Difference between revisions of "AddOns"

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(Slum Lord)
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''Description:''
 
''Description:''
 
Whilst technically not an add/on in terms of including new plot types, [[Future|future plans]] for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon.
 
Whilst technically not an add/on in terms of including new plot types, [[Future|future plans]] for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon.
This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.
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This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.<br>
 
''Download link:''
 
''Download link:''
 
http://www.nexusmods.com/fallout4/mods/18757/
 
http://www.nexusmods.com/fallout4/mods/18757/

Revision as of 07:41, 27 May 2017

Note: Please remember to endorse the add-ons you enjoy to show the authors that their work is appreciated.

Altairp's Animal Farm

Author: AltairP

Overall change(s):

  • Four new Farms to the rotation

Description: With this add-on, (currently) four new agricultural plots are added centered around raising animals, with two being for butchering (Mole-rats and Radroaches) and another two being for milking (Mole-rats and Brahmins). Additionally, due to the dangerous nature of said animals (sans Brahmin), these pens reduce the level of Defence of the settlement but provide more food than typical plots as well as occasionally provide related items (e.g. Radroaches provide glowing blood etc., Molerats provide teeth etc.). Download link:http://www.nexusmods.com/fallout4/mods/23421/

Bad Neighbors

See: Bad Neighbors

Industrial City

Author: mytigio

Overall change(s):

Description: The current iteration includes five new types of scavenging plots, which, instead of simply increasing the general scavenging score, provide specific resources based on the building type along with randomized amounts of related material (metal scrap yard provides steel as well as a rare chance for screws and copper, the lumber yard provides wood as well as glass, etc). An additional industrial plot is available, the Ammo Plant, which provides randomized ammunition which improves in both type and quantity as the level increases, however the current implementation requires manual pick-up of the produced ammunition. The author is currently working on enabling the robotics workshop to build Automatron robot settlers over time as their next update. Download link: http://www.nexusmods.com/fallout4/mods/23948/ ( Requires: All DLC )

JtBryant's Utilities

Author: JtBryant96

Overall change(s):

Description: This add-on introduces two new industrial plots, namely one that produces power (Lv1 10, Lv2 20, Lv3 100 (40 in base version), minus what the plot uses) and one that produces water (Lv1 10, Lv2 20, Lv3 40). Currently in the works is a new plot that produces Defence (Lv1 10, Lv2 25, Lv3 50), however at the time of writing this is in beta. Download link: DLC Edition: http://www.nexusmods.com/fallout4/mods/23125/ ( Requires: Wasteland Workshop ) Base game Edition: http://www.nexusmods.com/fallout4/mods/23168/

PCDug Addons

Author: PCDug

Overall change(s):

  • Three new Homes to the rotation

Description: This add-on attempts to emulate the same style as the base version of Sim Settlements with the introduction of three new homes, with two of them being singular structures that the residents improve the decorations of as the level increases as opposed to simply expanding the size of the shack. Download link: http://www.nexusmods.com/fallout4/mods/23550/

Ruined Homes and Gardens

Author: Ruinedworld

Overall change(s):

  • Six new Farms to the rotation
  • One new Factory to the rotation
    • Currently only cycles as one plot type but has four different styles, being changed by author

Description: This add-on introduces farms and scavenging forges in the style of foundations of destroyed buildings. The farms in particular have multiple types of produce as opposed to one type in the vanilla game, with each different farm offering different combinations. Additionally, the author is currently working on homes and shops, among others, which will be introduced in a later update. Download link: http://www.nexusmods.com/fallout4/mods/23917/

Salvage Beacons

Author: kinggath

Overall change(s):

  • Adds item that causes settlers to retrieve all objects in marked container

Description: Whilst technically not an add/on in terms of including new plot types, future plans for Sim Settlements involves settlers researching new tech for the player such as the Salvage Beacon. This add-on creates a new settlement resource (which requires a settler working it) and a new item that, when placed in a container, allows the player to select a settlement of their choice (does not need to have an operator in said settlement) and have a salvage team transport the resources in said container to the settlement's workshop. The distances from the operator's settlement, the container and the target settlement determines how long the team will take to transport the resources. This helps solves the conundrum of the player having to trek back to their settlement to drop off their haul, instead allowing them to continue adventuring with their settlers providing a helping hand.
Download link: http://www.nexusmods.com/fallout4/mods/18757/

Slum Lord

Author: MrJoseCuervo

Overall change(s):

  • 2 new Homes to the rotation with over 11 trillion shack combinations

Description: Described by the author as being able "to show the true power of Sim Settlements", the homes added by this add-on randomize their structure in order to create an almost excessive amount of varying houses (yet only use three plot types so as to not out-number the other settlements). Currently the homes don't have much in the way of clutter or coherence, however the author is continuously improving the scripts in order to improve the experience.
Download link: http://www.nexusmods.com/fallout4/mods/23587/

Trailer Park Dreams

Author: mimaef

Overall change(s):

  • Two new Homes to the rotation
  • Six new Shops to the rotation
  • One new Farm to the rotation
  • One new VIP Story to the rotation

Description: As the title of the add-on implies, this introduces new plot rotations centered around the theme of mobile homes. Most notably, it offers a mobile-home theme for the six base shops as well as a greenhouse-style farm that hosts multiple types of produce in exchange for fewer of the same type as per vanilla plots.
Download link: http://www.nexusmods.com/fallout4/mods/23815/

Wasteland Venturers

Author: Myrmarachne

Overall change(s):

  • Four new Homes to the rotation
  • Two new Shops to the rotation
  • One new Farm to the rotation
  • Two new VIP Stories to the rotation

Description: This add-on includes new plot types that differ from a typical "settler" feel to give homes a more dedicated feeling from the structure without necessarily being VIPs. An example of such would be the herbalist's shack and the rooftop garden complimenting each other, as such one would imagine that the settler working on a plot with many different types of produce would attempt to "bring their work home with them".
Download link: http://www.nexusmods.com/fallout4/mods/24136/

Wedges of the Commonwealth

Author: PCDug

Overall change(s):

  • Three new Floor types for use alongside plots

Description: Whilst this add-on doesn't include any new plot types, it does however include new floors with 30, 45 and 60-degree angles that allow for a more organic feel to plot placement as opposed to adhering to a simple grid formation.
Download link: http://www.nexusmods.com/fallout4/mods/23661