DevinJam Posted January 27, 2020 Share Posted January 27, 2020 i read somewere and cant find it now that the game machanics can only handle so many settlements. is this true? if so how many can it handle im downloading some settlment mods.i got a gaming laptop now and trying to test how much it can handle for this game too. Link to comment Share on other sites More sharing options...
JimmyRJump Posted January 27, 2020 Share Posted January 27, 2020 I've had as many as 108, without too many problems, except for overpopulation (using a mod that allows up to 500 settlers in a settlement) and the occasional Commonwealth entry instead of the settlement's name in the pipboy, which means the radio beacon won't attract settlers and supply lines can't be sent to the settlement. Its workshop will also not share ingredients with other settlement's workshops. Link to comment Share on other sites More sharing options...
AeonsLegend Posted January 27, 2020 Share Posted January 27, 2020 I don't think the amount is the issue. More of whether they conflict or are just bad to have. Some of them may not conflict, but give other results you may not want when used in combination. Link to comment Share on other sites More sharing options...
SKKmods Posted January 27, 2020 Share Posted January 27, 2020 You can have as many unregistered/isolated workshops as you like, although overlapping build areas will cause problems. But, you can only have 128 workshops registered with WorkshopParentScript (to create supply lines, move settlers, calculate resources) as script arrays are limited to that number. SKK Workshop Utilities - Corrupt Workshop Lists Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted January 27, 2020 Share Posted January 27, 2020 you can safely handle all the Sim Settlement mods together along with most other settlement mods working fine with SS Link to comment Share on other sites More sharing options...
DevinJam Posted January 27, 2020 Author Share Posted January 27, 2020 Thank you i got 121 so close to maxing out. does that effect the buildable player homes too? Link to comment Share on other sites More sharing options...
DevinJam Posted January 27, 2020 Author Share Posted January 27, 2020 You can have as many unregistered/isolated workshops as you like, although overlapping build areas will cause problems. But, you can only have 128 workshops registered with WorkshopParentScript (to create supply lines, move settlers, calculate resources) as script arrays are limited to that number. SKK Workshop Utilities - Corrupt Workshop Listsdoes this count for player homes? Link to comment Share on other sites More sharing options...
SKKmods Posted January 27, 2020 Share Posted January 27, 2020 No idea what qualifies as a "Player Home" as that is not a defined term. The technical limitation is on Workshops registered with WorkshopParentScript and I don't have any other language to describe that. Link to comment Share on other sites More sharing options...
HeyYou Posted January 27, 2020 Share Posted January 27, 2020 No idea what qualifies as a "Player Home" as that is not a defined term. The technical limitation is on Workshops registered with WorkshopParentScript and I don't have any other language to describe that.Essentially, if you can send a provisioner there, it counts, if you can't, it doesn't. Link to comment Share on other sites More sharing options...
SKKmods Posted January 27, 2020 Share Posted January 27, 2020 Essentially, if you can send a provisioner there, it counts, if you can't, it doesn't. That definition is not fool-proof as a failed or corrupt registration can be taking up a WorkshopParent slot, but unable to move settlers or create a provisioner. Learn even more here. Link to comment Share on other sites More sharing options...
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