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Add Virtual Storage Capacity into HQ

yaugie

Well-Known Member
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3,689
So there's all told probably a dozen "storage rooms" in HQ, and yet none of them have any impact on how much Virtual Storage for resources the trade network has. Not to mention all the other rooms that are visibly storing things...

Could it be changed so that they actually do? Even if only token amounts...
Or maybe make it so it adds the "HQ MAX" amount under Supply Logistics to max Virtual Storage capacity? Even if that's something that a "research" is needed to unlock.
 
yes, this probably need to be adjusted. especially since most of that virtual storage is getting consumed by the HQ eventually anyways.

in a related note, the functionality of Sim Settlements 2 Excess Resource Manager probably needs to be imported or re-implemented clean-room. there's no reason for the player to build 100 storage containers at a settlement because they are full up on building materials and can't get any rare resources for HQ projects.
 
in a related note, the functionality of Sim Settlements 2 Excess Resource Manager probably needs to be imported or re-implemented clean-room. there's no reason for the player to build 100 storage containers at a settlement because they are full up on building materials and can't get any rare resources for HQ projects.
It's been said during kg's livestreams over on Youtube that something is coming in "version 3.0"/"chapter 3" of the mod that'll cover similar but slightly different use-cases to that mod - the "inbuilt" version is going to be more like a 'market' system you'd see in a 4X game like Stellaris (that's the specific example used) where you can trade resources for one another or just sell them for Caps. The way it was described it'll be usable without necessarily needing to build a dedicated room for it in HQ, too.
It would definitely mitigate the issue I've run into on every "all 31 components" Resource Complexity level playthrough I've done, where I end up with storage 99.9% full of stuff I'll never use all of, and thus having no room left for more Wood and Steel. (I actually ran out of both of those on my last two playthroughs, but still had 10k+ Aluminum and Glass)

I actually use a different technique to manage that now, though - I maneuver my way into getting the Chemistry Lab build in HQ ASAP, and then use the following mod (remember that the Labs in HQ all use the Virtual resources for their material costs):
 
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I was fully convinced they do add to the virtual storage or at least the HQ storage ("HQ max"). If they don't, yeah, you have a point.
I had another idea that's semi-related and may make the beacon system great again. Have the resources from using mark 1 beacons on locations be stored in HQ indefinitely once HQ is a thing. And potentially useable by player if not through normal means. Since there's going to be a lot of resources, a big warehouse on the outside would be fitting. Don't know how much of a hassle it is adding objects to the exterior but if it isn't much, there is a ton of potential for, say, a CPD station or recruitment center. Also a refugee camp, a children of atom church, platform for an institute teleporter, "conversion" traders for managing resources...
 
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