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Public Beta 2.2.1

So I have been using the beta for a bit and I have seen many bugs I had previously been removed like rooms in the hq that don’t exist having available upgrades and when I select them it would just say “room does not exist” (it still happens with rooms in the construction in facilities). However, I am still having issues with fires that cannot be put out from the previous patch. If its any help the put fires out option is available but when selected it doesn’t go through as when you go to the active project menu it doesn’t say it is an active project and doesn’t show up as a potential project either. Also, I can place it down infinite times but if I do it more then 10 the game instantly CTD’s. The glitch all started when I had fires when I disabled disasters. (And if you still remember me, I am the same person who talked about the glitch in the Patreon donator discord. Not to bring it off the forum like you said NOT to do just to make sure you do not think its a bigger issue then it is) And maybe its just me, but I’m seeing some performance improvements in my HQ along with the option to do missions being available now (which it wasn’t before I downloaded the patch).
 
Not sure what I did differently, but Ada's showing up correctly as a worker at HQ now. Some extremely weird sort of script lag?
That "automatron mod" of pra's is borderline OP once you get to high levels, lucky it has perk requirements and costs to try to balance it a bit
 

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So I have been using the beta for a bit and I have seen many bugs I had previously been removed like rooms in the hq that don’t exist having available upgrades and when I select them it would just say “room does not exist” (it still happens with rooms in the construction in facilities). However, I am still having issues with fires that cannot be put out from the previous patch. If its any help the put fires out option is available but when selected it doesn’t go through as when you go to the active project menu it doesn’t say it is an active project and doesn’t show up as a potential project either. Also, I can place it down infinite times but if I do it more then 10 the game instantly CTD’s. The glitch all started when I had fires when I disabled disasters. (And if you still remember me, I am the same person who talked about the glitch in the Patreon donator discord. Not to bring it off the forum like you said NOT to do just to make sure you do not think its a bigger issue then it is) And maybe its just me, but I’m seeing some performance improvements in my HQ along with the option to do missions being available now (which it wasn’t before I downloaded the patch).
If the Put Out Fires project is not showing up, but you still have a fire, that's part of the bug that I just attempted to fix. Basically it had the fire spawner, but it was unattached to a disaster.

If people are still experiencing that, I'm likely going to need some saves to investigate.
 
Excruciatingly minor thing:
The "Administration Offices" is showing up under "Other" in Construction instead of under "Admin" like I'd have expected. It's set to be built in the space of that shape in the Office level, if that's relevant.
I swear it didn't used to...

(the other option there under "Other" is "Player Quarters", that one's whatever)

EDIT: Odd, I left then came back about an ingame day later, and now it's in the 'correct' submenu?
 

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If the Put Out Fires project is not showing up, but you still have a fire, that's part of the bug that I just attempted to fix. Basically it had the fire spawner, but it was unattached to a disaster.

If people are still experiencing that, I'm likely going to need some saves to investigate.
OK, I have the save file, but It's too large to send through most methods any way I should do it? I forgot to mention this but I might say it now. but I have the Storywealth modpack downloaded, but I do not think it would cause the fires to be unable to be put out. For more info, the fire is on the second floor storage room in the corner but the mess below it is not visible and the people still try to put it out to no avail.
 
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Alright, I actually have something, not really "2.2.1 related" but I'm honestly not finding any problems with any of the stuff this patch. I mean as this screenshot shows I do have the "total is nowhere near matching the sum of the items beneath it" issue again, but that's a long standing thing.
The "Flags" type decoration for the Medical Lab in the area around the globe (southeast quadrant) were actually built in front of the Infirmary (south*west* quadrant). I can provide a save if needed but this was with my "actual" mod load order...

See how there's two flags about an inch apart here where I'm looking, and none on the Medical Lab's pillars?

I STILL haven't seen a single Generic Visitor in Vault88 in this game, btw
 

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Public Beta 2.2.1 v2 is up - Patch notes in the doc now have a "V2 Additions" section.

Some pretty low level fixes thanks to @cbrgamer2 ! These should smooth out some issues with the resource system, and fix some mistakes in the City Plan code related to player controlled settings.

I will try and catch up on this thread soon - RL work is intense this week!
 
The "Flags" type decoration for the Medical Lab in the area around the globe (southeast quadrant) were actually built in front of the Infirmary (south*west* quadrant). I can provide a save if needed but this was with my "actual" mod load order...

See how there's two flags about an inch apart here where I'm looking, and none on the Medical Lab's pillars?
@ohnno I'm guessing we forgot to export with the export helper for one of those projects.
 
Is there a specific priority of what kind of bugs this patch will be tackle? Is it mainly gameplay / settlement related or will some of the existing quest bugs get stomped out as well?
 
  • When entering a settlement, resources will now be tested to see if there is a discrepancy in the category counts. This should clean up an issue where the category counts do not add up correctly. (thanks cbrgamer!)

I'm requesting some clarification on what this is actually doing, and how it's triggered to activate. Because after walking between settlements, waiting 5 realtime minutes, and pushing a passtime 24 through to do the Daily Resource Income, my resources on this save are still kind of...
massivedebt.jpg

Also, it's still weirding me out that I haven't yet seen even a single Generic Visitor in Vault88 in this save, despite it being nearly twice the size of settlements that ARE getting them, and I've found multiple Uniques in there
 
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Is there a specific priority of what kind of bugs this patch will be tackle? Is it mainly gameplay / settlement related or will some of the existing quest bugs get stomped out as well?
Focused on gameplay and code bugs at the moment.
 
  • When entering a settlement, resources will now be tested to see if there is a discrepancy in the category counts. This should clean up an issue where the category counts do not add up correctly. (thanks cbrgamer!)

I'm requesting some clarification on what this is actually doing, and how it's triggered to activate. Because after walking between settlements, waiting 5 realtime minutes, and pushing a passtime 24 through to do the Daily Resource Income, my resources on this save are still kind of...
View attachment 17799
@cbrgamer2 Would you be up for looking at yaugie's save to see if this is something that can be addressed?
Also, it's still weirding me out that I haven't yet seen even a single Generic Visitor in Vault88 in this save, despite it being nearly twice the size of settlements that ARE getting them, and I've found multiple Uniques in there
I wonder if the spawn point is somewhere bizarre for V88. Should be entries in SS2RecruitmentLog.0.log if it is attempting to create visitors in each of your settlements. Likely prints out the workshop's ref ID, which for Vault 88 I believe is the one in the entryway that counts. Though since it's its own plugin, you could also identify it by the first 2 digits matching your load order.
 
@cbrgamer2 Would you be up for looking at yaugie's save to see if this is something that can be addressed?

I wonder if the spawn point is somewhere bizarre for V88. Should be entries in SS2RecruitmentLog.0.log if it is attempting to create visitors in each of your settlements. Likely prints out the workshop's ref ID, which for Vault 88 I believe is the one in the entryway that counts. Though since it's its own plugin, you could also identify it by the first 2 digits matching your load order.
I do have my "real" load order enabled on this save, which might cause problems for anyone else loading it.

Looking at those SS2RecruitmentLog files (there's four in the logs folder), the workbench for Vault 88 isn't even appearing in the list.
Spoiler-tag contains the entirety of one of those logs:
[08/04/2022 - 12:36:14AM] SS2RecruitmentLog log opened (PC-64)
[08/04/2022 - 12:36:14AM] CreateVisitors called for [workshopscript < (000250FE)>], calculation determined 0 should be spawned. Rolling for uniques...
[08/04/2022 - 12:37:38AM] Found City Plan, max settlers for [workshopscript < (0009B1D1)>] is 11
[08/04/2022 - 12:37:40AM] CreateVisitors called for [workshopscript < (0009B1D1)>], calculation determined 0 should be spawned. Rolling for uniques...
[08/04/2022 - 12:37:40AM] Found City Plan, max settlers for [workshopscript < (0009B1D1)>] is 11
[08/04/2022 - 12:37:49AM] Found City Plan, max settlers for [workshopscript < (0009B1D1)>] is 11
[08/04/2022 - 12:40:09AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:09AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:10AM] CreateVisitors called for [workshopscript < (001E81EA)>], calculation determined 1 should be spawned. Rolling for uniques...
[08/04/2022 - 12:40:10AM] CreateVisitors unique roll: 0.859335 (Must be under 0.050000 to succeed.
[08/04/2022 - 12:40:10AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:11AM] CreateVisitors rolled 0 uniques.
[08/04/2022 - 12:40:17AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:19AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:23AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14
[08/04/2022 - 12:40:50AM] Found City Plan, max settlers for [workshopscript < (001E81EA)>] is 14

In that session, I Fast Traveled to Sanctuary (000250FE), then Oberland Station (0009B1D1), then Vault 88 (05000FEF), then Somerville Place (001E81EA) in that order. I notice 88's workshop isn't even listed there... (I did spot Isaiah sitting at the bar in 88, but he might've traveled there from another location - he's been spawned in but unrecruited for ingame weeks)
I swear I'd seen Generic Visitors in there in previous playthroughs... I'll try again with deliberately leaving a solid realtime minute between travels just to double check. Yeah, no, still the same result, 88's workbench is just not listed in that log either.
 
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I'm honestly not finding any problems with any of the stuff this patch.
Have you tried overworking everyone to oblivion and seeing if disasters function as intended? Like if fires/infestations go away quickly or deserters move to accessible locations? (also on 2.2.0 me trading any gift to them results in a CTD, wonder if that's still there) (also never had a staff mess so no idea what that's like)
And if I can make a small request, can the blacksmith upgrade include armor lab? some high level stuff needs that so had to get the perk anyway.
 
Have you tried overworking everyone to oblivion and seeing if disasters function as intended? Like if fires/infestations go away quickly or deserters move to accessible locations?
Gave it a look - this is on a quite well built up save, though, and I presume the rates of them triggering are based on how good each Department is? There are only a couple of minor things I can still see as being "wrong" with the Disaster system (assume everything I don't mention in these threads is working fine for me at least):
  • Never had an "Attack" trigger no matter what I did
  • Corpses from "Infestations" appear to never be 'cleaned up' - got some shattered Bloatfly remains in one bedroom that's been there for ingame weeks
  • Don't even know what to look for to see if "Messes" are triggering
  • The one "Deserter" I could force to happen went to Bunker Hill (not owned as a settlement by me, but a reasonable location)
kg's stream is due to start in about an hour-ish at time of writing, and I assume he'll be dinking around with HQ a bit too, so I'll keep an eye on things there too. (separate verification is always a good thing)

Unrelated to the above, verified that yes Power Transfer Into HQ is working correctly, from both Municipally-generated and "hand built generator" power sources. (since so many people still insist it's not working)
 
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Another thing, while I'm running around testing a couple more things myself.

This radio conversation of Jake's:
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It's triggering every time I leave "Workshop Mode" - as you can see, I've already been through it at least once before I started recording due to one dialog option being greyed out - and the way he just kind of trails off makes me think there's meant to be more he says too.

And in case anyone's wondering - Heavy Combat Armor painted with CClub "Enclave" skin, "X12 Plasmacaster" is my weapon, and I have "classic holstered weapons" installed
 
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Ich hatte gerade ein Feuer, das weder Hollis (der erste Arbeiter am Tatort) noch ich zu löschen schienen. Es ist im Untergeschoss, in dem Raum, der zur Waffenkammer werden würde, wenn ich es gebaut hätte (es wurde gereinigt, aber nicht gebaut).
Ich denke, es ist unter diesem kleinen Mattending entstanden, also trifft der "Angriff" vom Extinguisher es einfach nicht?

Ich meine, die "automatische Auflösung" funktionierte schließlich, nachdem ich zurück in die Hauptetage gegangen war, nur irgendwie nervig. Sie sind sich nicht sicher, was man noch tun kann, um sie an "besseren" Stellen spawnen zu lassen? Vielleicht, ich kenne nicht nur einen zufälligen Gedanken, geben Sie ihnen ein paar Pixel größere "Hitbox"? Ich weiß eigentlich nicht, wie das Ganze funktioniert.

Ich habe noch niemanden entdeckt, der auf dieser einen Animationsmarkierung im Comm Array-Raum "stecken geblieben" ist, aber ich bin immer noch mitten in der Questreihe - kurz davor, zurückzugehen und die andere Hälfte der Nachtigallen zu machen, um Cassandra hierher zu bringen.

Nicht verwandter Hinweis: Dies ist das meiste, was ich je in meinem Hauptquartier bevölkert habe und versuche, Dinge zu tun, ohne die Statistiken der Leute zu "betrügen" - ich muss immer noch Audra + Knox und Cait rekrutieren und hatte noch keine faire Anzahl meiner Lieblings-Siedler-Spawns

Ich hatte gerade ein Feuer, das weder Hollis (der erste Arbeiter am Tatort) noch ich zu löschen schienen. Es ist im Untergeschoss, in dem Raum, der zur Waffenkammer werden würde, wenn ich es gebaut hätte (es wurde gereinigt, aber nicht gebaut).
Ich denke, es ist unter diesem kleinen Mattending entstanden, also trifft der "Angriff" vom Extinguisher es einfach nicht?

Ich meine, die "automatische Auflösung" funktionierte schließlich, nachdem ich zurück in die Hauptetage gegangen war, nur irgendwie nervig. Sie sind sich nicht sicher, was man noch tun kann, um sie an "besseren" Stellen spawnen zu lassen? Vielleicht, ich kenne nicht nur einen zufälligen Gedanken, geben Sie ihnen ein paar Pixel größere "Hitbox"? Ich weiß eigentlich nicht, wie das Ganze funktioniert.

Ich habe noch niemanden entdeckt, der auf dieser einen Animationsmarkierung im Comm Array-Raum "stecken geblieben" ist, aber ich bin immer noch mitten in der Questreihe - kurz davor, zurückzugehen und die andere Hälfte der Nachtigallen zu machen, um Cassandra hierher zu bringen.

Nicht verwandter Hinweis: Dies ist das meiste, was ich je in meinem Hauptquartier bevölkert habe und versuche, Dinge zu tun, ohne die Statistiken der Leute zu "betrügen" - ich muss immer noch Audra + Knox und Cait rekrutieren und hatte noch keine faire Anzahl meiner Lieblings-Siedler-Spawns
Ich habe auch das Problem, dass ich das Feuer im Keller nicht an mehreren Stellen löschen kann.
 
It's triggering every time I leave "Workshop Mode" - as you can see, I've already been through it at least once before I started recording due to one dialog option being greyed out - and the way he just kind of trails off makes me think there's meant to be more he says too.
Yeah, exact same thing happened to me too and there are player replies. For some reason those need to be told to him in person (and for some reason he waits at HQ for you to pick up the conversation at that exact moment). Not sure if dialog camera needs to be on or off for this, think it doesn't matter.
kg's stream is due to start in about an hour-ish at time of writing, and I assume he'll be dinking around with HQ a bit too, so I'll keep an eye on things there too
poggers, I know what I'll probably be watching at work
 
Yeah, a lot of the Fires in the Basement level seem to be not detecting you're spraying them with the Extinguisher - my best guess is that it's spawning the 'hitbox' on them a few pixels too 'low' so it's technically just barely under the floor?

Also, it seems that that "get stuck staring into space" animation-marker issue in the Comm Array room is fixed.

I did have the same problems as kg did during the Livestream ~24 hours ago, with the HQ Assignment Menus and total Population jumping all over the place, but I found that playing a good order of magnitude 'slower' with regards to clicking through menus and jumping in/out of 'Command Mode' seemed to help a lot - not flawlessly, but it's WAY more reliable when there's a good few seconds between events it has to process.

Mission "Security Patrols: West" appears to have the wrong 'magical blue man' set: East shows what I presume to be the correct one, West shows the 'hammering at the wall' one. See attached image. (haven't spotted any others that seem 'out of place')

I know I'm bouncing around a bit with what I'm posting about in this thread, into "probably not directly relevant to this patch" stuff, but I'm trying to doublecheck a significant portion of the mod's systems to make sure everything still works, while keeping an eye out for things that are probably reasonably trivial to fix. I know how prone systems this complex are to having seemingly disconnected changes cause problems somewhere else...
 

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