About this mod
Finch Farm City Plan for Sim Settlements 2.
Created for the February 2022 Sim settlements 2 City Plan Contest.
- Requirements
- Permissions and credits
The settlement is designed with specific plots chosen for their access points, themes and have structures built around them to suit a particular plot.
Please ensure you have selected Designers Choice ON in the options and have the Add-On packs I have used. You'll find a list of them at the bottom of this description, they are incredible so don't forget to send them your appreciation too!
Some plots are set to begin at higher plot level in the Foundation city plan - to get these you will need to select Starting Plot Levels ON
Note: that this plan uses 4 new plots from the Superstructures Add-On which were added to that mod on 26 FEB 2022.
Settlement Overview
Finch Farm has progressed from just piles of scrap to a bona fide Scrap recovery and processing.
Why spend time carrying the scrap when you can float a barge up the Boston Rivers, load up and bring all that valuable scrap back to be sorted and processed. (Industrial focused settlement).
Foundation Level - 10 settlers
1 Agricultural, 3 Industrial, 2 Municipal, 1 Commercial, 2 Martial
4 Recreational and training (STR, END, AGI)
8 Residential (2 dual occupant)
Level 1 - 14 Settlers
1 Agricultural, 5 Industrial, 2 Municipal, 2 Commercial, 3 Martial
6 Recreational and training (STR, END, AGI)
12 Residential (2 dual occupant)
Level 2 - 18 Settlers
2 Agricultural, 7 Industrial, 2 Municipal, 3 Commercial, 3 Martial
7 Recreational and training (STR, END, AGI)
15 Residential (3 dual occupant)
Level 3 - 22 Settlers
2 Agricultural, 11 Industrial, 2 Municipal, 3 Commercial, 3 Martial
8 Recreational and training (STR, END, AGI)
18 Residential (4 dual occupant)
ISSUES - Please Read!
Defense and Junk Storage
Junk Storage has a defense requirement - however any city plans not set to Full Involvement setting will still upgrade. Large city plans with a lot of objects require a heap of junk storage.
This plan does not cover the junk storage defense requirements (I didn't want to spam lots of martial plots).
I suggest you turn OFF the "Junk Storage Requires Defense" setting in SS2 options when you start and upgrade the plan, and then turn it back ON (if you want).
This setting only effects junk storage placed at that time, turning it back will not change those junk storage containers placed when it was OFF.
The Sniper tower a1x1 Martial at the main entrance has a heavy laser turret that will not automatically power up. There is a conduit connector just to the lower gate side of the turret you can use to attach a wire.
The Sentry Bot from the hi-Tech martial plot doesn't like to be hit by you.. at all, it's not as tolerant as settlers, a little care around it is required. Also the turret on top may differ to the pics, as it has several versions, (try refresh if you don't like one you see, they can be different heights and colors).
Higher level plots need higher ability settlers
There are several plots of various types that require settlers with high Abilities.
This includes 1 advanced and 1 hi-tech martial plot requiring higher Agility.
Agricultural has 1 advanced plot, and 1 Hi-tech plot which requires higher Endurance.
Something I found was that when I had the settings Assignment Requirements Off, and Auto Assignment On, settlers would assign to these plots, then change to a new building plan, (if they change these to basic type, or reset to level 1 they will mess up settlement requirements).
Did you know you can use clothing items to help raise their abilities, and legendary items will stack.
Unpowered plots
When the city upgrades there's a chance the script load will cause some plots to not register the radial power nearby. If you do encounter a plot which is unpowered, usually it just requires you to enter workshop mode, pick up and [TAB] release a nearby power pole and the plot should be powered.
Floating ASAMs
Yep, I deliberately didn't stick a post under a few ASAMs so they appear in the plan as floating (like the caravan one). You can go into workshop, pickup and move the ASAM to where is out of the way next to the plot's structure. It's fine to do. You will need to repeat the move if you refresh the plot, (or if it upgrades?) as it resets to the default position.
Optional Files
If you can't wait through the city growth process I have included an optional file with the 4 levels as separate layouts you can build through the workbench layout menu.
ADD-ON's Used (and Higly Recommended!)
I have designed the settlement with the specific plots chosen, you can let it randomize, but might end up with access issues.
You may need to refresh the Martial plots as the turret can fail to spawn some times.
Wasteland Venturers Sim Settlements 2 Addon Pack by Tinuvia and Myrmarachne
Sim Settlements 2 Scrappers by Ohnno
Sim Settlements 2 - Junk Town 2 Addon Pack by Uituit
Sim Settlements 2 - Pra's Random Addon 2 by Pra
Sim Settlements 2 - Tiny Living by Freddrick
SS2 Superstructures - A Sim Settlements 2 Addon Pack by VFX
Jampads 2 - a Sim Settlements 2 Add-on by CaptainLaserBeam
Vault-Tec Tools - Sim Settlements 2 Addon Pack by Samutz and Wulfharth
Sim Settlements 2 - Ruined Homes and Gardens 2.0 by Ruinedworld
Sim Settlements 2 - So I Made Plans by Mikimikinyan or D-D-D-Decade