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[solved-ish] Virtual Resources not generating?

  • Thread starter Deleted member 10215
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I'm on a small scale save here - I only have things built in Sanctuary and Tenpines, which are linked by Caravan.
SS2 is set to "Simple" single-resource difficulty level.
Tenpines has a Level 1 Building Materials plot built and occupied.

However, every day, the Virtual Resources tally is only going up by 10 per day (which I presume to be the 'fertilizer' from the two Caravan plots), not the +137 the resources HUD itself says I should be getting. At my best estimate, the Building Materials plot isn't producing anything?

I feel like I've had this happen in the past, but can't remember what I did to fix it - and no, running the "recalculation" tool didn't do anything to fix it, nor did refreshing the relevant Industrial plot. Destroying and making a fresh Industrial plot didn't help either, and changing difficulty to "Categories" level also didn't.
Virtual Caps are still generating at the amounts they say they are (which matches my own calculation of what it should be).
Anyone seen this before?
 
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I mean, I'd been wanting to try a "use only Junk-type Industrials, ignore the entire Virtual Storage mechanic" playthrough, but if I'm interpreting how things are meant to work correctly, that'd mean HQ would be literally impossible to complete, so there goes doing the storyline again...
 
Ok, having just sat and watched the HUD when it was "daily resource generation oclock", there was enough of a delay between the Virtual Caps and the Organic Materials coming in that I suspect it was generating the Building Materials, just... not putting them into the Virtual Storage?

So much for actually sitting down and playing this videogame again this weekend.
 
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Here, video of it doing what I'm talking about, with the HUD set to show the "daily change" that it clearly isn't including.

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As you can see the Daily Virtual Caps went in correctly, but I kind of stepped over to check the ASAM on the plot in question right when the actual resources ticked over - it only added +7 to Tenpines's local storage, not the +134 the HUD claims.
Just ignore that rhythmic thumping noise in the background, Seven is at the firing range with her Zap Rifle

This is AFTER running the Resource Recalc utility in the holotape while standing right where I am and leaving the game sit idle for a solid half hour of real time. I'm on my way to Sanctuary (the only other settlement built up on this save so far) to run it there too, just in case.
EDIT: Nope, that didn't do it either. Neither did the Building Materials Plot leveling up.
 
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Would any of those mods totally break the game if I don't have them? If you upload the save I wouldn't mind running a few tests to see what is happening (I'm pretty familiar with the resources code these days). Maybe there's a bug that can be squished here ...
 
Got the save, getting the same issue you saw. I'll have a bit of a dig when I get a chance. Got to deal with some real life stuff first though ...
BTW, can't you just attach a file directly to a post?
 
I did a few quick tests. When on scrap mode or category mode, the individual components generated are still recorded normally, you just don't see it happening. When the daily update runs, it goes though these variables and adds the generated amount of each component to the total amount, which also adds it to category and scrap.

In your game, the only component registered as producing is fertilizer, which explains why that's all that gets added each day. The variable that shows you total scrap added is meant to be the sum of all the component values, but yours is out of whack. Running the update production and consumption tool should fix all that, but it isn't. So now I'll be moving on to working out why that is the case.

I was under the impression certain filetypes couldn't be attached to posts
You may be right - I'm not sure if I've ever tried uploaded a zip or rar.
 
I tried changing the complexity to component level, then ran the update production and consumption tool and it worked as it should. So there may be a problem with that tool when the player is using scrap category. I'll have a look into it.

As for what caused the numbers to get out of whack originally, I've got no idea. I do know that it happens sometimes, which is why Kinggath put the recalculation tool in there. The problem is, if you are not running in component mode, it's not obvious that you need to run that function. So maybe when you enter a settlement it should manually add the category numbers up to see if they match the component and scrap numbers - if not, let the user know to run update (or just ask them if they want to run it right then and there).
Anyway, I'll see what I can find out about the update tool first.
 
Yeah I only noticed because I always look at that; I was actually running passtime 24 s to wait for Lucas's armor caravan to make it back to Tenpines so I could recruit Seven without going to find her manually, and it was quite obvious that the values weren't going up correctly.

I mean, I do play a lot of games that are exclusively about resource management, so watching that stuff is just second nature at this point.
recentgames.jpg
 
For the moment, I think you can get back to your game by doing the following. You need to be in tenpines when you do step 2.
1. Use the holotape or city planners desk to change to component level (using MCM should also work, I know it's supposed to call the same function, but I've never been 100% on its reliability). Make sure your HUD is showing all the components (and you should see no building materials being generated).
2. Use the city planners desk to run the recalculate resources function. You should now see the building materials listed as being generated.
3. Use the holotape or city planners desk to change back to scrap level. When you change from component to scrap level, no numbers are actually altered - only what you can see changes.
4. Test to see if the scrap is now being added properly.
 
Interesting - I've confirmed that the update resources function doesn't work when you are on Scrap level. In fact, it removes all your production ... (while still looking like you are producing things on the HUD).
My guess is players don't usually pay enough attention to the scrap actually generated when they play on this mode so don't both running the update production function - which is why nobody noticed before.

I've put all the time into I can for today, but I'll work it out over the next few days.

In the mean time, you can follow the steps I've outlined above to get your game back on track. For step 1, you can actually just convert to the categories level. That will also work.
 
Alright, yeah, switching to Category Level then running the Recalculation Tool seems to have fixed it. I think I'll just leave it on Category Level now, if single-resource Scrap Level is behaving this oddly.
Thanks for your help clearing this up!
 
Isnt the scrap junkyard generating REAL resources and not virtual ones? I remember reading somewhere it works like the vanilla junk gathering you can assign settlers to. In that case you should look for resources gathered not in the virtual but inside the workshop and donate them if you want them added to virtual.

I'm not at all sure of what i'm saying, i never use the junk industrial; i build them to be able to build the materials industrial and after that i replace them
 
Scrap junkyard does work that way, but he has a materials gathering plot (possibly as well as a junkyard).
I also only build them to enable the materials industrial :grin
 
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