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[Bug] Plots are definitely not paying daily op costs from workbench, even with "pay from workbench" option on (which is the default setting).

spacefiddle

Well-Known Member
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New game, pruned load order some more, created new profile, have done little else besides Jake's quest chain to unlock stuff and progress.

Plots are shutting down on daily update: Operating Costs Unmet. Residential, for example, failed to pay 10 building mats.

More than enough mats are available in the settlement's workbench, and "pay costs from workbench (ON)" was left at the default setting and never changed.

This game was set to use the Medium "4 categories" option from the start - settings all set up in MCM right after reaching Sanctuary for the first time, and before summoning Jake with the beacon or even picking up the magazine.

As before, setting "pay from inventory" was turned OFF, and I can manually pay the costs for a plot every time with no issue - indicating that the manual action is taking the mats from the Workbench, and also that the mats are definitely there.
 
It is only used if the workshop is loaded (essentially meaning the player is in the settlement) or if the resource has no physical equivalent, which is not true for ALL scrap. So, basically, the workshop MUST be loaded for it to take effect.

And for any of you bug issue dudes out there, I did notice that it checks the global for this in ResourceManager.HandleSettlementTransactionItem directly, rather than going through OptionsManager. From all else I've seen, this is not desirable.
 
Note that this error occurs while I am in the settlement and watching the plots. It seems to be broken in 1.0.11; it also seems to be fixed in the current public beta, 1.0.11a

That aside - If the "must be loaded" thing is the case and unavoidable, then the option should come with a warning, or even really be not recommended, as workshops all over the map will constantly be going offline while the player goes about their business. I do not believe that most players will be expecting this behaviour. If there's no way around it, then making sure you keep up steady donations via the Planner's Desk, of all resource types you're tracking in your game, should be recommended somewhere, to prevent random Caravan links from disappearing, food shortages, water plants going offline, etc., and all the domino effects that will stem from plots shutting down during a daily update. At least, during early development, when settlements aren't producing enough virtuals themselves.
 
And for any of you bug issue dudes out there, I did notice that it checks the global for this in ResourceManager.HandleSettlementTransactionItem directly, rather than going through OptionsManager. From all else I've seen, this is not desirable.
The code in OptionsManager you are referring to is fairly new. It is the backend for "local settlement options" that will be available in the future. There will be a lot of existing code that will have to be re-written to use the new OptionsManager code. There should be no adverse impact currently.
 
It seems that no matter what you select in the options menu, SS2 always goes down the order (local SS2 supplies, global(networked) SS2 supplies) first- only then the others.
I went to a settlement, a plot upgraded and the supplies went down (the drain), despite the workbenches being filled to the brim through the network.
The value for steel initially went into negative numbers until it was "balanced" by the workbench supplies (at least I assume that was used).
 
I seem to be observing this issue also on a new playthrough. Definitely enough caps in my virtual storage, but the plots are shutting down due to operating costs unmet. I can manually pay the operating costs, and they come back online.

I'm unsure if this is a coincidence or not, but the plots that I noticed having this issue are plots from Ohno, and the other one was the Concrete Farm from WV. The other base SS2 plots I have setup at Starlight seem to be paying maintenance costs.
 

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