Industrial Revolution: In-Depth Series - Stockpile

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  • Опубликовано: 15 ноя 2024

Комментарии • 57

  • @MrPezza
    @MrPezza 7 лет назад +8

    Love the overdrive idea, I can see it leading to a lot of moment where you'd have to weigh up the benefit of upgrading one building vs growing your settlement as a whole

  • @jdub2570
    @jdub2570 6 лет назад +2

    I haven't played FO4 in awhile, this sim settlement thing you got going on is genius, it's what FO4 was missing, could only imagine the possibilities when the next Fallout comes out...

  • @TheAwkwardEnderman
    @TheAwkwardEnderman 7 лет назад +21

    Sim Settlements > Wasteland Workshop, Contraptions, and Vault Tec DLC

  • @holyshaman
    @holyshaman 7 лет назад +1

    I like how well this mixes with my evil raider boss playthrough.

  • @Lycus25
    @Lycus25 6 лет назад +1

    an idea that I got from this video is what about a stockpile plot that,1: allows you to see the resource being stockpiled without needing to go into the menu, 2: add a limit to the internal stockpile giving it reason as well as a shared resource between industrial plots so that say a wood plot make wood that goes to a different plot to make paper and so on.

  • @Moe3ter
    @Moe3ter 7 лет назад +1

    Great job as always!
    However my lumber yard is on a killing spree right now, killed 2 of my automatron and a field scribe from BOS that was suppose to go to Coverga Assembly Plant to recover tech for the 12th time. Not to complain, that guy had it coming, but I had to build a little shack to cover that lumber yard, just in case...

    • @kinggath
      @kinggath  7 лет назад +1

      天楽 Ha! Ok, maybe I should make the hazard Player Only. I just wanted to hear a story of how someone managed to lure someone into it during a raid.

  • @DarkspaceII
    @DarkspaceII 6 лет назад +1

    Dude!! Best mod EVER! And I play survival.. almost never get into building.. now i cant stop o;0

  • @FibroDuo
    @FibroDuo 7 лет назад

    kinggath, you've got a great thing going on here.

  • @bernardoromero5009
    @bernardoromero5009 7 лет назад

    how much material has to be stocked before it can upgrade?

  • @gregkett2107
    @gregkett2107 7 лет назад

    This Mod Is fucking dope g i used to do all this setup my own green houses now they do it all by itself SOOOOOOOO much betterit would be cool if you could linked this to having a larger armed force in the area for your faction so the bigger the settlement the more settlers the more minute men would be around

  • @aaronchapin9331
    @aaronchapin9331 7 лет назад

    @kinggath: Dude. This is epic. Thanks.

  • @voro8298
    @voro8298 7 лет назад +1

    You should really set up a patreon and give it a shot, and if you do have one, don't forget to put it in the descriptions of your videos

    • @exilestudios9546
      @exilestudios9546 7 лет назад

      he would get his ass sued into the ground by zenimax

  • @StevenKeen211
    @StevenKeen211 7 лет назад

    So in order to speed up the upgrade process of a level 2 building I should input more of the base resource or the produced one? For example in a steel mill should I stockpile ore or steel?

    • @kinggath
      @kinggath  7 лет назад

      The produced one - so Steel for the Steel Mill.

    • @StevenKeen211
      @StevenKeen211 7 лет назад

      Thanks a lot!

    • @SenpaiTorpidDOW
      @SenpaiTorpidDOW 7 лет назад

      How do you get around wanted to speed things up using junk componenets that are not raw materials. I.e. I want to speed up the upgrade of my oil well but i have lots of cutting fluid. does putting that into the stockpile work like 3x oil, or do nothing? If the latter how do I get around it?

    • @kinggath
      @kinggath  7 лет назад

      It's supposed to work like that, but I've been told it is currently bugged and that only the raw material works. I'll get it fixed soon.

    • @SenpaiTorpidDOW
      @SenpaiTorpidDOW 7 лет назад

      That would be much appreciated ^^

  • @ballooniewolf12
    @ballooniewolf12 7 лет назад +1

    Hey kinggath I have a question for you um how much does it take for it to upgrade because I know you said it stock piles, but what is the magic number for it to upgrade?

    • @kinggath
      @kinggath  7 лет назад +4

      It's different for each resource type and has a small bit of randomization. For L1 to L2 it's usually going to be 100 or less, for L2 to L3 it can be anywhere from 100 to 500 depending on the resource. The cheaper the resource (such as wood or steel) the more it will require.
      Since the numbers aren't exact, I have it set up to return any extra to your workbench when it upgrades (or is ready for upgrade if you're using the Manual setting). That way you can invest as much as you want without fearing wasting resources.

    • @ballooniewolf12
      @ballooniewolf12 7 лет назад +1

      kinggath ah I see and another question for ya how long of in game time that needs to pass before you can upgrade because I did donate the material to upgrade and let time pass but it never showed me that it was ready to move on to the next level even thou I have the show upgrade tool on

    • @bigbadbusta3871
      @bigbadbusta3871 7 лет назад

      Im having the same problem

  • @LukasJampen
    @LukasJampen 7 лет назад

    So if you put the upgrading on manual you could have a lumbermill and then the upgrade both in hyperproduction? Or do they not share the stockpiles?

    • @kinggath
      @kinggath  7 лет назад

      Yes, you can have both producing extra. Once a building upgrades, it never needs that previous material again - so you don't have to worry about it taking from your workshop or other plots.

    • @LukasJampen
      @LukasJampen 7 лет назад

      kinggath nice. Thanks for the answer. I thought they stockpile resourcess for the upgraded version or is that only to do the upgrade? So if I take some wood out it just takes that amount longer until the upgrade is possible?

    • @kinggath
      @kinggath  7 лет назад

      Only to do the upgrade or to go to into the overdrive mode. After that, the previous resource isn't needed any more - doing it this way means we get some depth to the gameplay, but players who want to ignore it can.

  • @MrPerson61
    @MrPerson61 7 лет назад

    So once you upgrade the plot to use wood to make paper, it no longer produces wood so you need another plot to produce wood for the paper building? seems like if the paper combined with another factories output item you would need 5 factories to make 1 end item. Or was that the intention (why the military building requires 5 factories to get to level 3?)

    • @Hydraclone
      @Hydraclone 7 лет назад +1

      Yeah, but remember that you can have entire settlements dedicated to producing specific resources. :)

    • @FelipeLeonRandom
      @FelipeLeonRandom 7 лет назад

      Mr. Person and it's good because you can have Caravans now that makes more sense... I.e Sunshine tidings would be my farm ( because of that huge silo ;) and starlight drive in would be all industrial site ( supported with food from ST)

    • @kinggath
      @kinggath  7 лет назад +1

      That was definitely the intention. Advanced Industrial is supposed to be an investment to give the system some balance. It's also designed so that you have a reason to continuously build and rebuild as you need so that the game isn't over when you've run out of space.

    • @KeyWiteWolf
      @KeyWiteWolf 7 лет назад

      See, this is exactly what I was hoping the expansion would do when I heard it was coming. I actually like the idea of different factories replying on each other, as it is in real life. It is, as their name implies, a more "advanced" version of how all the normal plots rely on each other to upgrade. Just in this case they rely on each other to produce something as well. I really look forward to some of the "end products" both Kinggath and the add-on modders come up with. Its the collective ideas that add so much variety to Sim Settlements.
      At this point, my only concern is space. Not quite like Kinggath ment it, but vertically. I like tiered/layered cities, and while it "breaks" the randomness intended for SS, I find I'm going to have to use the new ability to choose structures now. Not always, but I'm going to have to "inspect" each plot as it gens, to make sure its not one of the crazy tall ones. As those have to go in an open-air area. I think Kinggath only has a couple really tall (more then 3 stories) structures, but I know a lot of the add-ons add more. Also from the new images on the wiki (the ones that are up so far), it looks like VIPs sometimes have crazy height to. So yeah, while it kills a little of my immersion, I'm glad the option to choose is built into the plots now. I will only use it when I have to, I guess I can rationalize it as setting the "zoning height" for certain areas of the city.
      Either way, thanks a ton for this expansion Kinggath. I wanted to say so on the website forum but I heard a lot of people had trouble with the sign-up email, so I was waiting for that to clear up before I officially joined.

    • @GeorgeMonet
      @GeorgeMonet 7 лет назад +1

      "That was definitely the intention. Advanced Industrial is supposed to be an investment to give the system some balance. It's also designed so that you have a reason to continuously build and rebuild as you need so that the game isn't over when you've run out of space."
      Just yuck. This is a terrible idea. This creates a completely imbalanced illogical system requiring a ridiculous level of memorization and micromanagement and metagaming that is completely antithetical to the concept of a system that is supposed to let the residents handle everything themselves while the player manages everything from the most extreme macro end by solely zoning residential/commerical/industrial.
      You've violated the entire point of your mod.

  • @McCbobbish
    @McCbobbish 7 лет назад

    So, this works with the caravan system right? Like, if I have a settlement filled with lumber yards I can build a bunch of paper mills in another settlement and it will still work?

    • @kinggath
      @kinggath  7 лет назад

      The stockpile system doesn't actually use up your personal stash of resources (so the caravan won't matter), the plots generate their own resources to use for upgrading. Once a plot upgrades, it uses what it needs (for example, the Paper Mill will use up the wood) and then it doesn't need any more of that resource ever again.
      So if you don't need Wood yourself, you won't have to keep a bunch of Lumberyards around to keep the Paper Mill running. You might just want a lot of Lumberyards because you can never have too much wood when you're settlement building!

  • @navyrayne
    @navyrayne 7 лет назад

    How much connectivity with the base game is there? I'd like to be able to build up factories with contraptions alongside industrial plots.

    • @kinggath
      @kinggath  7 лет назад

      You can definitely keep building anything extra you like, you aren't limited to just using the plots.

    • @navyrayne
      @navyrayne 7 лет назад

      Great to hear! Thanks for replying Kinggath. :)

  • @TheKlink
    @TheKlink 7 лет назад

    any plant fibre would do to make paper, i would imagine actual wood lumber would be too expensive/valuable at this stage of economic development.
    EDIT for reference; www.paperslurry.com/2014/08/20/hand-papermaking-with-plants-illustrated-infographic/

    • @kinggath
      @kinggath  7 лет назад

      Oh absolutely, that makes way more sense. I was trying to keep it relatively logical but sometimes a little sacrifice for the sake of good gameplay - wood is such a useful resource in the game, that I knew it needed to be one of the bases - and paper is something everyone understands can come from trees.

  • @88blackandwhite88
    @88blackandwhite88 7 лет назад +10

    So has Bethesda offered you a job yet?

    • @bsherman8236
      @bsherman8236 3 года назад +1

      They are just going to steal the ideas, the vanilla settlement system was already a mod for fallout 3

  • @mariusandreassen6477
    @mariusandreassen6477 7 лет назад

    King What dous the mine need gold

  • @evander40child82
    @evander40child82 7 лет назад +4

    any chance support you like partheon🙄

  • @BlackLivesDontMatterToBlackLiv
    @BlackLivesDontMatterToBlackLiv 7 лет назад

    Question. A settler can only be assigned to 1 plot, right? Not every settler needs a home. I guess the settler lives where ever you assign him, right?

    • @kinggath
      @kinggath  7 лет назад

      BlackLivesDon'tMatter ToBlackLives They can have 1 residential plot, and then 1 of any of the other types. So two total per settler.

  • @evander40child82
    @evander40child82 7 лет назад

    thanks this mod🙄

  • @slay3r1452
    @slay3r1452 7 лет назад

    I want to give you money!! Get a patreon!!!!

    • @kinggath
      @kinggath  7 лет назад +2

      Well that's exciting :) I'm getting a lot of requests for that - I'll have to look into the TOS to make sure I'm not going to get shut down. I know Elianora has one, so maybe I can ask her. In the meantime, there's a donate button on the nexus mod page: www.nexusmods.com/fallout4/mods/25213

  • @GeorgeMonet
    @GeorgeMonet 7 лет назад

    This is a big problem. If the upgraded buildings don't produce the resource then you are going to very quickly run out of the resource they consume making the upgraded building completely worthless. Upgraded buildings should PRODUCE and CONSUME, not just CONSUME. They should be an actual upgrade. It makes zero sense to consider a building that consumes wood to be an upgraded version of a building that produces wood. Those are completely antithetical.

    • @kinggath
      @kinggath  7 лет назад +1

      Oh btw, they don't actually consume any resources beyond what they stored in their own stockpile. Once they run out, they continue making you the new product for free.

  • @GeorgeMonet
    @GeorgeMonet 7 лет назад

    The whole point of the zoning concept was to allow the player to develop a settlement purely by engaging with the settlement at the macro level via zoning. Your new system which requires ridiculous levels of metagaming, planning, memorization, and micromanagement is a violation of concept. Buildings should not change into consumers when they were producers. They should simply produce another item instead of the one they produced before without switching to consuming what they used to produce. With your new terrible system players now have to micro manage every single industrial plot to tell it what to become so that they have a steady stream of X in order to produce Y even though the whole point of your mod to allow the player to produce X and Y simply by plopping down Z and then meeting certain upgrade conditions for the buildings to upgrade on their own to produce X and Y on their own.
    What is the point of your mod now when I the original Settlement system now requires less micromanagement and metagaming to accomplish what your mod does only with extreme levels of micromanagement and metagaming?

    • @kinggath
      @kinggath  7 лет назад +4

      I understand where you're coming from, and that was why I decided to separate these into their own plot type. Not everyone is going to enjoy this type of gameplay, so you can continue to use the rest of the mod and ignore these plots.
      They actually don't consume anything outside of their own stockpile. So once they use those, they generate the new resource for free.

    • @dayday8421
      @dayday8421 7 лет назад +9

      Quite a discourteous feel to your comment George. Thank god you didn't pay anything for the expansion.