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Murkwater Construction Site Bugs for RotC

damanding

Cluttered Mind
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Please post bugs specific to Rise of the Commonwealth and Murkwater Construction Site in this thread.
 
When I build the foundation for Murkwater (using RotC) I don't get a recruitment beacon.
This happened with the version of SS I installed via NMM last week, and the hotfix I downloaded yesterday.
I have uploaded a save file here:
https://www.dropbox.com/s/q0lxsn3i7uzu4ut/murkwater_no_beacon.7z?dl=0

This save is "stripped down" - I was only using Vladicil's item sorter and DEF_UI mods, plus the hotfix version of SimSettlements and RotC.

Here are some things I've tried:
Rebuilding city from city manager desk. using local destruct option in the holotape to destroy settlement and start over with new city manager's desk and different leader. Toggling the Recruitment option in the holotape to turn off and then back on the Recruit via beacon option.

I have used RotC at other locations (oberland, croup, nordhagen) and those 3 are all working normally. Oberland already had settlers, croup and nordhagen were completely empty (like my murkwater)
 
noted, for now go ahead and drop a large gas generator with a recruitment beacon and a large water purifier somewhere at the very boundary of the settlement to get the party started. You can scrap it as soon as it makes the jump to level 1.
 
First of all you guys are doing an awesome work!

I'm sorry, I didn't notice this section before. Can you move my post out of the main bug report page and into here?
https://simsettlements.com/site/index.php?threads/floating-items-at-murkwater-construction-site.3129/

The city is at level 0 and I'm using the option that makes the plots spawn with the designers intent plot.
--I have 1 martial plot without access;
--5 floating beds around a tree (I'm assuming they should be part of one of the next levels of the city) (when I copied this from the other thread I noticed that I can only see 3 beds in the picture, no idea if there were actually 5 or if it was some dyslexia from my part)
- 1 martial that the settler needs to fall into (I believe this might be the way it's intended to work);
- several floating farms (if they were a little lower the water would make this less obvious)
-There are other floating items but they will probably be assimilated into the clutter as the plots and city evolve.
But the big issue I'm having is the
- 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?

- 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). (SS bug)
 

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So the city finally upgraded to level 1, And it's much better than I could ever imagine, but keeps having premature spawning of objects.
One of the previously floating beds now has its structure in place, but the other 2 keep floating.
A chair spawned inside a bed, and a turret in the middle of a recreational plot. I also have an incomplete floating light bulb.
As for some of the previous level problems, most of them as expected were just lack of structural pieces that in my opinion should have been there from the start, but are there now, for the most part. The stairs leading to one of the martial plots, and the floor under one of the interior farms finally spawned. And the duplicated flags are gone.
There's also one piece of structure that I think shouldn't spawn this early (if it's actually part of your vision of the shop's counter I apologize).
That's it, for what I thing are bugs.
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.
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?
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.
All put together the city is awesome and the positive aspects outweigh the negative by a lot, great job!
Hope I'm being more help than an annoyance!

edit: the recruitment beacon spawned in level 1
edit2: is there a way to refresh the entire city? not just the plots. without destroying it and going back to level 0.
 

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We'll move that other post of your's. Thanks for letting us know. (I don't have the rights myself though. Notice sent to higher levelled people.)

Where to begin... :dance Just kidding. We love feedback!

First of all you guys are doing an awesome work!
Thanks from all of us!

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.
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):
Rise of the Commonwealth : Known bugs and conflicts
The wiki FAQ for RotC

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.

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)
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.

At level 0 .. several floating items ..
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.

Also there's no recruiting beacon.
Yeah. Known bug.

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.
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.

- 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).
Dual flags is a bug.

- 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?
That really doesn't sound right... we'll look into that.

.. 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 ..
Most of that is bugs.

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?
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.

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.
That sounds like a bug.

the recruitment beacon spawned in level 1
Good to know.

is there a way to refresh the entire city? not just the plots. without destroying it and going back to level 0.
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.

Hope I have been of some help, and keep up the great work!
Yes you certainly have. Many thanks!
 
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So I refreshed the city (never even realized I could scroll down in that menu, thanks for the heads up!), but the only thing that went away was the floor piece that was in the clinic (extra structure.jpg). I'm guessing the remaining stuff it's actual problems and not random glitches.
As expected the upgrade of the industrial plot behind the bar made it impossible to access the fuse box, but it's now possible to use the plot's floor in the left side to access the options.
The upgrade of 2 other plots also has me confused, I cant tell if the problem is the plots evolving quicker than the city, or if the game spawned the wrong plots. Maybe this is the way they are intended to look like (I'm certain the turret is a bug), but it just looks weird to me. I have a residence that cant be accessed because there's a big crate blocking the stairs, and a recreational plot that has a floating diner table and a wall going through one of the benches. (A smaller wall and some plywood in the floor and it would look perfect)
I also have a military trunk that is blocking what seems to be the best way to access this plot, I'm assuming this area is going to develop further in the next city levels, but I just thought of leaving the suggestion of that trunk not spawning there until that moment.
As for my level 0 expectations, sorry for that, when I heard kinggath saying the level 0 structure was just so you would know where the city was going to be built, I thought that he was talking about all the platforms without any plots in them, didn't realize that level 0 wasn't actually a city.
edit: the box is gone in the level 3 house, so the house is only inaccessible during level 2
 

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I have found more floating stuff, or stuff that has no access yet.
Should I keep crowding this page with more versions of the same problem?
My problem here is I fear this might not be related do the city specifically, but to SS, but at the same time, refreshing the city always spawns the same objects, so it doesn't seem random, looks more like they have just ended up on the wrong layer.
 
Just a quick update, major issues only (after refreshing the city level 2):
++the turret is no longer in the recreational plot, now is in the right place on top of the weapons shop.
++fuse box from bar is now accessible.
+chair is now in its proper place next to de bed rather than inside it.
+floating partial light bulb is gone.

---Impossible to access recreational plot from any direction (you can parkour your way in through the ceiling but you will be stuck inside). every time the city upgrades it feels more like it spawned the wrong building plan.
--both vanilla guard posts (that, I'm guessing, shouldn't be there yet) are now inaccessible.
-workbench spawned inside a bed in the tower of previously floating beds.
 

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Just to wrap up, the level 3 city is awesome!
+++almost all issues are gone
-one of the vanilla guard posts has no access, and the guard can't enter/exit to walk to the other one (I suggest placing a third guard post to fully employ the settler)
-there's a floating light bulb
 

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I tend to send settlers from settlement to settlement as I start new ones up. However, I have no way of knowing what the designed max population is for various settlements. Does anyone know what murkwater's upper limit is? Is it dependant on the level? I am currently at level 1, with 11 settlers and only 8 beds, and I don't see any obvious places where new residential plots would go in.

It would be nice to see this information somewhere in-game. As it is, the only information there is is on the city plans notes, and the only way to see them is to go into select city plan, select it again, read the notes, then cancel out. (Since the notes arent on the plaque, which I understand).
 
at a guess, check around for unassigned blue man vendors. I ran into one at both graygarden and egrets where I had to manually assign a bartender and a shopkeeper respectively before the upgrade took off.
 
Those blue man auto assign themselves, at least in my game. I have the opposite problem, I have settlers assigned to the blue men and SS plots at the same time, I have a guard that is a medic, and deacon is the mayor, a vanilla guard post guard and a blue man shopkeeper, the other blue man shop seems to rotate between settlers (that also have they full time job in SS plots).
 
This might explain why some settlements are stopping short of capacity and never filling up enough to upgrade...

@kinggath any ideas?
 
-I also had the missing recruitment beacon but after refreshing in the latest update the issue seems to be resolved (except that it is not powered).
-I also have the floating lightbulb in the center of the settlement
-There are two City Planner Desks, one by the recruitment beacon and one on the second floor not too far away from the original, when I refresh both are rebuilt.

City is at 73% until the level 1 upgrade, perhaps that will resolve the issue but it's certainly confusing at level 0.

Thanks guys, keep up the awesome work!
 
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