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Question Explanation of changes in resource plot production and bonus

Sigmar

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95
I have noticed in the last couple updates you have begun to switch the resource collection mechanics of your plots over to the one in Kings system.

In layman terms, can you explain exactly what this means and how it impacts your plots, and the benefits they use to provide vs what they provide now? Is it worthwhile to still build the three scav plots in a settlement focused on your other resource collection plots , and if so what compounding effect will they have.

As someone who is relatively new to SS , I am not really up to speed on why and what the changes do and why they were made.

Thank you!
 
I have noticed in the last couple updates you have begun to switch the resource collection mechanics of your plots over to the one in Kings system.

In layman terms, can you explain exactly what this means and how it impacts your plots, and the benefits they use to provide vs what they provide now? Is it worthwhile to still build the three scav plots in a settlement focused on your other resource collection plots , and if so what compounding effect will they have.

As someone who is relatively new to SS , I am not really up to speed on why and what the changes do and why they were made.

Thank you!

So when SS first came out, kinggath didn't have a system for generating specific scrap, instead you could simply act as a scavanger workbench (vanilla item), and get random scrap. So when I first released my mod, I had to make my own scrap generation system so I could have the focused scrap types I wanted. As part of this, I made a system for improving the outputs of that system (the scav team dispatcher and salvage sorting facility, fyi the shed doesn't improve the other plots, it's a fall-back plot because the building needs to construct something).

When IR was released, kinggath introduced a system so that the plots could generate scrap using the SS code directly. This has some advantages, specifically it allows the plots from multiple add-ons to work together and because he also introduced a system to improve plot resource output, it meant a building like the salvage sorting facility could impact not just my own plots, but any add-ons plots!

So, since I've been making interior versions of my plots I've been putting in the effort to convert to kinggaths system as well while I do so to improve compatibility with current and future SS systems. The only reason I ever had my own is because I'm impatient and kinggath hadn't had time to make his yet.

As for advantage vs disadvantage: the other advantage beyond just compatibility is uniformity. Currently if you have another add-on's industrial plot that produces, say, concrete, and mine producing Steel, the production timeframes and rates are different, the tick system is different, etc. It's confusing to new players because my plots work one way and everyone else has plots that work a different way, so I've been meaning to come in-line with the rest for awhile now.

This does also mean taht plots like the Fuel Depot from IR will increase the production rate for my plots now, where before it would impact every plot except mine.
 
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