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Hotfix 1.0.16a is live!

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Which is bizzare because I Have:

Red Rocket Truck stop
Red Rocket Lexington
Red Rocket Kendal
Red Rocket Cambridge

All as industrial hubs for building resources. And in the former and latter I have yagisan factories, so I should not be having these sorts of issues.
This was also not the case in previous versions, where I could upkeep them with this setup quite easily.
I think something is definitely going wrong here. Either production is too low, or maint costs are too high.
 
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I've been working on a spreadsheet that takes the daily upkeep and production figures (for the class, it doesn't handle specific building plans yet - the idea of doing that broke my brain a little) and lets you plan out your settlement and upgrades - I'll have a HowTo on building a self sufficient settlement up once I've worked it out and got the game to correspond to my predicted numbers (I was having massive steel shortfalls in my previous game so just started a new one)!

I'd be interested if you could try it out (you might need to Make a Copy) and see if the numbers match (either production or maintenance or both) - Google sheet here
 
That's awesome, Yagisan - 58 sheets puts mine to shame! Not all wasted effort though, I learned a huge amount about how the mod works and its implementation in terms of scripts and the .esm. I'll probably stick a nice web frontend on mine at some point, let me know if you're interested in collaborating (and if I can steal any numbers I'm missing in my sheet from your hard work!).
 
That's awesome, Yagisan - 58 sheets puts mine to shame! Not all wasted effort though, I learned a huge amount about how the mod works and its implementation in terms of scripts and the .esm. I'll probably stick a nice web frontend on mine at some point, let me know if you're interested in collaborating (and if I can steal any numbers I'm missing in my sheet from your hard work!).
If your research leads to finding any bugs - please send me your results! We continue to find cases where the code isn't doing what we expect from the numbers, so trying to get those all ironed out before Chapter 2 releases.
 
unknown.png


Which is bizzare because I Have:

Red Rocket Truck stop
Red Rocket Lexington
Red Rocket Kendal
Red Rocket Cambridge

All as industrial hubs for building resources. And in the former and latter I have yagisan factories, so I should not be having these sorts of issues.
This was also not the case in previous versions, where I could upkeep them with this setup quite easily.
I think something is definitely going wrong here. Either production is too low, or maint costs are too high.
There has been a bug prior to 1.0.16a which was causing all power, water, and martial plots to cost both operating costs and maintenance costs. Good chance your settlements didn't recalculate. I just uploaded a 1.0.16b public beta with a holotape tool to force recalculate a settlement's daily change numbers with the new code.
 
In my fresh game (only one settlement @ Starlight Drive-In, scrap components only) with 1.0.16a I've seen the sum of resources clearly not matching the total stored, but the sum (1291) is correct as to the sum of building materials components.

I have built no non-plot water or power (yet - am working out upkeep problems from previous settlements) - why does water say 999? Is that just attempting to represent a negative number? If so, why doesn't Power or Defence do the same?

Otherwise, resource numbers seem to match what I'd expect with this patch!
 

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In my fresh game (only one settlement @ Starlight Drive-In, scrap components only) with 1.0.16a I've seen the sum of resources clearly not matching the total stored, but the sum (1291) is correct as to the sum of building materials components.

I have built no non-plot water or power (yet - am working out upkeep problems from previous settlements) - why does water say 999? Is that just attempting to represent a negative number? If so, why doesn't Power or Defence do the same?

Otherwise, resource numbers seem to match what I'd expect with this patch!
In the 1.0.16b patch notes
  • Fixed a bug that would allow resources to produce beyond the storage max.
Oh. Well, good work then!
 
Hey, hoped this hotfix is fixing my issue as well buuut it didn´t:

"Fixed a bug that caused the Resource Panel to frequently change itself to the wrong frame, often displaying the more detailed complexity of resources than the player was actually using."
I never had this bug before, but since this patch it is a thing in my game :(. Set the one with four categories, but it shows me the more detailed one instead.

If I change it manually to "Scrap Categories" it shows up the correct table for at first (with 0 resources to three of the categories) but changes it back after I switch out of the build mode. This is heavy because my settlements run out of resources and shutting down.
Do only I have this bug? :D
Greetings to all.
Heeey! Patch 1.0.17b did it for me! Thanks veery much :)
 
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