the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Build Limit issue

GavMan

Well-Known Member
City Planner (S3)
City Planner (S4)
Verified Builder
Messages
306
I'm thinking about entering, although I must admit that I am suffering at the shock of a brown Commonwealth after removing Seasons Spring from load order (of the 3000 hours played I have only spent about 1 hour of it as a dead plant wasteland).

It looks like I am having the Issue on build limit as Oli found:
Oli's Build Limit Thread

I looked at Croup Manor/Visitor Center, thought about how much flooring, ceilings and walls I would use to make the shell nice (for me) and thought, hey maybe Red Rocket, not as much repair work. Went there, didn't scrap anything in case I want to use it, placed down 12 various external plots I was thinking about including and upped them to level 3 using the console command... (I may have doubled up commands on a couple before they finished the previous build phase in my eagerness) and watched the Build Size bar reach yellow with only a tiny bit of space left. Seeing this I thought it odd and deleted all plots and scrap laying about. My build bar is dropped to about 2 thirds fill... with an empty Red Rocket.

The SS1 City Manager Holotape had a "Build Limit - Recalculate use" function, as build limit now is done by Workshop Framework, I haven't seen an option in workbench mange menu to recalculate. Any Idea if there still is one?

What I did try was to to export a layout of the near full settlement, used the Settlement Layout Plugin Creator to make a layout, Import that layout into a fresh undeveloped Red Rocket and saw that the build limit drop by about 15% (I did leave it a little while so all plots could rebuild objects).
 
I'm thinking about entering, although I must admit that I am suffering at the shock of a brown Commonwealth after removing Seasons Spring from load order (of the 3000 hours played I have only spent about 1 hour of it as a dead plant wasteland).
I am going to strongly recommend that you make a new profile just for your contest entry, using only the mods from here.

It looks like I am having the Issue on build limit as Oli found:
Oli's Build Limit Thread
Have you seen these videos? The build limit should automatically be set for you.
 
The build limit calculation for spawned items is always just a guess. We have no actual way to access that stuff as its engine controlled.

If you hit the build limit, feel free to just keep extending it as necessary.

The rule about build limit is mostly there so everyone keeps it in mind and tries not to go so crazy that only top-end PCs can use their plans. Due to the technical limitations of it with scripted placed objects (like everything on the plots) we have no perfect way to measure or enforce a build limit.

In general we just use framerate as a proxy, so if a lot of our judges report framerate being atrocious (sub 25fps starts to feel unplayable for most people), we assume somebody went crazy over the build limit and they will likely lose "points" when we are making decisions.
 
Thanks for the answer :)
Just another quick question, in SS1 I regularly combined two or more city plans in the one settlement. (take to level 3 keeping the preferred aspects and export/import layouts before adding my own stuff and plot selection)
What I did notice, is that (some) objects from the previous city levels that were "removed" from higher levels were still contributing to the build limit and could be found at X pos -20000. I would delete these objects and gain space.
Was that normal? (and is it the same for SS2?)
Here's what I did to the previous Master City Plan competition entries.
SpectIs.jpg
Sanct.jpg
Here is my Graygarden which Yagisan might recognize bits of :)
Graygarden.jpg
 
That sounds like some scripts were failing to complete. Usually we move objects underground temporarily, enable them so we can test for values, then disable them again.
 
Top