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Old Post The New Commonwealth: Four Settlement Blueprints ready for testing (Update: 26 June)

That looks like a bug that happens sometimes when the terrain doesn't load (or maybe unloads?). I had it happen a few times after having built a city plan's foundation level. It's a bug I've seen mentioned by other people either on the forums or discord. I'm fairly certain the walls and radio tower are part of the terrain model and can't be scrapped.

I also tested CBWright's plan on an install with only the SS mods, SMM, and Hud Framework and never saw the walls disappear.
 
While Samutz was testing for me (thanks again!) I also ran the castle blueprint on my own machine, and it built everything just fine. I did notice a few things that I hadn't noticed before:

1. Despite it being a single-level blueprint, it displayed as Level 0 in the HUD (EDIT/UPDATE: This is intended behavior according to Kinggath) and gave a maximum population of 15. That's problematic given that the beds/jobs # I'm shooting for is about 49. :D

2. the amount of plots that are actually remembering what they're supposed to be when Designer's choice is active is about 50%. I really don't know what I'm doing wrong here. Must test more...
 
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Ran it one more time before trashing that run and...
@Samutz hit the nail on the head. I had Cinematic on Wide and it went waaaay wide which unloaded that part of the caste. (Should have known.. had the same problem with Spectacle Island)
Turned it to Close and everything built fine.
 
Ran all 82 plots to Level 3 and did a check on how far over budget it was.
Vanilla Max Draws: 1600
CP Level 3 Draws: 5256
So the plan is about 228% over build budget. And with 49 settlers.. most systems are not going to like it.
And with the box of rocks AI the settlement pretty much just locks up. LOL
 
The one thing you have over the mess that is Sanctuary, which is 75% over budget, your design is light years ahead in F04 compatibility.
The ONLY issue I had was the AI falling flat on its face. Which at 49 settlers.. it's a given. hehehe
One suggestion, use foundationless plots. And maybe require an expansion mod. I run a custom one and settlers worked fine outside the vanilla borders. Did have a few fall in the water and die until all the plots were filled in. (foundation less plots fix that) ;)
 
Oh, actually I do use mods that force settlers to do stuff. I should list them as recommendations. They're not required per se because the settlement will be built whether you have them or not, and I'm so used to running them I didn't even think about it.
 
Foundationless plots... I do tend to use those more often than not, but for Castle-on-the-water (the little town outside the walls) I didn't, because I was trying to figure out how to make it work and I didn't realize I was going to use warehouse siding to build a seawall when I started. Is there a specific advantage that will provide? I'm not opposed to it at all, just curious why.

EDIT: Duh, you mentioned why in your post. This is gonna be one of those weeks. Yes, that's an excellent reason for foundationless plots.
 
The foundationless plots give you the ability to see where something is going to grow in by having the base prebuilt instead of appearing all at once. As Fuzzy says, it eliminates the stairs to nowhere.
 
There shouldn't actually be a stairs to nowhere situation for a single-level plan, should there? Do the plots go invisible even then?
 
Plots don't spawn until they are needed by a settler. So yes, all plots are invisible until then.
 
Well I spent last night tearing down the boardwalk and rebuilding it so settlers wouldn't drown.
 
Kool!
You always have to remember the AI is dumber than a box of rocks. LOL
Just a tip for checking NPC navigation.
Having a companion follow you around will quickly show issues. But, even if you get them to go to all the plots, that doesn't mean the game will be able to calculate the settlers paths correctly.
Watching how the assigned settlers navigate will show even more issues.
Having a few un-assigned settlers (not visitors) is also good for picking out issues.

Guess the reason I mentioned it was I just checked out a settlement that was horribly broken. LOL
 
Tried out Castle, Tenpines, and Sanctuary. First off, they all look amazing compared to the kinda junk-y default plans :D and give them a nice new visual identity.

I'm fairly new to SS/RotC, but it was mentioned above that plots aren't generated from the plan unless they're needed by settlers, so the many rooms with no visible plot showing in workshop mode is normal? Unfortunately, this leads to some oddities such as obvious commercial plots not being there (like the Castle commissary), and there was no starting industrial plot at all in Castle/Tenpines, and in Sanctuary I had to repurpose the one plot in the middle of what looked like it should be three industrials in the generator building near the bridge to get my Logistics.

Other issues noticed in the Castle: The Martial plot on the bottom floor of the building with interior stairs should be turned 180, a poster frame thing blocks the doorway if it's set to the plot type with a desk and computer (the plot panel should be against the far wall from the doorway). There seem to be a lot of plots without power; I don't fully understand how power management in SS works but is manual connecting of wires required to get power over to pylons that isn't done by the city setup? I also have the required mod packs and still don't see the guns you mentioned for the Castle.
 
The Castle has been updated to fix a few issues, though not all of them. Also I edited the first post to call out Settler Sandbox Expansion and Multiple Floors Sandboxing as recommended mods, for people interested in having their settlers actually doing things after they move in.

@ra2phoenix, I am not really sure how power works with blueprints. Plots built as part of the blueprint should, in theory, not need powerlines. Plots you build on top of the blueprint will, however, and I've added a lot of power line connectors to help people wire the castle completely. Unfortunately, I did it assuming you would also be using the power poles that come with all the Sim Settlement exterior plots, which makes wiring the castle end-to-end a little problematic in the beginning, especially at the boardwalk.
 
UPDATE!

In this update we have a new Sanctuary build. Keen eyes will note that Sanctuary has gone from "TNCSanctuary" to "TNCSanctuaryV3." That's because "TNCSanctuaryV2" was a big unholy mess that is best left forgotten.

This is still an L3 only build, but assuming it all shakes out the next Sanctuary build will be leveled. But I have to update Tenpines, Starlight, and the Castle first.
 
Awesome, I'll give it a try. I just got vanilla Sanctuary to L3 and it's like.. Sturges, what have you done?!
 
Everything loaded in mostly as I remember it, no Industrial or Commercial plots yet, just a bunch of farms (at 23 settlers). Maybe it'll take time for the scripts to assign them to those jobs, I had a lot of CTDs when the city first loaded with something like 80 running script instances. I kept quicksaving and increased the Papyrus limits and with a couple reloads everyone got their houses built and I was back down to about 8 scripts.
 
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