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Question about production plots

Elyar

New Member
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15
I've seen this touched on from time to time by players but I wanted to ask for clarities sake and for the most updated information. Do production plots connected to the caravans add to the stores in other settlements? Are they supposed to or are they limited to their home settlement? If they are supposed to, has anyone had luck getting other settlement stores to stock up on production supplies or is it bugged for you? The reason I ask is so I can know if I need to make a settlement that's more than 20 people in population to create a huge trading hub for taxes and supplies. I don't want to spread em out if they won't do anything for my empire as a whole.
 
I've seen this touched on from time to time by players but I wanted to ask for clarities sake and for the most updated information. Do production plots connected to the caravans add to the stores in other settlements? Are they supposed to or are they limited to their home settlement? If they are supposed to, has anyone had luck getting other settlement stores to stock up on production supplies or is it bugged for you? The reason I ask is so I can know if I need to make a settlement that's more than 20 people in population to create a huge trading hub for taxes and supplies. I don't want to spread em out if they won't do anything for my empire as a whole.
Settlements share virtual resource storage if connected by SS2's caravan plots. e.g., If you have industrial plots in Sancatuary but not at Abernathy, Abernathy will have access to the stored virtual resources in Sanctuary if they're connected with SS2's caravan plots.
 
Settlements share virtual resource storage if connected by SS2's caravan plots. e.g., If you have industrial plots in Sancatuary but not at Abernathy, Abernathy will have access to the stored virtual resources in Sanctuary if they're connected with SS2's caravan plots.
Yes, that I'm aware of, but my question is that whether or not your production plots are giving your commercial plots new inventory through the caravan connection or if the production plots need to be in the same settlement to take effect.
 
I don't see the point of production since it doesn't seem to be something that will fit in to the game world. How many chairs will everyone buy? or desks or or... where is all of that going to go? Once I get to 25 settlers in just about any settlement the game is slower and I dare not risk slowing it down further. Some settlements are so small they just can't hold more than the basics like taffington or even worse hangman's alley. I know I'm in trouble when a residential plot won't finish building or upgrading and I have to hit refresh plot at the asam a few times to fix it. Hangman's alley does that after three mod added plots I use.

Ultimately fallout 4 is too small for SS2 and somehow it must be adjusted for everything to fit.
 
I've long suspected Production class to not 'spread out' onto the network but haven't even tried to test it in over a year. By the time you're that far into the "tech tree" how much stuff do you even need to still be buying anyway, since you're likely into at least midgame levels of player-character power...

I don't see the point of production since it doesn't seem to be something that will fit in to the game world. How many chairs will everyone buy? or desks or or... where is all of that going to go?
Production-class can also include things like Breweries, Ammo Presses, Chem production, weapons/armor manufacture, that kind of thing. which there is definitely a constant need for.
 
I've long suspected Production class to not 'spread out' onto the network but haven't even tried to test it in over a year. By the time you're that far into the "tech tree" how much stuff do you even need to still be buying anyway, since you're likely into at least midgame levels of player-character power...


Production-class can also include things like Breweries, Ammo Presses, Chem production, weapons/armor manufacture, that kind of thing. which there is definitely a constant need for.
I'm not thinking too much about whether or not my character is in need but rather if I can build a specific kind of settlement (solely stores) without flooding it with production stuff simply to have a trade city that generates caps. I really enjoy the logistics aspect of the game, I was simply wondering whether the production line was bugged/intentionally not functioning with the caravan system so I can plan out my trade hub.
 
I'm not thinking too much about whether or not my character is in need but rather if I can build a specific kind of settlement (solely stores) without flooding it with production stuff simply to have a trade city that generates caps. I really enjoy the logistics aspect of the game, I was simply wondering whether the production line was bugged/intentionally not functioning with the caravan system so I can plan out my trade hub.
Theoretically what is supposed to happen is that the production class is supposed to fill the inventories of local vendors, then spread throughout the caravan network after they reach a certain capacity. I have only seen this function on nearby settlements (for instance abernathy and sanctuary, or finch and slog). It would require a lot of testing to see if it works out, but I think a key problem is if you have vendor restock set to "ON" then the vendor inventories are reset. This is problematic for production because it erases all those items you spent resources on producing in your production plots every few game days and it also prevents the vendor inventory from reaching whatever the point it is where it is supposed to start spreading through the network. For these reasons, production plots don't really deliver everything they would ideally as I don't think the functionality works the way it's supposed to.

I will say, to @yaugie 's point above - there are many production plots that are useful though in terms of what they produce or that provide a lot of interesting in-game "flavor" (i.e. New Bugle to read tales of your own exploits, Magazine Publisher to get new perks - some of which are pretty good). In those cases I will have a settlement specialize. For instance, put a bar in a settlement with a brewery and a distillery so it benefits from both. Put a weapons store in a settlement with an ammo press. But the Wasteland Tailor in a settlement with a clothing store, etc. etc. This gives each settlement some extra purpose if you are looking to buy certain things. You don't need to have every kind of store at every settlement.

However, as you indicated above, you can still have a settlement with every store and it will still generate caps whether you have production classes to generate inventory or not.
 
Theoretically what is supposed to happen is that the production class is supposed to fill the inventories of local vendors, then spread throughout the caravan network after they reach a certain capacity. I have only seen this function on nearby settlements (for instance abernathy and sanctuary, or finch and slog). It would require a lot of testing to see if it works out, but I think a key problem is if you have vendor restock set to "ON" then the vendor inventories are reset. This is problematic for production because it erases all those items you spent resources on producing in your production plots every few game days and it also prevents the vendor inventory from reaching whatever the point it is where it is supposed to start spreading through the network. For these reasons, production plots don't really deliver everything they would ideally as I don't think the functionality works the way it's supposed to.

I will say, to @yaugie 's point above - there are many production plots that are useful though in terms of what they produce or that provide a lot of interesting in-game "flavor" (i.e. New Bugle to read tales of your own exploits, Magazine Publisher to get new perks - some of which are pretty good). In those cases I will have a settlement specialize. For instance, put a bar in a settlement with a brewery and a distillery so it benefits from both. Put a weapons store in a settlement with an ammo press. But the Wasteland Tailor in a settlement with a clothing store, etc. etc. This gives each settlement some extra purpose if you are looking to buy certain things. You don't need to have every kind of store at every settlement.

However, as you indicated above, you can still have a settlement with every store and it will still generate caps whether you have production classes to generate inventory or not.
Yeah I always assumed that the cap produced won't be effected by the production but now I'm actually pretty excited to make a trade hub city. I want to be able to pull that off so I can have all the vendors provide all the cool stuff without flooding that city with production and settlers that would lag my game out of existence. So turning off the restock option would be ideal to see my excess production flood into other settlements? I'll test it out when I get to that point. I'm hoping it's not just extending out only to nearby settlements but hearing that it's supposed to spread and that you've seen it happen (even if it's range is hardly ideal) makes me pretty excited to plan out my production network.
 
I've long suspected Production class to not 'spread out' onto the network but haven't even tried to test it in over a year. By the time you're that far into the "tech tree" how much stuff do you even need to still be buying anyway, since you're likely into at least midgame levels of player-character power...


Production-class can also include things like Breweries, Ammo Presses, Chem production, weapons/armor manufacture, that kind of thing. which there is definitely a constant need for.
Perhaps build a magazine/newspaper production in Sanctuary and then a bookstore in Redrocket and see if it adds in new books? Or connect through several settlements to someplace like hangman where Sanctuary wont be loaded.
 
Perhaps build a magazine/newspaper production in Sanctuary and then a bookstore in Redrocket and see if it adds in new books? Or connect through several settlements to someplace like hangman where Sanctuary wont be loaded.
could it also be a storage issue? like the settlement doesn't have enough storage for production to keep up with all the stores in your empire?
 
That's a good question - I don't know if there's a maximum for the vendor containers. It would be affected by the workbench storage, since that's not where the items are going and that does have a cap, nor would it be affected by the SS2 storage because that applies only to virtual storage. Don't know how the max capacity of vendor containers works.
 
Ive seen bookstores with some 50 books in inventory before. :D
 
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