An add-on for Sim Settlements that adds new Industrial Plots to the rotation. These industrial plots focus on providing specific resources and providing special features such as robot building and item production instead of increasing the general "scavenger" pool. Also adds a Rust Devils faction for Sim Settlements Conqueror
In the event of my extended absence from nexus (3+ months), kinggath has explicit permission to take-over this mod or give control of this mod to another at his discrection, incorporate any part of this mod into Sim Settlements or it's expansions or have this mod hidden.
This permission is given to allow kinggath to ensure that this mod will not cause issues for the overall Sim Settlements project if I abandon or stop updating this mod.
Permission has been granted to fftfan to use any and all assets, ideas, mechanics or concepts that belong to me from this mod. https://forums.nexusmods.com/index.php?/user/1636274-fftfan/ This permission does not extend to assets provided by other artists, as noted in the credits section.
File credits
kinggath: Several of the static props I use were created by kinggath as part of his Sim Settlements mod. Myrmarachne and Tinuvia: Provided the wonderful Commonwealth Map used in the Scav Dispatcher Wanaming0: Created the very excellent Rust Devils flag.
Donation Points system
This mod is not opted-in to receive Donation Points
Added new plot named Robotics Workshop.
- This plot creates Automatrons automatically. - Resources for these automatrons are deducted from the workbench. - On average, automatrons should take between 7 and 16 game days to build. - This feature can be disabled with the settings holotape found on bottom shelf of the worktable on the plot.
- when disable, this plot produces resources as a Robotics Recyclers.
Renamed old Robotics Workshop to Robotics Recyclers
Fix the names of the plots to remove redundent information using the new plaque structure.
Removed the dirt below the Scavanger plots which was causing issues when placed above tunnels, walkways or other navigatable areas and was inconsistant from the first tier to the later tiers.
Bug with stairs unable to be placed in front of the Robotics Workshop (now Robotics Recyclers) has been fixed by Sim Settlements 1.7, so I am removing it from the buglist.
Removed several debug notifications that were popping up for users with papyrus debuging enabled.
Version 0.6.1
Renamed ESP file to make load order sorting easier. Previous esp name did not include "Sim Settlements Add-On" in the name.
Player Action Item: You will need to pick up any plots from this add-on and set them back down. To let Sim Settlements choose a new Building Plan for the plot.
Bug fix: Resolved issue with plaques were displaying the Dynamic Needs data properly.
Version 0.6.0
Initial Upload
Requires Version 4.0.7a or Greater of Sim Settlements and Workshop Framework
Contents
New Homes: 0 New Shops: 0 New Factories: 29 New Farms: 3 New Recreational: 1 New Martial 1x1: 2 New Martial 2x2: 0 New VIP Stories: 0
New Leaders: 2
New Conqueror Factions: 1
Building Features
Settler Navigation: Yes Construction Stages: Yes Randomized Clutter: Not Yet (I'll get there!)
Support and Discussion Website
There is now a site and forums setup specifically for SimSettlements and Add-Ons. I'll be transitioning things over to those forums. For now I'll check both for general questions while the transition is underway, but you should focus bug reports and feature suggestions over there.
An add-on for Sim Settlements that adds new Industrial Plots to the rotation.
Instead of increasing the general scavenging score however, these plots provide specific resources based on the building and plot (metal scrap yard provides metal salvage, the lumber yard provides wood salvage, etc).
This add-on will focus primarily on industry plots, however if you have ideas for new shops/homes/farms that fit an industrial theme, let me know and I'll see what I can do.
Please make sure you back up your save files before activating this mod, it is still in it's early stages. While Sim Settlement Add-ons in general are very stable, this one utilizes more scripting then average to handle daily updates. Testing has not shown any adverse behavior so far, but until I have a wider testing audience, probably best to be cautious.
P.F.A.Q. (Predicted Frequently Asked Questions)
You can find the FAQ here on the SimSettlements.com forums:
kinggath for making Sim Settlements. It's a wonderful framework and really breaths new life into the settlement system in general. Tinuvia and Myrmarachne for making me the wonderful Commonwealth Map to replace that glowing monstrocity on the Scav Team Dispatcher. (see their SS forum here: https://simsettlements.com/site/index.php?forums/discussion.40/) Wanaming0 for creating the very excellent Rust Devils flag. Bethesda for making Fallout 4 All the users on the Sim Settlements Discord channel who answered (and continue to answer) my stupid questions.