the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Public Beta 1.0.16b

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
5,182
We're creeping ever-closer to having all the resource issues worked out! Tonight's public beta addresses the following:
  • Fixed a bug that was causing the Organic Materials building class to produce tiny amounts of Rare Materials.
  • Fixed a bug that would prevent Salvage Beacon runs from working correctly.
  • Fixed a bug that would prevent Caravan Services buildings with multiple workers from each being able to make an independent run.
  • Crystal Cavern can now correctly upgrade to level 3. (Note this building only has one art design, but increased levels do provide higher production).
  • Fixed a bug that would prevent turning in the note to Mansfield found during the quest Vim and Vigor. This would not have prevented proceeding through the quest, merely would have made the player miss out on some extra backstory dialogue.
  • Mansfield’s extra work quests involving patrols should now correctly reward various weapons and armor if the player protects the patrol from being killed.
  • Mansfield’s extra work quests should now correctly start a new instance each time instead of occasionally using a completed instance of the quest to show objectives.
  • Mansfield’s Courier quest should now correctly show the settlement location in the objective instead of [...].
  • Fixed a bug with The Ron’s recruitment service that could result in him not knowing about all eligible people.
  • Fixed a bug that would prevent Rob Lambair from correctly being marked as recruited. This could cause The Ron to offer him up as a recruitable character again.
  • Fixed a bug that would allow resources to produce beyond the storage max.
  • The following building classes are now Player Select Only by default, meaning they will not be selected unless the player explicitly chooses them: Advanced Water Plant, Hi-Tech Water Plant, Advanced Defenses, Hi-Tech Defenses, Advanced Power Plant, Hi-Tech Power Plant, Industrial Conversion, and Power Transfer.
    • The first 6 require settlers with specific stats to be assigned, and therefore would often go unbuilt. Industrial Conversion is not a useful class for people playing at Scrap or Category level complexity, and Power Transfer requires a power surplus and existence in multiple settlements to be of any use.
    • This behavior can be overridden, allowing all classes to be randomly selected again, in the holotape/MCM menu under Gameplay > Usability > Settlers Choose From All Classes.
  • Added tool to holotape to force the current settlement to recalculate its daily costs and production. It can be found under Tools > Advanced > Recalculate Costs and Production.
  • MCM Report View toggle hotkey should now correctly restore the default position when pressed again.
  • Slightly reduced the volume of the building class unlock music.
  • Adjusted the volume of several sounds in the Dynamic Soundscape.
  • Added unique Job Titles to several of the Production and Conversion industrial building plans included in SS2.

Download public beta 1.0.16b here.

-kinggath
 
Last edited:
Fixed the file - there was an alpha version of the HUD in the previous one that would have made your happiness bar show up empty - if you have this happen, please redownload from same link.
 
Going to post more details about "Fixed a bug that would prevent Salvage Beacon runs from working correctly.":

Before, starting a new run before the old finished would overwrite the old run's data, preventing it from ever advancing and making the settler, the container, and the brahmin stuck. With this patch, SS2 will attempt to unstuck them, but it can't fix everything. The data which connected all the pieces together is lost, and it can only reconstruct part of it.
You will instantly get back any stuck Mark 1 beacon, but for salvage beacons, you will have to find the stuck containers manually. Using E) Open Cache on them should fix them. However, if the run has advanced since, the items might be lost...
The SS2.0.log should have lines telling you where the code has found stuck beacons, this might or might not help you find them...
 
Added tool to holotape to force the current settlement to recalculate its daily costs and production. It can be found under Tools > Advanced > Recalculate Costs and Production.
Isn't showing up for me, on either new or pre-existing saves.

Also, the "City Manager Tools" Aid item that merged all the tracking + Gavel functionality appears to be gone? Had one in my inventory but it's gone now, and it doesn't show up on the Desk's crafting menus either.
 
Isn't showing up for me, on either new or pre-existing saves.

Also, the "City Manager Tools" Aid item that merged all the tracking + Gavel functionality appears to be gone? Had one in my inventory but it's gone now, and it doesn't show up on the Desk's crafting menus either.
Hmm - unable to replicate this. Thought maybe I had uploaded an old file or something, but I just tested with the files from that archive and both of those things are there.

Anyone else seeing this?
 
Added tool to holotape to force the current settlement to recalculate its daily costs and production. It can be found under Tools > Advanced > Recalculate Costs and Production.
Hi, Gavel ok but tool on holotape isn't present for me either
 
Very confused. I stripped down to just WSFW, HUDFramework, and the SS2 files I downloaded from the link above and can see the attached screenshot in the holotape.

Is there an addon out there maybe messing with the holotape?
 

Attachments

  • 1017NewTool.png
    1017NewTool.png
    1.4 MB · Views: 10
The orginal file had files for WSFW. The new upload doesn't have WSFW files, is this correct?

update:
Seems to be fine. The new tool is available in the holotape advanced options.
 
Last edited:
Just checked my download folder... not sure if you rename the file as you upload them or if the file already has it's name set, but
last nights download filename was SimSettlement2v1.0.6b
new link has filename 1.0.16b

edit: also large file size change... last night 1,005,078 kb now 946,322 kb
 
Last edited:
I am having no issues with the newest download. Taking a minute for everything to update but so far all is going as expected. Minus a couple numbers quirks on some add-on plots.
 
replaced the wsfw file from the first download with the one on the nexus and no more out of date message.
 
Yeah, I had to do the same as StephenJ said, but it looks to all be correct now. (I meant this thing when I said something appeared to have gone missing, btw - which was added in 1.0.10, and the file I got last night localtime WAS labeled as 1.0.6...)

ScreenShot170.png

EDIT: The "mystery" Rare Materials production that was coming from Organics-type Industrials is definitely gone now too, so I will assume I do now have the correct up-to-date version and test some other things.
 
Last edited by a moderator:
Added tool to holotape to force the current settlement to recalculate its daily costs and production. It can be found under Tools > Advanced > Recalculate Costs and Production.
I can confirm that this takes a while, for me a long while, mileage will vary. However it has worked out all my issues when it comes to Daily values and what should be getting produced and used.
 
Just checked my download folder... not sure if you rename the file as you upload them or if the file already has it's name set, but
last nights download filename was SimSettlement2v1.0.6b
new link has filename 1.0.16b

edit: also large file size change... last night 1,005,078 kb now 946,322 kb
Doh! I guess it's time I archive all the old files so I don't misclick similar looking versions again.
 
Top