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An inquiry into Production Plots:

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70
Namely, if and how multiple production plots interact with multiple relevant shops.
For example, if I have three chem production plots and one clinic do I get three times the number of drugs in the clinic?
What if I have three clinics and one production plot, do they all get the drugs?
 
From what I remember, all plot vendors use a shared inventory. i.e. every clinic plot will offer the same items.
Industrial production is added to the defined vendor inventory. So if you have 3 chem production plots, that production will be added to the "clinic" vendors an can be accessed via any "clinic" plot.
 
From what I remember, all plot vendors use a shared inventory. i.e. every clinic plot will offer the same items.
Industrial production is added to the defined vendor inventory. So if you have 3 chem production plots, that production will be added to the "clinic" vendors an can be accessed via any "clinic" plot.
That is the theory and matches what I've seen in practice. There's no logical reason to have more than one of the same shop in a single settlement. Multiple production plots can be done, but these tend to be very resource intensive so you may want to ask yourself how many drugs you really want to buy.
 
That is the theory and matches what I've seen in practice. There's no logical reason to have more than one of the same shop in a single settlement. Multiple production plots can be done, but these tend to be very resource intensive so you may want to ask yourself how many drugs you really want to buy.
The RP build I'm planing on once I'm done testing is going to be a mad genius that is permanently addicted to basically every chem. So....all the chems.


One last part: the product of production plots is virtual and therefore shared between connected settlements, correct?
 
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One last part: the product of production plots is virtual and therefore shared between connected settlements, correct?
Given the responses of MSalaba and Captain Laserbeam, it seems the production goes directly into the appropriate vendors inventory (ie, clinics for chems). ALL settlement clinics (including ones made using the vanilla stuff) share the same inventory regardless of whether or not the settlements are connected.
 
Given the responses of MSalaba and Captain Laserbeam, it seems the production goes directly into the appropriate vendors inventory (ie, clinics for chems). ALL settlement clinics (including ones made using the vanilla stuff) share the same inventory regardless of whether or not the settlements are connected.
I would only caveat that I am not sure about the last bit ("regardless of whether or not the settlements are connected." I think Kinggath made a lot of adjustments to production and vendors that fixes some longstanding issues in the current 2.2.6 beta build that I haven't had a chance to preview (and built on your fine work, @cbrgamer2 ) - but I can tell you with certainty that if you build two clinics in the same settlement then that is redundant because they absolutely will share the same vendor container. Having multiple chem production factories just means that one clinic will be super well stocked.

We will have to see in looking at the 2.2.6 beta whether all that chem production goes into the clinics in the rest of the caravan network. Fingers crossed that it does because I know that has always been the intent of production plots. In the past, though, it kind of meant your settlements were themed. So you go to one settlement that maybe has all your booze production and bars, another settlement where there were weapons produced and maybe ammo produced and a weapon store that sold it, etc. etc. That's how I've done it, and it does give each of the settlements kind of a specialization or theme. If it spreads through the whole caravan network though, as was the dream, then that won't be necessary any longer.
 
The RP build I'm planing on once I'm done testing is going to be a mad genius that is permanently addicted to basically every chem. So....all the chems.
That RP build sounds fun! Are you going with the white lab coat and welding goggles?
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I actually didn't know you can get addicted to the Nuka Cola products, until I tried for the "drink every flavor there is" achievement. OK sorry, back to the topic.
 
That RP build sounds fun! Are you going with the white lab coat and welding goggles?
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I actually didn't know you can get addicted to the Nuka Cola products, until I tried for the "drink every flavor there is" achievement. OK sorry, back to the topic.
I'm not sure yet. My thought process was basically that Nora, being a new mother, had been put on antidepressants and mood stabilizers and was maybe taking some over the counter uppers like mentats. And then spent 200 years with her brain marinating in caffine, adrenaline, and pharmaceuticals.
Now she is physically addicted in a way not even the Vault-Tec cleaner chair can help and she is constantly trying to self medicate back to normal. Before the war she was reasonably intelligent, but after 200 years of marinating in berry mentat she is an absolute amoral savant[10 base INT]...but with no practical knowledge of hard sciences or mechanics [so I wont be leveling crafting skills early], a near sociopath but with a tendency to take the long view

I actually plan on spawning nuka cola[caffine], jet[adrenaline], mentats, calmex[mood stabilizer], and day tripper[antidepressant] in vault 111 and taking all of them until I'm addicted. What I cant decide on is how to split STR, END and CHA and whitch will be my primary second stat. It won't be a vats or stealth build, so the other three Stats are largely irrelevant beyond picking a weapon. I will be taking the Danse Dilemma new elder ending and taking the institute with the MM.

If I go STR with Heavy weapons and PA I'll probably were a labcoat and a super soaker filled with gasoline the rest of the time, and will be adding buffout to the initial addictions.
If I go CHA I'll probably be going full Zero and grabbing the absolute highest defense I can manage and letting my companions deal with the killing, and will be adding booze to the initial addictions.
If I go END I will probably favor radiation and explosions and end up looking favoring CotA gear mixed with super science and techno sorcery [probably with [robot]babys armed with buzz saws] and will be adding morphine, I mean, med-X to the initial addictions.
 
I would only caveat that I am not sure about the last bit ("regardless of whether or not the settlements are connected."
I'm pretty sure each vendor type only has a global set of containers. I do not think there are containers local per settlement. (I could be wrong)

The caveat would be if your industrial produces items that are added to a L2 vendor and you only have a L1 vendor plot in the settlement. You would not be able to buy that production until the commercial plot leveled up to L2.
 
I'm pretty sure each vendor type only has a global set of containers. I do not think there are containers local per settlement. (I could be wrong)

The caveat would be if your industrial produces items that are added to a L2 vendor and you only have a L1 vendor plot in the settlement. You would not be able to buy that production until the commercial plot leveled up to L2.
Maybe 2.2.6 has corrected that but 2.2.5 and before that was definitely not true. Production items only appeared at the vendors at the settlement the production was located in. It was absent in other settlements. Now that may be the issue that Kinggath corrected in the 2.2.6. beta but I still have not had time to play with the newest instance of it. In most cases, I have the bulk of my production items set to go to level 1 for the vendor, so it should theoretically have been available globally. It definitely was not and was only available in the settlement at which the production was occurring.
@Captain LaserBeam I've been assuming SS2 still uses the standard vendor inventories for it's commercial plots. SS1 certainly did. But maybe KingGath has changed it for SS2? I'll be interested to know how the experimentation goes.
I think the capability of playing with vendor restock "OFF" and having only production provide items for vendors - the default for survival - likely severed the global containers piece because the vanilla game vendors do restock but settlement vendors wouldn't - which means they have to be operating off of separate containers. Again, I need to see what the latest beta build has but I can say since SS2's release it has functioned very differently from standard vendor inventories.
 
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I think the capability of playing with vendor restock "OFF" and having only production provide items for vendors - the default for survival - likely severed the global containers piece because the vanilla game vendors do restock but settlement vendors wouldn't - which means they have to be operating off of separate containers.
Yeah, sounds likely.
 
Production items only appeared at the vendors at the settlement the production was located in. It was absent in other settlements.
Then its an issue with my memory. I may be confusing SS2 vendors with WSFW... I think it was sometime before SS2 v2.0.0 that I looked at the vendor stuff. I do remember my brain noped out of it. ;)
 
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Then its an issue with my memory. I may be confusing SS2 venrods with WSFW... I think it was sometime before SS2 v2.0.0 that I looked at the vendor stuff. I do remember my brain noped out of it. ;)
Yeah - I will admit that a lot of my talk here is purely based on observation and speculation because I tried to look at it once and instantly got a headache.
 
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