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Public Beta 1.0.10a

kinggath

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In addition to my recent vacation, I've now got the flu, so there might be a slight delay in the patch and its not as big as I was hoping because of all of this downtime. Regardless, some of the stuff we tackled in this patch required some massive under the hood changes, and I could use some more eyes on things.

My two biggest concerns are:

1. Does the HUD still work as expected? (I had to put in a bunch of prep code for an upcoming HUD addition)

2. Do the new performance options cause any problems with plots or City Plans?


This build also includes a beta build of Workshop Framework. Below are the changes in both:
  • Disabled player character comments when activating City Planner’s desks for crafting.
  • Fixed the Magazine Press building plan.
  • Fixed the Body Armor Technology building plan.
  • Expanded Performance Settings section of the holotape/MCM to provide controls over the types of objects that Plots/City Plans will place.
    • Turning these settings off will slow down the placement code, but will reduce the number of items needed to render which can result in improved FPS for some players.
    • Not all items in the game are tagged in a way that these settings can be acknowledged, so will not impact every matching item.
  • City Plans will now acknowledge the build limit, meaning they will not be eligible to upgrade if the settlement is at max, unless the Respect Build Limit setting is turned off.
  • Updated all building plans in SS2 to support the performance settings. (Thank you Rudy!)
  • Fixed z-fighting on Chemical Plant, Lumber Yard, New Bugle, Munitions Factory, Oil Well, Paper Mill, and Nuclear Arms building plans.
  • Fixed a bug that caused resources spent from the Caravan network to actually increase the resource counts instead of spend them.
  • [Addon Authors] Random clutter formlists for weapons have had their Editor IDs updated to match the corresponding statics. This should make it easier to update the stage item spreadsheets when using one of the statics as a placeholder in your design in the CK.
    • If you have any spreadsheets you keep archived, you will want to update them. The previous editor IDs started with “kgSIM_RandomClutter_Misc_Stored_Weapons”, and now start with “kgSIM_RandomClutter_Misc_Weapons_Stored”.
  • Fixed a large number of subtitles in the main quest line to match what the actors are saying.
  • Jake’s gun now has a custom reload sound (this was something we have had for a while but only recently solved the technical requirement to use it without overwriting the default laser pistol reload sound).
  • Fixed an issue with some of the item placement in the interior Gravel Processing building plan.
  • Plots will now clear out stage items before triggering an explosion. This will delay the explosion in some cases, but will reduce the feel that items were “left behind” by scrapping of plots or changing plans.
  • Remastered Tom Thorn’s audio which had some issues in the initial release.

WSFW Changes

  • Added support for Location KeywordData checks through the utility functions.
  • Fixed a bug that was causing the update to workshop build limit from script placed items to use the draw data instead of the triangle count.
  • Added new setting Cap Settlers By Bed Count, which will only allow as many settlers to appear as beds exist. Note that this setting does not increase the default limit max, so building more beds does not bypass things like the Charisma tie-in from the base game.
    • [Sim Settlements Players] Residential plots that are unbuilt do not have beds, so this setting will not work well with them, but SS1 and SS2 also have their own recruitment systems that will generally override this anyway.
  • Vendor produced caps now correctly use the leveled list WorkshopProduceVendorIncome allowing other mods, such as Horizon, to impact this without needing a patch.


Download Public Beta 1.0.10a.

Please let me know if you have any new troubles with the HUD after trying this version, or if turning off some of the performance settings causes any issues with City Plans or Plots. Thanks for trying this out!

-kinggath
 
I wonder if it is possible that instead of Spawn On / Off, it is Show On / Off.

Types of PC
1- High end
2- Medium
3- Low
4- Holy Shit
5- My PC

I have noticed the loss of performance. Everything is deactivated. But what was already built?
ScreenShot620.pngScreenShot622.pngScreenShot621.png
 
It does not change what was already built, you would have to change the settings before running the city plan. That's why its named the way it is, if it were named Show, then people might assume those items would dynamically be removed.
 
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