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(fixed) Non plot beds don't seem to be generating

NDCowdy

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I'm noticing across various city plans that non plot beds are not being generated. I'd noticed a lack of beds in some other peoples plans but wasn't sure if I was right, but seeing some of my own plans building up naturally I know where they were supposed to be (and are not). Residential plots are building fine and even after a good amount of time some settlers are being left homeless. I did previously report that the contest holotape wasn't correctly identifying non plot beds (both vanilla and project blue print ones). Is this something wrong my end or do others see this also.
 
I've had this with last months Hangmans build, I had 3 vanilla sleeping bags at L0. Sometimes they would be there and others they wouldn't. Just fast travelling away fixed it though.
I have 2 PBP sleeping bags in this months Coastal Cottage build and have no problem with them whatsoever.
I find if you are spending prolonged periods in a settlement (like building one) things tend to go weird, reloading the cell every now and then helps a lot I find.
 
+1
Sometimes it even tells me there's extra or less beds in the settlement from the build menu.. and I have to re-build the CP, a couple of times, to get it right.
 
It's not while building myself that there are bed issues, but when I let the game build them using city plans.
My Hangman's has reached lvl 2 in game. The build save used to create this level had a population of 13 with 11 res plots and 2 beds. But when the City Plan built it, it has a max pop of 11 and even when I manually add more settlers to make it 13 or more, the bed never builds.
I've had Myrmarachne's County Crossing plan build ages back now, even at level 3 it shows a max pop of 3. I'd assumed that was due to use of multi-bed plots (that I've never really got the hang of using properly) but there are many locations that look like there should be a bed built in them, but no plot beds built.
I also have Harkness' Jamaica Plain building, at level 2 it's missing beds for 3 settler's. I need to go ask them what should be there.
In all cases I've done several refreshes, given a lot of time, and done a lot of travelling well away from their cells.
Would be useful to know if anyone else's games are building non plot beds or not to see if it's something odd in my setup or a city plan issue.
Edit: corrected a few numbers
 
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Managed to sort Hangman's by over populating and then refreshing. So only a minor problem, not the big issue I was worried it might be.
 
I've had Myrmarachne's County Crossing plan build ages back now, even at level 3 it shows a max pop of 6. I'd assumed that was due to use of multi-bed plots (that I've never really got the hang of using properly) but there are many locations that look like there should be a bed built in them, but no plot beds built..
For what it's worth, Myra's County Crossing has 11 settlers max at all levels, so should definitely spawn plots and beds for more than 6. If it is the Townhouses that mess with the numbers on this city plan, you could set them back to level 1 (choose another building plan, and then the Townhouses again), set upgrades to manual (or choose path in advance - I haven't tried this since Kinggath added it), and choose the Player Home branch. This will get you only one bed per house that counts towards the workshop beds.
EDIT: I'll ask him to get back to you on the ratio plots/beds :)
 
Thanks Tinuvia. I'm testing some theories at the moment, I'll go back and see if I can force it to generate it's beds at some point. Does look like the system may just be using res plots to determine population rather than including non-plot beds too.
 
This has been a problem for me for some time, I think since conquest first came out (though it could have arrisen sooner or latter than that.) I had posted this on my own thread, and then
@Phil_T_Casual Told me you were having this problem as well. So I decided to post this here as well.
Since I run MO2, I have conducted a test on my "minimal"/debugging profile, loading only the following mods:

  • Sim Settlements (3-in-1)
  • Conquest ( for tests 1 and 2)
  • Workshop Framework
  • Workshop Plus
  • Start Me Up
  • Yagisan's Vault 111 Plot (Where the problem first started being noticeable. I ran it in these tests to see if it was a problem with the plan system, or just that particular plan.)
  • HudFramework
  • Settlement Menu Manager
  • All items necessary for Yagisan's Plan:
  • Creative Clutter
  • Do it yourself- clutter for shelves and bookcases
  • Kraggles Structures
  • Modular Kitchen
  • Solar Panels
  • Thematic and Practical
  • Vault 111 Settlement
  • Workshop Rearranged.
No simsettlement addons were used during these tests.

I conducted 3 separate tests. For these tests I used the following plans:
* Yagisan's Vault 111 Plan (This is where I first noticed the problem, since Vault 111's plan relies very heavily on beds since it's way too small for any more than 6 residential plots)
* Red Rocket Truckstop (vanilla)
* Bunker Hill (took control of it via Workshop Framework) (also vanilla)

Test 1: Building Plans With Conquest enabled.
Result: Beds would not build at all. Settler limits for each phase:

Vault 111: 6 - 6 - 6 - 6 (should be max 24)
Bunker Hill: 3 - 3 - 7 - 11
Red Rocket: 6 - 6 - 6 - 6

So no, it's not just a problem with Yag's Vault 111 (which other than the bed thing, works just fine), it's any plan that uses beds.

Test 2: Pre-Built plans with Conqueror. Settings were "Start at level 3, population 100%"
Result: Strangely, when Pre-build beds would not only build but also be counted towards settler limit.
Settler Limits for each:

Vault 111: 24
Red Rocket: 13
Bunker Hill: 18

Test 3: No Conqueror Testing whether Conqueror was the culprit, I removed it (since I'm using Mod Organizer 2, this means I disabled its folder, removing it in its entirety, not just disabling its esp).
Result: Beds would be built, but when refreshed the beds would not be rebuilt. Either way, they still would not count towards settler limit.

Settler Limits: Same as first test.
 
Thanks Rylasasin, good looking testing, glad It's not just me. I've got some more info on a couple of settlements which had shown issues for me and will try to find time to see if I can see what's gone wrong with them or if I can force the beds to show as I did eventually on my own level.
I don't use Conqueror, so it's definitely not that with me, although there have been plenty of related updates for the main mod.
 
Done a few tests to see if earlier refresh to get beds building work.
COUNTY CROSSING (Myra's city plan)
Level 3, showing a max population of 3 (should be 11),
plan built 3 residential plots no beds, 14 settlers present
Refresh #1: Caused 1 bed to appear on the left of the vanilla hut
Refresh #2: Caused 2 beds to appear one on the right of the vanilla hut, one in the room above
Refresh #3: Caused 2 beds to appear one on the right of the vanilla hut, one in the office next to leisure plot.
(All beds that generate appear to be vanilla beds)

JAMAICA PLAINS (Harkness' city plan)
Level 2, showing a max population of 14 (should be 15),
plan built 11 residential plots no beds, 15 settlers present
Refresh #1: no beds generated
Refresh #2: no beds generated
(I think the beds in the plan were markers rather than furniture)

HANGMAN'S ALLEY (my city plan)
Level 2, showing a max population of 11 (should be 13),
plan built 11 residential plots no beds, 14 settlers present
Refresh #1: 1 vanilla bed generated
Refresh #2: 1 PBP bed generated

So it looks like manually boosting the population and refreshing forces the system to look for available beds, but it only does one or two not all that are needed. It also looks like bed markers are not being generated at all. County Crossing looks to have several locations that use them but did not generate, and may be why can't get any beds to generate at Jamaica Plains.
 
In case this is just happening to some and somehow a mod conflict or load order issue, here is my current load order.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
hudframework.esm
truestormsfo4.esm
simsettlements.esm
workshopframework.esm
SkjAlert_All_DLC.esp
SettlementMenuManager.esp
salvagebeacons.esp
improved map with visible roads.esp
everyonesbestfriend.esp
Insignificant Object Remover.esp
Backpacks of the Commonwealth.esp
ScrapGrinder.esp
eli_armour_compendium.esp
raiderclutter.esp
TransferSettlements.esp
AutomatronDialogueFix.esp
CROSS_MojaveManhunter.esp
MJC_Sim_Settlements_Addon.esp
ohSIM_Sim_Settlements_Scrappers_Addon.esp
TrailerParkDreams.esp
fp_simsettlements-leaderpack.esp
SimHomestead.esp
junktown.esp
SimSettlements_IDEKsLogisticsStation.esp
simsettlements_addon_vaultland.esp
ssaop_samutzvault88.esp
uitfj.esp
ss_addon_cbc_aio.esp
simsettlements_megapack_yearone.esp
ruined_simsettlement_addonpack.esp
simsettlements_xpac_riseofthecommonwealth.esp
simsettlements_xpac_industrialrevolution.esp
wvsimsaddon.esp
wv2_simsaddon.esp
bloodmoonraiders.esp
ss_addon_pbpp.esp
ProjectBlueprintCOBJs_Sim.esp
ProjectBlueprint.esp
simsettlements_cityplanpack_contestentries.esp
SimSettlements_AddOnPack_IntimateSpaces_SirLach.esp
SimSettlements_CityPlanContest.esp
SimSettlements_AddOnPack_AwsomeTown.esp
JibsResidentialAddOnPack.esp
PCDugSIMAddon.esp
IndustrialCity_Sim_Settlements_Addon.esp
Altairp's Animal Farm.esp
workshopplus.esp
 
So to report back, there’s only 3 residential plots in Country Crossing (same for all levels), the other 8 are beds so this seems to confirm your suspicions, as it (wrongly) shows max three settlers.

I don’t build up the city plans in game myself, so I can’t confirm what you are seeing. I think @Yagisan is one of those who test build city plans the most (at least his own). Wonder if he has seen something like this too?
 
Just realised it may be confusing beds as work items. In plans where the settlement checker underreported beds it over reported work items. May also explain why I could get beds to sometimes build when overpopulated. May be a while before I have time to test.
 
I don’t build up the city plans in game myself, so I can’t confirm what you are seeing. I think @Yagisan is one of those who test build city plans the most (at least his own). Wonder if he has seen something like this too?
I was messaged over discord that this affects my plans that use beds. The fact that it's reported with RotC plans strongly hints at a regression somewhere in SS. In any case, I'm going to give V111 and Home Plate a once over this weekend, time permitting. If they are both broken, no point checking out the rest of the plan that use beds.
 
Confirmed that the competition holotape settlement checker is counting non plot beds as work objects.
Doing some testing to see if the plans are building them as work objects by over stacking the populations by at least the number of beds missing. But so far I can only get plans to build 1 or 2 beds when forced on a refresh.
 
Is anyone not getting this issue? Beds counting properly when running the comp settlement check. Or city plans generating the correct number of plots.
Just seen current competition entrants coming across the count issue and wondering if we need more info or could escalate to a bug report.
 
A good few are, I'm going to collect all the info and make a bug report for KG shortly.

I know what update it started at and I have an idea waht's causing it.
 
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