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Yagisan

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Yagichan

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About this mod

A Sim Settlements 2 City Plan at Super Duper Mart. Supports 6/16/26/31 settlers.
It will import excess resources and convert them to commercial goods. Products include ASAMs, Robots, First Aid, Weapon and Armour mods.

Requirements
Permissions and credits
Changelogs

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Yagisan's Better Settlements and Outposts
Super Duper Mega Mart

Super Duper Mega Mart is a 4 level, 31 NPC City plan for Sim Settlements 2. It will import excess resources and convert them to commercial goods. Products include ASAMs, Robots, First Aid, Weapon and Armour mods.

It will provide a maximum of 30 plot jobs, and 1 city plan leader job.

This plan attempts to convey a sense of growth in the outpost. Plots, can and do change locations, building plans, and even types between levels.

Happiness, agility and endurance training relaxation plots are front loaded to ensure plans can level up. Plot taxes (Caravan, Watch Tower, Power Transfer, and Communications) are spread between Levels 0 and 1. From level 2, a Hospital (Municipal) plot is included to assist with the hygiene mechanic in surrounding settlements.

Please note, at City Plan Level 2, several plots will change type. Sim Settlements 2 should automatically take care of this. However, by default if your settler does not have enough SPECIAL stats, they will not be able to work the plot. The training plots should prepare your settlers for this change, but if not, you can turn off this requirement in the Sim Settlements 2 MCM.

Settlement: Super Duper Mart
Level 0
Target is 5 Settlers, 1 City Plan Leader total. No more than basic services.

Plot Guide.
  • Caravan Services (Municipal)
  • Watch Tower (Martial)
  • Basic Defenses (Martial)
  • Basic Farms (Agricultural) x 2
  • Relaxation (Recreation) x 2
  • Agility Training (Recreation)
  • Endurance Training (Recreation)
  • Luck Training (Recreation)

Level 1
Target is 15 Settlers, 1 City Plan Leader total. No more than basic services.

Plot Guide.
  • Communications (Municipal)
  • Power Transfer (Municipal)
  • Sanitation (Municipal)
  • Basic Defenses (Martial)
  • Building Materials Gathering (Industrial)
  • Organic Materials Gathering (Industrial)
  • Machine Materials Gathering (Industrial)
  • Rare Materials Gathering (Industrial)
  • General Store (Commercial)
  • Medical Clinic (Commercial)
  • Relaxation (Recreation) x 2
  • Charisma Training (Recreation)
  • Perception Training (Recreation)

Level 2
Target is 25 Settlers, 1 City Plan Leader total. Some services may be replaced with advanced.

Plot Guide.
  • Sanitation (Municipal)
  • Hospital (Municipal)
  • Bar (Commercial)
  • Armor Store (Commercial)
  • Weapons Store (Commercial)
  • Book Store (Commercial)
  • Production (Industrial) Medication
  • Production (Industrial) Ammo/Mods
  • Production (Industrial) ASAMs
  • Advanced Defenses (Martial) - Replaces Basic Defenses (Martial)
  • Advanced Farms (Agricultural) x 2 - Replaces Basic Farms (Agricultural) x 2
  • Cemetery (Municipal)
  • Relaxation (Recreation)
  • Intelligence Training (Recreation)
  • Strength Training (Recreation)

Level 3
Target is 30 Settlers, 1 City Plan Leader total. Some services may be replaced with high tech.

Plot Guide.
  • Robots Store (Commercial)
  • Shipments Store (Commercial)
  • Production (Industrial) Alcohol
  • Tax Services (Municipal)
  • High-Tech Defenses (Martial)


Support Me



Walkthrough Videos

City Plan Level 1

City Plan Level 3


Required DLC
Automatron
Wasteland Workshop
Far Harbor
Contraptions Workshop
Vault-Tec Workshop
Nuka-World

Required Mods
To ensure the city plan looks as intended, you must have them installed.
Missing mods will result in random plots taking the place of chosen plots. This is not a bug.
Sim Settlements 2
Sim Settlements 2 - Chapter 2
Sim Settlements 2 - Chapter 3
Sim Settlements 2 - Extended
Wasteland Venturers 2
Junk Town 2
Favelabulous
Jampads 2
Vault-Tec Tools
SS2 Superstructures
Pra's Random Addon 2
From Sanctuary to Concord
SS2 Settlers at Play
Tiny Living
Shazbot's Cots
Sim Settlements 2 - Nuka World Expansion
Sim Settlements 2 - Far Harbor Expansion
SS2 Industrial Revolution of the Wasteland
Attack of the Lobotoplots
Mystic Rogue's Super Duper Quest and Add-On Pack
Baseline Plots Brotherhood
IT2 4 SS2
Sim Settlements 2 Scrappers
Nora's Commonwealth Reconstruction Project
Yagisan's March 2024 Plot-A-Palooza Entry

Sim Settlements 2 Recommended Settings
To ensure the city plan looks, and functions as intended, there are several options that you should set in the Sim Settlements 2 MCM.

Designer's Choice.
ON. This MUST be on for the plot selection to work.

Change Plots.
ON. This MUST be on for the plot selection to work.

Hold for Preplan.
ON. This MUST be on for the plot selection to work.

Limit Outpost Plans to Outposts.
ON. None of my outpost plans are suitable for settlement use.

Auto-Upgrade City Plans.
OFF. To avoid power grid related issues, manually trigger the city/outpost plan upgrade from the city planners desk.

Maintenance Costs: Non-plot.
OFF. This is not a viable option for complicated plans.

Junk Storage Requires Defense.
OFF. This is not a viable option for complicated plans.

Starting Plot Levels.
OFF. This plan assumes plots will take time to level up.

Workshop Framework Recommended Settings

To avoid vanilla gameplay bugs, and frustrations, there are several options that you should set in the Workshop Framework MCM.

Shelter Mechanic.
OFF. This vanilla mechanic is broken in Fallout 4, and often fails to detect if beds are sheltered or not. This should avoid sudden happiness plunges when the game decides the roof no longer exists.

Default Robot Happiness Level.
100. They are robots. Happiness is irrelevant. The vanilla value is 50, and nothing you can do changes this. The vanilla value for settlers is 80. There's no good reason to punish players for using the robots from Automatron. This should avoid sudden happiness plunges when the game decides your robots are now unhappy.

Known Issues
There are several known issues with this plan. None of them are bugs with the plan, but rather issues that may arise during gameplay.

The Bed Count is Wrong
Often this is because a residential plot has not fully built correctly. There are several possible reasons, however to fix it, select the plot ASAM and tell it to refresh the plot.

The Plot looks odd.
Often this is because a plot has not fully built correctly. There are several possible reasons, however to fix it, select the plot ASAM and tell it to refresh the plot.

The Settlers Aren't Working Where They Should.
Some plots may offer multiple jobs. Some plots may have have stat requirements. This plan include all stat training options so eventually all settlers will have the stats to do all jobs. By default Sim Settlements 2 simply tries to assign each settler the first available job, based on settlement need. You have two options to deal with this:
  • First, you can manually assign settlers to their jobs.
  • Second, in HQ, at the Comm Hub Terminal, there is an option called "Optimal Reassignment". Use it.
Please be aware that settlers need a skill level of 5 in the matching skill to use advanced plots, and 8 to use high tech plots.

The Fusion Generator / Water Purifier / Roof /Broken Walls didn't automatically repair when the city plan leveled up.
Sim Settlements doesn't appear make these changes to the settlement when upgrading. You can (and should) go into build mode and manual fix them. The collapsed roof should be fixed before the City Plan reaches level 1. The walls before the City Plan reaches level 2. It is also fine to fix all of them before starting the city plan.

There are corpses everywhere, and they didn't automatically disappear when building a city plan.
You have two real options here - console commands to disable them, or use the Settlement Tidy Bot to remove them. I prefer the Settlement Tidy Bot. Build it after you claim the settlement, then tell it to scan and remove all corpses. It should be done by the time you finish scrapping and fixing everything, then empty its chest, store it in the workshop, then build this city plan.

It doesn't look like Christmas! I thought this was a Merry Modding Days mod!
Level 3 of the City Plan includes holiday decorations that change based on the in-game time of year. It was Halloween in-game when I recorded the walkthrough videos. They will change to Christmas decorations when it is Christmas in-game.