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Question Having Self Powered Items Off

cbrgamer2

Well-Known Member
Messages
727
Should the setting Self Powered Items only affect workshop items like water purifiers and recruitment beacons, or should it affect plots as well? Because when I have it off, plots that are placed in a city plan are initially not powered, but become powered when their ASAM comes on line.
I'd like the plots to be unpowered if possible. If tried refreshing them, but that doesn't work.
 
It definitely seems like this is a bug. If you have self powered items on, all the plots immediately have power when the city plan is first built. If you have self powered items off, the plots start not powered, but become powered when their ASAM appears.
It looks like the intention is to have the plots not power themselves, but something is messing that up.

I realise I am probably the only person in the world who wants to have to hook up the power myself, but I'd still really like this feature fixed so I can play with it ...
 
For anybody who is interested in a potential fix (read : hack) for this, I wrote a script that removes the keyword kgsim_CitySpawedPlot from the plots. Then I ran the refresh all plots tool. Once done, the plots were no longer self powered (because the scripts now see them as plots you placed yourself). I think it will act as though I deleted all the plots and replaced them with plots I built myself. But I'll need to test it more.
This does not remove my desire to have this feature actually working properly though!
 
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