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Bug Multiple Scav Team Dispatcher spawning in one settlement

I know several of the add-on authors have talked about making an official merged version once we're closer to feature complete.

Not sure if anything will come of it, but I think it'd be a nice feature for players
 
I know several of the add-on authors have talked about making an official merged version once we're closer to feature complete.

Not sure if anything will come of it, but I think it'd be a nice feature for players

It would be appreciated however I am happy to make room in my load order and try to do the merging myself once they go 'gold' if an 'official' merged version is just not feasible/desirable.

They bring a lot of fun and variety to what was originally a dead mechanic; most of the settlement related mods I used to use before SIM Settlements + AddOns were cosmetic, only Northland Diggers introduced new elements however it still needed micro-managing.

I only spent the time because a) I like sandboxes and b) modders brought a lot of quality cosmetic stuff to the table.
 
OK, so! I've included the fixes in the upcoming patch, you'll want to delete those loose files when that patch comes out, just fyi.

It might still be several days on the next update since I have 2 more buildings to make and I have to incorporate the robotics workshop into the new Robotics tech tree

I'm going to push the other 5 new buildings to the patch after this one in part just so the next update won't take quite so long.
 
I have the same problem. First two facilities I built were dispatchers, the third is Scavenger Support. I have tried destroying and rebuilding the second several times and it keeps coming back as a dispatcher.

That said, is there some reason for treating these at the same building and letting the game choose? Why not list them as 3 separate buildings and let us choose. That would eliminate the problem.
 
I have the same problem. First two facilities I built were dispatchers, the third is Scavenger Support. I have tried destroying and rebuilding the second several times and it keeps coming back as a dispatcher.

That said, is there some reason for treating these at the same building and letting the game choose? Why not list them as 3 separate buildings and let us choose. That would eliminate the problem.

If I did that, all copies after the first one would do literally nothing except eat your resources. They are unique per settlement and only one copy in each settlement is designed to work. They are far too powerful if duplicates are allowed to function.

Grifman, what version of the mod are you running? What version were you running when you placed the plots? When you destroy and rebuild, please describe the process you are using.
 
Sorry, since you replied, I should have responded earlier. I got it fixed, I think it was a problem on my end. Thank you for your response.
 
Sorry, since you replied, I should have responded earlier. I got it fixed, I think it was a problem on my end. Thank you for your response.
Glad to hear you got it sorted.

I have a fix for the plot selection issue (where picking vi the ASAM sensor won't work with these plots) that will come out with 0.8.1.
 
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