Gav, you MADMAN! OMG I am so glad I came over to your profile to peruse your other mods. You are seriously insane, you know that, right? LOL absolutely unreal. Your patience is next to none. I'm going to try and add this, and hopefully with having Nordhagen as well (and probably others as I "shop") I'll really be testing my poor aging card. But good GODS how can I not have a taste of Pandora in my game?
Yep, even when I go back to some of these builds I think I was mad! I will get back to more city plans eventually, but am currently working on creating some plot plans - and like my city plans, they are taking a lot of effort and time to get just (Gavman self-approved) right.
Well I understand the tedium of it, and then the satisfaction after. I watch all KG's vids, the contest plots and city plans. I know what's involved. Building backwards, in effect, for the stuff that levels. You seriously are an artist. I hope that the spark remains for you to do these because they're seriously outstanding. It's not just a city plan, it's your personal sculpture, a thing of beauty.
Now I have a crush on you ♥ (LOL don't worry, I'm an eremitic old lady)
Please tell me ! I have never established settlements by the type of urban projects , but I decided. Appointed the mayor , launched the project , built up to the basic level of the village , but with only two NPCs , instead of the seven declared . And the municipal caravan site is not occupied . There is no connection with the resources of other settlements . What should I do , what am I doing wrong , how will the settlement develop ???
A little while back, an update to Workshop Framework changed 'something' and the issue with incorrect settler numbers for city plan levels were potentially seen in plans created prior to the update.
In the Sim Settlement 2 settings, Under Recruitment, there is the option Limit Recruitment By CIty Plan (defaults to ON). Try to change it to OFF and then travel away from the settlement then back and it might enable further recruitment.
If that isn't working, then I have added an optional file with the settlement re-compiled with the newer web compiler that includes settler numbers to help avoid the issue. The esl file is named the same as the original so should overwrite (and make the original redundant) but should allow city plan progress to continue. I do not know when changes will take effect, it may require the city plan to level up.
Once the hotfixing of chapter 3 cools off, I will be revising my plans and updating them. Some were created prior to chapter 2 and do not have some features, like sanitation plots. So that will be a more comprehensive update.
For Longfellows, I have currently have a partial build that can be added as a layout over the top of the RotC city plan, that adds in the floating Islands and other buildings, as I like the Museum feature of the RotC plan.
How were the floating islands themselves made? I wanna make a playthrough with only floating island settlements but can't exactly y'know, make the islands.
The floating islands were made from rocks in the Wasteland Reconstruction Kit - (which point to objects in SS2 main mod - so the WRK isn't a required mod to get the city plan to work). Then its a matter of scaling the rocks up/down, and rotating them in x/y/z axis to make the shape desired. Place Everywhere helps, the functions to move, rotate and scale make it a lot easier - but you can (and I also do sometimes) use console commands like 'setscale 2' 'modangle x 10' 'setangle x 45' etc
I can be quite frustrating - it just takes a lot of time to do
Can anybody help please? I have selected Designers Choice ON, but can't find this city plan in game, just the SS2 default one when I choose next and previous nothing happens.
Hi there The Designers Choice setting determines that either the plots that were placed by the designer or random plots are placed when the city plan builds. It shouldn't effect whether you can see the plan.
My first suggestion would be to make sure you have downloaded the main file - (the optional file is for layouts accessed through the workbench and will have Layout in the file name). I use Vortex, so I can also look for the file GavMan_LongfellowsJun21_CityPlan.esl in the data folder to confirm it is there. (Sorry not familiar with where MO2 stores them).
Next, make sure both the mod is enabled, as well as the plugin.
Hopefully it will be there, You may need to select Next / Previous to cycle through the plans to find it when you open the manage city plan dialogue from the city planner desk.
That's great, the .esl is the plugin. You can have some mods which you activate through the mods tab, that will active several plugins (.esl .esp .esm). I just wanted you to check as on the rare occasion you can activate a mod but a 'glitch in the matrix' means the mod manager fails to activate the plugin.
Next to check is to go into to the settings and go to Sim Settlements > Gameplay > City Building > Allow Leveled Plans > ON My understanding is if this is set off you only get city plans with a single level.
Last suggestion if it is still not showing is to re-download the city plan and enable it in case it was corrupted in some way on the initial download.
If this doesn't work I think I might be out of ideas sorry.
Ahhh thank you very very very much for your helping and fast reply. I checked all that but still can't see this beautiful island in my game. I tried the loading orders too. I think i've done trying today~
Another option if you would still like the settlement is to instead use the optional layout file. It means the city will not upgrade, but if you use the Level 3 layout it will start at the highest level of the city plan anyway.
Layouts are accessed through the workbench, under the manage option. You will probably need to select Next to cycle through to "Longfellow’s Floating Islands. Level 3", Use this layout, and Build it.
There is no cinematic camera as with city plans, it just starts building everything around you.
I typically just stay still and look at the ground (which increases Frame rate, and therefore the speed of scripts running).
A pop-up message will appear once it is complete, (it typically gets to 99% and will appear to 'hang' for a while, but just leave it and it normally finish up, sometimes up to 10 minutes).
Once I have dismissed the pop-up I will fast travel away from the settlement - as the plots will be still upgrading to their level 3 versions, and it seems a lot quicker when not in the settlement. (the notifications will roll by about plot upgrades).
Then its a matter of saving and head back to the settlement to check it out.
I download and activated the layout version but can't find any layouts for this settlement. Isn't it the closest settlement north from the far harbor?...something wrong with my game.. maybe i should re instal my SS2
Yes you are right, it's Longfellow's Cabin just across the water from the Far Harbor Main NPC town (you can see it in the first image).
Have you got Workshop Framework got installed too? It's a requirement for Sim Settlements 2, and I think city plans as well as layouts use it to build the settlement plans.
Have you tried and been successful starting and building other multi-level city plans in other settlements?
The only other thing I would mention is, Have you previously use the Rise of the Commonwealth city plan for Longfellow's Cabin? Because for me, when the RotC city plan reaches level 1 (the first after the initial foundation level) it somehow deletes the build zone from the settlement, and stopping the plan doesn't bring it back.
Thanks again for the fast reply! I got workshop framework. ?
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Now the two mods i suspect are costal wave and another one unlimited the building space for every settlement(to build v88 and starlight DI and a light house settlement). I have never used city plans except two vanilla SS2 city plans because I don't like wasteland shabby style(I used to finish the SS2 mission). This city plan is the first one I want to download.? edit: Now I think those mods can work together fine
It might be good to check another city plan in a different settlement to confirm the problem, then disabling the suspect mods. Although removing mods mid play through can cause issues so you will need to be careful there.
By unlimited building space did you mean the size of the settlement, or the build limit (number of objects)? Did you know that with Workshop Framework you can change the build limit through the Manage option on the workbench, where you can reset it to default, or increase it by steps of 25%, 50%, or 100%. You can keep increasing it with no limit (apart from overloading your system). (Might enable you to have one less mod in your load order).
Hi !!!!! I'm back! just to thank you again! I finally got your beautiful plan working! ?
Spoiler:
Show
SS2 just updated recently so I worked on my mods again and re-enabled this esl. I just found your other mod of vault88. I like the inner cells but I already built a perfectly symmetric and huge main hall. I was thinking can I use your city plan and blue print my own vault to combine them?
Vault 88 is a different matter altogether... Yes it may be easier to just use my city plan (or just go straight to level 3 by using my level 3 layout) Then scrap all except for the features you want to keep from yours, and grabbing a transfer settlements of it (avoid any plots as TS cant record their SS2 data). Transfer your stuff in and then scrap what is not wanted from mine (turning off collision may help while doing this 'tcl' in console). (I don't think TS has issues with duplicating powered objects but you may need to check in case it does)
The alternative is a long process to create a layout for Vault 88: For Vault 88, all their sections should have been snapped to the entrance so everything should match up. What you could do is use the layout file of my vault 88 mod to put into an empty vault of one save, and have yours in another save. Then it would just be a matter of counting out the sections for the areas you want to keep - choose the best of both for your vision. Scrap the unwanted areas. Basically like a jigsaw, so if you combined the two they would snap together without gaps.
Then you will need to deal with the quirks of exporting a vault 88 layout: (this is to avoid duplication of powered objects, which means both stop working) You will need to export (likely the one that will be the save with my one as you will likely have your work already in your current playthrough). In that save, with the Place Everywhere mod, set its additional object selection to ON (the [Ins] key).
Now scrap the recruitment beacon box in the power room,
Turn off collisions and go beneath the floor of the power room, (you will see it appear bright white looking outwards), beneath the fusion generator is a short power connector, wired to a string of further short power connectors all the way to the bottom section of the ramp down to the main area. You need to store all the wires and scrap the small power connectors, (I have used power poles for my power distribution as they have a slightly better range - so just leave their wires and power poles in place)
Next you can go into console, click on the (original) fusion reactor, type in markfordelete and press enter
Go down to the bottom chamber with the water/lake and scrap the massive yellow water pump that provides 100 water
You will now need to leave and return to the vault for the fusion reactor to be removed.
Then it's going to the work bench > Manage > layouts > export layout.
when complete this will give you a log file in your my games/Fallout4/Logs/Script/User folder (the complete pop up gives you the file name of the exported log)
You need to open the log file in a text editor and search for reactor (yes even though we tried to get rid of it, it will come back - only settlement I have found this to happen in) There should only be two lines with the 'reactor' one is for the sign the other is the entry that needs to be deleted.
Look for the one very similar to this, (the one with workshopAutoRepairScript): [01/05/2022 - 03:19:41AM] |||Linked Object;;;[Activator < (050042B9)>]~_~DLCWorkshop03.esm~_~2080.000000~_~6216.000000~_~-128.000000~_~0.000000~_~-0.000000~_~270.000000~_~1.000000~_~False~_~True~_~Vault-Tec Reactor~_~[DLC06:WorkshopAutoRepairScript < (05001338)>]~_~###0###0###0###1###0###0###1###0###0###0###0~_~.#|.#|.#|.#|.#|.#|.#|.#|.#|.#|.#|
That will give you a plugin file (esp or esl) to drop into your Fallout 4 / data folder
enable the plugin, start and go to the V88 workbench in your save and import your layout.
Easy eh? (Vault 88 has to the absolute worst settlement to create a layout for, most others are simply walk on up, export, web creator, enable and import)
I'm starting to combine my vault by first studying your great plan's structure carefully. And I found my vault88 main hall structure is very similar with yours(9*9 big open space in the center and 5 floors. and your center is only 1 block closer to the entrance compared to mine. And the invisible light source!), except my overseer's office is on the right side because it's convenient to build a huge secret personal living room using the much bigger space on the train tunnel side.(secret book shelf door using key card) And settlers would think that side would be as the same as their living space because the main hall is perfectly symmetric. My overseer's room is on 3rd floor because it's convenient to have a good view of the whole main hall. (and dwellers can watch their overseer work for the people from above ) My 5th floor is connected to the ceiling and have no windows made by vanilla roof floor building materials. And I made it a temple/church like floor since it's less likely to be bothered by other stuff. And may mankind be guide by god from above. I think I will go with your main structure because I really love the plants you carefully organized and it's hard to move them with console commands(can't move them properly in building mod even with mods like "place everywhere""scrap anything".)
It's really huge amount of work and such great job you did! Thanks again!
You have such an eye for panache and detail in your builds - every thing is in its right place. You should be proud of this work of art, as I'm sure you already are.
I actually began with the vision that I would create a layout that could be imported into the RotC city plan for Longfellow's Cabin. I'm still working on that layout. This is fine as a stand alone city plan, but I have put stuff in that will not be there in the new layout to avoid big empty spaces (like the party boat plot filling the space of the RotC bar, the caravan and general store - which wouldn't be needed in my layout as they are already in the RotC plan are in the location of the RotC row of shops).
And if you are wondering on the placement of the floating islands, the seaward was there to fill the space in front of the RotC museum, and the western island clear of the shipyard and central area, plus I could also limit the daytime shadow cast from the island on the ground beneath.
Bruh, if this can end up as an addition to the existing RotC blueprint I'll be absolutely stoked. Your plan is great, but the RotC blueprint for Longfellow's Cabin is legit my favorite of the original blueprints.
is it possible to make a blueprint of this instead? it is too cool not to have! it would seem there are quite a few of us that do not use sim settlements for various reasons.
Unfortunately many of the objects that make up the floating islands are object assets from Sim Settlements 2. Without the SS2 mod (and Workshop Framework) all that would be left of the islands would mainly be the wooden staircases, floors and doors, along with a few other odd items. (none of the rocks, plants or waterfalls would appear as they are all from SS2).
is a blueprint possible with mods installed? not sure if it is possible to not make use of sim settlements. i know for me i had issues with the mod causing crashes.
is a blueprint possible with mods installed? not sure if it is possible to not make use of sim settlements. i know for me i had issues with the mod causing crashes. oops nexus double posted it
My understanding is that Transfer settlements is not completely compatible with SS2, basic objects seem ok, but there are issues to do with plots and powered items - which may lead to power grid errors (and corrupting saves). I think (though am nowhere near sure) that workshop framework layouts looks for installed mods and if some are missing it omits any items from that mod. You could try to import say the level 0 layout with just Workshop Framework Mod and no SS2 to check, as the floating islands are there throughout all the city plan levels (although the 5 internal spaces come at later levels). I'm pretty certain though that the rocks that make up the islands won't appear.
Sim Settlements 2 has lots of features, and as such care needs to be taken of the load order of your mods. (and possible conflicts) I am not the best person to ask as my knowledge is limited, however, if you head on over to the Sim Settlements Forums you could search for your issue, or register and post about it for possible solutions. SS2 is actively being improved with the team sorting out identified issues and providing updates regularly.
This is such a neat settlement design! I love the floating islands look. How did you achieve it? I'm definitely downloading this for using when I eventually get to Far Harbor, but I kind of want to do something like this in Sanctuary Hills myself now.
Thanks, The islands are made up of rocks from the Wasteland Reconstruction Kit ?If I remember correctly its the blasted forest rocks, which have two single faced cliffs, three flat(ish) rock plates, three boulders, and thee sets of smaller scattered rocks. Basically the islands use the flat type rocks on top to create a build area, a mix of rotated cliffs (one sided) and upside down plates for the underside, and then the boulders to join them around the edges and fill in the holes or make raised areas on the sides. Lots of rotation in x/y/z axis, and changing scale to try and avoid holes. Gets a lot more tricky to do the internal spaces as its lots of rotation and rock selection to get it sorted. Definitely using Place Everywhere for ease of placement, rotation, and then movement is needed, as is Workshop Plusto allow for "flight" in workshop mode (it has other cool features too).
55 comments
I will get back to more city plans eventually, but am currently working on creating some plot plans - and like my city plans, they are taking a lot of effort and time to get just (Gavman self-approved) right.
Now I have a crush on you ♥ (LOL don't worry, I'm an eremitic old lady)
In the Sim Settlement 2 settings, Under Recruitment, there is the option Limit Recruitment By CIty Plan (defaults to ON). Try to change it to OFF and then travel away from the settlement then back and it might enable further recruitment.
If that isn't working, then I have added an optional file with the settlement re-compiled with the newer web compiler that includes settler numbers to help avoid the issue. The esl file is named the same as the original so should overwrite (and make the original redundant) but should allow city plan progress to continue. I do not know when changes will take effect, it may require the city plan to level up.
Once the hotfixing of chapter 3 cools off, I will be revising my plans and updating them. Some were created prior to chapter 2 and do not have some features, like sanitation plots. So that will be a more comprehensive update.
For Longfellows, I have currently have a partial build that can be added as a layout over the top of the RotC city plan, that adds in the floating Islands and other buildings, as I like the Museum feature of the RotC plan.
Then its a matter of scaling the rocks up/down, and rotating them in x/y/z axis to make the shape desired.
Place Everywhere helps, the functions to move, rotate and scale make it a lot easier - but you can (and I also do sometimes) use console commands like 'setscale 2' 'modangle x 10' 'setangle x 45' etc
I can be quite frustrating - it just takes a lot of time to do
The Designers Choice setting determines that either the plots that were placed by the designer or random plots are placed when the city plan builds. It shouldn't effect whether you can see the plan.
My first suggestion would be to make sure you have downloaded the main file - (the optional file is for layouts accessed through the workbench and will have Layout in the file name).
I use Vortex, so I can also look for the file GavMan_LongfellowsJun21_CityPlan.esl in the data folder to confirm it is there. (Sorry not familiar with where MO2 stores them).
Next, make sure both the mod is enabled, as well as the plugin.
Hopefully it will be there, You may need to select Next / Previous to cycle through the plans to find it when you open the manage city plan dialogue from the city planner desk.
You can have some mods which you activate through the mods tab, that will active several plugins (.esl .esp .esm). I just wanted you to check as on the rare occasion you can activate a mod but a 'glitch in the matrix' means the mod manager fails to activate the plugin.
Next to check is to go into to the settings and go to Sim Settlements > Gameplay > City Building > Allow Leveled Plans > ON
My understanding is if this is set off you only get city plans with a single level.
Last suggestion if it is still not showing is to re-download the city plan and enable it in case it was corrupted in some way on the initial download.
If this doesn't work I think I might be out of ideas sorry.
It means the city will not upgrade, but if you use the Level 3 layout it will start at the highest level of the city plan anyway.
Layouts are accessed through the workbench, under the manage option.
You will probably need to select Next to cycle through to "Longfellow’s Floating Islands. Level 3", Use this layout, and Build it.
There is no cinematic camera as with city plans, it just starts building everything around you.
I typically just stay still and look at the ground (which increases Frame rate, and therefore the speed of scripts running).
A pop-up message will appear once it is complete, (it typically gets to 99% and will appear to 'hang' for a while, but just leave it and it normally finish up, sometimes up to 10 minutes).
Once I have dismissed the pop-up I will fast travel away from the settlement - as the plots will be still upgrading to their level 3 versions, and it seems a lot quicker when not in the settlement. (the notifications will roll by about plot upgrades).
Then its a matter of saving and head back to the settlement to check it out.
Have you got Workshop Framework got installed too? It's a requirement for Sim Settlements 2, and I think city plans as well as layouts use it to build the settlement plans.
Have you tried and been successful starting and building other multi-level city plans in other settlements?
The only other thing I would mention is, Have you previously use the Rise of the Commonwealth city plan for Longfellow's Cabin?
Because for me, when the RotC city plan reaches level 1 (the first after the initial foundation level) it somehow deletes the build zone from the settlement, and stopping the plan doesn't bring it back.
edit: Now I think those mods can work together fine
Although removing mods mid play through can cause issues so you will need to be careful there.
By unlimited building space did you mean the size of the settlement, or the build limit (number of objects)?
Did you know that with Workshop Framework you can change the build limit through the Manage option on the workbench, where you can reset it to default, or increase it by steps of 25%, 50%, or 100%. You can keep increasing it with no limit (apart from overloading your system). (Might enable you to have one less mod in your load order).
?
I just found your other mod of vault88. I like the inner cells but I already built a perfectly symmetric and huge main hall. I was thinking can I use your city plan and blue print my own vault to combine them?
Vault 88 is a different matter altogether...
Yes it may be easier to just use my city plan (or just go straight to level 3 by using my level 3 layout)
Then scrap all except for the features you want to keep from yours, and grabbing a transfer settlements of it (avoid any plots as TS cant record their SS2 data).
Transfer your stuff in and then scrap what is not wanted from mine (turning off collision may help while doing this 'tcl' in console).
(I don't think TS has issues with duplicating powered objects but you may need to check in case it does)
The alternative is a long process to create a layout for Vault 88:
For Vault 88, all their sections should have been snapped to the entrance so everything should match up.
What you could do is use the layout file of my vault 88 mod to put into an empty vault of one save, and have yours in another save.
Then it would just be a matter of counting out the sections for the areas you want to keep - choose the best of both for your vision.
Scrap the unwanted areas. Basically like a jigsaw, so if you combined the two they would snap together without gaps.
Then you will need to deal with the quirks of exporting a vault 88 layout:
(this is to avoid duplication of powered objects, which means both stop working)
You will need to export (likely the one that will be the save with my one as you will likely have your work already in your current playthrough).
In that save, with the Place Everywhere mod, set its additional object selection to ON (the [Ins] key).
- Now scrap the recruitment beacon box in the power room,
- Turn off collisions and go beneath the floor of the power room, (you will see it appear bright white looking outwards), beneath the fusion generator is a short power connector, wired to a string of further short power connectors all the way to the bottom section of the ramp down to the main area. You need to store all the wires and scrap the small power connectors, (I have used power poles for my power distribution as they have a slightly better range - so just leave their wires and power poles in place)
- Next you can go into console, click on the (original) fusion reactor, type in markfordelete and press enter
- Go down to the bottom chamber with the water/lake and scrap the massive yellow water pump that provides 100 water
- You will now need to leave and return to the vault for the fusion reactor to be removed.
- Then it's going to the work bench > Manage > layouts > export layout.
- when complete this will give you a log file in your my games/Fallout4/Logs/Script/User folder (the complete pop up gives you the file name of the exported log)
- You need to open the log file in a text editor and search for reactor (yes even though we tried to get rid of it, it will come back - only settlement I have found this to happen in) There should only be two lines with the 'reactor' one is for the sign the other is the entry that needs to be deleted.
Look for the one very similar to this, (the one with workshopAutoRepairScript):[01/05/2022 - 03:19:41AM] |||Linked Object;;;[Activator < (050042B9)>]~_~DLCWorkshop03.esm~_~2080.000000~_~6216.000000~_~-128.000000~_~0.000000~_~-0.000000~_~270.000000~_~1.000000~_~False~_~True~_~Vault-Tec Reactor~_~[DLC06:WorkshopAutoRepairScript < (05001338)>]~_~###0###0###0###1###0###0###1###0###0###0###0~_~.#|.#|.#|.#|.#|.#|.#|.#|.#|.#|.#|
Easy eh?
(Vault 88 has to the absolute worst settlement to create a layout for, most others are simply walk on up, export, web creator, enable and import)
It's the first time I learned about the reactor problem.
I'll try to work on it. If I can get a good result I'll try to share it.
I'm starting to combine my vault by first studying your great plan's structure carefully. And I found my vault88 main hall structure is very similar with yours(9*9 big open space in the center and 5 floors. and your center is only 1 block closer to the entrance compared to mine. And the invisible light source!), except my overseer's office is on the right side because it's convenient to build a huge secret personal living room using the much bigger space on the train tunnel side.(secret book shelf door using key card) And settlers would think that side would be as the same as their living space because the main hall is perfectly symmetric.
My overseer's room is on 3rd floor because it's convenient to have a good view of the whole main hall. (and dwellers can watch their overseer work for the people from above )
My 5th floor is connected to the ceiling and have no windows made by vanilla roof floor building materials. And I made it a temple/church like floor since it's less likely to be bothered by other stuff. And may mankind be guide by god from above.
I think I will go with your main structure because I really love the plants you carefully organized and it's hard to move them with console commands(can't move them properly in building mod even with mods like "place everywhere""scrap anything".)
It's really huge amount of work and such great job you did! Thanks again!
It was all on account of the very high build zone to let me build upwards.
O O
____
You have such an eye for panache and detail in your builds - every thing is in its right place. You should be proud of this work of art, as I'm sure you already are.
I actually began with the vision that I would create a layout that could be imported into the RotC city plan for Longfellow's Cabin.
I'm still working on that layout.
This is fine as a stand alone city plan, but I have put stuff in that will not be there in the new layout to avoid big empty spaces (like the party boat plot filling the space of the RotC bar, the caravan and general store - which wouldn't be needed in my layout as they are already in the RotC plan are in the location of the RotC row of shops).
And if you are wondering on the placement of the floating islands, the seaward was there to fill the space in front of the RotC museum, and the western island clear of the shipyard and central area, plus I could also limit the daytime shadow cast from the island on the ground beneath.
Without the SS2 mod (and Workshop Framework) all that would be left of the islands would mainly be the wooden staircases, floors and doors, along with a few other odd items. (none of the rocks, plants or waterfalls would appear as they are all from SS2).
I think (though am nowhere near sure) that workshop framework layouts looks for installed mods and if some are missing it omits any items from that mod. You could try to import say the level 0 layout with just Workshop Framework Mod and no SS2 to check, as the floating islands are there throughout all the city plan levels (although the 5 internal spaces come at later levels). I'm pretty certain though that the rocks that make up the islands won't appear.
I am not the best person to ask as my knowledge is limited, however, if you head on over to the Sim Settlements Forums you could search for your issue, or register and post about it for possible solutions.
SS2 is actively being improved with the team sorting out identified issues and providing updates regularly.
The islands are made up of rocks from the Wasteland Reconstruction Kit
?If I remember correctly its the blasted forest rocks, which have two single faced cliffs, three flat(ish) rock plates, three boulders, and thee sets of smaller scattered rocks.
Basically the islands use the flat type rocks on top to create a build area, a mix of rotated cliffs (one sided) and upside down plates for the underside, and then the boulders to join them around the edges and fill in the holes or make raised areas on the sides. Lots of rotation in x/y/z axis, and changing scale to try and avoid holes.
Gets a lot more tricky to do the internal spaces as its lots of rotation and rock selection to get it sorted.
Definitely using Place Everywhere for ease of placement, rotation, and then movement is needed, as is Workshop Plusto allow for "flight" in workshop mode (it has other cool features too).