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Gameplay option for using the Workshop inventory and not "Virtual storage" for scrap?

rhn

Active Member
Messages
162
I love building settlements, and for that reason I really love SS1. It helps me build fully decorated buildings and rooms with the plots, while it also allow me to produce materials so I can build more/better settlements around the plots. And all in a very satisfying package and gameplay, with tech trees and plot interactions etc.
After having sunk ~40h into a new SS2 playthrough, I now realize with the help of people on this forum that the industrial plots(or most of them, this is really confusing...) doesn't actually produce regular scrap any more. They produce "virtual scrap" that goes into the Virtual Storage, only accessible by SS2 plots. No longer does the industrial side of the mod help actually produce materials to build cool settlements around the plots. :scratchhead

From what I can gather, this change was made because it was deemed unrealistic that the settlers just gave all their produce to the player. I don't understand this though. Do people actually believe that the player just instantly builds large objects in settlements them selves? It has always seemed obvious to me that the player just gave directions and the settlers then build it. And if it was a gameplay balancing decision, then whenever SS1 started actually producing a profit of scrap(after initial costs of building and upgrading settlement), I was always well beyond caring about materials for gear and weapons... Or was the fear that the player would take all the scrap and sell it for caps? What on earth would we do with more caps than the game already give us, other than buying more scrap for building settlements?

Is there any way we could have an option to have the mod work more like SS1? Either use the workshop inventories again for materials, or somehow allow us to use the Virtual Storage in workshop mode to build stuff(and make it more transparent/easy to manage the VS)? (Please make it the first option, this whole Virtual Storage is just confusing and unnecessary IMO...)

PS: I must admit I am really disappointed that the IMO core feature of SS1 is no longer a part of SS2. Seems like it turned into a "Sims" game of loading up prebuilt settlement plans and then just micromanaging settlers, rather than the "SimCity" game that SS1 excelled at. But I am even more disappointed that this was in no way communicated anywhere. Everything I could find indicated SS2 was a sequel to SS1 with equivalents of IR and RotC included, just with better performance and a kickass story. I loved the new quests. They are among the best quality story in the game, including vanilla. But had I known this, then I would just have rushed through them to experience them, and then reinstalled SS1 again for a proper playthrough.
 
I love building settlements, and for that reason I really love SS1. It helps me build fully decorated buildings and rooms with the plots, while it also allow me to produce materials so I can build more/better settlements around the plots. And all in a very satisfying package and gameplay, with tech trees and plot interactions etc.
After having sunk ~40h into a new SS2 playthrough, I now realize with the help of people on this forum that the industrial plots(or most of them, this is really confusing...) doesn't actually produce regular scrap any more. They produce "virtual scrap" that goes into the Virtual Storage, only accessible by SS2 plots. No longer does the industrial side of the mod help actually produce materials to build cool settlements around the plots. :scratchhead

From what I can gather, this change was made because it was deemed unrealistic that the settlers just gave all their produce to the player. I don't understand this though. Do people actually believe that the player just instantly builds large objects in settlements them selves? It has always seemed obvious to me that the player just gave directions and the settlers then build it. And if it was a gameplay balancing decision, then whenever SS1 started actually producing a profit of scrap(after initial costs of building and upgrading settlement), I was always well beyond caring about materials for gear and weapons... Or was the fear that the player would take all the scrap and sell it for caps? What on earth would we do with more caps than the game already give us, other than buying more scrap for building settlements?

Is there any way we could have an option to have the mod work more like SS1? Either use the workshop inventories again for materials, or somehow allow us to use the Virtual Storage in workshop mode to build stuff(and make it more transparent/easy to manage the VS)? (Please make it the first option, this whole Virtual Storage is just confusing and unnecessary IMO...)

PS: I must admit I am really disappointed that the IMO core feature of SS1 is no longer a part of SS2. Seems like it turned into a "Sims" game of loading up prebuilt settlement plans and then just micromanaging settlers, rather than the "SimCity" game that SS1 excelled at. But I am even more disappointed that this was in no way communicated anywhere. Everything I could find indicated SS2 was a sequel to SS1 with equivalents of IR and RotC included, just with better performance and a kickass story. I loved the new quests. They are among the best quality story in the game, including vanilla. But had I known this, then I would just have rushed through them to experience them, and then reinstalled SS1 again for a proper playthrough.
I replied at length on another post but in short. If you want the SS1 mechanic play SS1. If you want the SS2 mechanic play SS2. Refactoring lines and lines of code to introduce 2 mechanics into a single mod is most likely just going to break more then what it achieves.

SS2 is episodic. Some mechanics will only become clear in future chapters. It is not trying to be a replacement for SS1.
 
I replied at length on another post but in short. If you want the SS1 mechanic play SS1. If you want the SS2 mechanic play SS2. Refactoring lines and lines of code to introduce 2 mechanics into a single mod is most likely just going to break more then what it achieves.

SS2 is episodic. Some mechanics will only become clear in future chapters. It is not trying to be a replacement for SS1.
If SS2 is intentionally meant to be a departure of core gameplay features of SS1, then I would like to make another suggestion: Communicate that...
Everything official I can find is saying that SS2 is a sequel of SS1(not an alternate reality reboot) and: "Everything you love about the original mod, with a whole lot more depth". Make a note of it on the mod page. Make a list of feature changes on the main website. Put out a short video explaining the changes in core features. Anything...
Had I not come here asking for something seemingly unrelated and gotten help by other players that had only found out through thorough experimentation, I would have spent much much more time being frustrated about why I could not make the SS2 settlement gameplay work like it did in SS1.
 
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