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Municipal Power Bug

derogue

Member
Messages
23
My municipal plots stopped producing power. The switchbox HUD doesn't load and the power stays at 0. Vanilla power generators work normally

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Image demonstrating an empty Sanctuary with the power bug. This is ten minutes after I noticed the bug, with all other plots in Sanctuary scrapped (the 5 defense is from my nightstriker dog mod.)

I've already tried:
  • Waiting 15 minutes while looking at the floor in Sanctuary for scripts to catch up.
  • Refreshing the power grid by activating the Switchbox.
  • Refreshing the plot.
  • Trying a Municipal Power Pylon instead.
  • Running Power Grid Tools. Ran console commands "cpg" and "cpg 1" and got 0 errors.
  • Recalculating costs in City Manager holotape, (not that that's the same thing, but I was desperate)
  • Clicking repair power grid in Workshop Framework
  • Scrapping everything in the settlement.
  • Starting a new save. Bug found its way to me yet again.

As an added note, the power showed a 0 in green for the longest time, instead of red as seen in the photo.
And strangely enough, whether we have a red or green 0 in workshop HUD, the SS2 HUD power bar is maxed out.

One final thing I noticed is that the power plyon that's part of the actual plot, isn't powered.
If this is due to a mod conflict I've no idea which mod could be causing it. It feels like script lag but I'm just simply not sure.

Hoping it's an easy fix, because power plots are a major necessity.

Load order attached (226 plugins)
 

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The SS2 power bar is based on the number of plots that are powered vs those that need power. Based on the fact that your overall power is 0, you don't have any plots that need to be powered currently (if you do, then it's bugged).
The power pylon that's part of the plot won't be powered. They are only there to transmit power radiantly - all SS2 plots accept radiant power, not just internal ones. There's even an option to stop the power pylons from appearing when you place a plot if you want.

The actual issue you've got with the municipal power pylon is a known one. I tracked down the problem to a disabled object that SS2 relies on, but I haven't found what causes it to be disabled. However, I may be able to upload an experimental fix you can try (I emphasise the word experimental).
 
The SS2 power bar is based on the number of plots that are powered vs those that need power. Based on the fact that your overall power is 0, you don't have any plots that need to be powered currently (if you do, then it's bugged).
The power pylon that's part of the plot won't be powered. They are only there to transmit power radiantly - all SS2 plots accept radiant power, not just internal ones. There's even an option to stop the power pylons from appearing when you place a plot if you want.

The actual issue you've got with the municipal power pylon is a known one. I tracked down the problem to a disabled object that SS2 relies on, but I haven't found what causes it to be disabled. However, I may be able to upload an experimental fix you can try (I emphasise the word experimental).
The power was showing a green 0 when I had 30+ plots originally, one of them being my Municipal Power Plot.
The image was taken after I scrapped everything except the power plot to show the menu's still being unable to load.
I look forward to your experimental fix. Where can I find the option to hide power pylons by the way?

Edit: I tested to see if the bug occurs in other settlements, and to my surprise Red Rocket Municipal Power works as intended. Now, with this bug being only in certain settlements, a whole new plethora of questions arises.
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And in addition, the pylon that's part of the plot is, as a matter of fact, showing powered.
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Yeah I just had this happen in my spectacle island. Showed up and the municipal pylon is blank, not showing any power produced. I tried waiting, moving stuff around, storing stuff, refreshing plots, etc. Only thing that ended up working was scrapping the power plant then rebuilding it.
 
Where can I find the option to hide power pylons by the way?
Options, Usability, Auto Place Powerpoles

Edit: I tested to see if the bug occurs in other settlements, and to my surprise Red Rocket Municipal Power works as intended.
Each settlement has it's own object it uses to store data. A corruption in one settlement does not result in corruption in other settlements.

And in addition, the pylon that's part of the plot is, as a matter of fact, showing powered
I think that's normal because of the type of object it is. It's not a normal power pylon.

Only thing that ended up working was scrapping the power plant then rebuilding it.
You got lucky - often when this bug happens even that doesn't work. That sounds like the object SS2 uses to record the power is fine, it just didn't register the power properly. Rebuilding the power plot re-registered it.
 
@derogue unfortunately I can't test the fix on my game because I don't have that bug anymore (I may have started a new game since then).
If you are on PC, can you upload your save? I'll use your save to test the tool.
 
I'm also having this problem in Spectacle Island. Doesn't matter what I do, the municipal plot won't give any power. Same thing happened in Outpost Zimonja. Had to place a fusion generator. Is there a way to reset the area?

Edit: Things I tried:

1- Going into workshop mode by clicking on the actual workshop will show 86 power is generated. If I build something, like a pylon, that number drops to 21 and stays there, even though the municipal plot shows is producing 30 units of power.

2- I have loot detector and shows unpowered items as blue, if I connect a street lamp, for example, to the municipal it loses the coloring and shows a green lightning, but it keeps the unpowered tracker marker (SS2's)

3- Ran wires and power radiating pylones almost touching an interior municipal plot I placed for the caravan. The plot shows the red lightning meaning it has no power, but I still get the icon showing I'm connected to the caravan network and I get access to all the resources in the linked workshops.
 
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Ran wires and power radiating pylones almost touching an interior municipal plot I placed for the caravan. The plot shows the red lightning meaning it has no power, but I still get the icon showing I'm connected to the caravan network and I get access to all the resources in the linked workshops.
My guess is it is deliberately set up so that the caravan network will remain as long as the plot is manned. Otherwise we would constantly have settlements falling off the network due to power bugs.

If you are on PC and can drop me the save, I wouldn't mind having a look at it. I've been investigating that power bug.
 
My guess is it is deliberately set up so that the caravan network will remain as long as the plot is manned. Otherwise we would constantly have settlements falling off the network due to power bugs.

If you are on PC and can drop me the save, I wouldn't mind having a look at it. I've been investigating that power bug.
Tried reloading a save, scrapping the city plan and it's the same issue with the other settlement now. Vanilla generator work but municipal plots don't. Municipal pylons do move the power from the generators, and I get the visuals that something gets power, base game and loot detector's, but still get a marker from the unpowered objects tracker.

File size is to big for the forum, where do I upload it?
 
@Kaius I've got a fix for it. I've sent it to KingGath, so hopefully it will end up in a future patch. Waiting for that would be better than installing a quick fix mod from me that then has to stay in your load order for the rest of your game.
I'm having the exact same bug, (power plots show power, municipal pylons/ switches show nothing) in Abarnathy and Starlight, so if you need another save to look at, let me know.
 
@Kaius I've got a fix for it. I've sent it to KingGath, so hopefully it will end up in a future patch. Waiting for that would be better than installing a quick fix mod from me that then has to stay in your load order for the rest of your game.
Thanks for the work. I'll be watching the Nexus page for an update.
 
I am experiencing this issue as well. My Municipal Power generator in Sanctuary has stopped producing power. I reloaded an earlier save, and it was working, but over the course of an hour the glitch showed up and my power grid in Sanctuary dropped to 30, which is the output of vanilla generators I'd added before adding a Municipal Power Generator plot.
This glitch only occurred since I updated to the Chapter 2 SS2.
 
This issue should now be fixed in the latest patch (2.1.1)
Thank you @cbrgamer2 hopefully I won't experience this bug again.
I had reported it on discord but could never nail it down cleanly, nor in an unmodded save file.
On several older save files I had just converted any settlement affected by it over to vanilla power. But Holy-Crap I had put so much time into trying to figure it out. :crazy

Thank you, good Sir! :good
 
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