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I would like to see my network's numbers and how much is being used on a daily basis

AtomicWedgie

Member
Messages
71
Something I'd like to see is how many resources I'm producing globally and how much I'm consuming. This would cover both food and water, and extend to consumption of virtual resources for daily operational costs (we can see virtual resource production but not consumption).

For example, at this point, I can't say with any certainty whether I am over or under producing food across my settlement network as stats (in the vanilla HUD and the SS2 "needs" bars) are seemingly never stable and typically change each time I enter a settlement (even allowing for script lag) regardless of whether I've built anything new. I tried to work it out in a new save, counting the food vs settler production but building residential and recreational plots in multiple settlements makes it tricky to add up (not to mention discrepancies in ASAM info). I'm not even sure anymore what the basic requirements are... i.e. settlers need food, the residential plots they are assigned to also need food... is that a cumulative need or not, idk...

In short, I feel that while we are expected to properly manage our settlements as a whole, there's a vital element missing, that being consumption stats. Our daily food, water, power (not to mention virtual resource consumption) data must be "in there somewhere" as this data is used by the game/mod continuously, but we just can't see it.

I haven't seen (m)any posts on this, so I've started to wonder if it's just me :( or maybe I'm just missing something...
 
That would honestly be really useful.
Could even be worked in as another 'story reward' once we get Jake and the Comm Hub back (haven't seen anybody else mention that whoever took Jake took that too!) as like... what it does when it's fully functional or something, gives 'full system reports' etc.
 
I was working on a mod to translate the needs HUD to a numerical representation for the current settlement. I kinda shelved it after some early alpha testing blues... If I can get it working, it wouldn't take much to add networked settlements to this.

For SS1, IDEK's Logistic Station displayed total network food and water (Production / Consumption) I don't know if the SS2 version still does this.

@cbrgamer2 How hard would it be to add network plot virtual resource production and consumption to your "toss" mod? If you want, I can give you the code to grab the food and water numbers.
 
For SS1, IDEK's Logistic Station displayed total network food and water (Production / Consumption) I don't know if the SS2 version still does this.
As far as I can see, the IDEK Logistics Station for SS2 shows production but with regard to consumption it looks at the settler count and if each has 1 food/water per day while not taking plot needs into account.
And as far as production goes, I'm not sure how that works either... my Starlight has no agricultural plots yet I see this in the terminal's information section even though the food bar in the SS2 HUD shows a deficit:
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That would honestly be really useful.
Could even be worked in as another 'story reward' once we get Jake and the Comm Hub back (haven't seen anybody else mention that whoever took Jake took that too!) as like... what it does when it's fully functional or something, gives 'full system reports' etc.
That would be an elegant way of working it into the story, definitely
 
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@msalaba
I've already uploaded a new version that that has a temporary fix to the HUD so it shows the correct virtual resource daily change. It works out the correct numbers and feeds them to the HUD by using a couple of functions that mimic KingGaths functions, but without the bug in them. It only lasts until SS2 updates the HUD again, because that runs the original code with the bug in it. But, I've still found it very useful and on the mod page I've put instruction on how to hotkey it if you have FO4Hotkeys.

However, I've also been having some issues with water in particular, because my farms stop working if I don't have enough food. I'm not sure why KingGath didn't continue with the system in SS1 where it subtracted it from the actual food and water count. This meant if there wasn't enough water, I had whiney settlers rather than plots shutting down, and I could see at a glance if there was enough water for my settlements on the pipboy display.

So, if you can give me the code for food and water, I've certainly got the motivation to see what I can do with it.

@AtomicWedgie
I've worked a bit before with IDontEvenKnow before on his logistics station (he was actually kind of an early modding mentor to me). I helped tracked down a couple of bugs in his distribution code, so I'm relatively familiar with it. If I get the food and water code off MSalaba, maybe I'll be able to help IDEK incorporate it properly into the logistics station. I used to use the logistics station all the time in SS1, but I've been holding off using them in SS2 because I'm not sure about the redistribution algorithm with respect to plot consumption needs.
 
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@AtomicWedgie
I've worked a bit before with IDontEvenKnow before on his logistics station (he was actually kind of an early modding mentor to me). I helped tracked down a couple of bugs in his distribution code, so I'm relatively familiar with it. If I get the food and water code off MSalaba, maybe I'll be able to help IDEK incorporate it properly into the logistics station. I used to use the logistics station all the time in SS1, but I've been holding off using them in SS2 because I'm not sure about the redistribution algorithm with respect to plot consumption needs.
That would certainly be very helpful and would give a better idea of what's going on in terms of production and consumption :agree:
 
I've already uploaded a new version that that has a temporary fix to the HUD so it shows the correct virtual resource daily change.
I guess I read the request as "show me total plot consumption / total plot production" for each virtual resource across the network. If the correct daily change numbers satisfies this, problem solved.
I'm not sure why KingGath didn't continue with the system in SS1 where it subtracted it from the actual food and water count.
!!! Its not? I could have sworn it was. WSFW handles this. Maybe I should look a little deeper into the code. Also, I'll drop the previously mentioned code on my git.
I used to use the logistics station all the time in SS1, but I've been holding off using them in SS2 because I'm not sure about the redistribution algorithm with respect to plot consumption needs.
Same here. I looked at the code a few versions ago for inspiration. IDEK does some neat things and has wonderful comments in the code. (thanks to that, I learned the game can't transfer more than 65535 objects between containers) IIRC, ILS2 doesn't really touch any SS2 systems. I do not know if this changed in the latest version.
 
!!! Its not? I could have sworn it was. WSFW handles this.
As far as I can tell it doesn't. I need about 40 water in Sanctuary where I have 18 settlers. Any less and the farms stop working. It would be soooo much better if the water was just subtracted from what was available (same with food). That way IDEKs logistics station would work fine, at least distribution wise. Also, instead of my farms crashing because I don't have enough water, I'd just have unhappy settlers.
 
For anybody who is interested in helping us test it, here is a pre-release copy of IDEKs updated logistics station. It now gets the required food and water from SS2 when working out how much to distribute (rather than just using the population number). It means the stats on total food and water surplus should also be accurate now.
I am posting it here with permission from him. Apparently he publishes under the WTFPL license, which is quite funny : WTFPL
A copy of the mod is attached.
 

Attachments

  • IDEKs Logistics Station v2.1.3 RC.7z
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@cbrgamer2 using v2.1.3 I've just gone around all my settlements and I'm still seeing a lot of inconsistencies unfortunately. I can certainly see that I have an overall food deficit, but that's about as much as I can be sure about. I made a note in each settlement of what's been built and what IDEKs reports as being the status with regard to surpluses, redistribution etc.

Take a look here

To be fair, this was just a quick initial test, but I did make sure to spend sometime in each settlement before going into the terminal. I would then exit, go into workshop mode, then back into the terminal and made of note of those numbers (which would typically be different from the first time).

Obviously, without knowing how the settlements are built up, it will be difficult to interpret some of the data, but as an example, at Abernathy I have only 1 multi-residential plot with 4 occupants so there ought to be a healthy food surplus.

I'll keep it installed and see how the values look once I've got more time to invest.
 
Another thing of potential interest - every settlement shows their entire food needs as met according to the (lower left) SS2 HUD. If I were using the SS2 Caravan plots instead of IDEKs, I'd assume I didn't even have a food shortage.... So to amend my earlier statement, the only thing I'm sure about is that I'm not sure about anything :skull
 
Looking through the spreadsheet, I can't really tell if -x is a surplus or a deficit. It is very inconsistent. I wonder if the cause is the same reason the numbers in the Pipboy are mostly wrong.

@cbrgamer2 if IDEK is using my code verbatim, tell him in testing it seems I have all the needs backwards. What should be current amount / required amount appears to be displayed as required amount / current amount Also tell him to consider having the workshop run the code to update workshop resources (can't remember the function something like ResetWorkshop on WorkshopScript) when the player enters the terminal. That way at least the current settlement numbers would be correct.
 
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To be fair, this was just a quick initial test, but I did make sure to spend sometime in each settlement before going into the terminal. I would then exit, go into workshop mode, then back into the terminal and made of note of those numbers (which would typically be different from the first time).
IIRC, WSFW runs code to update the settlement resources every time the player enters workshop mode. The second set of numbers should be accurate.
 
The numbers I'm seeing in my own game aren't anything like that; the internal required values for food and water range between roughly the population count to population * 3 depending on how developed the settlement is, which seems accurate enough, and then the deficit/surplus (delta) display is just base production - required, which looks fine too. Those just look like my scripts are reading nonsense data and getting accordingly confused.
if IDEK is using my code verbatim
I don't know what code you're referring to, basically the only code I've looked at recently (other than my own) is SimSettlementsV2:UtilityFunctions.GetFoodNeeds() and GetWaterNeeds() after cbrgamer pointed me to those functions.
Also tell him to consider having the workshop run the code to update workshop resources (can't remember the function something like ResetWorkshop on WorkshopScript) when the player enters the terminal.
The terminal reads the data cached from the last time the resource recalculation routine was run, updating the local workshop wouldn't even do anything immediately.
 
I don't know what code you're referring to, basically the only code I've looked at recently (other than my own) is SimSettlementsV2:UtilityFunctions.GetFoodNeeds() and GetWaterNeeds() after cbrgamer pointed me to those functions.
OK. cbrgamer2 asked me for the code I found to grab the food and water needs. I was told it was passed on to you. It sounds like all is good. :agree:
 
Um, I guess I don't need to pass that info on now? :grin
@EyeDeck would your code automatically sort out the sort thing that AtomicWedgie is seeing as he visits each settlement? So if somebody had weird numbers could they make a tour of their settlements to sort it out? The code Msalaba is referring to is from a script he shared with me that used the relevant SS2 functions. As you noted, I only passed on the relevant SS2 functions to you.

Damn it, I was about to hit send when MSalaba just ninja'd me ... :rollseye
 
Looking through the spreadsheet, I can't really tell if -x is a surplus or a deficit. It is very inconsistent. I wonder if the cause is the same reason the numbers in the Pipboy are mostly wrong.
Positive value are a surplus or import, negatives are deficits or exports

I just did a second tour of my settlements and have updated the spreadsheet accordingly.

I turned off all recruitment beacons and ran the resource redistribution tool before starting. Fast travel from one settlement to the next heading straight for the terminal once I see the SS2 needs bars have updated. No lollygagging :). All settlements with the exception of Starlight show food needs are met according that HUD but once again, the terminal information tells a different story.
While at Starlight I inadvertently went into workshop mode before getting to the terminal which I initially thought might explain why the stable values suddenly changed. That thought went out the window upon getting to Nordhagen however when I noted the previous network food deficit had suddenly become a surplus.
Vault 88 is just laughing at me for whatever reason.
 
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