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Bug Ressource numbers way off in the HUD

ceemosp

New Member
Messages
29
The ressource numbers are way off in the HUD. The totals don't show the summed up numbers of the individual ressources in the respective categories.
So the question is: Which numbers are correct or are any correct at all ;)
ressources_fail.jpg
 
The numbers are actually way off because of a different and more problematic reason. The latest update did not address these issues. I have made another post detailing my investigation as to what is causing some of them so we can start to get them resolved.
 
I'm not sure it will. The maintenance cost being always on to me seems to be a different issue than the numbers not making sense. We'll see.
 
I'm just trying to determine what you were referring to. Was the resource number mismatch resolved, or was your post referring to the maintenance cost not honoring the on/off menu item?
No, the patch didn't fix it. But an unusual thing did happen. Another house was built, which was already materially paid for, and the building total went up by 12. This was right after the new instalI, but it never repeated.
I am at the beginning of the game with 10 people, but not with Lily's group accepted. So basically, when the house money is credited me, at the same time the building total but not components go up. 550 -> 816, then when the building components go up by 226, the material total goes up by 209. Screen shots included. Note: These were taken over a few seconds. So, I did wonder if the home x 2 cash was added into the total building material storage. But that leaves about 170. I also have 16 2x2 concrete slabs, 3 short stairs, and 17 concrete foundations (basic game w/o sim settlement), 2 beds, 1 wind power, 1 recruitment beacon, and the 5 water pumps.
I am not familiar with script coding although along time ago I did program in fortran, basic and machine code. However, if the script code looks fine, is it possible that another mode or main game is also using the same variables?
 

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Not sure if it's related but right now I have a negative "build" material in my game. However, I'm pretty sure I have multiple settlements setup to work with a caravan... I'll have to double check but... Idk, this is odd to me:

1624999249528.png
Happened after I scrapped my settlement and rebuilt it. Iirc, it was at about 3000 build prior and then I did a full scrap of it (to see if I could figure out why no one was building houses) and then I did a rebuild of an ROTC city plan and it started building, but increasingly negative throughout the build. Was really weird. I'll see if I can recreate it or have a proper save of it. not sure if it's related at all but... idk... maybe a negative somewhere in the code there shouldn't be?
 
I have noticed when you take something like a city plan that is already in place and do anything to it, change plot, especially rebuild it, it can and will take whatever resources it needs to accomplish the task including taking you into a negative state. There are also other serious side effects to doing a city wide redo, power grid issues will be an issue more than likely. I know this doesn't sound like all that great of an answer, but it is a fact of life when doing anything significant to a city plan once it's in place. Even one that didn't build.

On that note. Make sure all the settings in the Holotape/MCM are set to match your power of machine under performance. Leave ego out of it and actually set things just under what you think yours can do. And most of all be patient. Start the plan, make you character look at the ground, don't pause the game, and go make a sandwich, coffee, tea, whatever and just let it do it's thing.
 
On that note. Make sure all the settings in the Holotape/MCM are set to match your power of machine under performance. Leave ego out of it and actually set things just under what you think yours can do. And most of all be patient. Start the plan, make you character look at the ground, don't pause the game, and go make a sandwich, coffee, tea, whatever and just let it do it's thing.

I mean a 5900x + 32gb of ram should theoretically be more than enough... It did rebuild though.Just... went into the way negatives to do it.
The odd part is I had this working fine prior to the updates... or at least afaik at one point. I noticed I wasn't seeing any common unlocks like I had in the past. So.. maybe something in my load order got messed up. Idk. I did a grand update of mods and probably borked it. which is unfortunate. Oh well. I'll figure it out at some point I guess. Maybe just do a reinstall of everything. bleh
 
Not sure if it's related but right now I have a negative "build" material in my game. However, I'm pretty sure I have multiple settlements setup to work with a caravan... I'll have to double check but... Idk, this is odd to me:

View attachment 13253
Happened after I scrapped my settlement and rebuilt it. Iirc, it was at about 3000 build prior and then I did a full scrap of it (to see if I could figure out why no one was building houses) and then I did a rebuild of an ROTC city plan and it started building, but increasingly negative throughout the build. Was really weird. I'll see if I can recreate it or have a proper save of it. not sure if it's related at all but... idk... maybe a negative somewhere in the code there shouldn't be?

I am just replying to say you are not crazy. I see the same thing. In other settlements, the numbers are positive. As-is the plots upgrade fine for me eitherway.

I have been playing with donating scrap and watching the kickbacks and noting that my plots are upgrading so just assume it will later fix itself or a new game should fix the numbers as these are older pre-patch locations.

Given after a point I do get a scrap kickbacks and the plots are upgrading I have just decided to go with it... :rollseye

Not a game-breaker for me if the plots are upgrading. :scratchhead
1625016404530.png

But yeah, I see it too. :friends
 
Yep. Also encountered negative numbers already. But didn't bother to go deeper into it. A lot of resource bugs are fixed in the 1.0.16 patch. Let's see if this still occurs.
 
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