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Patch 1.1.0 - "The Rebalancing" is now live!

kinggath

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  • Sim Settlements 2 has been completely rebalanced to streamline the costs and production - particularly for those playing at Component level complexity!
  • Excess production beyond storage capacity will now be recorded so maintenance/operating costs can spend it!
  • New reward during the main questline to smooth the gap between plot types!
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

Click here to check out the full Rebalance Spreadsheets.

-kinggath
 
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Nice Video but its possible to get more Message what your Settlement do?I miss that even in the Video many Bugs and problems with SS2 are why you as player dont really know what is going on in your Settlement and if something is running or have Finish in SS1 you always get Message the City have finish to upgrade or the Settlement make this and is at 40% and so on in SS2 near all run and you dont have a clue if something is finish so you make many times the mistake to leave before the Codes and scripts have real finish what always lead to Bugs or wrong numbers.Calculating option as you see in your video say absolute nothing so how i know if i can leave the City /Settlement.Not that i want always to stay 30-60 Minutes in a settlement to be sure or better hope all is finish.And if possible insert a force refresh when you open the Workbench as i see it always when i reach a settlement Bed count and Work Count goes direct always to 0 and need even in Vanilla Settlements a lot of time to get it right in the Hud on the left not the Settlements numbers above.To fix it fast i need always to change something Build new or change the Bed of 1 Settler or left the Settlement and return direct.
 
... man, I completely forgot to even pay much attention to the changes to Caps income in that 'beta testing'. I just built an "other" type Commercial ("Old World Diner Deluxe" from Jampads2 addon) and with only Vault Tec Rep assigned to it, the daily Virtual Caps income on it is 450 now?!
 
... man, I completely forgot to even pay much attention to the changes to Caps income in that 'beta testing'. I just built an "other" type Commercial ("Old World Diner Deluxe" from Jampads2 addon) and with only Vault Tec Rep assigned to it, the daily Virtual Caps income on it is 450 now?!
I see the issue - looks like the multiplier code for industrial is hitting caps as well. Hotfix incoming.
 

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

  • Sim Settlements 2 has been completely rebalanced to streamline the costs and production - particularly for those playing at Component level complexity!
  • Excess production beyond storage capacity will now be recorded so maintenance/operating costs can spend it!
  • New reward during the main questline to smooth the gap between plot types!
  • And loads more!
Full patch notes available here: https://wiki.simsettlements2.com/en/getting-started/patch-notes

Click here to check out the full Rebalance Spreadsheets.

-kinggath
This may have already been answered. But when you put out a patch, does it automatically download from the game menu mods or do I need to get nexus working?
 
Is the recalculating tool something that could have a progress bar? I've tried using it multiple times, but it's difficult to tell when it's done.
I watch the production report and after a full in game day decide to head out, just to reach the invisible boarder and get a notification requesting me to stay in the area for it to finish recalculations.
I also have a crazy difficult time to keep the caravans services up and running due to the cloth requirement. My settlements are always out of cloth. I've been adding extra organic factories to all my settlements to try to keep up with demand. But when the farms, homes, water plants, caravans, and whatever I forgot, all require cloth it seems a little impossible to keep the settlements running. Just a thought, for farms it would make more sense to make wood and fertilizer the daily material cost.
 
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Bit late here but if you never level up caravans they only require 10 coins a day. Though that wouldn't be an option if you're relying on them for fast travel. Actually a lot of problems can be "solved" by never levelling things up, but that's not really a solution. And farms actually produce fertilizer which is... I don't know how I feel about it but that could help balance the normal farms and advanced farms that require fertilizer.
Overall I'd say components and operation costs are still very unbalanced.
 
And farms actually produce fertilizer which is...
Fun Fact: crops with legumes add nitrogen (aka fertilizer) back into the soil. This would be things like grasses (hay) soybeans and most vegetables. ;) This is why crop rotation was introduced in the medieval age.
(although if you wan to get technical, corn sucks the life out of soil...)
 
Fun Fact: crops with legumes add nitrogen (aka fertilizer) back into the soil. This would be things like grasses (hay) soybeans and most vegetables. ;) This is why crop rotation was introduced in the medieval age.
(although if you wan to get technical, corn sucks the life out of soil...)
However if you do as the native Americans used to, you'll grow your beans right on the actual corn stalks to negate that effect.
 
Bit late here but if you never level up caravans they only require 10 coins a day. Though that wouldn't be an option if you're relying on them for fast travel. Actually a lot of problems can be "solved" by never levelling things up, but that's not really a solution. And farms actually produce fertilizer which is... I don't know how I feel about it but that could help balance the normal farms and advanced farms that require fertilizer.
Overall I'd say components and operation costs are still very unbalanced.
The problem, turned out to be less of a production problem and more of a storage limit issue. I started using Sim Settlements 2 Excess Resource Manager, and after 6 in game days all caravans routes are still up and never dropped since using the mod.
 
Hello I searched and browsed this thread but couldn't find anyone reporting it:

The descriptions in the building selector menu shows the old values per levels for farms etc... I didn't check everything but I thought you guys might wanna check those for the next patch, if not aware already...

Cheers
 
You should post issues here:
There's a better chance for it to be addressed.

That said, its strange the menu would give the incorrect values. I'm pretty sure those numbers are pulled from the same data the plot uses to calculate costs. :scratchhead So in theory, the numbers should always be correct. Maybe you found a plot that was missed during the re-balance. What's the name of the building plan?
 
You should post issues here:
There's a better chance for it to be addressed.

That said, its strange the menu would give the incorrect values. I'm pretty sure those numbers are pulled from the same data the plot uses to calculate costs. :scratchhead So in theory, the numbers should always be correct. Maybe you found a plot that was missed during the re-balance. What's the name of the building plan?
It's not the stats of a certain building.
You know the menu where you select the eligable building plans, there are the main categories like " basic farm ", " advanced farm " etc.... when you click them it chooses a random building..... When you hover on them the description says " Food production 2/6/8" etc... I'm talking about those.... I'll grab a screen shot and post it under bug report later...Can tag you too if you like.
 
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