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Floating items at murkwater construction site

InvertedSheep

Member
Messages
33
First of all you guys are doing an awesome work!
I also wanted to ask if there is a place where one can see an organized list of all the bugs that have already been reported.
Now the actual bug, or not, I'm assuming in the next stages of the city most of this will sort itself out.
I have found some plots that can't be accessed by settlers, also some floating items, and what I think is a premature manifestation of furniture from the next level.
I'm using the option that makes the plots spawn with the designers intent plot. (also I think you should put that option as default, before I figured out I could set that, I was going crazy because the random plots were not doing justice to the cities)
At level 0 (my city hasn't upgraded yet) I have 1 martial plot without access, 1 martial that the settler needs to fall into (I believe this might be the way it's intended to work) and several floating farms (if they were a little lower the water would make this less obvious)
There are other floating items but they will probably be assimilated into the clutter as the plots and city evolve.
But the big issue I'm having is the 5 floating beds around a tree, I'm assuming they should be part of one of the next levels of the city, not level 0.
Also there's no recruiting beacon.
None of this is urgent, I just wanted to let you know.
I also have a doubt about the power, I have 4 power even after some of the plots that should require power are built, but there's only a small generator in the city (that I can find), and all the plots seem to be powered by magic, is this just a feature to make sure all plots have power before all plots are build and the power cables can be created?
Hope I have been of some help, and keep up the great work!
 

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Hi there yes you can find known RotC issues here. This is a known issue and will be addressed, however this can also be caused by a mod conflict
 
First of all you guys are doing an awesome work!
I also wanted to ask if there is a place where one can see an organized list of all the bugs that have already been reported.
Now the actual bug, or not, I'm assuming in the next stages of the city most of this will sort itself out.
I have found some plots that can't be accessed by settlers, also some floating items, and what I think is a premature manifestation of furniture from the next level.
I'm using the option that makes the plots spawn with the designers intent plot. (also I think you should put that option as default, before I figured out I could set that, I was going crazy because the random plots were not doing justice to the cities)
At level 0 (my city hasn't upgraded yet) I have 1 martial plot without access, 1 martial that the settler needs to fall into (I believe this might be the way it's intended to work) and several floating farms (if they were a little lower the water would make this less obvious)
There are other floating items but they will probably be assimilated into the clutter as the plots and city evolve.
But the big issue I'm having is the 5 floating beds around a tree, I'm assuming they should be part of one of the next levels of the city, not level 0.
Also there's no recruiting beacon.
None of this is urgent, I just wanted to let you know.
I also have a doubt about the power, I have 4 power even after some of the plots that should require power are built, but there's only a small generator in the city (that I can find), and all the plots seem to be powered by magic, is this just a feature to make sure all plots have power before all plots are build and the power cables can be created?
Hope I have been of some help, and keep up the great work!

So far the best chance of an organized list is the ones under the bug reports for RotC.

Murkwater is another one like Sanctuary where the original author built the settlement by "painting" it in layers of parts. It's also one of the first settlements that was regressed from level 3 to level 0 and we didn't quite have our process together at that point. This means some things that shouldn't have been missed got missed.

The floating bits have a place and they'll fill in as the settlement levels. For now I recommend just ignoring the floaties and letting the settlement grow out normally.

The beacon being missing is a known issue and has impacted every settlement to date.

Both of these things and quite a few others will be corrected as we continue our next pass through revising and balancing the settlements so they'll grow organically.

Power is exactly what you think it is, a feature to keep from having to figure out how to wire. We can't actually create power cables from the plans at this time so KG just made the plots self-powered if loaded by the plan. It's not a perfect solution but keeps the need to manage power on the plot in question and not on the player.
 
Without self powered plots.. there would be a LOT of aggravated players. LOL
@tankthing You should but a sticky on here that says
"Welcome to the Redheaded Molerat known as Murkwater. If you think you've found a bug...you're to late. It's already been reported. But rest assured in knowing that 16 battalions of Gatling laser toting Killer Twinkies are eradicating the bugs at this moment."
 
@tankthing, sorry I should have just deleted this post when I almost immediately after creating it realized that there's a place specific for every settlement. I asked for this post to be moved there, I guess I should just have done it myself.
Thanks for the reply anyway!
By now the poor guy that has to fix the city probably can't stand me.
 
Nah, I'm on that team, we still love you. I got it as far as I could for moving it, hopefully @damanding will be able to take it down one more level.
 
@tankthing, I copied the stuff relevant to murkwater to the other thread.
You can delete this thread to avoid confusion!
(although I think you should repost your reply there, or at least bits that haven't been answered there yet)
 
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