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Hotfix 1.1.0a

kinggath

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Just posted a hotfix to correct the extreme overproduction of caps from Commercial plots.

If you find any other major issues like this, please post them ASAP and I will try and get additional hotfixes out. Once I start the Chapter 2 systems integration, I won't be able to patch certain things prior to the 2.0.0 patch, so the sooner we find these little quirks the better!

Thanks @yaugieLC for pointing out the caps issue!
 
Not sure if here is the rigth place but with the last update i lost 1 of my Citys.Not that i lost it but it goes real Fuba.The City Plan was cancel and the Leader dismiss.The Caravan even show as Connected to Abernathy don't show anymore the Storage and items from both Citys from Abernathy to Sunshine Tiding what is the bugged City all is Ok.The City itself seams to Work fine all Work i can upgrade the Plots build new and so on only the traders dont sell nothing as i don't get any trading option.I try to refresh all but nothing change i assign again a leader but i get only the option to Build a new City again.After many trys to find what going wrong i accept to build the City new the scrap Animation start but after 1-2 Minutes come that the leader need a Desk even the desk is still there assign again the Leader say me that im not own Egret what is wrong as im in Sunshine .Even a reload and waiting 3 Houres in the City change nothing the Numbers go only up and down and show only the Local numbers from Sunshine that seams right but not any more the caravan Network even it show as Connect.All other Citys work perfect and even after the update dont make any problem.Only sanctuary show me 1 time a Message that the storage is full....... Even sanctuary is small build and only Vanilla
 
I noticed that tracking was on after I put down the first plot and I couldn't turn it off. Also, Jake got stuck underground behind Red Rocket. Luckily tracking was on or I would not have been able to find him. A reload seemed to fix it.
 
In case anyone was curious how "extreme" the caps production got before that was fixed; this is a two-worker Commercial:Misc at plot level 1, the people working it are Vault Tec Rep and Sheffield, with their vanilla stats/outfits and no further training in Charisma.

ScreenShot21.png

(this screenshot was posted just for the sake of documentation, the calculation is now fixed)
 
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Damn, the old world pancakes or whatever are really popular!
After replaying Well Well Well, I love the new rewards. But (this is a small thing)
I believe the unlock popup meant jury-rigged BASIC defences, not ADVANCED. Made a screenie but it's poop quality so...

Also my Sanctuary's getting a CTD after I wired a generator to one of 3 plots but that's probably unrelated to the update.
 
And just for posterity's sake, here's that same plot, same workers with the same stats, now on 1.1.0a and after running the Recalculate tool just to make sure. That's much more reasonable.
ScreenShot22.png

Seriously though, Nexus Free Download just took FIVE HOURS to download that update
 
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I believe the unlock popup meant BASIC defences, not ADVANCED
Oops! I probably duplicated the advanced defenses unlock and didn't see the text text all the way to the right when I updated it. The Name field is super tiny in the Creation Kit.
Ah well, not worth another hotfix so will just have to remain until 2.0.0.
 
Since no one mentioned it yet, I'll let my OCD speak.

The latest hotfix is labelled 1.0.0b instead of 1.1.0b :p

1628544718980.png
Completelly irrelevant and not important.... bue well, OCD is OCDing :P
 
Just took me 8 minutes. Sounds like your ISP, not nexus.
I suspect a combination of factors, but yeah, nobody else is complaining about it so it must be yet another "just yaugie being cursed" deal.
 
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Hi, I got two problems. The worst is in Sanctuary I need to repair the generators, the water pump and the turrets, every single day! Is that intended (I not use Plans and let SS2 the more automatized I can)?

The other issue is the gun of Jake is in a weird position (vertical) when he draw it.

Thanks and stay cool!
 
Jake's gun was the latest hotfix I believe. Right after this one.
Turrets and stuff breaking every day means you have operating costs (non-plot) active. Probably. Turn that off.
 
Jake's gun was the latest hotfix I believe. Right after this one.
Turrets and stuff breaking every day means you have operating costs (non-plot) active. Probably. Turn that off.
Thanks a lot, bud! I'm in the very start (have no commercial plots yet), so I understand 'cause there's no enough profits, then the SS2 "charges" you in that way (breaking stuff)?
 
Well, not sure commercial plots would help with that, probably the opposite. With that option, non-manned vanilla resources like turrets, generators, pumps consume oil etc every day. Commercial plots consume a lot too if operation cost for plots is enabled. So far it's been a massive pain in the butt challenge to manage the upkeeps even without non-plot costs (which was the whole point so, mission accomplished). So, anyway, gotta invest in industry. A lot. I guess conversion class and a few plots unlocked from communications research can help maintain that.

But if you do decide to turn them off, gotta visit all your settlements for it to make effect. At least that's what I gathered from the forums, never played with non-plot costs myself (vanilla items are my last resort when everything else breaks).
 
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