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Logistics stations and buildings

Ozirambler

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Whenever I create a settlements either with or without a plan I always firstly drop an logistics station and assign someone Once I get get building plans for this I delete the stations and drop a plot and assign. For planned settlements this means I add this building and hope it doesn't interfere with the plan. Today after the last update I noticed that I keep getting notifications about ILS issues and if I want to fix it which jumps me around and sometimes crashes. So my question is do all the plans eventually include a logistics station that then causes an error with what I have placed. Because some of the settlement plans lack essentials which causes an issue until I manually attach it to the network
 
I assume you're talking about Ideks Logistics station. That is a caravan plot add-on all it's own. So to answer your question, most city plans place a caravan plot. You can then find it and change it to a Logistics Station using the ASAM interface. I find it's best to wait until a city plan has completed loading before adding any plots. Anything you place prior will get scrapped.
As for teleporting you around and crashing, that could be from a bug in one of your settlements but I've seen people saying that at the moment "Dynamic Needs" is making it wig out a bit and by turning that off Idek's isn't as sensitive to settlement changes. Also in Idek's settings there is an option that is enabled by default to autosave when you teleport. Until the SS2 save bug is fixed, i'd turn that off as it's probably what is causing you to crash. Especially if you are teleporting to fix multiple settlements at once.
Hope that helps.

Btw, if you drag a Logistics Station onto a blank municipal plot in workshop mode, it will turn it into a Logistics Station Plot. No need to waste resources scrapping and rebuilding.
 
Because it seam related a bit... do we need a vanilla "Local Leader" Caravan AND a "Caravan Service Plot"? Because... the Plot not physicly sends out a Caravan... but it created lines if you check the caravan routes in the PipBoy menu... Can i just use the later or do i need the first to have the workshops conected normaly?
 
Because it seam related a bit... do we need a vanilla "Local Leader" Caravan AND a "Caravan Service Plot"? Because... the Plot not physicly sends out a Caravan... but it created lines if you check the caravan routes in the PipBoy menu... Can i just use the later or do i need the first to have the workshops conected normaly?
Vanilla Provisionors don't share SS2 Virtual Resources. They function as they do in the vanilla games, sharing WB surplus. That's it. So if you want a settlement on your network to share SS2 resources then you need to use a caravan plot of some kind. For a settlement you don't want on the network, then you can just use vanilla provisionors to link workbenches.

If you want your Caravan settlers to wander like vanilla provisionors, Ideks does that.

Edit: to add, caravan plot linked settlements will still share building materials as well. I don't think i was clear enough on that.
 
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I assume you're talking about Ideks Logistics station. That is a caravan plot add-on all it's own. So to answer your question, most city plans place a caravan plot. You can then find it and change it to a Logistics Station using the ASAM interface. I find it's best to wait until a city plan has completed loading before adding any plots. Anything you place prior will get scrapped.
As for teleporting you around and crashing, that could be from a bug in one of your settlements but I've seen people saying that at the moment "Dynamic Needs" is making it wig out a bit and by turning that off Idek's isn't as sensitive to settlement changes. Also in Idek's settings there is an option that is enabled by default to autosave when you teleport. Until the SS2 save bug is fixed, i'd turn that off as it's probably what is causing you to crash. Especially if you are teleporting to fix multiple settlements at once.
Hope that helps.

Btw, if you drag a Logistics Station onto a blank municipal plot in workshop mode, it will turn it into a Logistics Station Plot. No need to waste resources scrapping and rebuilding.
Thanks for the tip about popping down a logistics station onto a plot, didn't know that.
 
Because it seam related a bit... do we need a vanilla "Local Leader" Caravan AND a "Caravan Service Plot"? Because... the Plot not physicly sends out a Caravan... but it created lines if you check the caravan routes in the PipBoy menu... Can i just use the later or do i need the first to have the workshops conected normaly?
you just need the plot unless you're going long distances. For instance, I had to use a provisioner to connect the castle, but that's the only one I've got running this game. Check the supply lines in the map from time to time cuz I'm had a caravan plot lose its worker before and I'm not the only one.
 
Personally, I've found it doesn't happen if you turn off auto-assignment but thats just my experience.
My auto assignments are off. I came back to sunshine one day and both lashes and Hubert had unassigned themselves from work, play, and homes. I reassigned them and less than an hour later they had ditched all their plots again and taken frenchy jr with them. It hasn’t happened a 3rd time. I’ve also had robot Curie abandon her power station twice but I think that’s more about the robot than the plot. Mr Handsy and some workshop bots have had to be reassigned multiple times. I think it’s related to them not having a human skeleton.
 
My auto assignments are off. I came back to sunshine one day and both lashes and Hubert had unassigned themselves from work, play, and homes. I reassigned them and less than an hour later they had ditched all their plots again and taken frenchy jr with them. It hasn’t happened a 3rd time. I’ve also had robot Curie abandon her power station twice but I think that’s more about the robot than the plot. Mr Handsy and some workshop bots have had to be reassigned multiple times. I think it’s related to them not having a human skeleton.
I suppose it's only a matter of time then. This is the fist time i've had a save with it off from the beginning.
I've noticed that with Codsworth as well.
 
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