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Issues with Production Added to Vendor Lists - Ag Plots?

Captain LaserBeam

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I've been dedicating time to playing the game more lately to try to get a player perspective on things and maybe figure out where there are certain gaps in the existing lineup of building plans and I've noticed a few things that don't seem to be functioning the way they should be. For one thing, I set many of my ag plots to have "production" in the sense that they would send a certain amount of produce to the general stores. I'm not the only one who did this as it seems to me to be a pretty intuitive way of leveraging the dynamic economy that SS2 makes possible. Otherwise all the ag plots are basically just decorative, right? Doesn't matter what they have they just produce food numbers.

So far I have not seen this work. I checked and spoke with Tinuvia, because WV seems to use the same method I did to set up production as part of the building plan properties to go to the general store. I double-checked everything in the new BTK and it seems that I have everything set up as it should be. Has anyone else noticed issues with plots that have production not going where they are supposed to? I could certainly change my plots to the old method and have them send stuff to the workbench but I want to take advantage of SS2's systems and actually have the items show up in shops because that was one of the SS2 features I was most excited about. Do any other add-on authors have their ag plots set to send production to stores? If so, have they seen this work in-game? (If so, I'd be relieved to check your add-on for comparison purposes to see if you did it differently).

Have any players using Jampads or Wasteland Venturers seen produce from the ag plots show up in a general store? Anyone seen anything from production plots in general work that way? Maybe I have a misunderstanding of how SS2's systems work and what's possible, but I'm trying to get the sense of whether this is user error/confusion or if it's a bug with production.
 
SS2 solves this by having place holder names that the addon author can set up
I didn't realize this pertained to production items. Thanks for the heads up.. :) Every time I think I have come to grips with the systems, I learn that I know nothing!
 
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I didn't realize this pertained to production items. Thanks for the heads up.. :) Every time I think I have some to grips with the systems, I learn that I know nothing!
heh, I think you have a better grip on things than most!
 
I am still trying to do an "organic" test of the donut factory by unlocking production the normal way - I set the production setting up using the SS2 brewery building plan as an example, so if that doesn't work either this could be a deeper problem.
I have a brewery in a couple locations but haven't noticed any extra stuff at the bars. But then again since I can't find half my vendors cause they aren't at their jobs I haven't checked in a couple days. I set up Murkwater to be a total distillery style settlement, distillery, ag plots that produce things that could be used to brew different spirits, just in case that mattered. As the donut factory says it uses oil and something else to produce its wares. So I will have to go check out to see if this is happening.
 
I just last night discovered a new crafting station for making spirits and also found I needed Bramaluff cream for something, I can't remember. So I found a bramaluff plot and am hoping that it puts this cream in my stores to buy so I can craft that item that needed it. Sorry was half asleep as usual when I found these things. I am finding there are soo many little things I haven't completely delved into. I love to craft food, drink and am finding that I have a lot more things I can craft if I would look at what some of these add-ons actually add besides just plots. I wish I wouldn't of forgone wasteland imports this playthrough. I am missing my caravan lunches.
 
I just last night discovered a new crafting station for making spirits and also found I needed Bramaluff cream for something, I can't remember. So I found a bramaluff plot and am hoping that it puts this cream in my stores to buy so I can craft that item that needed it. Sorry was half asleep as usual when I found these things. I am finding there are soo many little things I haven't completely delved into. I love to craft food, drink and am finding that I have a lot more things I can craft if I would look at what some of these add-ons actually add besides just plots. I wish I wouldn't of forgone wasteland imports this playthrough. I am missing my caravan lunches.
Yes, that's definitely from my mod. Also, if you love food and drink crafting you should definitely try the mod CHEF - Cooking Hunger and Expanded Food if you aren't already. It's pretty good and puts a lot more options out there. It also fixes one of the most irritating things about Survival mode and makes the amount of hunger or thirst satisfied vary by more than just the value of something - it takes into account weight and created some keywords and effects that makes things like soups or juices satisfy slightly less thirst than water.

Anyway, to the real issue - I've been doing a ton of testing and it looks to me that there is definitely some kind of issue at play here and I think I've zeroed in on it based on what @yaugieLC posted early in this thread. Production from plots into vendors does not seem to work properly. Accordingly, change the production to go from the vendor to the workbench and it works just fine. Literally, removing that one property results in all the plots producing all of the things they are supposed to. I think that might mean this is a core SS2 issue and hopefully the team will fix it soon.

In the meantime I've released an update to my mod to swap all the production to go into the workbench. I've also dramatically scaled back how much is produced in order to deal with this so that people's workbenches hopefully don't explode with too much stuff. This has the potential to become unbalanced but I would rather actually have my plots produce something close to the benefits they are supposed to. Once the production issue is resolved I'll definitely switch it back.
 
Yes, that's definitely from my mod. Also, if you love food and drink crafting you should definitely try the mod CHEF - Cooking Hunger and Expanded Food if you aren't already. It's pretty good and puts a lot more options out there. It also fixes one of the most irritating things about Survival mode and makes the amount of hunger or thirst satisfied vary by more than just the value of something - it takes into account weight and created some keywords and effects that makes things like soups or juices satisfy slightly less thirst than water.

Anyway, to the real issue - I've been doing a ton of testing and it looks to me that there is definitely some kind of issue at play here and I think I've zeroed in on it based on what @yaugieLC posted early in this thread. Production from plots into vendors does not seem to work properly. Accordingly, change the production to go from the vendor to the workbench and it works just fine. Literally, removing that one property results in all the plots producing all of the things they are supposed to. I think that might mean this is a core SS2 issue and hopefully the team will fix it soon.

In the meantime I've released an update to my mod to swap all the production to go into the workbench. I've also dramatically scaled back how much is produced in order to deal with this so that people's workbenches hopefully don't explode with too much stuff. This has the potential to become unbalanced but I would rather actually have my plots produce something close to the benefits they are supposed to. Once the production issue is resolved I'll definitely switch it back.
I will have to download the update and I don't play official survival mode so I don't know if CHEF is for me I will look at it for sure. But I personally try to eat, sleep, drink, even coffee, sodas, etc. that's why crafting certain different cool items I like to do. I like having different foods and drinks like my coffee, donuts, different types of spirits to wash down the long hard wasteland days. I will also look at my settings and have things go to workbench.
 
For 'more foods' mods, personally I use "New Recipes 2" - doesn't do any changes to the vanilla recipes so the 'balance' for Survival Mode is still a bit off, but adds a TON more, including some that use otherwise unused raw resources. And it leveled list integrates so you find the new foods all over the place too.
 
For 'more foods' mods, personally I use "New Recipes 2" - doesn't do any changes to the vanilla recipes so the 'balance' for Survival Mode is still a bit off, but adds a TON more, including some that use otherwise unused raw resources. And it leveled list integrates so you find the new foods all over the place too.
Thanks! That looks really interesting.
 
Thanks! That looks really interesting.
To be fair, it nearly needs to be paired with something else that lets you 'craft' "Dirty Water" more easily though, since for some reason Purified is about 100x more common. (almost wish Basic Municipal-Water plots produced Dirty not Purified water, tbh)
 
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@yaugieLC Do you want to submit this or should I? I could have sworn I saw booze added to the "bar" vendor in an earlier version. I might be remembering funny too... Either way, this is a pretty bad bug.
 
I guess we (the addon community) will have to put together a document listing the default cost by plot type by level...
@Captain LaserBeam I made a script to dump the default construction/operating costs and production for each plot sub type. It is a csv file on the ss2 discord #file drop. I was going to format it, but I left it as a csv to be more compatible...
 
@yaugieLC Do you want to submit this or should I? I could have sworn I saw booze added to the "bar" vendor in an earlier version. I might be remembering funny too... Either way, this is a pretty bad bug.
I'm definitely not seeing it on 1.0.7 (was just testing it myself, had to struggle to find a Vendor that didn't have the "only carries twelve .38 rounds and a single stalk of Razorgrain" issue though), so if it WAS working before it definitely isn't now. And if shops aren't working properly... that kind of negates a significant portion of the entire 'virtual supply chain' all in one go...
I'm not at my home PC right now and already forgot what my password for that other place was so you can have this one.
 
I'm not at my home PC right now and already forgot what my password for that other place was so you can have this one.
I hate it when that happens... Had this the other day trying to remember my Nexus password... I'll make a report when I get a chance.

Now I'm thinking I should try turning off the 'Vendors Restock' option to see if they get an inventory with that... As for "only carries twelve .38 rounds and a single stalk of Razorgrain" issue... I assigned Franklin to a General Store yesterday. His inventory was a handful of fusion cells and no caps............ :scratchhead The Clinic had a handful of .38 rounds and 2 caps...
 
To be fair, it nearly needs to be paired with something else that lets you 'craft' "Dirty Water" more easily though, since for some reason Purified is about 100x more common. (almost wish Basic Municipal-Water plots produced Dirty not Purified water, tbh)
I can deal with that. I took some inspiration from some of the other overhaul mods and made my own personal "ultrabasic" overhaul mod that does things like changing the hand water pump to produce only dirty water. That means all I need is bottles and I can get as much dirty water as I want.
 
The 3x3 level 2 old world Diner plot in the same settlement as the Bramaluff plot isn't showing milk or cheese. I believe the one in starlight was level 3 and it's a 2x2.
 
The 3x3 level 2 old world Diner plot in the same settlement as the Bramaluff plot isn't showing milk or cheese. I believe the one in starlight was level 3 and it's a 2x2.
Sorry for the delay on that - for some reason I didn't get a notification. The vendor list for Old World Diner actually has a chance of having the cheese and milk but it won't always have them. I think they have like a 50% chance to appear based on how I did the leveled list.
 
Sorry for the delay on that - for some reason I didn't get a notification. The vendor list for Old World Diner actually has a chance of having the cheese and milk but it won't always have them. I think they have like a 50% chance to appear based on how I did the leveled list.
No worries about delay. I am building a settlement at Breakheart Banks and have the Bramaluff Ag and old world Diner and the Ag plot is putting stuff in old world Diner and workbench just fine. Seems just needed to let the update do its thing. Other settlement seems to be working good now too. I do need to double check the general stores again for good measure.
 
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