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Anyone else having trouble building up resources?

aswin17

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7
PC player here. Been playing on this game for a while, finished the SS2 main quest, and have around 10 settlements manually built up to varying degrees, plus 1 city plan for the Who can? Asam quest. My trouble is, for some reason I cannot seem to accumulate building resources. I have at least 1 building resource plot producing in virtually every one of those settlements (except Hangman's Alley, b/c there's just no room) and a couple with 2, and still I just can't seem to accumulate building resources. No matter which settlement I visit, I'm always stuck around 0. Usually I'll pop in and find some dinky number, never more than 100, in the building resources category, no matter how long I've been away, and then I'll hear the sawing wood sound of some plot or other upgrading, and then it's back to 0. No resources ever seem to accumulate while I'm away, and nothing seems to get upgraded either. The only way I get anything built or upgraded is if I donate resources, and then it's a crapshoot because all of a sudden everything wants to upgrade and my building materials go back to 0 and then if I've added a new plot the SS2 desk steals all my aluminum out of the workbench, and, if I'm out of aluminum, all my fiberglass, too.

I know something is wonky because I added one at the Castle, built a couple martial plots, a power plot, a farm plot and a Caravan plot, all with donated resources, and left for almost a week. The Castle was out of range of all my other caravan services, so its material economy was isolated for all that time. Sure enough, I got back, to a grand total of 37 building resources or some pathetic number like that, and pretty much nothing built up. I play on survival and have to sleep a lot and spend a lot of time in my settlements making sure all the scripts have finished and all the counts are correct, and my game date is already February--4 months in, and I started the first building plots at the start of the game, so that's 3 1/2 months of game time. Is this unusual at all? And if not, what am I doing wrong? I'm just getting a little tired of having to clean out every merchant of all their concrete, wood, and steel shipments every time I visit.
 
That does sound a bit off. What's the STRENGTH stat of any of the people working on the Industrial plots? Are any of them on Training for Strength too?
 
I have Mama Murphy on the Sanctuary Hills plot for her monster strength stat. I have a few of the SS2 settlers set up on others, strength 8 or more, and a couple other normal settlers I have doing strength training. A good half or more of these plots are at stage 3 as well. I should mention, the other industrial plot types I have going don't seem to be accumulating much, either, though I don't have nearly as many of those. I don't run any of the problem mods, and nothing messing with any of the settlements except More AGOMBZ, though I do run a bunch of thuggy's mods, and 1 or 2 other pretty script-heavy mods. It just seems strange, since most of the scripts seem to run OK, especially when I'm there.
 
Yeah, Mama Murphy on a Building Materials plot should be enough on her own, unless you have a TON of settlements all building up too quickly without letting the stockpile fill up a bit. Expanding "too fast" is often a problem like that. Personally I generally only have one or two settlements still in "upgrading" at a time, helps the resource flow a lot.
 
I wonder if script lag may be at play here...
 
well what other plots do you have, there are a lot of other plots that consume those resources.
 
See, that's the thing; I started SS2 basically right out of the vault, and started building up Abernathy pretty soon after that, so that's at least 2 building materials plots that should have been accumulating since the end of October/beginning of November, and now I'm nearing mid-February in-game. Other than a couple commercial plots in Sanctuary, and a total of maybe 10 to 12 residential plots throughout all my settlements, all I've been building are the martial, municipal, some farm plots, and the relaxation and training plots, mainly because I never seem to have any building materials available. Anyway, thanks for replying: I'll take a look at the script count when I get home today and see if it looks too crazy. Other than that, does anyone think clearing the building cache might help? I've already tried refreshing all the industrial plots after the newest SS2 upgrade, and that didn't seem to help, either.
 
What are your costs options? I've figured you're playing with scrap components, but are operating costs on? For city plans/plots/non-plot? And what upgrading options - hold until seen etc...? This seems rather odd either way, though playing with operation plot costs takes away A LOT of building materials. What's left can be used on whatever you have, like there are rec plots that take a thousand building mats for one upgrade. I'd imagine even more with non-plot costs.
Well, that or indeed script lag and you gotta afk in a settlement while going for a walk outside.
 
I tried something different with my current playthrough and to delay setting up the first beacon until I finished the vanilla game up to committing to any faction. Everything was going splendidly. I have finished nearly finished Chapter 1, and then I noticed none of the storage containers were showing anything stored in them. I have the game set to the medium scrap setting with just the four categories. The plots seem to be upgrading just fine. I haven't set up any caravans yet. I only have a few settlements very slowly building up.

I decided to put this playthrough away for a bit until the next patch and am working on my Subversion playthrough.
 
Scrap categories and dynamic needs on, and operating costs on, I think. I'll have to check that. Upgrades are anytime, I believe. Anyway, it doesn't seem to matter, as nothing seems to upgrade until I am physically in the settlement and have just donated building materials in the city desk. I only have the 1 city plan active, as city plans tank my performance and never seem to get built right anyway. And I checked a bunch of recent saves in Resaver, and I only have like maybe 7-12 active scripts at any one time, 185k script instances, and only 26k strings, and that shouldn't be screwing anything up, I don't believe. I guess I'll just keep playing, maybe up the building mats plots to 2 per settlement, and hope for the best.
 
I only have the 1 city plan active, as city plans tank my performance and never seem to get built right anyway.
This is upsetting as a city builder :(
 
This is upsetting as a city builder :(
Even knowing the system clearly still needs more testing and bugfixing, I have personally still only used Plans twice outside of the one quest that requires one. (in "specifically testing it" games they work about as well as could be expected, its only in "real world" games they start breaking)
But enough of my bug reports got marked as "fixed" even though they werent, that my ability to find the energy to keep doing bugtesting is pretty low now.
 
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This is upsetting as a city builder :(
Hey if that cheers you up, I love city plans. Well they do tank performance (god damn xbox..) but everything looks so flawless and in the right place.. (unless your only add-on is Junktown and city plan is Red Rocket lmao)
I often use them for inspiration, then try to repeat something and see for myself how annoying it is to try and stick that one interior plot in that one corner.
 
does anyone think clearing the building cache might help?
I'm pretty sure that only rebuilds the data used by PlotManager to show available building plans when you select "choose building plan" at the ASAM. There is a tool to rebuild settlement resource data (IIRC Holotape Settings -> Tools -> Advanced) but that should only rebuild the stored resource data, not daily production.
I only have like maybe 7-12 active scripts at any one time
Are they all SS2? When I kept my eye on my saves with resaver during the early versions of SS2, I usually had 0-3 active scripts from SS2. Maybe park the player in Home Plate doing nothing for 3-4 game days and see if the active script count goes down.

Have you tried to refresh all plots in a settlement? Choose the tracking option from the ASAM for each plot , one at a time, to make sure the correct number of settlers are assigned and make sure each settler is assigned only 1 res, 1 job and 1 hobby plot.

If none of that works, you may either have a bad save or a mod conflict. In my 12+ SS2 playthroughs, I have not had the issue you are describing.

the system clearly still needs more testing and bugfixing
This has been my experience with city plans as well. It seems they were more reliable in SS1. Its weird because the code in SS2 is a LOT better. Since the new code is faster and more efficient, I'm thinking it may have introduced race conditions that are causing a lot of issues. That would make diagnosing and fixing a complete PITA. The thing that gets me the most is why city plans seem to have high odds of corrupting the power grid. I have tried combing through the city plan code a few times, but I have been unable to wrap my head around it. It is very complex with a lot of "moving parts."
 
Sorry Karvoc, don't mean to upset you, but yaugieLC is, sadly, correct. They are very cool in concept, but in "real world" games, if you're playing any mods in addition to SS2, just getting them built properly in the first place is dicey at best. In my case, 2 times out of 3 the plan doesn't even get built up at first and I just end up flying around above the settlement for 10 minutes while I wait for something to happen underneath me--I have to quit out of the build sequence and wait on the ground until something in the code "catches" again and I get lifted back up in order for the build sequence to (hopefully) complete. Then on my last playthrough I got a nasty doubling bug that left me with 2 of every structure on city plans at both the Castle and Jamaica Plains that was a nightmare to try to sort out. And that's before you even get into the save file size issues that SS2 creates. Bethesda just never accounted for Papyrus potentially getting pushed the way this mod does, and clearly had no plans in place for future upgrades and support for it.

Msalaba, no, only a couple of those active scripts are from SS2. Most of the rest are from the companion mods I'm running, I think--I can't check, I'm at work. In any case, it's kind of amazing to find out the engine can't handle more than 10 active scripts at any one time. Papyrus must be even crappier than my worst fears. Regardless, I've turned off plot operating costs for now--I'll give it a couple of game days and update then.
 
It's cause you are using the built in ones or ROTC plans and those aren't as good as many of the newer fan built ones. Like @Karvoc or my selves. I also suggest looking into all the other fan built City plans like GavMans or Tharatans
 
Papyrus must be even crappier than my worst fears.
Papyrus is allowed 1.2 milliseconds per cycle to execute functions. Cycles per second = fps. When a cycle ends, any unfinished scripts get pushed to the next cycle. When the script load is heavy, the result is script lag. The queue of script(s) waiting to finish is what is shown as active scripts.

It may be that one of the mods you have has a script stuck in a loop. That would cause a lot of script lag and could cause things like building a city plan to take forever. Without looking at the script code for the mod(s) in question, it would be hard to say for sure. Its pretty easy for a mod author to write a script function that has the possibility of never completing and trying to run infinitely. Don't ask how I know that... ;)
 
Msalaba, good point about scripts stuck in a loop, I hadn't thought of that, and I guess I was just so used to seeing active scripts in all my skyrim and fallout 4 saves I had just learned to live with it. I'll check my saves again tonight and see what stands out. I've been loath to implement the Papyrus timing fix SS2 recommends that expands the 1.2 ms to 2.4 ms, just because I've finally gotten my game to a more or less crash-less state with my mod list, and I've always been of the "if it ain't broke, don't fix it," attitude, but I see now that was just timidity on my part. And thanks Din'elen, I'll look into some of those other city plans, as long as there aren't too many .esps involved. I can't seem to cram as many into my FO4 installation on my rig as I could with Skyrim. Thanks for all the advice.
 
If the changes coming in 1.1.0 worked as advertised, it'd really help with resource management. Need a few more eyes on checking what is going on, though. (it is actually FAR WORSE for me in short testing - we are talking only 1 of each resource being generated per day)
 
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