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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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I ran into this bug for the first time today and it was an interesting timing to say the least. I didn't remember this thread but I'm glad @cbrgamer2 found the root cause! :yess
 
It is still happening on my game, is there anything I need to do to fix it or it should fix itself?
It should fix itself.
I just tested it on the save I used to find the problem and it's working property now (this was the original save, from before I did anything).

Try using the switch (it should say refresh or something). That will make sure the municipal power switch you are looking at is registered as the one for the settlement. Give it a moment, then go into workshop mode and check - the swtich (or pylon) should now be producing power.

If that doesn't work, feel free to drop me the save and I'll take a look at it.
 
It should fix itself.
I just tested it on the save I used to find the problem and it's working property now (this was the original save, from before I did anything).

Try using the switch (it should say refresh or something). That will make sure the municipal power switch you are looking at is registered as the one for the settlement. Give it a moment, then go into workshop mode and check - the swtich (or pylon) should now be producing power.

If that doesn't work, feel free to drop me the save and I'll take a look at it.
I tried and it is still the same, not generating power at all. I'm using a good amount of mods so I hope you can see anything in the save.

 
This thing with power plots producing zero power happens to me a lot of times as well, whenever I notice it I refresh the plot and it cures it, at least for a while. I haven't played enough with this week's patch to say whether it's helped, if it has then that's great!
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.
This is a different thing, when you somehow have multiple grids in a small area - it doesn't fix itself and as far as I understand, this is a symptom of the power grid corruption problem that causes some crashes. Recently kinggath added a couple of options to Workshop Framework to combat this, they are off by default and you might want to turn them on:
xEHGOu3.png




The older method of trying to deal with that problem was RK's power grid tools mini-mod ("RK's Gameplay Mods - 005. Power Grid Tools 1.4")
This gives you a couple of console commands to view and attempt to fix this problem of corrupted multiple power grids in a cell. It can also display the actual game object IDs that are members of the problem power grid, and you can then go actually find them and deconstruct them in workshop mode. I haven't run into this kind of persistent grid problem in a long time though and this may be completely obsolete now.
 
I went to Sunshine Tidings today and I remembered that I also had a Power Plant with 0 energy production there. Refreshing the grid with the switch or refreshing the plot did nothing. However, changing the plot to a different one, or deleting the plot then adding a new one, was succesful.
 
I tried and it is still the same, not generating power at all.
I've found the problem and can fix it, I've asked KingGath for advice on the best way to get you the fix. It is not the same problem as the patch fixes, in fact it is problem that should be extremely rare.
KingGath sets a variable to true at the start of the refresh function and then sets it back to false at the end. If the variable is already true when the function runs, the script thinks it is already in the middle of running the function so just exits. It looks like the variable in your game has got stuck on true somehow (I have no idea how it is even possible). Setting the variable back to false allows the municipal switch to function normally.
I'll get back to you when KingGath gets back to me.
 
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