I also did notice this morning that the storages self corrected their phantom values after the game restarted and i idled in the root cellar for a bit, however the past few days i have been experimenting with scrap levels , using the scrap setting everything will run perfectly fine but the backend that still tracks the components will still fail, Switching to categories it tells me that it is using categories but and that each category has materials yet plots shut down because they lacked materials.I am finding that I can get things out of the negative. And with plot costs turned on it is helping deplete VS resources so new ones can fill up. It's taken me a good 2 24 hr+ jam seasons but I think I have my For The Minutemen city plans working right. Again it's because I actually took the time to sit and see what was getting eaten by what plots in each settlement and then make sure the network was making enough to handle daily needs and create enough surplus to allow cps to still level.
Strange some off these do not add up on my end.Additional findings, this time non plot COSTS (big costs)...
OK i know that you cannot turn them off right now due to a bug.
But did you know that all powered! non plot costs are doubled?
You can see this at a settlement without generating machine parts. The daily changes are negative here and correspond to the costs.
eg the beloved water purifier. non plot costs of 2 antiseptic, 2 gears, 4 screws, 3 springs
build it and do NOT power it -> daily change corresponds correctly (unfortunately no water will be produced)
power it -> daily change doubles to 4 antiseptic, 4 gears, 8 screws, 6 springs
This seems to happen only for powered items NOT for power generators and not for unpowered items like the small turrets.
I could test it positive for water purifiers and powered turrets (and these costs are expensive).
More to go... income from residential plots seem wrong too... it says 12 caps per plot (lvl 1 unpowered at the info box) and this dont match at all with the daily cap changes, it is twice as much as it really is (correct value within asam menue production)
So right now it looks like:
material production is SHOWN (info box) higher than it is, the basic production part is doubled, the str based part is correct (see my previous post)
monetary production of residential plots seem to have the same problem (doubled base income shown but no stats based additional income so its easy to see)
plot costs seem to be ok, powered or unpowered.
non plot costs for powered items are doubled and THAT kills your settlement.
What version of Sim Settlements 2? Did you start a new game with the latest version of SS2? (i did the test that way)Strange some off these do not add up on my end.
for me i always build purifiers in the start because the water municipal plots cannot keep up with the demand until you have Advanced variants,
once i got ADV waterplants i shut the manual purifers off and store in the workshop for a rainy day.
But just turning them off seemed to have them not use any components at all nor caps, same for the nonplot generators.
when it comes to housing plots i only get 6 caps per settler living there in a t1 home powered or not accorrding to the sensor and the hud. but settlements that register in the negative for caps tend to accumulate caps regardless.
Thanks for the detailed reply. That gives me a good idea what to look at in the code. Hopefully I can find something to report to the SS2 team.non plot costs for powered items are doubled and THAT kills your settlement.
Hello there,Thanks for the detailed reply. That gives me a good idea what to look at in the code. Hopefully I can find something to report to the SS2 team.
Hello there,
i have done further testing and before i go into some detailed numbers i have a question.
Do non plot costs exist outside of generators, water purifiers, turret and defense?
Like for chairs, crafting stations, building parts (floors, walls, or prefabs)?
Well that explains why I am so far in the hole with steel. It seems steel and cloth are the two I have the most trouble keeping out of the red. I have been able to get steel down from - 58k to - 38k but it's taken a lot of work. If only I could get the Foundry plot to unlock.Hello there,
i did some tests around the virtual resources and their sums.
latest version of sim settlements 2, new game with that version, scrap level (detailed) and never switched to a less detailed setting.
plot costs and non plot costs active
2 building material sheds with old paul and mama murphy (19 str?? dont mess with her)
i went through all plots and non plots and summed up the plot costs (for building material) and the production of the to building material sheds.
production of scrap adds correctly to the scrap values in the virtual resources BUT it is counted twice in the category sums
scrap costs subtract (mostly) correctly from the scrap values in the virtual resources AND the sum.
so the sum goes up by (2x production - 1x cost)
what does the (mostly) mean:
In some values there is a difference of 1 between the calculated (manually by me) values and the numbers in the virtual resource tab.
I think this happens through rounding because it happens at scrap materials where the SPECIAL based production has multipliers with decimals and production adds changes every other day (eg. asbestos, one day adds 103 the other day 104).
EXCEPT... i am missing 6 steel (a day) and i didnt find a reason for (thats why i asked if there are other hidden non plot costs)
Again, the numbers for the materials are good, just the sums for then categories (eg. building materials) are wrong.
The complete sum is correct for the wrong category sums but not really correct because the category sums are wrong.
This leads to the overflow problem that you cannot gather more materials because the system thinks the storage is full although it is not.
Oh and forget the daily change values, they are mostly strange
eg.
i produce 205 steel a day with the 2 plots. my calculated plot costs are 58 steel a day.
i should get 147 steel a day, i GET 141 steel a day (thats the 6 missing steel), daily change say 121 which is completely strange.
Similar things happen to wood, asbestos, aluminum but with varying differences. glass, fiberglass and concrete on the other hand do match (daily change = calculated daily change). And the differences are too large to be a rounding problem.
int VirtualStorageLimit;
for(Costs) {
for(ScrapCategories) {
for(ScrapComponentsInCategory) {
subtract()
}
}
}
for(Production) {
for(ScrapCategories) {
for(ScrapComponentsInCategory) {
if(ResourceLimit > CurrentResources) {
addUpToVirtualStorageLimit()
}
}
}
}
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
In my own game in the beginning, I have been able to reproduce when it happens. I have 8 houses, 3 farms, 1 industrial and 12 tatos. Initially, I have the following: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
View attachment 12705
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?There is a patch out today to address this.
Version 1.0.15 - Back to the Holotape
We use essential cookies to make this site work, and optional cookies to enhance your experience.