Question How long should it take for new plots to appear? (ROTC)

Discussion in 'Sim Settlements Mod Questions Here' started by cbrgamer2, Feb 6, 2019.

  1. cbrgamer2

    cbrgamer2 Member

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    I'm having this infuriating problem where new job plots are not appearing when I get new settlers. Despite my job meter not being full, Sanctuary still only has the initial 3 farm plots and 1 martial plot it started with when I built the city plan. This is on a new playthrough, but this problem was one of the reasons I abandoned my last playthrough.
    I have 8 people there. At this point (pre corvega), Preston counts as a settler but doesn't do anything and Sturges is my leader (cutesy of a leaders pack). That leaves 6 settlers to work things, so I should get at least 2 more job plots right? It's been over 24 in game hours and nothing has appeared. In the past, they would appear almost immediately. The residential plots seem to be spawning just fine.
    BTW, I don't use WSFW.
     
  2. Nosmorituri

    Nosmorituri Member

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    Hi there. Do you have multi-threading on? That may speed up things. Ordinarily everything is limited by the scripts firing. Sanctuary suffers from this because once you start the city, you immediately have 5 settlers then plus 1 or 2 from the initial recruitment. Just do questing and come back, they will spawn on their own. Additionally, try turning on multi-threading, first its auto-option, then try increasing if the game doesn't crash. There's a hardware limitation aspect in that setting.
     
  3. cbrgamer2

    cbrgamer2 Member

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    Thanks for the suggestion. I'm pretty sure I do have it on and have set it to 30 (I don't have to much of an issue with crashes).
    I thought multi-threading was on by default.
     
  4. cbrgamer2

    cbrgamer2 Member

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    I just made a quick check and although I had set it to 30 in the holotape, in the mod configuration menu it was only set to 10. After a few more checks it seems changing the value in the holotape doesn't seem to affect the value in MCM. Not sure which one is accurate, so I've set them both to 30.
     
  5. Nosmorituri

    Nosmorituri Member

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    It's default state depends on what settings you chose at the initialization wizard, choosing low performance may turn it off, and inverse thereof turns it on. Try setting it on auto only. You maybe setting it too high.

    Hmm, I play with a pretty low rig (APU only, 16G ram) and running a heavily textured game (Biraitbec's modlist) and SS works pretty well. Can you post your hardware specs? And load order? There shouldn't be any reason why plots won't show up.

    And oh, I remember one thing. In an older version of SS 3-in-1, one city plan was corrupted, or at least the download of the file is corrupted. A lot of people complained of the Zimonja Station only spawning 1 agriculture plot and 2 residential plot no matter how many settlers are there. I also experienced it. There was absolutely no way to fix it in-game (swapping leaders/refreshing the city/ destroying and rebuilding the city). Some people managed to fix it by redownloading Sim Settlements (probably a faulty download or installation because NMM is buggy). Others like me got it fixed when the new version came out.

    I think you are experiencing the same. For now, try a complete re-download and reinstallation.
     
  6. cbrgamer2

    cbrgamer2 Member

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    I've downloaded the latest version of SS, so I'll see if that helps. The problem seemed to occur after I installed the last version, so maybe it was a fault install.
    For the moment I'll set this thread to solved (although my problem may not be) at least until I get more information.
     
  7. Nosmorituri

    Nosmorituri Member

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    I am using the latest version (3-in-1). I started a new game to check if sanctuary loads up. It does normally (15/15). Probably a messed download/installation. Good luck!
     
  8. cbrgamer2

    cbrgamer2 Member

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    I just did some testing myself. I'm also using the latest version 3-in-1 (which I only downloaded yesterday) and I started a new game. I have been using the complex city plans, so I tried the non complex plan. With 15 people, 12 job plots spawned (4 ag, 3 com, 2 ind, 2 mart, 1 rec). Is that how many are supposed to spawn?
    In other testing with the complex plan, I found that if I added more settlers, more plots did spawn, but it was always 3 less than the number of settlers (I did these tests without Preston and his crew being there). I wonder if that has something to do with the fact that there are 3 "vanilla" stores in the complex plan?
    I'm happy to post my load order, but I'm not sure about the easiest way to get the info in a copy and paste form.
     
  9. Nosmorituri

    Nosmorituri Member

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    You are correct. Regardless if the plan is complex/not-complex, the number of plots are still limited by the city design. Some cities have several non-plot jobs, e.g. HA has a weap/cloth/general store stalls, but has enough residential plots for all citizens, OZ also have several vanilla stalls in its not-complex plans. This all falls down to stabilization, more plots = more things to process = more chance to crash.

    This is more evident in some cities, i.e. Graygarden wherein the plan limits the population to 15, but even having 15 settlers (including 6 native robots + 1 if codsworth is leading), there are several places where plots should go but remain blank. Adding beyond the pop cap will cause more plots to spawn according to the design (residential or industrial). Swapping out the plot types, my Graygarden has a total of 6 advanced industrial plots, a martial plot on top of the highway (artillery), etc and is currently 18/15 in population.

    This seems to show that optimized versions are trimmed down of the complex city designs when it comes to plot spawning, i.e. the amount of plots are still similar, but adding more settlers beyond the population cap of 15, forces the system the spawn plots.
     
  10. cbrgamer2

    cbrgamer2 Member

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    Thanks, but I'm not sure that explains why my complex sanctuary feels the need to have 3 unemployed settlers all the time (I checked with settlement management software, they are indeed unemployed).
    Also, when I add more settlers to my non-complex Sanctuary (beyond 15), no more than those 12 plots appear.
     
  11. Nosmorituri

    Nosmorituri Member

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    Ever since the 4.0 patches rolled out, the stalls aren't counted as employed in the hud meter. I confirmed this by replaying 3.9 and comparing it with the latest. My sanctuary also have unemployed (those working the stalls) but it's still at 94 happiness. Will probably be fixed later (Kinggath et al are doing bug fixes).
     
  12. cbrgamer2

    cbrgamer2 Member

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    The problem is, nobody is working my stalls. I have 3 settlers that are assigned to their houses and nothing else. I don't even have the option to assign somebody to the stalls (the blue men aren't there in workshop mode).
    Thanks for trying to help me BTW, I do appreciate it.
     
  13. Nosmorituri

    Nosmorituri Member

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    They assign themselves when the city reaches level 1 or 2 (blue markers appear by then). At lvl 0 the stalls are pretty much static designs.
     
  14. cbrgamer2

    cbrgamer2 Member

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    Fair enough. That still doesn't seem to explain why Sanctuary wants to keep the 3 unemployed settlers around well before those stalls are available though. I'm doing some tests with older versions of Sim Settlements and at Red Rocket and Abernathy.
     
  15. cbrgamer2

    cbrgamer2 Member

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    I've done some more testing. I reinstalled 3.5.2 (the one prior to 4.0) and the job plots appear as they should. Then I tried again with 4.0.1 under the same conditions and after the initial build, when adding settlers there were always 3 less job plots than settlers. I'm going to report it as a bug.
     
  16. Nosmorituri

    Nosmorituri Member

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    I think it's probably intentional. You don't reach 15 settlers that quick without mods or moving settlers in from other settlements, and it's likely that before those 3 are recruited, the city has already reached lvl1, thus the blue person marker are already available.

    For reference here are some notes I made on the appearance of the blue person marker:
    Sanctuary has 3 (available at lvl 1 and 2), Abernathy Farm has 2 (available at lvl2), Outpost Zimonja has 4 (lvl 2 I think), Hangman's Alley has 4? (lvl2), Covenant has 2 (and they're both buggy [e.g. multiple settlers taking them] available at lvl 1 and 2).Settlers will get assigned over time (once the blue markers appear) but I've noticed they don't get listed as jobs, at least in the hud meter. The cities still upgrade though and happiness bar progresses close to 100 for me.
     
    Last edited: Feb 10, 2019
  17. cbrgamer2

    cbrgamer2 Member

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    In my testing, the problem came up as early as 10 settlers. Considering you start with at least 6 including Preston and Co, it's pretty easy to get to 10 very early (especially if you use Red Rocket as a recruiting station).
    Incidentally, I tried it again with the simple plan and it seemed to work as intended (9 plots appeared, same as with previous versions - I assume the 10th does not appear because of Preston).
     
  18. Nosmorituri

    Nosmorituri Member

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    You are correct regarding the 10th plot and preston. Just send him off to castle for the quest as soon as you can. Yes the plots will spawn as intended, unti they reach a certain pop (12 to 15 for sanctuary but again not available at lvl0) when the blue markers person should spawn. It's just probably the way they intended it and not really a bug. Documenting each might be an exercise in futility because they will eventually spawn on their own once the city upgrades.

    By the way, my sanc is now level 2. 3 blue marker spots, 100 happiness.
     

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