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Anyone else feel a bit betrayed that you can't use scrap generated by the industrial plots? or any of the caps generated by the town?

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CrimsonFez

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As the title says. I feel a bit disappointed that I can't use scrap generated by the settlement to make stuff. I wanted to setup an ammo factory, but now i can't. I'd have to scrap everything and setup individual scraping stations for each settler just to get scrap to make ammo. Maybe my opinion is stupid, but I think that the game mechanic of the virtual storage is a mistake. Are there any mods that allow me to use those resources that should be mine?
 
Not really. It was kinda over powered with SS1. You could easily get to a point where you created enough wood and steel you no longer had to farm or buy it.
You still get the excess food and water.
Scavenger plots still place the junk they collect into the workshop. They also avoid the scrap limit vanilla stations have.
The virtual storage is a happy medium because plots will use the virtual storage first which saves your materials.
 
Personaly the virtual storage has made me go back to SS1 for now. SS2 seems to be more for people using city plans, and it just doesnt play right with the way I play Fallout or Sim Settlements.
I tend to build Whole settlements and not just plots, these require a LOT of reasources. I level ground, builds roads, paths, walls and loads of stuff around the settlements. Settlements are themed to produce needed reasources and linked to provide a means to rebuild the world, I cant do this with SS2 anymore, so it just isnt working for me.
To be honest my thoughts on this now have become that it's just like a preston garvey sim settlements, Another settlement needs your help, please donate all your time any reasources to help them!
I do have to give them credit though, the whole thing is far more stable, some of the additions such as multi person plots, special npc's are just great. Although the main quest got very boring, very fast after completing it 4 times, but I see Sim Settlements as a tool more than a quest mod.
Other additions just dont work for me, Like Virtual storage, enforcing distance limits,Caravan services,salvage beacons.
Maybe when it gets a few more mods, or maybe I will get to the point of modding the production back in.
 
Other additions just dont work for me, Like Virtual storage, enforcing distance limits,Caravan services,salvage beacons.
I personally liked the balance with the range limits.

Like in vanilla you can basically send a supply line from Sanctuary to Quincy. Yet Preston lost almost thirty Minutemen covering that same distance. So sending a lone caravan along that same route seems totally unrealistic.

Limiting the range to another nearby settlement makes far more sense because you are the presence in that area and creating a safe zone. Especially if the patrol mechanics form SSCQ come into play later.

The beacons are nice and more balanced now as well. You basically need to have established a presence in that area to be able to call in someone to come pick up your stash or salvage the area you just cleared.

With SS1 it costed you like 1200 steel to upgrade each level of the steel mill. You could let it do it by itself with the stockpile or force feed it. Well it is still the same for SS2 with the virtual storage. Also you forget that now with virtual storage instead of individual stockpiles the plots can pool their resources for upgrades better. So the only thing that changed was the stockpiles became virtual storage and plots got a more detailed operating cost. With the more detailed virtual item economy I found SS2 to be far more challenging balancing an economy.

You also got a big improvement when the tech trees became global rather than need to repeat the tech tree for each settlement.

I get where you are coming from with the "what's in it for me" aspect. That does seem a bit lacking, but I usually make so many caps in game that it is easy to just go buy shipments.

Right now I think the main thing is the lack of plot choices. Even with a bunch of addons so far you still do not get much choice for certain types or sizes.
 
The "promise" might indeed need a bit of tweaking, because the amount of gophering around for resources certainly hasn't decreased. Rather the opposite. But balance probably can't be expected at the moment when there are still so many features to be introduced.

Things like virtual resources are probably ok even for the more critical people if it's expected rather than found out later. Function and how it's presented are two distinct things, but with a relation.
 
I think the point here is that people play the game (Fallout) in very different ways. For me the Main Game died many years ago. Sim settlements made it into something i enjoyed and carried on playing, for far longer than actual basic Fallout did. So I am very thankfull for that. However this 'upgrade' just doesnt satisfy the 'Itch' like SS1 did. I see the work thats gone into it, and I see it is far superior in many ways than SS1. Quests for me are just one shot things, a bit like reading a book, been there done that, next. There is much work undoubtably that has gone into the quest, but Ive been there done that, I appreciate I can skip it, thanks again. But the main thing is the whole 'Virtual' thing, it just doesnt work for me. Yes I know I can turn extra reasources on, but that is dependant on the modders putting it in. The beacons give 'ME' nothing there just not worth using and pointless.
Lets put it this way, One of the main mods I use, lets me put a bullet between Preston Garveys eyes(Self centred, nasty little creep). Although I agree with he basic pricipal of helping others, I am not going to run around being a personal slave for someone who is too lazy to do anything themselves.
Although it would be nice to think people go into politics because they 'just' want to help others. That isnt true, they do it for personal gain as well.
Lol I once spent an antire playthrough with Preston, Crucified on a cross above a burning fire and screaming, fond memories.
Now I have an entire commonwealth full of Prestons!
GIVE 'ME' SOMETHING!
 
The beacons give 'ME' nothing there just not worth using and pointless.
Salvage beacons allow you to dump items into a container and then put a beacon in it and then a nearby settlement with a commincations and caravan plot comes and carries it back to the settlement for you.

Mark 1 beacons (the 10lb ones) is for dropping in a cleared location so they can collect scrap and some bonus items. I honestly have not had a chance to fully test these out yet.
 
Salvage beacons allow you to dump items into a container and then put a beacon in it and then a nearby settlement with a commincations and caravan plot comes and carries it back to the settlement for you.
'Carry Weight Modifications' I play for fun not for realism. But Sorry I didnt mean they where useless, just they are useless to me!
When I saw them my hope was I could use them to get something to help with reasources, now that would have been great. But no, all the reasources go straight to virtual for building plots. Ok I 'could' load a container full of items from a 'dungeon' get someone to carry them back(Or just do it myself). I get they have a use for some players.
To be honest as a 40+ year coder, I WILL fix this myself but not before quite a lot more building mods are developed. I just wanted to reply because the poster of this topic isnt the only one that feels this Virtual system isnt right for them.
Actualy hyjacking the whole Caravan and beacon thing, might just solve it! Giving the reasources to the player rather than virtual. lol, you may have just got me into modding.
 
I don't feel betrayed by that per say. SS1 was overkill in that department and to be honest the biggest need of materials I have is for settlements anyway. Outside of a few workbench modification stuff like adhesives I really don't need much in terms of resources.

But I got to admit this version has some issues for me. I like the idea of unlocking new plots and classes over time but the story of SS2 refuses to let you play this part until you invested quite a lot of time. Or you can, as long as you don't mind your settlements not using anything but houses, industrial and farming for bout 10 hours. That to me felt very bad. I don't want to wait 10 hours before starting to have defense, water or power in SIM SETTLEMENTS. Yes, I can do normal ones while I wait but I don't play sim settlements to be told to wait 10 hours before I can start using what I believe to be pretty freaking basic plots. Recreation and shops I could have lived with waiting, it wouldn't have made me happy but I could have understood. But not for things that are required from the day your settlement start. Just ask Sturges, defense and water where both part of the settlement tutorial, he didn't ask me to jump through hoops for that. I didn't have to unlock another sttlement, clear half a dozen locations and do a dozen quests. He told me from day 1 that I needed to take care of that.

And combining this with the sheer lack of any information towards players made this version a chore instead of a pleasure. Plots that tell you that you lack the resources to upgrade but won't tell you what you need to upgrade is one example of lack of transparency that I do not understand. Why it doesn't just tell you? The game knows what is missing! Right now it makes SS2 feel like some of my old friends who told me I was being an asshole but when asked why they'd answer "if you don't know I won't tell you". It got to the point where I don't want to play it anymore.

Or the absence of ANY report on what a city produces vs what are it's costs. If SS2 is both producing and charging me amounts of caps and resources to a settlement there is no reason why this information can't be shared to the player. I know that I could look at all the plots and do an excel sheet to do the math myself but I really shouldn't have to. If the game charged me an amount yesterday, it knows it, it can share that info. But for some reasons. And that's without talking about what is needed to unlock classes or plots. I tried to go through a full play through of SS2 in my first game started and I couldn't unlock a single new industrial class. What am I missing? Who knows.

So yeah, if anything from SS2 left me feeling betrayed it would be those two things. The lack of transparency and it's attempt to control how I play. I feel like SS1 had a very open approach that let me play the way I wanted but this one doesn't take the same approach.
 
So yeah, if anything from SS2 left me feeling betrayed it would be those two things. The lack of transparency and it's attempt to control how I play. I feel like SS1 had a very open approach that let me play the way I wanted but this one doesn't take the same approach.
I think this one line hits the nail on the head! SS1 Let me play how I wanted, SS2 makes me play more the way it wants.
Although I think 'betrayed' is a little harsh.
 
But I got to admit this version has some issues for me. I like the idea of unlocking new plots and classes over time but the story of SS2 refuses to let you play this part until you invested quite a lot of time. Or you can, as long as you don't mind your settlements not using anything but houses, industrial and farming for bout 10 hours. That to me felt very bad. I don't want to wait 10 hours before starting to have defense, water or power in SIM SETTLEMENTS. Yes, I can do normal ones while I wait but I don't play sim settlements to be told to wait 10 hours before I can start using what I believe to be pretty freaking basic plots. Recreation and shops I could have lived with waiting, it wouldn't have made me happy but I could have understood. But not for things that are required from the day your settlement start. Just ask Sturges, defense and water where both part of the settlement tutorial, he didn't ask me to jump through hoops for that. I didn't have to unlock another sttlement, clear half a dozen locations and do a dozen quests. He told me from day 1 that I needed to take care of that.
So why not just use the unlock all plots, plans, and tools with the holotape?
You can still do the quest line if you do that.
 
Lost legends: fair enough. I was reusing the wording used in the title of the thread, maybe betrayed is a bit too big a word. But I otherwise stand by what I said.

Bored peon: It would fix part of a problem. If I were so inclined I guess I could look at a combination of “cheats” to find what I’d like. It doesn’t address the issue (not that I think they can change the story to a point where they don’t force you to follow their path) but I could make it less of a pain for myself.

I’m not inclined to do that though because it would only be a way to bypass one of the issues I have but as long as the game refuse to let me know what ressources I’m missing when ready to upgrade I don’t have the strength or patience to fight with it anymore.
Besides, SS2 seems more interested in being its own game with its own voice actors than what SS1 was. I get that people loved the Jammer quest line and that made sense to make the next iteration of the mod more about that. But since I was one of the player who used the lite version of conqueror (because I played for the plots, not for the raiders or the story) I guess this one just isn’t for me
 
Scavenger plots still place the junk they collect into the workshop. They also avoid the scrap limit vanilla stations have.
I did not know this and I like it very much.
Yeah for those that do not know the vanilla scavenging system is something like 50 scrap storage +5 for every settler until it stops producing.
So if you got like a couple hundred wood, steel, etc in your workshop those vanilla scavenging station settlers are literally doing nothing.
SS bypasses that production limit by just throwing it into the workshop.
 
Now that Ive finished the questline a couple times myself, I'm going to do another new save doing the "story unlock" cheat and see how much work it takes to 'finish' the "Tech Tree", then after that... I'll probably go back to how I used SS1, just plopping down Industrial (scavenger) and maybe Agricultural plots so my Settlers are doing more "efficient" resource gathering for me. It seems to take a LOT of Ag plot output to start putting raw Food items in workshops tho - at a rough count it wasnt til the combined Ag Plot output was more than double the number of Settlers on the trade network? Or at least not til 3x3s upgraded to level 2.
The story's well done and all, it just kind of gets in the way once youve already done it once - the time taken to get that second set of plots does seem too long once you know what youre doing.
I do have a "small" Addon Pack idea myself I might look into making though...
 
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Quick Question about the resoruce generation: Is all the scrap SS2 plots produce now virtual only? Or are there any ways to get a settlement plot to produce regular junk for the player to take and use?
 
I have no issues with any of the virtual stuff caps are so easy to get in the game I don’t need another source of income to go around collecting. And what I’ve found with ss2 is build settlements around producing specific stuff sanctuary is building materials and some storage as well as some food production. Abarnathy is pretty much strictly food and maybe bio materials since you can make that stuff out of bad food anyways. Then go to either starlight or ten pines for machine scrap and probably if starlight some water production If the pines then food. If I do stuff this way it makes the settlements reliant on each other for producing needed materials for more settlements or upgrading the settlements you currently have in production. Just have to find what fits in what areas maybe do some stores in hangman’s alley since it’s close to diamond city.
 
Not really. It was kinda over powered with SS1. You could easily get to a point where you created enough wood and steel you no longer had to farm or buy it.
You still get the excess food and water.
Scavenger plots still place the junk they collect into the workshop. They also avoid the scrap limit vanilla stations have.
The virtual storage is a happy medium because plots will use the virtual storage first which saves your materials.
I maybe should put this in a new question, but it's sort of related, maybe distance cousin. I actually like that the settlements can take care of themselves, so would this mean settlements who are set up with SS2 don't really need the supply lines?
 
I maybe should put this in a new question, but it's sort of related, maybe distance cousin. I actually like that the settlements can take care of themselves, so would this mean settlements who are set up with SS2 don't really need the supply lines?
Well, you kinda do. Especially if you got advanced plots in smaller settlements.

For instance Red Rocket eventually needs an advanced power plant and advanced water plant. However due to a population thing and wanting to keep it small you can get the operating cost (machine parts and rare materials) paid from another settlement.

The you got Conversion plots that consume a material, asbestos for example. Most settlements are creating it, but have no use. However a settlement with a conversion plot would take that excess away.
 
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