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About this mod

Tenpines City 200 is a compact SS2 city plan with accommodations for 19 settlers. The plan uses interior plots and dense 1x1 residential plots extensively. Notable elements: a player apartment, a mayor's office, a settler's workhouse, a settler's residence, and a pavilion.

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General Overview and Description:

City 200 is a reflection of my Tenpines layout development over the course of many playthroughs that, in leveled form, gives life to that process. As such and especially true for the final level 3 product, it is also a reflection of my play style – compact, “clean”, and organized – and general expectation that Tenpines, as one of your earliest settlements, ends up carrying more than its own weight via transition to advanced/hi-tech plots. See notes section below.

Reference the Electrical Distribution Article for details regarding the electrical Layout.

The Primary Structures:

The plan features four primary structures – service building, workhouse, bunkhouse, and pavilion – utilizing a total of 28 ASAMs. Note that the service building functionally breaks down into two parts: (1) the Service Area, where all the built-in utilities are housed, is the 1st floor and ground level and (2) the player loft which is the entirety of the 2nd floor minus the single recreational plot

  • The player loft includes the basic amenities for survival: bed, sink, cooking station, various storage solutions, and more. It also has an open slot in the crafting bench that is sized for an ECO Universal Workbench– the bench itself is not provided because it doesn’t spawn correctly.
  • The workhouse includes 9 plots with an initial, level 0, breakdown of 3x municipal, 4x industrial, and 2x commercial. At level 3, the plan changes 2x industrial to commercial and 1x industrial to municipal.
  • The bunkhouse includes 4x recreational plots on the 1st floor and 4x 1x1 residential plots on the second floor.
  • The pavilion includes a 2x2 industrial plot, an interior commercial plot, and an interior recreational plot.

Settlement Assets by Level (L0/1/2/3):

  • Power (10/40/50/100) is provided by the electrical connector on the north wall of the Player's Apartment.
  • Water (8/28/48/48) provided by tank(s) located just outside the utility space on the East side.
  • Defense (15/41/56/56) via vanilla turrets and spotlights.
  • Storage (13/16/19/21)[k] locations: utility room rack, (2x) below the utility room floor, and (1x) under the Workhouse.


Notes and General Recommendations:

The settlement will struggle, depending on your SS2 config and engagement level, in the beginning. For example, it's early heavy industry focus, limited bedding, and water will create some gaps. There is room for you to assist if you like -- e.g., I personally add some temporary beds in the Player apartment to supplement the early stages and add additional water.

  • WARNING: this plan provides the entire, final design population of 19 settlers with a total of 4 residential plots. Therefore, the recommended (and tested) settings for SS2 Commercial Requirement are either “none” or “population.”
  • Because the paths to unlocking advanced and hi-tech plots varies significantly according to play style and difficulty settings, I expect that you'll need to deviate from the plan in some way. For example, if you have all costs turned ON, then the five recreational training plots are likely too expensive to maintain.
  • The residential plots may need to be refreshed after installation of the plan is complete, and likely after each subsequent upgrade. This seems to be less of an issue with the recommended settings.
  • The vanilla beds in the mayor’s office must be removed by the player via console.
  • The main city plan fluctuates around about 300% of the vanilla build limit, with peaks that are likely closer to 350%.
  • Level 0 is mostly unpowered by design. This fact leads to additional hurdles in that some plots won't upgrade until they are powered. However, everything should be powered at Level 1 and the settlement should really start to take off.


Recommended Settings/Configuration:

  • SS2 City Building/Bypass Locks: OFF (but you need multi-residential unlocked!)
  • SS2 City Building/Cinematic Mode: OFF (it might be OK if left ON)
  • SS2 City Building/Change Plots: OFF (to avoid stuck plot flags and other oddities)
  • SS2 City Building/Designer’s Choice: ON (to avoid weird settler selections)
  • SS2 City Building/Starting Plot Levels: OFF
  • SS2 Immersion/Commercial requirement: Off or Population
  • Settlement Build Limit: 400%

Requirements:

All DLCs
Workshop Framework 
Sim Settlements 2 - version 2.2.4 or newer

Highly Recommended SS2 Addons:

Bare Essentials: for the 1x1 Residential Plots
Junk Town 2: for the Interior Recreation Plots, 1x1 Commercial Plots, and Advanced 1x1 Martial Plots
Tiny Living: for the1x1 Residential Plots and 1x1 Sanitation Plot
Vault-Tec Tools: for the Dynamic SS2 furniture, Interior Commercial Plots, and Interior Advanced Power/Water Plots
Wasteland Venturers: for the Interior Commercial Plots, Interior and 2x2 Recreation Plots, 3x3 Agricultural Plots


Known Issues/Bugs/Features:

If you use the recommended settings, then you will get the following "doubled" plots:
  • At level 2, there will be a municipal plot on top of the 1x1 industrial plot next to the pavilion. This is when the plan is expecting to switch to Sanitation.
  • At level 3, two of the three industrial plots on the upper level of the workhouse will have commercial plots (armor and weapons per plan) and the other one will have a municipal plot (power transfer per plan).  

Also, you will likely need to pick up and drop the Fast-Travel mat (located at the entrance to the Service Building) while in workshop mode for it to work.
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