Sim Settlement Holotape Location

  1. Sim Settlement Holotape Location List
  2. Sim Settlements Holotape Missing

Tried everything. Have 2 characters. Main is level 60ish and when I load up his save, all the Sim Settlement stuff is still in his inventory and villages are still running sim settlement stuff. On a NEW playthru, I take my 2nd character inside Museum of freedom and no holo and no ASAM. The tables that are supposed to have them all are just at default.

Requirements

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Sim Settlement Holotape Location
Mod nameNotes
(XB1) Sim Settlements City Plans - Tenpines Bluff Brewery by Yagisan
Abernathy Base
Abernathy Farmmentioned in the json file.. might not be necessary
All settlements complete and fortified new game plus
Altairp's Animal Farm - Add-On for Sim Settlements
Annex The CommonwealthSoft requirement, is not explicitly required
Architect Save - Sim Settlements City Planner savegame
ASAM Maintenance Software
B84s Themed Residentials - Sim Settlements Residentials Pack
Bad Neighbors Sim Settlements Addon Pack (Always Free)
Big E's Red Rocket Regional Headquarters
Boston Airport BOS supply-Transfer Settlement Buleprint
CaptainLaserBeam's Jampads - Sim Settlement Add-on
CITY PREBUILTS for CONQUEROR by SIM SETTLEMENTS - RESOURCE PACKREQUIRED 4.0.9+
Coastal Cottage Settlement blueprintmentioned in the json file- not sure if needed
Concrete Island
Country Crossing the Country Love-Transfer Settlement Blueprint
County Crossing
Creations by COOTSRequired
Diverse Visitors for Sim Settlements
DOMACLES - CONQUEROR SCENARIOS with PRE-BUILT CONQUEROR SETTLEMENTS
Echo Lake Lumber - A Sim Settlements City Plan
Faction Flags Redux SIM SETTLEMENTS ADD-ONInstall this before you install my addon!
Fallout 4 Plus Edition
Finch FarmNot sure if I used this.. but the json file mentions it
Flotsam and Jetsam -Sim Settlements Addon pack
Fort Independence
Graygarden? json file mentions it but don't think it's necessary for this blueprint (might have ticked it on transfer)
Greentop Nursery Common Pool-Transfer Settlement Blueprint
Industrial City Sim Settlements Add-On
Institute Settlements - A Sim Settlements Add on Pack
Institutionalized Vault 88 (Transfer Settlement)
Java Sim Settlements City Plan - Hangman's Alley
Java Sim Settlements City Plan - Warwick Harbor
Kinggath VISGified (KGV)
Leaders Of The Commonwealth - A Sim Settlements Add-on
Learning Sim Settlements with Cpt COOTSDuh
Legalize the Commonwealth (Sim Settlements Add-On)
Longfellow's Cabin - A Sim Settlements City Plan
Longfellow's Cabin - A Sim Settlements City Plan (requires All Settlements Extended)
MAJOR JONAS H COOLWATER US ARMY RET - CONQUEROR SCENARIOS with PRE-BUILT CONQUEROR SETTLEMENTS
Make Sim Settlements Great Again
Military Base for Starlight Drive-inmust have
Minutemen Haven Settlement Blueprint
MJC - Children of the Commonwealth Faction Pack
MJC Conqueror Faction Pack - Pillars of the Community
MJC Conqueror Faction Pack - Zetan Invasion
MJC Sim Settlements Foundation Addon Pack
MJC Sim Settlements Jail Cells for Conqueror
Murkwater Construction SiteIn the json file but not sure if necessary
Mystic Pines Blueprint
Oberland Stationmentioned in json.. not sure if needed
Oberland Station the secret consignment-Transfer Settlements Blueprint
Official Sim Settlements Horizon Balance Patch
Official Sim Settlements Horizon Balance Patch - Chinese4.0.0
Omega's Tenpines Bluff Transfer Settlement
Outpost Zimonja FortifiedVery Important, you can make due without the other 2, will lose the Advanced Industrial plot and City Planners Desk
Outpost Zimonja Maze
Pra's Fo4Edit Scripts - Automatic Patch GenerationSimSettlementsPreviewer requires SimSettlements
Prebuilt Simple Settlements - SS Conqueror
Random Plot GeneratorBase Sim Settlements. Created on 4.0.10 but should be pretty backwards compatible.
Red Rocket New Life-Settlement Blueprint
Regret Tours Marina
Residential park of Starlight Driven (Sim Settlements Three-in-One file is needed
Sanctuary Hillsmentioned in json..don't know if needed
Sanctuary Hills Blueprint - Sanctuary City
Settlement Blueprint - Lexington Red Rocket
Shadows for Sim Settlements
Sim Settlement - German Translation
Sim Settlements - Chinese 2019
Sim Settlements - City Plan - Abernathy Air Tragedy
Sim Settlements - City Plan - Alford Street Settlement
Sim Settlements - City Plan - Oberland Station Intermodal Calamity
Sim Settlements - City Plan - Red Rocket Molerat Catastrophe
Sim Settlements - City Plan - Roadside - Love - Shack
Sim Settlements - City Plan -Coastal Cottage - Fungus Farm
Sim Settlements - City Plan -Sanctuary-Junk Town
Sim Settlements - City Plan Contest Mod
Sim Settlements - City Plan Pack - Contest Entries
Sim Settlements - City Planner's Toolkit
Sim Settlements - French
Sim Settlements - IDEK's Logistics StationRequires at least SS 2.1.7, ideally 3.0.0+ to allow for the interior plot as well
Sim Settlements - Industrial Revolution
Sim Settlements - Jib's Residential AddOn
Sim Settlements - Leader Pack - Gannon's Overtly Adequate Trove (CANCELLED)REQUIRED - 3.1.2+
Sim Settlements - Rise of the Commonwealth
Sim Settlements - RU
Sim Settlements - Ruined Homes and Gardens Add-on
Sim Settlements - Settlers of the Commonwealth - City Leaders with Traits
Sim Settlements - Settlers of the Commonweath - City Leaders
Sim Settlements - Ted's Leader Pack
Sim Settlements - Traduzione italiana (ALPHA)
Sim Settlements - Triggermen Faction Pack
Sim Settlements Add on FlagsREQUIRED
Sim Settlements Add-on pack -- VaultLand
Sim Settlements Add-On Pack Classic Shacks
Sim Settlements Addon - Another Brick in the Wall
Sim Settlements Addon - Home Improvements AIO
Sim Settlements Addon - No Flag Option
Sim Settlements Addon - RS BuildingsV3.2.2 3-in-1
Sim Settlements AddOn Pack - Brae's Defences
Sim Settlements AddOn Pack - JtBryant's Flags
Sim Settlements AddOn Pack - JtBryant's Foundations
Sim Settlements AddOn Pack - JtBryant's Utilities
Sim Settlements AddOn Pack - SimTowers
Sim Settlements Addon Pack - Vault-Tec Tools
Sim Settlements Addon Pack - Whisper's Power Plots
Sim Settlements AddonPack - Awsometown
Sim Settlements Children Support
Sim Settlements City Plan - Reggie's SanctuaryThree-In-one or Sim Settlements + Rise of the Commonwealth
Sim Settlements City Plan - The Little Tenpines That Could by MarkAlmighty
Sim Settlements City Plan - The Starlighbrary at Starlight by MarkAlmighty
Sim Settlements City Plans - Commonwealth Engineering by Yagisan3-in-1 Recommended.
Sim Settlements Conqueror Faction Pack - Gunners
Sim Settlements Conqueror Faction Pack- The Institute
Sim Settlements Conqueror Minutemen Playable Faction
Sim Settlements espversion v3.2.3a_
Sim Settlements Foundation AddOnversion 3.1.6a or higher or you can just install non sim settlement versions
Sim Settlements Horizon Job Plots Addon
Sim Settlements Industrial Croup Manor by VikingBaggins
Sim Settlements Industrial Vault 88
Sim Settlements Mega Pack - Year One
Sim Settlements Mega Pack - Year Two
Sim Settlements MJC City Plan Disaster Pack
Sim Settlements Playable Conqueror Faction - Super Mutants
Sim Settlements Sanctuary by VikingBaggins
Sim Settlements Scrappers
Sim Settlements Starlight Basic Shanty cityplan
Sim Settlements Starlight Drive-In (Settlement Blueprint)
Sim Settlements Tenpines Cityplan by VikingBaggins
Sim Settlements-PCDugAddons
SimHomestead - a Sim Settlements add on
Simple Settlement Plans for Sims Settlements First Steps
Simple Settlements for Sim Settlements Farming in the County
Simple Settlements for Sim Settlements Living in the Swamp
Simple Settlements for Sim Settlements On the Coast
Simple Settlements for Sim Settlements On the Way to Diamond City
SimSettlements - Pra's Random Addon
SimSettlements - Vanilla Leaders
SimSettlements Improved Chickens
SimSettlementsAddOnPack - RaiderRefugees
SirLach's Intimate Spaces - Sim Settlement Add-on
SirLach's Ultimate Defenses - Sim Settlement Add-onversion 4.07
Somervillementioned in json not sure if needed
Spawn Settler Button for Sim Settlements
Spectacle Island Synth production settlement
Starlight Apartments - A Sim Settlements City Plan for Starlight Drive In (All Settlements Extended)
Starlight Basic - The blueprint
Starlight Drive-In Blueprint
Starlight Junktown
Sunshine Tidings Co-op Home City Build Transfer Settlement
Sunshine Tidings Coop3 in 1 Pack is recommended as this Blueprint heavily uses Sim Settlements plots and assets
Sunshine Tidings Naturist Farm and Robot Resort - Settlement Blueprint
The Deez Spectacle Island Blueprint - Transfer Settlements
The Ruins at Boston Airport
Throw Money At Sim Settlements
Toms Spectacle Island
tower Sanctu-rocket
Trailer Park Dreams - Sim Settlements
Transfer-Sim Settlement - Egret Tours Marina
True Diamond of the Commonwealth - Settlement Project - WIP
ULTIMATE SAVED GAMES REDUX - VANILLA - SIM SETTLEMENTS - CONQUEROR
Unofficial City Plans for Horizon
Uto's Usability EnhancementsImprovements, Vis-tags, immersive messages added
Vault 101 by FuzzyThis is a Soft requirement. but Highly Recommended
VFX Downtown Sim Settlements Addon
VISify Altairp's Animal Farm
Visitor's Center - A Sim Settlements City plan
Warwick Homesteadmentioned in json.. not sure if needed
Wasteland Venturers 2 - Sim Settlements Addon Pack
Wasteland Venturers Sim Settlements AddOn Pack
World Flags - Sim Settlements AddOn
WSPlus Blueprint Template - Turret Trees and Heavy Guard TowersFor Heavy Tower turret platforms, power-producing conduits, and built-in plots.
XCOM Flags - with optinal sim settlements addon
Zimonjamentioned in json.. not sure if needed
Zimonja Boxcar City - Settlement Blueprint
Permissions and credits
Sim

Credits and distribution permission

  • Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
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  • Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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  • Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
  • Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
  • Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users

Author notes

If you're building add-on packs that require this mod as a parent, you obviously don't have to credit me - it's pretty much implied.

Sim Settlement Holotape Location List

File credits

mm137 for Craftable Cats
RetroBabe and femshepping for Oriental and Modern rug designs
David J Cobb and Chesko for the Rotation and Vector Libraries

Rome total war steam mods

Donation Points system

This mod is opted-in to receive Donation Points

Translations
  • Spanish
  • Russian
  • German
  • French
  • Chinese - Mandarin

Translations available on the Nexus

Sim Settlements Holotape Missing

LanguageName
Chinese - MandarinSim Settlements - Chinese 2019
GermanSim Settlement - German Translation
RussianSim Settlements - RU
SpanishSim Settlements esp
FrenchSim Settlements - French
GermanSim Settlments - Deutsch
OtherSim Settlements - Chinese
Mirrors
Holotape
Changelogs
  • Version 1.1.7

    • Going forward, all patch notes can be found here: https://simsettlements.com/web/wiki/index.php?title=SSPatch
  • Version 1.1.6

    • - Fixed another case where settlers could be flagged as having a job when they didn’t.
      - Fixed a bug where the happiness meter would stay at zero, even if the happiness was fine in workshop mode.
      - Dogs/Brahmin should no longer appear jobless in ASAM Vision.
      - Automatron robots will no longer take over residential plots.
      - Robots will no longer show up as homeless in ASAM Vision.
      - Settlers can now be assigned to vanilla work objects along with Residential plots in either order. If residential plots are assigned before vanilla objects, there will still be a brief 10 second period where the NPC is unassigned from their residential plot.
      - Added Architect’s TSquare. This is a new tool that can crafted in the Chemistry Station under Utility. This changes the plot activation options to allow you to cycle through the building plans for that plot type, it will display the name of the building plan in the corner. Doing so will reset the plot to level 1. It is the preferred method of altering the building plan, as opposed to the previous method of picking up the plot in workshop mode and choosing the middle option.
  • Version 1.1.5a

    • - Find Owner tracking quest will now be cleared if an NPC moves to another settlement, is killed, or is assigned to a new plot.
      - Fixed issue with ASAM Vision where a settler could still be flagged as being employed even though they didn’t have a job yet.
      - Settlers can once again be assigned to a vanilla/mod added job after being assigned to a residential plot.
  • Version 1.1.5

    • - Fixed several random objects that were being moved by Sim Settlements (thanks Creation Kit -.- ).
      - Fixed messages at the bottom of the holotape that print out when Auto Close Doors was toggled so the messages now match what is actually happening.
      - Spotlights, dogs, and your current companion will no longer be detected as homeless/jobless by ASAM Vision.
      - ASAM Vision will now be turned off if you toggle it while outside of a settlement. You will still get the warning message, but can be confident it turned off.
      - Tax day for zero dollars will no longer trigger before the holotape is found.
      If an Addon Pack is removed, plots using the Addon will be reset and assigned a new building plan the first time you visit each settlement.
      - Staggered object update code when the player arrives in/leaves a settlement. This should reduce the likelihood of CTDs on Xbox and older PCs when fast traveling to/from a settlement that has a large number of plots.
      - All Industrial jobs will now have the scavenger icon, this also means they get the bizarre default behavior of spending a lot of their time wandering around your settlement with gun drawn. Existing buildings will need be refreshed with the Immersion Breaker Breaker or the NPC re-assigned to correct the icon.
      - Switched all beds used by the default Sim Settlements houses so they each count as exactly one bed. Any plots with an incorrect bed count will need to be refreshed (with the IBB or new holotape tool mentioned below).
      - Added maintenance quest that will help to alleviate issues caused by various script lag.
      - Replaced hammer construction markers with wrench and torch animations. The loud sounds of the hammering defeated the purpose of keeping building sounds to a very short radius.
      - Added new holotape Tool to “Refresh Local Plots” - which will apply the Immersion Breaker Breaker effect to all the plots in the current settlement.
      - Mod version upgrade message should now work on Xbox.
      - Altered the way assignment is tracked, this should reduce the likelihood of NPCs stealing each other’s plots.
  • Version 1.1.4

    • - Fixed a bug that could be caused by a plot being deleted by a third party script (from outside Sim Settlements) without firing the appropriate events.
      - Added maintenance script that will periodically scrub the auto-assignment queue of bad data to prevent that bug from occurring again in the future.
      - All beds should correctly count as one bed now.
  • Version 1.1.3

    • - Fixed issue where a Town Meeting could get stuck a fade to black for a very long time for some users.
      - Fixed issue where ASAM Vision could quit working if you used it outside of a settlement.
      - Improved plot initialization code (thanks cdante!), this should reduce occurrences of plots getting stuck due to backed up workshop scripts.
      - Settlers will no longer be re-assigned back to plots after being moved to a new settlement.
      - ASAM Sensor and ASAM Vision Switch recipes are automatically unlocked when the holotape is loaded. This was done because the global that controls this is being reset for some users for an unknown reason.
      - Agricultural Plots should no longer bug out and require power. Any that currently require power can be fixed with the Immersion Breaker Breaker.
      - Agricultural Plots should no longer lose their food count when viewed in Workshop mode. For plots that already have this issue, the Immersion Breaker Breaker will now correct it.
      - Added Notification Settings option to convert messages to pop-ups.
      - Plot doors will now close themselves. This only applies to doors created after this patch. Using the Immersion Breaker Breaker on a plot will register its doors with the autoclose system.
      - Added Auto Door Closing controls to holotape.
  • Version 1.1.2

    • - “Can't spawn object” messages moved to the trace log instead of printing to the screen.
      - Added Town Meeting ability which brings all settlers directly to you after a short fade out. The settlers then follow you for about 30 seconds. The Town Meeting can be started in the holotape or with an object called the Town Meeting Gavel which can be crafted at the Chemistry Workbench.
      - Added ASAM Vision ability which highlights settlers that need homes or jobs. You can cycle through the versions of this in the holotape or with an object called the ASAM Vision Switch which can be crafted at the Chemistry Workbench.
      - Settlers assigned to only a residential plot will no longer be flagged as having a job. This should make Sim Settlements work better with Settlement Management Software (unconfirmed). Note that settlers assigned to residential plots prior to this patch are flagged as having a job still - only new assignments will correct this issue.
      - Modified the way building models are handled to help prevent future “double-buildings” from occurring (where a new building model seems to start growing on a plot that already has one).
      - Added Tools menu to the holotape. Citizen Needs and Start Self Destruct Sequence can now be found there. As well as a toggle for ASAM Vision, and an option to Call Town Meeting.
      - Updated Help menu in the holotape. The names should now match what are actually in the holotape.
      - Added Citizen Needs Requirement toggle to holotape. This will allow upgrades to happen even if settler needs aren’t met. This will allow different gameplay styles such as using some settlements as farm hubs to supply food for the others, or playing with low defense to encourage raids. Better options for those play styles will be coming in future updates, but this is an immediate means of enabling that playstyle without having to sacrifice Sim Settlement upgrades. Note: Taxes still require that all needs are met regardless of this setting.
      - The Immersion Breaker Breaker should now be much better at cleaning up leftover objects if you experience random bugs with spawn objects or if you uninstall an AddOn pack which had generated one of your buildings.
  • Version 1.1.1

    • - Fixed light alignment of level 2 Trailer Trash building plan so it works with 2x2 plots.
      - Immersion Breaker Breaker will now correctly work with 2x2 plots.
      - Removed hose from L3 farm plot as it doesn’t work with all plot sizes, may add it back in the future when I find a way to deal with the post being in a different place on each plot size.
      - Concrete plots now have a proper sound effect when placing them.
      - Fixed front left corner collision so that floor tiles can be snapped there.
      - Changed farm collision so that the very front of the plot is open for settlers to be able to walk on. This should also help with snapping.
      - Special effects for demolition can be turned off in the holotape, will make it easier for re-placing plots as you won’t have to wait for the debris to de-spawn.
      - NPCs will now be fully cleared from animation marks of a plot after they are re-assigned. Previously, someone else would need to be assigned to the plot in order to change ownership of the markers. So you could end up with a shopkeeper that would come use the farming animation markers even after they were unassigned from an agricultural plot.
      - Random reassignment should no longer occur from the mod. Third party mods can still override assignments - but Sim Settlements will no longer compete with itself.
      - Settlers will no longer be able to own vanilla work and Sim Settlements jobs (they can still own a home plus vanilla work). To fix existing multiple assignment issues, store the vanilla object in the workshop and place it again.
      - Fixed navigation in level 1 Clothing Store so that the settler will actually man the shop. Will require using the Immersion Breaker Breaker to update existing.
      - Fixed issue where some settlers would stop qualifying for auto-assignment.
      - Fixed the Sim Settlement sound effects - turns out you guys couldn’t hear what I heard!
  • Version 1.1.0

    • -Made changes to the plot counting code to prep for additional plot types.
      -Re-designed data storage to expand possibilities for future updates. This will also improve the code that controls taxes and commercial property requirements.
      This requires a short install period when you first load your game to migrate to the new storage. It is a non-destructive process so you can still roll back your save or mod version without issue.
      -Replaced all vanilla furniture markers that are spawned by Plots with Sim Settlements versions, this should resolve the issue with many farmers and industrial scavengers seeming to just stand around. (Use the Immersion Breaker Breaker on existing plots).
      -Sim Settlements crops should now all be manually harvestable every so often.
      -Plots were increased in size by about 10% so they match with the game’s existing objects. Your previously placed plots are still the former size.
      -New 2x2 plots with foundations have many more snap points and the arrow indicator is more easily visible.
      -Added Other category to Commercial for AddOn packs to make use of for custom shops.
      -The Holotape (and some sensors) can now be found in two additional locations around the Commonwealth.
      -Added toggle for Crash Watch in the Notifications section of the holotape.
  • Version 1.0.6

    • Fixed issue where plots created before patch 1.0.4 could get stuck after you demo the building.
      The building will start constructing again after about 15 seconds unless you’ve modified the building material delay holotape option.
      Prepped building plans to support new industrial buildings.
      Added support for expansion esps.
      Moved residential power connect point to a new spot to make it much less likely it gets covered by a building model.
      Robots are no longer counted in upgrade calculations. This means they no longer are added to the food and water requirement but also don’t count towards the Commercial population requirement.
      Changed plot furniture marker code to help encourage AI to stay at their posts during work hours. Requires a Force Update with the Immersion Breaker Breaker on all plots you want to fix this issue for.
      Added option to show HUD meters only in workshop mode. This can be tricky as there is a queued delay in HUDFramework which can cause this to fail sometimes.
      Added scaling options to HUD meters of 100% (default), 75% of default, and 50% of default.
      Added basic positioning options to HUD meters: Left, Indented Left, Right, Indented Right, Top, Middle, Bottom.
      Leftover crops will now be scappable when the Sim Settlements Helper mod is installed.
      Added buffer system to CrashWatch code to further reduce false positives caused by Sleeping/Waiting/Fast Travel.
      Added Citizen Needs option to holotape which will show the needs of the current settlement in percent when selected. Meant for players who don’t have HUDFramework or can’t get it working.
  • Version 1.0.5

    • Fixed issue with Auto Assign Unique NPCs option preventing manual assignment as well.
    • Added holotape option to destroy all plots in the game to make uninstall simpler. Takes about 3 minutes to run, you will receive a pop-up on completion.
  • Version 1.0.4

    • - Added a delay before building materials appear so users can snap plots in place without fighting the collision of those.
      - Redesigned holotape options, dropped lore friendliness in favor of clear names.
      - Holotape options now refresh screen instead of displaying lore friendly explanation, this will make the holotape feel a little more responsive.
      - Building Material Delay can now be configured in the holotape.
      - Commercial requirement can now be set to homes or population instead of both as it was in the initial release.
      - Added multiple Auto-Assignment controls to the holotape to allow fine-tune control over which settlers are assigned to plots.
      - Activating terminals created by Sim Settlements will no longer make the settlers hostile.
      Certain NPCs not meant to be assignable, such as the Minuteman Radio Operator, will no longer be auto-assigned.
      - Dead Settlers should no longer be assigned to plots.
      - NPCs should do better at dual assignment between Residential Plots and vanilla/mod added work objects.
  • Version 1.0.3

    • Improves Crash Monitor to cause less false positives.
    • Improved demolitions! Thanks veteran_gamer!
    • Preps your game to work with external Addon packs created by the Builder's Toolkit
  • Version 1.0.2a

    • Adds another way to detect the Dead Plot bug in the background, will display to you the same way the other did as described here: https://www.youtube.com/watch?v=Lk73lWDJsdY&t=1s
      This is an optional update, though if you think you have the bug and never received the crash prompt, it's worth downloading.
  • Version 1.0.2

    • Fixes a game-breaking bug. See https://www.youtube.com/watch?v=Lk73lWDJsdY for details.
  • Version 1.0.1

    • - Removed several worldspace edits the CK decided to save.
      - Child settlers are no longer assignable to plots. Presently, if they are assigned to any item that doesn’t have “Child Can Use” flagged causes them to get stuck, and since Sim Settlements assigns to all sub objects created by a plot, I don’t want to risk “breaking” those child settlers.
      - Robots no longer require food, water, and homes in the Sim Settlement calculations.
      - Robots are no longer assignable to residential plots. They don’t need them! This may become an optional feature in the future.
      - Made changes to the message system to reduce the likelihood building upgrades are reported from the wrong settlement.
      - Added Personal Inspections to holotape Zoning Laws. This will allow your buildings to continue upgrading even if you haven’t had a chance to see them in their current state.
      - Fixed issue where buildings could upgrade the second you arrive at a settlement before you got a chance to see their current level.
      - Tax Rate now correctly displays on plot. The rate displayed is the caps/tax period.
      - Negative water rates will now show correctly as whole numbers on the HUD.
Donations
This entry was posted on 23.08.2019.