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- Changelogs
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Version 3.3.0
- New Building Plan! Vault-Tec Integrated Terrestrial Agriculture Lab (V.I.T.A.L.) - a 2x2 high tech agriculture plot featuring 8 new skins for different crops combinations to help you PREPARE FOR THE FUTURE.
- Base Variant (No Skin) - Tatos, Mutfruit, Corn, Vegetables
- Carbohydrate Variant - Melons, Razorgrain, Gourds
- Floral Variant - Fever Blossom, Asters, Mutated Fern, and Hubflowers
- Aquatic Variant - Tarberries, Red Bloodleaf, Black Bloodleaf, and Lure Weed
- Forager Variant - Silt Beans, Wild Corn, Wild Razorgrain, Wild Mutfruit
- High Exposure Variant - Glowing Fungus, Blight, Ash Blossom, and Brain Fungus
- Prewar Fruitopia (Unlockable) - Apples, Oranges, Pomegranates, Grapes
- Prewar Vegetables (Unlockable) - Beets, Chilis, Honeynut Squash
- Cleaned up effects of many ingestibles added by this mod so that food/drink only provided food effects and alcohol only provided alcohol effects rather than some utilizing chem effects
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Version 3.2.0
- Six new farms, with three courtesy of Whisper/Bionicyardiff from his previous add-on pack Whisper's Walled Gardens and More - featuring over 70 new skins! New varieties of plants/crops/flora courtesy of Munkyspunk. Lots of new craftables.
- New crops/flora and plots and skins associated with them can be unlocked one of three ways - completing the Vault 81 quest "Hole in the Wall" by giving Austin the full cure, completing the SS2 quest "It Ain't the Meat" offered by unique settler Joe Gallagher, or completing the quest line "Center Field Greenhouse" if you have The Bleachers 2 - Fens Sheriff's Department installed. Any of those paths will unlock the new plot Hot House C, a host of new crafting recipes, and a bunch of skins for the five other farms added by this update.
- New Building Plan - Open Garden - 2x2 basic agricultural plot. Adapted with permission from Whisper's Walled Gardens and More. 16 skins available for growing different crops. 3 Sisters (default), Carrots, Corn, Good Soup, Gourds, Melons, Mutfruit, Wildflowers, and Tatos. Unlockable additional skins include - Apples, Beets, Chilis, Fruitopia, and Grapes.
- New Building Plan - Walled Garden - 2x2 basic agricultural plot. Adapted with permission from Whisper's Walled Gardens and More. 15 skins available for growing different crops. Razorgrain (Default), Carrots, Gourds, Melons, Mushroom Kingdom, Mutfruit, and Tatos. Unlockable additional skins include - Apples, Beets, Chilis, Honeynut and Gourd, Oranges, Pomegranates, and Grapes.
- New Building Plan - Garden Gate - 3x3 basic agricultural plot. Adapted with permission from Whisper's Walled Gardens and More. 15 skins available for growing different crops. Silt Beans, Carrots, Corn, Melons, Mutfruit, Razorgrain Tatos, and Wildside. Unlockable additional skins include - Apples, Beets and Carrots, Chili Combo, Fruitopia, Grapes, Autumn Harvest, and Oranges.
- New Building Plan - Hot House C - 2x2 advanced agricultural plot. Features pre-war produce! Unlockable. This one does not have any extra skins.
- New Building Plan - Rusted Root - Interior Basic agricultural plot. Features improvised planters provided by Whisper/Bionicyardiff. 11 skins available for growing different crops. Mutfruit (default), Carrots, Silt Beans, and Tatos. Unlockable additional skins include - Apples, Beets, Chilis, Hot Stuff, Oranges, Pomegranates, and Grapes.
- Using the method and script provided by Tenhats from the excellent "Fully Functional Crops - Tutorial and Scripts" modder's resource - most crops, new, old, wild, included in plots and building plans provided in this mod will now properly deposit crops into the workbench. I've tested this pretty extensively, but with all the many different varieties of crops it's certainly possible that there could be some I missed.
- New recipes using many of the new crops and flora, including - Slog Wine, Chateau Migraine Wine, Hubflower Aperitif, Bloodleaf Aperitif, Ash Blossom Aperitif, Mutfruit Aperitif, Fever Blossom Aperitif, Five Alarm Veggie Chili, Spicy Bear-B-Q Noodles, Bloody Mary, Orange Juice, Super V-Ate, Harvest Stew, Root Vegetable Mash, Hard Cider, Pomegranate Hard Cider, and Spicy Hard Cider. Tweaked certain previous recipes, including Slog Vermouth and Orange Crush due to availability of new ingredients. Some recipes will not appear until Pre-War Produce is successfully unlocked.
- Fixed issue with building plan "Them Changes" - the variety of different double beds on level 3 was causing bed counts to be off, with certain double beds counting as 2 beds, and others counting as just 1. For simplicity's sake and to make it consistent, the level 3 will now only feature a single bed. The beds used are still randomized, drawing from Yulliah's Home Improvements' fantastic single beds, which she so graciously gave me permission to use previously and which are perfect for this purpose. This plot will now only ever have 1 bed now. Some time in the future I may go back and do a version of it with double beds, but that will be separate.
- New Building Plan - Special Herbs - Interior High-Tech Agricultural plot. 19 different skins for growing different kinds of crops. Ash Blossoms (default), Beans, Carrots, Mutated Ferns, Fever Blossoms, Fungi, Gourds, Mutfruit, Tatos, and Razorgrain. Unlockable additional skins include - Apples, Beets, Chilis, Grapes, Honeynut Squash, Oranges, and Pomegranates.
- Newspaper articles added to the New Bugle if you have The Bleachers 2: Fens Sheriff's Department installed that cover some of the events that happen in that quest line.
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Version 3.1.0
- A collection of new and improved plans - 2 new interior size building plans, 1 reworked 3x3 building plan, and it and 2 other building plans now available as outpost variants to provide more options for outpost plots or outpost city plans.
- New Building Plan - In Your Eyes, an Interior-sized Watchtower! Utilize a smaller version of the eyebot, the spybot, to build surveillance and recon connections across your outposts and settlements
- New Building Plan - Age of Aquariums, an interior-sized Perception Training plan. Your settlers are sure going to have to be alert to keep an aquarium of fish alive in this post-apocalyptic hellscape. It's all worth it for that moment of aquatic zen. Trains 1-3 settlers. Special thanks to Munkyspunk, who gave me permission to use these assets from his Working Aquariums mod.
- Improved Building Plan - Body Movin', 3x3 Recreation Plot, has now been given more decorations to improve its overall look in the form of some dynamic structural billboards. It also can now function as either an Agility Training plot or a Military Training Yard and supports 3-9 soldiers and settlers, making its large 3x3 footprint more worthwhile.
- More Variants - Old World Diner and Old World Diner Deluxe can now both be used as Outpost Mess Halls. That's three different potential roles to use this building plan in. Will I ever get sick of recycling this building plan over and over and over again? Unfortunately for you, I won't.
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Version 3.0.3
- Removed a lingering incomplete script that was causing some error messages. Thanks to Pra for pointing this out to me.
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Version 3.0.2
- Another attempt to tame these rogue christmas decorations ruining everyone's lives. Hopefully this one works!
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Version 3.0.1
- Removed instance of rogue holiday decorations appearing when they should not have been that was causing some users to experience crashes.
- Removed temporary navmesh in a build cell that was triggering Wrye Bash errors.
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Version 3.0.0
- Massive Update - new building plans, new building plan variants for use in Chapter 3 War Mechanics, new flora, new and improved reworked old designs, new consumables, all-new, all-different everything!
- New Flora, New Farms - Two new pre-war flora added as plants - Honeynut squash and Pomegranates. Grow them in reworked building plans for 2x2 basic farms, 2x2 advanced farms, and 3x3 basic farms - credit due to Kinggath, Ohnno, and Ruinedworld who developed the original designs. I just added my own plants. These are UNLOCKABLE. You can currently unlock them in three ways - through Dr. Penske's good graces in Vault 81 by completing Hole in the Wall and giving Austin the cure, through completing the quest offered by the unique SS2 settler Joe Gallagher, or by using the SS2 City Planner desk cheats. I'll add a couple more unlock mechanisms in the future. Models for these plants came from Loic Norgeot with considerable implementation assistance from Munkyspunk, who was very patient with me.
- New Building Plan - War Games - That missing interior agility training plot is here. Prepare your guards for real life combat by having them play lots of video games. Because that totally works. Arcade cabinets courtesy of Pra.
- New Building Plan - Yagisan's Rare Essence - the final chapter of the Yagisan Industries series is here - a multi-assign, 3x3 industrial that provides rare materials for when you really need to crank them out.
- New Martial Variants for Chapter 3 War Mechanics - Miscellaneous Debris is now available as either an interior martial battlefield scavengers plot or a basic defenses plot, Atom Tan is now available as an interior armory or advanced defenses plot, and VIMS is now available as either a 3x3 hospital or 3x3 martial field medics. Go whoop those Gunners with some new options for your outposts!
- New Commercial Variants for help with Survival - Both Old World Diner and Old World Diner Deluxe are available as custom vendors and bars. This was in acknowledgement of the problem that custom vendors do not restock in survival, so now if you build the "bar" variant they will restock from applicable production plots. East Wasteland Tea Company has been made available as an interior industrial production plot as well, which will provide and produce teas for settlement bars. This means its unique stock can be made available and can restock in survival mode.
- Rework and visual facelift for Who Shot Ya and Even Better Than the Real Thing building plans - they are now less ugly, but still pretty boxy. I like big boxes and I will not lie.
- Recipes and Consumables update - New recipes and consumables available for new flora in the following crafting menus - Pomegranate Juice (Old World Gourmet), Round Midnight Tea (Boston Tea Party), Honeynut Pie (Old World Gourmet), Honeynut Soup (Old World Gourmet), and Dirty Shirley (Commonwealth Mixologist). Also, copies of all Commonwealth Mixologist recipes added to Nuka World Mixers for easier access.
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Version 2.2.0
- New Building Plan - Yagisan Industries - Mechanics! Another variant of Yagisan Industries focused on machine parts with all-new, all-different interior clutter and decorations to reflect that. Still employs 2-5 settlers and provides a small chance to send small shipments of machine parts to settlement general stores for sale at level 3 and fully occupied with 5 workers.
- New Building Plan - Float On! A 2x2 basic farm - water-based and constructs a tarberry bog. Can be stacked side to side along a settlement's coastline to create a tarberry growing powerhouse. Does send tarberries to settlement general stores for sale at level 3.
- New Building Plan - Hot House B! The herbalizer - this one grows basic and then rare Wasteland herbs and sends them to the general stores for sale. At level 3 and if playing survival, will send herbal remedies to clinics for sale.
- Several tweaks to farms - replacing many crops with static versions. Until the issues with crops being non-harvestable in SS2 is corrected (if it's possible to correct) - this makes the agricultural plots not look as sad as the plants are at least in bloom now. Also made alterations to Hot House A by adding hydroponic planters at Level 3 from Whisper's Wasteland Resources. Thank you to Whisper for allowing me permission to use them.
- Removed very loud powered speaker from Beans for Breakfast farm. This was funny to me but I understand very annoying to everyone else so now it just has a normal radio.
- Added several new craftables - Captain Quantum and Vim and Victory (for Soda Mixes), and Deathbone Broth and Struggler's Pie for Old World Gourmet.
- Added four new beer recipes for the brewery - Slocum Joe's Coffee Stout (don't need the Creation Club content to enjoy this one), Tarberry Sour, Melon Sour, and Wild Mutfruit Sour.
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Version 2.1.0
- New Building Plan - Yagisan Industries - Organics. Basically a variant of Yagisan Industries focused on Organic Materials with all-new all-different interior clutter and decorations to reflect that. Still employs up to five settlers at level 3. With 5 settlers assigned and at level 3, has small chance to add small shipments of organic materials for sale at general stores.
- Two new nuka mix recipes added - Wild Wild West and Cola Clash. These provide substantial benefits but create unholy and unnatural combinations of Nuka Cola, Vim!, and Sunset Sarsaparilla. Tastebuds beware!
- Added final pieces of support for Creative Quarters - a Sim Settlements 2 Add-On and Jampads Extra. Be on the lookout!
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Version 2.0.2
- Fixed issue with building plan "Screaming Trees" which was incorrectly spawning "You Give Me Fever" instead. Should work fine now (thanks to Tate1066 for pointing this out).
- Added additional possible beds and couches to spawn as part of Dynamic Decor courtesy of Yulliah's Home Improvements. Thanks to Yulliah for giving me permission to use these assets!
- Made some tweaks to requirements for building plans that require external content so that they work immediately with City Plans IF AND ONLY IF you have the appropriate content installed.
- Corrected an erroneous description for building plan "Modern Life Is Rubbish" - the building plan now uses the appropriate description (thanks to Pra for pointing this out).
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Version 2.0.1
- Updates made to reflect the new updates in the core Sim Settlements 2 mod that should hopefully, HOPEFULLY stop any crashing issues related to Creation Club content because it was being built even when people didn't have the content. Please, though, I beg you - if you do not have the Creation Club content do not try to build the building plans anyway. You shouldn't be able to now, but still . . .
- Added some additional possibilities to Dynamic Decor in preparation for another add-on to this add-on that I plan to release in the coming weeks.
- Updated "Glory Days" building plan to feature some baseball-themed stained glass at level 3 (courtesy of Munkyspunk) and also in general to reflect some additional spawns that should have been appearing before but weren't.
- Updated "Yagisan Industries" building plan so that there is now a chance for it to send small shipments of scrap to general stores in the settlement if you have it fully staffed (all five settlers).
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Version 2.0.0
- New Building Plan - "Hot House A" - an advanced farm that consists of a greenhouse that provides all the basic crops for your settlement plus a few extras including some flowers and a beehive courtesy of Munkyspunk. Also features planters from CREAtive Clutter made by MsRae. Adds a greater and greater variety of produce to general stores as it levels up and even some special treats to settlement bars if two settlers are assigned to the plot. Supports additional production to bars and general stores if Munkyspunk's mod The Bleachers is installed.
- Improvements to Building Plan "Screaming Trees" - added another beehive courtesy of MunkySpunk and removed some extraneous objects that were causing settlers some difficulty in moving around the plot.
- Improvements to Building Plan "You Give Me Fever" - changed up the fountain structure so it no longer sticks deep into the ground, tidied up spawns some so they look more organized, and added mutated ferns at level 3 and that includes mutated ferns as a possible offering to settlement general stores at level 3. The building plan also now adds items to settlement bars at level 3 if you have two settlers assigned, including extra teas if you have the Creation Club Slocum Joe's workshop content installed.
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Version 1.9.0
- New Building Plan - V.I.M.S. - Vault-Tec Interim Medical Station. Enjoy your return to the disease-riddled surface with this above-ground Vault-Tec medical facility! Serves as a hospital and employs up to three settlers. At level 3, features facial reconstruction surgery. Also features incredible Vault-Tec stained glass from MunkySpunky's Unicorn Farts and Godrays Stained Glass workshop. Thank you for choosing Vault-Tec!
- Corrected some issues with spawns in the Even Better Than the Real Thing soda pop factory. Now those dynamic flags shouldn't appear without flagpoles. Thanks to Pra for pointing this out.
- New options added for Dynamic decor - including new posters based off the in-game perk magazines and some stained glass options from MunkySpunk's Unicorn Farts and Godrays Stained Glass Workshop mod. Download it. It's great!
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Version 1.8.0
- New Building Plan - Live and Let Die - a 2x2 (slightly oversized) Cemetery that puts the FUN back in funerals!
- Made adjustments to Building Plan Intergalactic Planetary - pod has now been raised to reduce chance of base clipping through the ground, clutter redone, aliens repositioned so that their feet do not clip into the saucer, and a fun surprise at level 3 courtesy of Pra's Arcade Terminals. Refresh the plot to see the changes!
- Made adjustments to Building Plan Robot Parade - removed static version of robot workbench to improve pathing through the plot and flipped spawns to make the plot more appropriate to place at settlement perimeter (as martial plots should be). Refresh the plot to see the changes!
- Other adjustments to some craftables to correct a few recipe errors and minor stat improvements in some of the items to make them more useful for survival given the difficulties in gathering crafting components.
- Repackaged assets to hopefully solve some weirdness people were having with textures. Let me know if it persists.
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Version 1.7.0
- Radical Conversion update! Added three new interior industrial conversion plots, with special thanks to Whisper, who gave me permission to use assets from Standalone Workbenches and Institute Build Kit that form the backbone of some of these building plans -
- So Fresh, So Clean - Interior conversion plot that consumes wood (building materials) and oil (organic materials) and produces antiseptic (rare materials). And soon, you're going to need some antiseptic.
- Splice of Life - Interior conversion plot that consumes glass (building material) and a small amount of crystal (rare material) to create fiber optics (rare materials).
- Screwed - Interior conversion plot that consumes large amounts of steel and aluminum (building materials) to create screws, gears, and springs (machine parts).
- Fixed the plot descriptions of Veta's Crickets, Those!, and Birdland to more clearly indicate that they are advanced agricultural plots.
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Version 1.6.0
- I like Big Ags and I will not lie. Added three new advanced 3x3 agricultural plots, including:
- THOSE! - Features Rad Ants, including a Rad Ant Queen from Watcherzero's Rad Ant Queen Modder's Resource. Produces rad ant meat, steaks, and fricasse for bars as it progresses in levels. Produces Ant Queen Pheromones for Clinics at level 3.
- Veta's Crickets - Featuring Cave Crickets. Produces cave cricket meat, steaks, and Veta's cricket supreme for bars at level 3.
- Birdland - Featuring Chickens. Too many chickens. Produces eggs, omelettes, egg salad, and chicken noodle soup for bars as it progresses in levels.
- Updated Unique Creatures and NPCs patch to 1.6.0 so that Birdland will produce eggs from that mod, and also added some food items from that mod to its possible production items.
- Fixed some small issues with Even Better Than The Real Thing's Level 3 animation/work markers for settlers. They should actually use them now.
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Version 1.5.0
- Added new 3x3 Production Building Plan - Even Better Than the Real Thing - an unlockable building plan that produces Vim, Nuka Colas, and their variants and mixes depending on what you have accomplished in-game. Initial plan will unlock when obtaining the Vim recipes from Far Harbor or completing the quest "World of Refreshment" in Nuka World. Either will also unlock additional recipes for the plan to produce if you have completed the other. In addition, obtaining the project cobalt schematics will unlock nuka cola quantum and quantum-based mixes.
- Fixed issues with WTF -Wasteland Boxcast Communications Station building plan involving the alignment of spawns. Thanks to Gavdaman for pointing this out!
- Updated Wasteland Imports and Wasteland Imports - Slocum Joe's Creation Club Workshop patches to account for the Even Better Than the Real Thing building plan. If you have Wasteland Imports installed, the building plan will produce the WI version of Supa Yum and Sunset Sarsaparilla for maximum compatibility. Also, added Nuka Cola Clear as a production possibility if you have the project cobalt schematics.
- Added building skins to Municipal plots WTF- Wasteland Boxcast and Danger! High Voltage
- Fixed Egg Salad recipe in the Unique Creatures and NPCs patch that still used the "Jampads" eggs instead of the Unique NPCs eggs. All egg recipes should work properly now. Thanks to Starblast16 for pointing this out.
- Fixed issue with Dark and Radstormy recipe that used the wrong ingredient. This recipe should work properly now. Thanks to ThePrinceofHell for pointing this out.
- Fixed some missing building descriptions. Thanks to NexusErnesto for pointing these out!
- Added some stained glass items from Stained Glass Workshop Mod - Unicorn Farts and Godrays to possibilities for Dynamic Decor lists for building plans and to the Even Better Than the Real Thing building plan thanks to permission from MunkySpunk.
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Version 1.4.5 - Unique NPCs
- Unique NPCs patch updated - by popular demand no longer requires AWKCR so it should work fine with WhiskeyTangoFawks' Stand Alone version.
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Version 1.4.5
- After some issues were reported with the "Robot Parade" Building Plan, I decided to change it from being unlockable to being included in the base Advanced Martial plots. You should see it available now once you unlock Advanced Martial plots. Completion of Star Control no longer required (it didn't work before anyway!) Enjoy Mr. Frothy's on patrol to keep your settlement safe. Also, they've been beefed up strengthwise, so they should be much better sentries now.
- Revamped "Glory Days" building plan. Now contains Dynamic Decor elements, but is still very much a basesball shrine.
- Creation Club Noir Penthouse content now included in Dynamic Decor after completing the "Early Retirement" quest. Get your art deco on.
- New additional elements incorporated into Dynamic Decor - stocked Nuka Cola, Vim, and Sunset Sarsparilla machines, as well as Pra's Arcade Terminals. Thanks for the permissions, Pra!
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Version 1.4.0
- New Building Plan - Who Shot Ya? - A 2x2 Industrial Production plot consisting of a gunsmithing workshop that will create guns for your settlement weapons stores. Guns get more complex and powerful as the plot advances in level. Supports vanilla and DLC guns, but will also add additional guns depending on if you have Creation Club content installed and have completed the quests OR if you have community weapon mods installed.
- New Building Plan - Danger! High Voltage - A 1x1 Municipal Power Transfer plot. Builds a small transformer to relay power into your settlement.
- Added more specific details around plots that require Creation Club content in building plans and building confirmation message popups. If you use Sim Settlements 2 Cheats to unlock all building plans, they may appear in your building plan cache. The description now warns you if Creation Club content is required for the building plan. If it is, and you build it even though you don't have the content, your game will crash. So I advise you not to. Again, this will likely only be a problem for you if you have used cheats to unlock all building plans. All of them are player select only, so will only build if you manually choose them.
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Version 1.3.5
- Addressed issue with "Modern Life Is Rubbish" randomly appearing in people's plot selection choices when they don't have the midcentury modern furniture creation club pack (hopefully). This would occur when using the SS2 "cheats" from the city manager tape. To fix it, I had to turn it into an unlockable. It now unlocks once you build a level 1 furniture store. Because, well, it's very furniture intensive. If you already had it available, it should remain in your cache for building. So if it shows up as a big purple mess, just manually exclude the building plan using the city planner desk. It is player select only so should never randomly spawn. Sorry about that.
- Added support for Creation Club Nuka Collector Workshop to Dynamic Decor. These items will unlock when you have both completed the "Carbonated Concerns" quest and have gotten a Furniture Store to Level 2.
- Added support for radio receivers from WRAR and Atomic Radio to the possible list of randomly spawned Radio Receivers if you have those mods installed. Note that they may spawn in the "off" mode so you will need to turn them on.
- Made some tweaks to Modern Life Is Rubbish. Now has a few more lights (it was a very dark plot) and a few more decorations which replaced some spawns that were not appearing in the right location.
- Addressed some issues with the "Sugar" component that should fix some issues people had with crafting and/or selling the component.
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Version 1.3.1
- Small update - corrected description issues with some plots having no description or the incorrect description. All should have the correct description now in the plot selector menu.
- Due to reports that some Creation Club content was unexpected unlocking for people that used SS2 "Cheats" from City Manager holotape but don't have the CC content, all CC-based plots (Donuts, One More Cup of Coffee, Modern Life is Rubbish, I'll Be Home for Xmas, Silent Night, and Winter Wonderland) are now set to player select only. I had very few of these reports but I am doing this out of an abundance of caution. This means these plots should never randomly appear, which was causing issues for some people.
- Corrected mistakes in a few crafting recipes that used incorrect items.
- Added new crafting recipes - Agua Frescas, V-Ate, Scrapple, and Fungus Puree. This should give early game survival players a few more options. All added as potential menu items for Old World Diner and Old World Diner Deluxe.
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Version 1.3.0
- Four new plots! Them Changes - Residential Interior, Body Movin' - 3x3 Agility Training Recreational, WTF - A Wasteland Boxcast - 1x1 Municipal Communications Station, and Modern Life is Rubbish - 3x3 Multi-Settler Residential
- Production Issues that were previously present appear to have been fixed. All plots should now properly send their production items to stores - so get ready for that! No more freebies, but now you should have a lot more options when shopping at your settlement's commercial plots.
- New feature added - Dynamic Decor! This will evolve in the future. In all new plots introduced in this update (Them Changes, WTF - A Wasteland Boxcast, and Modern Life Is Rubbish), various decorations and items will be randomized based on other mods or creation club content the user has installed. Currently supports SS2 - Wasteland Venturers, Creative Clutter, Workshop Decoration Pack (Creation Club), and Midcentury Modern Workshop (Creation Club). More will be added in the future!
- Skins added for new plot Modern Life Is Rubbish (3x3 Residential - Multi-Settler) and Donuts (3x3 Industrial - Production)
- Tweaked the plot All Mixed Up (1x1 Intelligence Training) to support an additional settler at level 2 and level 3. Now supports 1-2 settlers.
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Version 1.2.1
- There seems to be an issue with Sim Settlements 2 and how it handles production. So, temporarily, I have set all plots that do production to send produced items to the workbench. This is TEMPORARY. Enjoy these freebies while they last because once the issue is fixed I fully intend to send them back to the vendors instead. Note that both plots "Donuts" and "Moonshine Holler" still have production costs, so you will need to have the necessary industrial plots to provide oil and cloth or "Donuts" and oil and glass for "Moonshine Holler" in order to see those items in your workbench.
- After logging many hours of play time, I've realized the happiness bonuses from all of my plots were very low. As such, using the happiness bonuses from the SS2 bars as a rough guide, I have reconfigured all Happiness bonuses to be roughly equivalent to that. So you will now see happiness bonuses from the plots "Down in Moonshine Holler", "Old World Diner", "East Wasteland Tea Company," "Old World Diner Deluxe", and of course "Donuts" give your settlements a happiness boost roughly equivalent to having a bar in the settlement. That makes these plots much more worthwhile, especially the 3x3s as they take up a significant amount of buildable space and thus grant slightly more happiness than a bar (but still not as much as a recreational relaxation plot).
- Fixed some issues with spawns in "Beans for Breakfast" - as well as reduced number of spawned silt bean plants
- Added yet another milk patch, this one patching Wasteland Imports, Jampads, and the Creation Club Slocum Joe's Workshop
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Version 1.2.0
- Added new Building Materials 3x3 Industrial - Yagisan Industries. Employs up to five settlers and produces enough building materials to support several settlements.
- Added three new unlockable pets - Nukalurk, Nukalurk Hunter, and Nukalurk King - available once Nuka World "World of Refreshment" quest is completed.
- Added two new unlockable pets from Creation Club content if you have the Creation Club releases - Border Collie and Shiba Inu. More to come!
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Version 1.1.1
- Corrected issue with invisible object in One More Cup of Coffee
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Version 1.1
- The good news, three new plots converted from my old mod Yuletide! Winter Wonderland (3x3 Commercial Bar), Silent Night (Interior Recreational Relaxation), and I'll Be Home for Xmas (Interior Residential). The bad news? You have to have the Creation Club Holiday Workshop Pack to get them. But wait, there's more!
- New ingestibles and craftables. Celebrate a post-apocalyptic re-imagining of a holiday classic with Egg Grog! If you have the Moonshine Holler plot, it will be injected into Settlement Bars at Level 1. Also, get your harvest feast on with the Gourd Pie. Is it cold outside? Grab all those stray fancy lads snack cakes and milk you have lying around and make some Hot Chocolate! These offerings should be plenty to get you through those cold months. Both the hot chocolate and the gourd pie can appear for sale at the Old World Diners as well. (No Creation Club needed for these!)
- On that note, new assets brought to the mod courtesy of RyceKaeks' Fallout 4 Asset Packs 01 and 02. Now your cocktails will have an all-new look besides a shot glass. And sugar has been a bit 76-ified. Enjoy that pie, too.
- New pet added to pet shops! The glowing devolved radstag, for when you need someone to light your slaying tonight. New pet names, also. In case you want to name your new vicious glowing "reindeer" Rudolph. (No creation club needed for this)
- If you do have the Creation Club Holiday Workshop, there's one last added bonus. Some of its decor will start to appear in Holiday decorations for SS2. See if you can find the hidden presents, wreaths, stockings, and more! Just watch out for Santa and his nutcracker army.
- New Bugle articles added for Slocum's Joe and Holiday Workshop Creation Club content for when you complete their respective quests courtesy of Jack Glynn, Commonwealth Archaeologist. He'll explain the significance of your findings as you uncover and unlock these Old World Secrets. More to come in the future!
- New mod synergies for Wasteland Venturers (SS2), Fallout Instrument Pack, and Working Beehives. If you have these mods, new items will spawn in the plots Beans for Breakfast, Winter Wonderland, and Screaming Trees, respectively.
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Version 1.01
- Removed some unintentional edits to cells
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Version 1.0
- Initial release
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- Author's activity
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January 2025
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24 Jan 2025, 2:12AM | Action by: CaptainLaserBeam
Attribute change
'Description changed.'
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24 Jan 2025, 2:05AM | Action by: CaptainLaserBeam
Attribute change
'Description changed.'
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11 Jan 2025, 6:27PM | Action by: CaptainLaserBeam
Primary image changed
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11 Jan 2025, 6:27PM | Action by: CaptainLaserBeam
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11 Jan 2025, 6:27PM | Action by: CaptainLaserBeam
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11 Jan 2025, 1:36AM | Action by: CaptainLaserBeam
File added
'Jampads - a Sim Settlements 2 Add-On [version 3.3.0]'
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11 Jan 2025, 1:35AM | Action by: CaptainLaserBeam
Changelog added
'Change log added for version 3.3.0'
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11 Jan 2025, 1:29AM | Action by: CaptainLaserBeam
Primary image changed
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11 Jan 2025, 1:28AM | Action by: CaptainLaserBeam
Mod image added
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11 Jan 2025, 1:28AM | Action by: CaptainLaserBeam
Mod image added
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11 Jan 2025, 1:28AM | Action by: CaptainLaserBeam
Mod image added
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11 Jan 2025, 1:28AM | Action by: CaptainLaserBeam
Attribute change
'Description changed.
Mod version changed to 3.3.0.'
October 2024
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14 Oct 2024, 2:47PM | Action by: CaptainLaserBeam
Changelog added
'Change log added for version 3.2.0'
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14 Oct 2024, 2:43PM | Action by: CaptainLaserBeam
File added
'Jampads - a Sim Settlements 2 Add-On [version 3.2.0a]'
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14 Oct 2024, 5:34AM | Action by: CaptainLaserBeam
Attribute change
'File \'Jampads 2 - a Sim Settlements 2 Add On\' category changed to Main Files.'
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14 Oct 2024, 5:29AM | Action by: CaptainLaserBeam
Attribute change
'File \'Jampads 2 - a Sim Settlements 2 Add On\' category changed to Old versions.'
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14 Oct 2024, 5:28AM | Action by: CaptainLaserBeam
File added
'Jampads 2 - a Sim Settlements 2 Add-on Pack [version 3.2.0]'
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14 Oct 2024, 5:26AM | Action by: CaptainLaserBeam
Attribute change
'File \'Jampads 2 - a Sim Settlements 2 Add On\' category changed to Main Files.'
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14 Oct 2024, 4:58AM | Action by: CaptainLaserBeam
Attribute change
'Description changed.'
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14 Oct 2024, 4:54AM | Action by: CaptainLaserBeam
Permission change
'Author changed their file credits.'
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- Mod page activity
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May 2025
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06 May 2025, 10:00PM | Action by: henky99
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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06 May 2025, 5:49PM | Action by: Zuzuzaza
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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06 May 2025, 1:13PM | Action by: hugoballsack
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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04 May 2025, 9:08PM | Action by: Saiga12KBrawn
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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04 May 2025, 7:49AM | Action by: darethor
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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03 May 2025, 5:26PM | Action by: TiralSilverkin
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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03 May 2025, 1:09AM | Action by: ArmedandPsycho
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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02 May 2025, 5:47PM | Action by: YorkshireDeeBee
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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02 May 2025, 12:53PM | Action by: lollohehe
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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02 May 2025, 9:12AM | Action by: daseden01
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
April 2025
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30 Apr 2025, 11:30PM | Action by: TheAirstreamer0
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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30 Apr 2025, 12:13PM | Action by: DRDICKMASTERS
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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30 Apr 2025, 12:05PM | Action by: Cooper5023
Untracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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30 Apr 2025, 7:34AM | Action by: ivaaaannavoraaa
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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30 Apr 2025, 2:50AM | Action by: RookieLazer
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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29 Apr 2025, 9:54AM | Action by: hb4tista
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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29 Apr 2025, 5:38AM | Action by: homeboydk
Untracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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29 Apr 2025, 1:15AM | Action by: Rono
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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28 Apr 2025, 6:23PM | Action by: bel64
Tracked
'Jampads 2 - a Sim Settlements 2 Add-on'
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28 Apr 2025, 6:05PM | Action by: Goul85
Endorsed
'Jampads 2 - a Sim Settlements 2 Add-on'
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