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Old Post Help needed

diziet

Active Member
Messages
541
I have a problem in designing my echo lake city, there is a shelf in the house that has two identical shelves superimposed on each other, although both are in the baseline and neither in the profile, only one gets scrapped.

I have tried putting the two baseline entries at either end of the baseline file (in case this allowed the city plan code to act on both entries), I edited one ever so slightly in position (in case the city plan code thought they were different items and then - due to proximity still deleted it).

I still end up with one shelf, it doesn't seem very confidence inspiring to tell users that will have to scrap this shelf manually after building the city.

Here is the shelf after the city is built:
20180819010304_1.jpg

Here are the shelves before scrapping:
20180819012801_1.jpg

Any suggestions?
Is this the kind of thing the unofficial patch people are interested in?
 
Echo Lake (and a few other DLC settlements) were designed very strangely. Many things can’t be independently scrapped with code, so you kind of have to brute force it to ensure you’re hitting the parent items.

Try this:

-Export with original items
-Build a scrap profile after running scrapall

Doing that will essentially put all the vanilla items into your city plan and doing a scrapall with the profile should allow the code to scrap everything it needs to.
 
Doing that will essentially put all the vanilla items into your city plan and doing a scrapall with the profile should allow the code to scrap everything it needs to.

Can I just clarify, I have my city plan level 3 all sorted and working in tests except for this one shelf, you suggest to export that level 3 with 'original items'
and then to use as my scrap profile, the now empty settlement after a scrapall?

If this is right, then my levels 2 and 1 and 0 would also be exported with original items?

Sorry if I'm being obtuse, I'm just worried you mean to design my level3 from scratch all over again!

Or do you mean export a normal TS of my level3 and then import to an empty settlement? If the latter do I select all the other TS options or just prepare for export as usual with the extra option and then import back again?
 
Or do you mean export a normal TS of my level3 and then import to an empty settlement? If the latter do I select all the other TS options or just prepare for export as usual with the extra option and then import back again?

Ok, I tried the latter of the above two options. Unfortunately quite a few things that were scrapped by scrapall, did not come back in the TS import. I did choose 'Export with original items' but when I checked the TS export file those items weren't there. I'm now trying to take ownership of those items using 'cqf kgpbp link X' and I shall repeat. On this note, was it ever the case that the command 'cqf kgpbp link' would work on whatever refid was highlighted in the console by the mouse? Or am I imagining that? I know some console commands don't require typing out the refid.
 
You always have to type it. Only native console commands work without typing the ref.
 
Is it me or is the city plan creator website buggy, I'm getting the following (amongst other messages):
Notice: Undefined index: formID in /home/simsettlements/public_html/tools/classes/BlueprintProcessor.class.php on line 415

Warning: Cannot modify header information - headers already sent by (output started at /home/simsettlements/public_html/tools/classes/BlueprintProcessor.class.php:415) in /home/simsettlements/public_html/tools/cpconverter.php on line 160

Warning: Cannot modify header information - headers already sent by (output started at /home/simsettlements/public_html/tools/classes/BlueprintProcessor.class.php:415) in /home/simsettlements/public_html/tools/cpconverter.php on line 161

Warning: Cannot modify header information - headers already sent by (output started at /home/simsettlements/public_html/tools/classes/BlueprintProcessor.class.php:415) in /home/simsettlements/public_html/tools/cpconverter.php on line 162
 
That bug on the CPMaker should be fixed. I was tweaking the code a bit to help with some of the Echo Lake problems and had a typo.

Correct, cf is calling a function on an object, where as cqf is calling a function on a quest. The quest doesn't know about the object you have selected.
 
That bug on the CPMaker should be fixed. I was tweaking the code a bit to help with some of the Echo Lake problems and had a typo.

Out of interest, what if anything, should happen differently now?
And also, when I do 'scrapall' in echo lake, I still export over 50 things in the scrap profile, shouldn't it be empty?
 
@kinggath Well, I got your altered method to work with the scrapall scrap profile and linking scrap objects to the level save and export. But... the duplicate shelf still does not scrap:(
I don't think that the superimposed shelves are linked to anything else, all the other shelves are scrapped and the few items not scrapped by scrapall (see above) are nowhere near them.
 
I just changed it so certain items will be ignored in the blueprint that would normally be vanilla objects that will crash your game if you try and build them.

Scrap Profiles should never be empty- there will usually be objects in them like XMarkers and other invisible objects the game needs. Everything in the scrap profile is what WON’T be scrapped by Sim Settlements.

Certain things won’t scrap in EL, they designed the settlement very strangely. You’ll want to work it into your design or cover it up.
 
I just changed it so certain items will be ignored in the blueprint that would normally be vanilla objects that will crash your game if you try and build them.

Is it necessary to know what those items are so we don't put them in our plans?

Certain things won’t scrap in EL, they designed the settlement very strangely. You’ll want to work it into your design or cover it up.

Does this include the second of the superinposed shelves, even though they both scrap fine in the normal way when designing a level and also by 'scrapall' ? It's just that it's the single thing to fix before downgrading and exporting levels 2 through 0. :(
 
You can't put them in your plan - they are not buildable but they exist in settlement as invisible objects.

There are just some items that can't be scrapped with code. Nothing I can do about it unfortunately.
 
There are just some items that can't be scrapped with code. Nothing I can do about it unfortunately.

One last question, somewhen else on the forum you mentioned your code having proximity checking in case the item being scrapped isn't exactly where it was when it was exported. I thought to exploit that by editing one of the two instances of the superimposed shelves in the baseline file, such that its x,y,z were ever so slightly off; I then put each json object for the shelves at either end of the baseline file. I hoped that the city plan building code would scrap the first shelf and then try to scrap a 'different' shelf and find the second one using the proximity stuff. I thought that if the two instances had (as they do in actuality) the same x,y,z coords the city plan creator might not be putting both instances in the eps/esl to scrap. Is this a silly thing to try?
 
You're welcome to try it, but it will be very difficult. Both the city plan creation tool and the in-game scrapping each have a slight amount of wiggle room to account for rounding errors that happen in computers when they process decimal places - so you'd have to sneak in between 2 and 5 units off from the original position.
 
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