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Fixed Ceramics Factory Issues.

Yagisan

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Something has gone terribly horribly wrong with the ceramics factory. How do I make all of the produced objects despawn quickly ?ScreenShot0.jpg
 
How in the hell did that happen? Well, currently you can't, you'll just have to pick them up and put them in the storage container for disposal.

In 0.7.8 I will treat these like I do the toys over at the toy factory and they will delete themselves on cell unload.
 
How in the hell did that happen?
If I knew, it would have been in the bug report. I was building quite extensively over at Abernathy, and I believe the Red Rocket cell is close enough to always be active. I will blame a settler with falsified qualifications.

It was much worse than that picture. I built that at the top of the entrance to the mole rat cave at Red Rocket. The entire hill was *covered* in them. In the same thickness as inside. I picked up over 600 items. They were still popping out of the ground.

Still hearing the sound of jiggling ceramic, I scrapped the building. That was a mistake, as even more exploded out of the walls, in what can only be described as ceramic bukkake. Bowls, cups, and plates covering the ground, the hill, and the two surrounding factories. It still lags horribly there.

It was promptly replaced with a level 1 ceramics factory, and the settler reassigned to the mole rat farm for reflection on their poor choices.

In 0.7.8 I will treat these like I do the toys over at the toy factory and they will delete themselves on cell unload.
Much appreciated. Thanks mate.
 
Haha - that is an awesome picture!

@mytigio - I haven't seen your scripts, but I wonder if you're running into an issue I recently discovered and added a helper script for in the next patch. Whenever a plot upgrades or refreshes, it's previous objects are still technically there and waiting for the engine to clean them up. Clean up is supposed to happen whenever the cell unloads, but it doesn't always do so.

So then if you have any scripts using radial detection to find objects they can end up grabbing disabled references. The new functions I added act similar to the ObjectReference Find functions but they first check that the objects in question aren't awaiting garbage collection.
 
wow im surprised when you scraped the plot the ceramics didnt kill you.. watched a dude on youtube playing skyrim spawn a shit ton of cheese wheels (via the console) that killed him

lol

"death by cheese wheel"

and now

"could have been" "death by ceramics"
 
wow im surprised when you scraped the plot the ceramics didnt kill you.. watched a dude on youtube playing skyrim spawn a shit ton of cheese wheels (via the console) that killed him

lol

"death by cheese wheel"

and now

"could have been" "death by ceramics"

When I was first working on my robot workshop, i was crushed repeatedly by spawning robots :P
 
Haha - that is an awesome picture!

@mytigio - I haven't seen your scripts, but I wonder if you're running into an issue I recently discovered and added a helper script for in the next patch. Whenever a plot upgrades or refreshes, it's previous objects are still technically there and waiting for the engine to clean them up. Clean up is supposed to happen whenever the cell unloads, but it doesn't always do so.

So then if you have any scripts using radial detection to find objects they can end up grabbing disabled references. The new functions I added act similar to the ObjectReference Find functions but they first check that the objects in question aren't awaiting garbage collection.

My concern is that all of those should have been in that conveyor storage right there. It's a single piece of conveyor belt in a straight line, I haven't the foggiest clue how that many could fall off :P

I'm wondering if perhaps the conveyor storage unloaded, but the builder did not
 
When I was first working on my robot workshop, i was crushed repeatedly by spawning robots :P
"death by cheese wheel"
"could have been" "death by ceramics"

and now

"death by spawning robots"

rofl i can imagine the sound they all made when you get near them they talk so LOL on that
 
My concern is that all of those should have been in that conveyor storage right there. It's a single piece of conveyor belt in a straight line, I haven't the foggiest clue how that many could fall off :P
If the conveyor was somehow blocked, that might do it. Unfortunately, I have no visual proof of a blockage.

I'm wondering if perhaps the conveyor storage unloaded, but the builder did not
As I was picking up the 600+ items, the builder continued to produce more, however, some appeared to be stuck in the top part of the builder, just below the clay intake. It might be possible.

I'll check on my other ceramics factories after work tonight. I have 2 more. If they are fine, I have to assume a settler or dogmeat tried to path over the conveyor belt to the settler housing behind the factory.
 
If the conveyor was somehow blocked, that might do it. Unfortunately, I have no visual proof of a blockage.


As I was picking up the 600+ items, the builder continued to produce more, however, some appeared to be stuck in the top part of the builder, just below the clay intake. It might be possible.

I'll check on my other ceramics factories after work tonight. I have 2 more. If they are fine, I have to assume a settler or dogmeat tried to path over the conveyor belt to the settler housing behind the factory.

Yeah, if you see one stuck above let me know for sure, because if that's the case it would explain it for sure (they would fly all over if they got stuck in the collision, and maybe I just haven't seen it happen yet).
 
Yeah, if you see one stuck above let me know for sure, because if that's the case it would explain it for sure (they would fly all over if they got stuck in the collision, and maybe I just haven't seen it happen yet).
I made a short 3 minute video demonstrating the issue. There is no audio in this video.
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Hmm, not the type of stuck I was thinking about (I was thinking about this type:
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)

Although you did demonstrate something else I screwed up, apparently the building is producing cloth and I forgot to remove it!
 
Oh I hate those monkeys. Them and Mr Handy Fuel always get stuck in the builders. My recycler (rampped system on the hill) didn't like them.

FYI, normally I get a butter smooth 60fps at 1080p. There are so many objects in that video it is under 20fps the entire time.

Glad I helped you find your missing 700+ cloth.
 
0.7.8 is up, which fixes several bugs and adds the ceramics prop items to the auto-delete list.

Items should disappear once the cell unloads now if they fall off the conveyor belt
 
0.7.8 is up, which fixes several bugs and adds the ceramics prop items to the auto-delete list.

Items should disappear once the cell unloads now if they fall off the conveyor belt
Thank you. I am still cleaning up that disaster at Red Rocket. Each time I visit the settlement, I keep finding more ceramic!
 
This is amusing for me because I had the same bug with the ammo production industrial plot a while back, I was having major lag issues so I tried everything and even went so far as to self-destruct sim settlements. Ammo boxes EVERYWHERE. Destructing sanctuary took 10 minutes to render all the boxes flying around. In the end I had over 14000 boxes of ammo to pick up across the three settlements producing ammunition.

Then the mod was changed to delete them on cell unload and my computer cheered.
 
So what should I do now my ammo factory is spewing out ammo boxes on to the ground outside? I am ankle deep in them in some places. No doubt it's because the plot is in that problem area at the bottom of Abernathy farm. Will destroying the plot do the trick?
 
Strongly recommend upgrading to the latest version of the plot, it'll stop the bleeding because the boxes will disappear when you leave the settlement. I don't know if it impacts boxes created before it was installed though, but if not, picking them up is kind of the only option to get rid of the lag.
 
Strongly recommend upgrading to the latest version of the plot, it'll stop the bleeding because the boxes will disappear when you leave the settlement. I don't know if it impacts boxes created before it was installed though, but if not, picking them up is kind of the only option to get rid of the lag.

The ammo boxes shouldn't disappear actually (because those are actual ammo).

Honestly I'll probably be replacing the ammo factory completely and stop using Contraptions builders all together, they are just far too unreliable (as we can all see from the issues surrounding every plot that includes a builder! :P)
 
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