the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Fixed Martial plot never starts building; eternal scaffolding

spacefiddle

Well-Known Member
Messages
576
I haven't seen this in the change logs - I'm about to update from 0.8.2 to 0.8.4, but this wasn't mentioned, so not sure if it persists. I'll test more and see.

When the martial plot is built, if it "chooses" Kinggath's default, it's fine. Sometimes it will pick your martial plot, and if it does, it's stuck. The scaffolding goes up, the settler hammers away, but the plot never advances: it never even gets the building materials stage. I've left the plot for about 2 weeks running, to be sure (in game, heh) but nothing.

When using ASAM on the plot, Kinggath's default is listed as an option, but yours isn't.
 
The only reports I've had of something similar were cases of a martial plot building an advanced industrial plot instead. That was an issue in kinggaths plot selection code that he believes he has fixed.

Do you have the RobCo Civil Services building in the settlement? That's the only way to get my martial plot and it won't build if the unlock plot isn't there.
 
So, did more testing today, disabled loose files and used my latest version (0.8.4a) and am able to build the plot fine when there is a robco civil services plot in the same settlement.

I do get infinite scaffolding exactly as you describe if I have a civil defense plot placed, destroy the robco civil services plot, then move/rebuild the civil defense plot. So perhaps there is a bug where kinggaths code is selecting my martial plot even if the pre-reqs are met? Or the workshop AV isn't being set correctly in that settlement?

The fact that my plot isn't showing up in the ASAM menu but is getting auto-selected suggests something I might need to have kinggath look at, but I want to verify before I tag him
 
So, on a new game: built housing plots which populated, farms which populated, and placed a martial plot which didn't have a worker yet. I didn't look at the plaque at the time.

After the beacon was on, a new settler came and assigned himself to the martial plot. After a couple of days with no progress, I looked at the plot and sure enough, it said it was your Civil Defense plot. Scaffolding, hammering settler, but no building materials and no progress: empty plot.

When activating the ASAM sensor to choose a plot, kinggath's security checkpoint was the only one in the list (which I chose, and which then built normally).

So it looks like the Martial plot, when placed, can select the Civil Defense plot when it should not be (i.e. the robco plot does not exist - which it never has, in my games so far).

HTH! Let me know if you need more info, or my messy save file.
 
OK, so that's something I'll have to ping @kinggath on for sure, I don't do anything with the auto-selection code.

For clarification to kinggath:

I have a martial plot that uses the building plan paths, which has a level 1 pre-req of a Workshop AV (which comes from one of my level 3 advanced industrial factories).

The pre-req seems to be properly respected in the ASAM menu, but I have 2 reports from users that the plot can be automatically selected by the plot selection code even when the necessary workshop AV is not assigned to the workshop.
 
Last edited:
Technically, the Master Plan is an eligible choice, once it's assigned, it checks the path requirements and sees they are ineligible and so just holds the plot at level 0 until the requirements are met. I can look into adding support for this use case, but for now, you'll need to do something like the auto-ban until the other building is created.
 
Technically, the Master Plan is an eligible choice, once it's assigned, it checks the path requirements and sees they are ineligible and so just holds the plot at level 0 until the requirements are met. I can look into adding support for this use case, but for now, you'll need to do something like the auto-ban until the other building is created.

Ah ha, that explains it.

Just fyi, it doesn't seem to resume building once the requirements are met, the plot must be re-placed.

I can solve it by making level 1 a basic martial plot or nearly worthless and level 2 is the start of the plot requirement and the advanced stuff.
 
OK, I have a version where level 1 is a more standard farm or martial plot in terms of stats and benefits, then the unlock is now at level 2 instead, which is where it jumps up and starts to provide better stats.

I'll get it packaged up and if you could test for me, that would be great.

The plots that are already stuck will need to be picked up and set back down to resume building.
 
Top