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Old Post Bug Fixed for Scrap Everything City Plans

kinggath

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I just fixed a bug in the City Plan Maker web app that could prevent City Plans relying on Scrap Everything from being created correctly.

I also want to caution anyone building City Plan using Scrap Everything in a settlement with important things in it - for example, The Castle. Be sure that you test your city plan thoroughly in a fresh playthrough and confirm that you can still do the quests in that settlement after your City Plan has built its foundation level. If your plan accidentally deleted an important trigger - you will make some angry players!

Unlikely that it will happen, but because we haven't tested a ton with Scrap Mods and the City Plan app, its best to take precautions.

If you find oddities, let me know and I will continue to adjust the tool because I definitely want it to support scrap mods!
 
Progress! Now the fallen wing of the diner and the leaves and the scrap in the water is scrapped. But.....anything that is between the extended border and the vanilla border is not scrapped, screenshots here:
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saying that, there is quite a bit of clutter that has not spawned, so I am going to try and leave it while i go to work in case it's just a question of time.
I installed the scrap everything mod as well as ASE to see if there was a difference but the same stuff was scrapped and unscrapped.
 
Ok bit of a pebcak here, using a new playthrough to test so i didn't realise that clutter was turned off in the settings! Turned it on, nothing happened but when I started from scratch there the clutter was. Still have the no scrap issue between the vanilla and extended borders, also the mattress in the projector tower didn't scrap and the 4 levelled beds I placed - within the vanilla borders - also didn't spawn. Also not spawning were two levelled bar counters and two blue marker shopkeeps, all my other blue marker idle thingys spawned fine.
 
Other weirdness, flying cars! It looks like an exact copy of the pink car outside the gates spawns on top of itself and causes both of them to fly off!
20180327074040_1.jpg
I absolutely didn't touch this car before scrapping it.
Other weirdness, the tracking of beds seems out:
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I'm wondering if, since scrap everything will work in vanilla settlements with bUseCombinedObjects=1 and ASE seems to have the same effect of breaking precombines in settlements only, whether there would be no performance loss in enabling SE as well as ASE? In which maybe I should try installing scrap everything and using that to do my initial scrapping rather than place everywhere and all that 'disable/markfordelete'ing?
 
Me again, one of my blue shopkeeps appeared when I spawned some settlers, I'm going to hazard a guess that the levelled blue markers and bar counters don't spawn until the game assigns a settler to them? If so this leaves the problem of clutter hanging in mid air till the counter spawns around it, presumably if I put the counter in at level 0 it will spawn immediately?

edit: and of course the levelled beds, they just showed up! Well sleeping bags did, but thats what they looked like when I put them in the plan.

also, designers choice has worked perfectly for all res, agri, martial, com,ent plots, but 1 of 5 industrial didn't work, idek's logistics was built as ronnie's aluminium.
 
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Things with physics like the cars are always a problem for the system due to the fact that they can settle at a slightly different location each playthrough. Best bet is to move it somewhere else and link it, this way the original will get scrapped during the foundation level and a new version will be placed. You don't even have to move it far.

Yes to the blue men, leveled counters, and beds. We ended up avoiding leveled counters when we stocked them and instead used the blue men on static counters - that way we could freely decorate them and know that at least the static counter would appear. The static counters can be found under Furniture -> Counters.
 
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