every settlement in the Commonwealth troops in. As an added bonus there's no cover against an ant swarm. God that would be tarafying. It would work awesome for a pack playthrue too....
 
Sort of an evil artillery. Chuck a grenade, waste a minute for 'tunneling' time and watch as an ant or two for every settlement in the Commonwealth troops in. As an added bonus there's no cover against an ant swarm. God that would be tarafying. It would work awesome for a pack playthrue too....
Yes, exactly.
Bonus points if the same mod also adds an AntAgonizer costume :D
 
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