Thanks from all of us!First of all you guys are doing an awesome work!
There's an internal list that we [the support team] use to collect bug reports to Kinggath and his developer team. That is then condensed into these (the trickle down can take a few days though, we're all doing this on our spare time):I also wanted to ask if there is a place where one can see an organized list of all the bugs that have already been reported.
I have found some plots that can't be accessed by settlers, also some floating items, and what I think is a premature manifestation of furniture from the next level.
Agreed, for my part at least. If you keep up with the videos Kinggath releases then you know that there's already been changes made to the default settings due to user feedback. Your idea is noted.I'm using the option that makes the plots spawn with the designers intent plot. (also I think you should put that option as default, before I figured out I could set that, I was going crazy because the random plots were not doing justice to the cities)
Lvl 0 isn't intended as a functioning settlement. It's more or less just an indication of where the settlement will be built. Some of the floating stuff you've seen is not supposed to look like that. It's being looked into.At level 0 .. several floating items ..
Yeah. Known bug.Also there's no recruiting beacon.
If you don't add stuff, you shouldn't have to worry about power. Kinggath had to invent the "magical power system" for the city plans to work. I believe that there's a problem with regenerating the power lines. It can be broken if you replace the plots automatically built. That is, you won't break the whole settlement's magic power, but that plot you just moved or replaced must now have a power line. Don't think that drawing powerlines to unmoved auto-built plots will break anything though. Make a save, and try.I also have a doubt about the power, I have 4 power even after some of the plots that should require power are built, but there's only a small generator in the city (that I can find), and all the plots seem to be powered by magic, is this just a feature to make sure all plots have power before all plots are build and the power cables can be created?
I have one question though, can I install the power cables so that the plots stop being powered by magic? I'm afraid that if do it I might break something.
Dual flags is a bug.- the martial plot flags show up during the level 0 fase and when the martial plot gets build I end up with duplicated flags (at first I thought it was a general bug, but this doesn't happen in my other city).
That really doesn't sound right... we'll look into that.- there's a bar that is in the same place as a shack bridge, the bridge aligns with the spawn furniture so is this the intended look or is the plot out of place?
Most of that is bugs... level 1, .. keeps having premature spawning of objects .. floating beds .. chair spawned inside a bed, and a turret in the middle of a recreational plot .. an incomplete flouting light bulb ..
It's a design choice. You can lower them yourself, via the modpos z console command or via the Place Everywhere mod. They will probably be raised again when the city plan upgrades or refreshes. Bar the "magic power" function, all plots are just like plots in the normal Sim Settlements. They will evolve independent of the city build. Leader or no leader. However, walkways and such, connecting plots, will not be built without a leader.And I understand the idea of keeping the city makeshift look during level 0, but is it possible to lower the z position on the floating farms so that their base is under water? Or is it impossible to raise it during city upgrade?
That sounds like a bug.Also I cant access the fuse box or the floor of the lower bar (the one that had the shack bridge going through it), the fence is blocking the line of sight, and I'm afraid that the upgrade of the industrial plot behind it will block access from that side to.
Good to know.the recruitment beacon spawned in level 1
Yup. In the menu that appears when you select the city plan blueprint on the City planner's desk (the one where you appoint a leader and such). If you scroll down that menu you'll see a "refresh city" option. The menu is to long to show all options in certain resolutions.is there a way to refresh the entire city? not just the plots. without destroying it and going back to level 0.
Yes you certainly have. Many thanks!Hope I have been of some help, and keep up the great work!
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