Cheers The earlier city plans should be a little better now, and with correct settler counts.
When people get to chapter 3 they can change over a martial plot to a watchtower plan when they unlock. I decided to leave them out as they function as a weaker basic plan for defense value until chapter 3 things happen.
I would have expected it to upgrade with that time too.
I'm currently on the other side of the earth to my PC, and don't know the exact command, so you could try a search in the city plan building section of the Sim Settlements forums, or ask there for the console command to force a city plan upgrade.
We used it when testing plans, as it forces a city plan into an immediate upgrade to the next level.
You could try changing the Cinematic Mode to off in the SS2 options. The once you start, look down zooming in on the ground and turn off enb if you have one.
It might be to do with too many scripts, you could use Fallrim Tools (external program - found here on nexus) you run it on a save and it will let you know if that save has issues - it's mod page explains how to use it.
It could be an issue with alternative settlement mods - some mods that change scrap profiles / precombines can cause the city build process to fail soon after starting.
I think it is, the top 3 from each month were added in to the mega pack.
It is a chapter 1 build, so the mega pack version doesn't have sanitation plots. Neither does this one, however you can use the optional file here to add sanitation plots and beds for their settlers to either version.
This required quite a large limit if I recall. But I think you can have the SS2 setting Respect Build Limit to OFF, and the plan will build and expand the limit to what is needed. Then after a level upgrade is complete, use the workbench to up the limit (a 25% increase should be ok, especially once it gets to the higher levels). That should allow for future plot upgrades and any additions you add.
If a plot looks like it was restricted and didn't completely build (this might mean it's missing 'extra' or random objects - the structure should be there) you can check and up the build limit then refresh the PLOT/s and the missing items should appear (and build limit should be taken up).
This is the one that made me download all of your work its just so damn cool. My headcannon is its minuteman rnd and manufacturing. All the cool new laser muskets come from here and its safe and secluded enough to keep away prying eyes
This one took me a while, but after endless house of rotating rock objects it turned out how I envisioned it. I like the super big cannon on the top supported by the Ammo factory beneath with a 'lift' to take the oversized shells up to the top.
Ive tried SS2 city plans all over and this one is by far my favorite. Its just so well decorated and designed that it blows me away every time I visit. I only wish the outpost was in a better location so I would use it more. Very well done! Im also a big fan of your Abernathy farm and Castle plans. I would say you are my favorite architect, up there with nico. Keep making more plans and Ill keep using them.
I had to redo all the wiring at lvl 3, which is given F04 power issues. Actually it's fun when it's not crashing - it feels like a puzzle. Problem is I've got a tiny pocket surrounding the Industrial Iron mine that isn't getting power. Specifically the mine, the adjacent industrial plot, and about 6lights. I feel like I've looked just about everywhere for a pole or conduit to re-wire but with no luck. Any ideas what I'm missing?
edit: The miner's rest residential plot has power, as does the 1x1 material sorting shed
edit edit: NVM, fixed it. everything needed to be lifted and replaced. Difficulty was I had tried that before, but it turns out finding the actual Plots for those two sites is really hard with everything around them. Thanks for this wonderful city plan :)
Yes, the lift and 'TAB' drop in build mode on power poles can fix nearby powered objects and plots to register it's radiated power.
I try to keep the wiring discrete, but still visible - and on later plans of mine I use power poles with just the head out as they have a power radius of about 2.5 while the small conductor ones are around 2 range.
68 comments
The earlier city plans should be a little better now, and with correct settler counts.
When people get to chapter 3 they can change over a martial plot to a watchtower plan when they unlock.
I decided to leave them out as they function as a weaker basic plan for defense value until chapter 3 things happen.
I did mention pathing in the issues section.
I'm currently on the other side of the earth to my PC, and don't know the exact command, so you could try a search in the city plan building section of the Sim Settlements forums, or ask there for the console command to force a city plan upgrade.
We used it when testing plans, as it forces a city plan into an immediate upgrade to the next level.
It might be to do with too many scripts, you could use Fallrim Tools (external program - found here on nexus) you run it on a save and it will let you know if that save has issues - it's mod page explains how to use it.
It could be an issue with alternative settlement mods - some mods that change scrap profiles / precombines can cause the city build process to fail soon after starting.
It is a chapter 1 build, so the mega pack version doesn't have sanitation plots. Neither does this one, however you can use the optional file here to add sanitation plots and beds for their settlers to either version.
But I think you can have the SS2 setting Respect Build Limit to OFF, and the plan will build and expand the limit to what is needed.
Then after a level upgrade is complete, use the workbench to up the limit (a 25% increase should be ok, especially once it gets to the higher levels).
That should allow for future plot upgrades and any additions you add.
If a plot looks like it was restricted and didn't completely build (this might mean it's missing 'extra' or random objects - the structure should be there) you can check and up the build limit then refresh the PLOT/s and the missing items should appear (and build limit should be taken up).
Thanks for commenting and enjoy.
I like the super big cannon on the top supported by the Ammo factory beneath with a 'lift' to take the oversized shells up to the top.
Thanks for your comment!
I'm very glad you are enjoying the plans!
edit: The miner's rest residential plot has power, as does the 1x1 material sorting shed
edit edit: NVM, fixed it. everything needed to be lifted and replaced. Difficulty was I had tried that before, but it turns out finding the actual Plots for those two sites is really hard with everything around them. Thanks for this wonderful city plan :)
Yes, the lift and 'TAB' drop in build mode on power poles can fix nearby powered objects and plots to register it's radiated power.
I try to keep the wiring discrete, but still visible - and on later plans of mine I use power poles with just the head out as they have a power radius of about 2.5 while the small conductor ones are around 2 range.