Slot number 11.
913 items to import.
Beds: 15
Defence: 144 base, and another 2 from guard post
Water: 20
Food: 18
Power: 100 (sunk into the roof of the yellow building)
Jobs: Bar (tier 3); Armourer (tier 2); Weapon seller (tier 2); Clinic (tier 2); General Store (tier 2); Soda fountain; Guard Post; Farmers: 3
Facilities: Slot machine; Vault tec population manager; Settlement beacon (disconnected but power conduits above it); Decontamination Arch; Brahmin trough; Caravan trade post.
Workstations: power armour; armour; weapon; cooking; chem.
This blueprint can be used with or without the original inhabitants. In the case of keeping the original inhabitants you won't need to assign anyone to the clinic or general store as Penny and Dr Montgomery already perform similar tasks in that building. Talia, Brian, Swanson and Jacob can't be assigned anywhere (Ted Huntley can though). With 15 beds there should be enough spots for everyone, and even a spare slot for a provisioner.
There are 4 beds which look like sofas around the settlement. To use or assign them as beds, select the arm rest area. One of these has a sleeping bag on top. As the guards don't sleep, assigning a guard to the bed underneath the sleeping bag would stop the appearance of 2 people sleeping in the same spot. A minor cosmetic point, but something to be aware of.
There are power conduits on the utility poles, so if you plan to add more to the settlement, adding new powerlines should be simple.
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