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Build meter locked at max won't reset

WaningGibbous

Member
Messages
61
I put this in the bug forum. Here is the thread. They suggested I post it here.
The short version. I wanted to try a different build at H.A. deleted nearly everything backing down to level 0. Build level still locked at max.
I made level 0 an ESL and started over trashing everything and importing that ESL. Build meter still maxed cant build anything.
Does anyone know a way around this?
 

GavMan

Member
City Planner (S3)
Messages
74
  • Go to the workbench, and use "space" (bar) option.
  • select "Configure Build Limits"
  • Select "Increase by +100%"
  • Repeat process again (and again) if still yellow

did you make a level 0 ESL city plan, or layout?
 

Tharatan

Member
City Planner (S3)
Messages
94
Your best bet is to use a fresh save before making each plan, that way you don’t have to deal with any holdover data from previous work. If you are using the City Plan Assistant, load back to the original clean save, and got to your site from there.
 

GavMan

Member
City Planner (S3)
Messages
74
There are two tools,
The City Plan Maker Tool which is what you have been using I presume - so you "import" through the city planner desk,
and the Settlement Layout Creator which creates layouts that you import through the workbench.
It is the layout creator I use to "reset" the build limit, (although in saying that the city plan maker may still work the same way).

My method to begin a build is to fast travel to settlement (after tgm, if enemies are about I will tai prior - turn off enemies reacting to me, kah on arrival - kill all enemies and toggle tai back on), then make a console "save {settlement}untouched" (useful to go back to if you want to review what things you could use in your foundation level like furniture or other objects)
I then like to clean/scrap the settlement fully and make another console "save {settlement}cleared"
Next build away - although if I am not sure what plots I want, or where I want, I will always make a save, play around with plots, plans until I find what I like, reload the save and put the things in. (Focused on plots here as I they are the main culprit in ballooning the build meter). If I am pretty comfortable with what they look like, I will just leave them as empty plots until later.

I like to do top down, building Level 3 first, make a console save of Level 3 then deconstruct that for level 2. Repeat for the lower levels saving each
Then I will go back later to my level 3 save and progress that along with extras/changes/fixes.
For example I am still editing some problems from my Croup build, and have a few hundred save files as I am always increasing my saves with each edit I make - and update my spread sheet: so saves I might have for my latest levels CroupL0R, CroupL1R2, CroupL2R6, CroupL3R3.
the last number is because I like to switch back and forth between levels. Then after making a city plan to test I'll switch to a new letter when I go back to make further changes.

The Layout creator is great to use to add something across several already built levels, as you have the option not to scrap anything already there. This is where you can just load the saved "{settlement}cleared" save file build you extras, export and create your layout esl, then import to all of your city plan build levels. (and modify for quality of level). Its great as it will put items in exactly the same position across levels which means they are not rebuilt each time the city upgrades.
 

WaningGibbous

Member
Messages
61
Thank you for those instructions GavMan. This time I did the top-down build. I also saved as I went along. But I completely forgot about going back saves.
 

afz

Member
City Planner (S3)
Messages
39
So, what I normally do to avoid having to revert to old saves (for this reason -- I still end up having to do it for other reasons sometimes xD), is check the current usage for both triangles and draw calls right when I arrive at a contest settlement, and re-set those numbers after scrapping everything if the budget doesn't clear.

The getav command will allow you to see the current values.
  • getav 348 - Will show the current number of triangles used by the player.
  • getav 34A - Will show the current number of draw calls used by the player.
The setav command will let you change the values.
  • setav 348 <value> - Will set the current number of triangles used by the player.
  • setav 34A <value> - Will set the current number of draw calls used by the player.

Here are some sample values from my March contest build:
1617444085541.png

As you can see, in the "latest" screenshot, triangle and draw call values did not update properly despite me having scrapped a lot of stuff (and a few usages of markfordelete here and there), so resetting them back to initial levels worked for me.

That said I still highly recommend keeping an untouched save and a fully scrapped save, as you might need them anyway for testing and for scrap profile generation.
 
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