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Public Beta 1.0.6b

kinggath

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I got on a roll today and pumped out a bunch more bug fixes/changes! Including one that I think will be a big game changer for Workshop Framework.

While doing a lot of testing, I kept running into an issue where the SS2 HUD would lock up completely. The logs were showing nothing was wrong, they were even outputting from Flash that everything was normal.

It occurred to me that this is likely what people who feel like the SS/SS2 HUD is completely broken have been experiencing and I'm just finally able to repeat it now that I've added so much stuff to the HUD.

I used HUDFramework to reset the modules, and it all started working again - so I changed WSFW to have a Reset HUD Widgets tool that will close out all of the HUD pieces that are routed through Workshop Framework (which includes the SS2 hud). After you run that, if you go back into Workshop Mode the hud will reset itself and you'll be back in business!

Tonight's patch is basically 1.0.7 a day early, below are the changes (in addition to what was in 1.0.6a's notes the other day)
  • Fixed a bug that would cause City Plan upgrades to ignore Designer’s Choice after level 0.
  • Plots that upgrade in an unloaded settlement will now delay updating their items until the next time the player is in the area. This should greatly reduce leftover items from previous levels.
  • Skout is now marked protected so he can’t be killed by Sickle’s crossfire in Suburban Disturbance.
  • Manual plot upgrade confirmation message will now correctly show the plot level being upgraded to.
  • Fixed the strange yellow glowing texture on some of the window models.
  • Tiny Box Tim’s “loot boxes” will now contain actual scrap objects instead of the corresponding components.
  • Fixed several building plan issues with Wasteland Manor and Skyline Apartments.
  • HUDFramework elements should now be shut down during Cinematic Mode. This will reduce unnecessary script traffic during City Plan building and reduce likelihood of HUD lockup occurring.
  • Fixed a bug where Cinematic Mode would still be used during City Plan upgrades even if the player had disabled it.
  • Cinematic Mode will no longer fire in Interior settlements.
  • Cinematic Mode will now continue running until the settlement construction/upgrade is completed. Previously it would stop shortly after the song finished playing once.
    • This can take a significant amount of time due to all of the background code that must run. Cinematic mode can be exited safely at any time by opening/closing the pipboy and the code will continue to run in the background.
  • Sirens will now be shut off after the power up sequence is complete during City Plan construction.
  • Plots will now update their Active status any time they are refreshed, power changes, or assignment changes.
    • Previously this was only occurring on level up, or at the beginning of each in-game day when the core code would loop through and test all plots.
    • This change should result in plots being much more responsive to restore their functionality after the player fixes any status problems.
  • Fixed material file on 3x3 Wood Foundations.
  • Fixed navmesh on 3x3 Wood and Concrete Foundations.
WSFW 2.0.9
  • Added MCM/Holotape tool “Reset HUD Widgets”, which will tell HUDFramework to reload all HUD widgets that were routed through Workshop Framework’s HUDFrameworkManager wrapper layer.
    • This will resolve errors where certain HUDFramework powered HUD elements seem to get stuck visually.
  • Siren’s will now be turned off after the power-up sequence from a Settlement Layout.

Download Public Beta 1.0.6b here.

-kinggath
 
  • Plots that upgrade in an unloaded settlement will now delay updating their items until the next time the player is in the area. This should greatly reduce leftover items from previous levels.
-kinggath
this is some good news for me and probably the best part of the 1.0.6B don’t know how many times I’d scrap a plot and have stuff floating taking 10-30 mins to clear after scrapping.

the quality of life upgrades in the 1.0.7 should be huge thanks for the hard work.
 
this is some good news for me and probably the best part of the 1.0.6B don’t know how many times I’d scrap a plot and have stuff floating taking 10-30 mins to clear after scrapping.

the quality of life upgrades in the 1.0.7 should be huge thanks for the hard work.
The trade-off is now there is more code running "On Load" This may be an issue with less powerful rigs / platforms. I'm sure the forum will prove my theory true or false. :scratchhead
 
I thought of that, and plots don't use the OnLoad event to handle this - instead its all handled by a single thread so it happens one plot at a time. Will be slower, but stable.
 
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