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Sim Settlements 2 daily resources management

fandref

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1
Is any way that i can see how many resources are produced daily in the settlement and the total need to upkeep the settlement (both de ss2 plot and de valina itens) ?
And the difference between prodution and upkeep of resources in the settlement .
 
There's options under the Hotkeys setting in MCM to set keys that toggle what the Resources HUD is displaying; one of those (i don't remember which right now) allows you to see the net gain/loss of resources in both the settlement you're standing in and the entire Caravan Network. That's as close to what you're asking as I'm aware of - it comes out looking like this. (I am playing on "Categories" difficulty in this screenshot, but it works on any) ScreenShot113.jpg

Which now that I look at it, those numbers CAN'T actually be right... I know for a fact there's multiple turrets and water pumps and generators in the trade network, how is that not affecting the resource income totals?
 
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There's options under the Hotkeys setting in MCM to set keys that toggle what the Resources HUD is displaying; one of those (i don't remember which right now) allows you to see the net gain/loss of resources in both the settlement you're standing in and the entire Caravan Network. That's as close to what you're asking as I'm aware of - it comes out looking like this. (I am playing on "Categories" difficulty in this screenshot, but it works on any)

Which now that I look at it, those numbers CAN'T actually be right... I know for a fact there's multiple turrets and water pumps and generators in the trade network, how is that not affecting the resource income totals?
I know we've got a bajillion of these threads going right now for the totals not adding up, but I recall someone showing/mentioning that even though the scrap categories show positive numbers the maintenance costs seem to still be taken from the individual scrap components. So under scrap categories the hud item may show positive for the overall total, but looking at it under scrap components was showing negative amounts for specific items.
 
I know we've got a bajillion of these threads going right now for the totals not adding up, but I recall someone showing/mentioning that even though the scrap categories show positive numbers the maintenance costs seem to still be taken from the individual scrap components. So under scrap categories the hud item may show positive for the overall total, but looking at it under scrap components was showing negative amounts for specific items.
Yeah my point was more that it says the income for Machine Parts is the same for both Local and Global, when I know it cant be (due to other settlements consuming some for Maintenance).
 
I am at a stage now where I have a pretty large amount of plots down in "Categories" difficulty and overall we are not producing enough building materials, which has forced the entire network of settlements into collapse as none of the plots are able to make their upkeep and everything has fallen down. Very hard to fix this without cheating (even with cheating it's not easy).
 
I am at a stage now where I have a pretty large amount of plots down in "Categories" difficulty and overall we are not producing enough building materials, which has forced the entire network of settlements into collapse as none of the plots are able to make their upkeep and everything has fallen down. Very hard to fix this without cheating (even with cheating it's not easy).
Yeah, getting your network's balance right is a pain. Personally I always have one of the 3x3 Building Materials plots called "Yagisan Industries" (from addon pack "Jampads 2") somewhere on my network - has 5 workers at level 3, all of which I put on Strength Training too, just to TRY to keep up on Building Materials. Still find myself having to donate resources myself every so often even then.
 
I'm trying to go through my settlements and make sure every one has 1-2 industrial plots dedicated to construction materials but so far it doesn't look even close to keeping up. It's really difficult to figure out where the big consumers are once you start having a lot of plots, like OP requests there needs to be some remote settlement upkeep cost reporting.
 
@yaugieLC do you have any insight in what the team is working on and what priority these different resource issues have? It seems to me that the virtual ressource system is completely bonkers right now. Basically becomes unplayable at one point or another. It's just a matter of time. To me this is series of game breaking bugs which kill the whole SS2 experience. :(
 
@yaugieLC do you have any insight in what the team is working on and what priority these different resource issues have? It seems to me that the virtual ressource system is completely bonkers right now. Basically becomes unplayable at one point or another. It's just a matter of time. To me this is series of game breaking bugs which kill the whole SS2 experience. :(
I'm not sure how much of the internal workings of the project I'm meant to give away, but I can say this much: there is at least two items on the "bugs to be nailed down and fixed" list us "Community Rockstars" can use that are directly part of these issues, and I spot another one that might also be part of the same chain of cause-and-effect problems - my personal theory is that there's going to turn out to be one single tiny thing wrong in a calculation somewhere that's cascading out.
I also know that until SOMEONE figures out what the hell is actually going wrong, it's nigh impossible to actually fix it (because "it dun brokened" isn't exactly helpful to find which line of code isn't working as intended).
 
I'm not sure how much of the internal workings of the project I'm meant to give away, but I can say this much: there is at least two items on the "bugs to be nailed down and fixed" list us "Community Rockstars" can use that are directly part of these issues, and I spot another one that might also be part of the same chain of cause-and-effect problems - my personal theory is that there's going to turn out to be one single tiny thing wrong in a calculation somewhere that's cascading out.
I also know that until SOMEONE figures out what the hell is actually going wrong, it's nigh impossible to actually fix it (because "it dun brokened" isn't exactly helpful to find which line of code isn't working as intended).
Cool. Thanks for the insight.
 
I feel I should also clarify since a pattern has emerged - I am far from being a dev for the mod or whatever; the "Community Rockstar" tag is closer to "trustworthy forum poster" than any kind of "on the dev team" rank. In my own case all I have really contributed to the mod itself is formalising and clarifying a handful of bug reports, and discussed a couple of things briefly with kinggath regarding the User Experience.
 
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something that i just pondered, the Rank 1 caravan station only uses caps for maintinence.
so if you deny that plot to upgrade then the caravan network would only stop working if you ran out of tax caps
 
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