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Hotfix and Special Beta Test

Just a quick note to say 2.2.6v2 is working great!
It's a bit early to make a comment on speed. However, it does seem quicker, I have 5 Ind. plots going at Sancturary, and the VS was calculated as soon I brought up the HUD.
 
t's a bit early to make a comment on speed
You probably won't notice what it does quicker, as it has always happened in the background. It is the daily update that has been made more efficient. Also, the efficiencies really kick in when you have a lot of cities on a network. Other things could certainly seem quicker though because the VM is not spending as much script time working through the daily update.
Glad to hear it is working as expected though!
 
Trying out the V2 on my 13 settlement (so far) component level this weekend. Does the Daily Change view show actuals from the previous day or projected change for the following day?
 
Does the Daily Change view show actuals from the previous day or projected change for the following day?
Projected and it should be accurate now (maybe one off if some rounding shenanigans is involved). You used to get more than it projected because the change shown on the HUD included plot costs, but they used to be taken out later on. Now they are accounted for at the same time.

Does this address the issues with the production subclass and vendors?
No, but I've seen pra and KingGath talking about that on discord and KingGath said he has found some problems with the storemanager script and is working on fixes.
 
Projected and it should be accurate now (maybe one off if some rounding shenanigans is involved). You used to get more than it projected because the change shown on the HUD included plot costs, but they used to be taken out later on. Now they are accounted for at the same time.


No, but I've seen pra and KingGath talking about that on discord and KingGath said he has found some problems with the storemanager script and is working on fixes.
Interesting - I had asked because production kinda worked (though still seemed to have issues) in 2.2.5 but now I don't see anything with 2.2.6. Hopefully they get to the bottom of what is going on with the storemanager.
 
Interesting - I had asked because production kinda worked (though still seemed to have issues) in 2.2.5 but now I don't see anything with 2.2.6.
I'll check that with KingGath. I only changed how plots determine if their maintenance costs are paid - as long as that function returns true, the plot should then produce as normal.
 
No big issues so far, but Lead is incredibly hard to get, but that's not new lol. At -205 per day. I think I'll need a bunch towns dedicated to lead to catch up. Also, would be nice to have an overlay with just Network Stored & Network Daily. The only overlay with daily change is kinda giant and takes up half the screen right now.
 
Couple potential bugs so far. I see a message like "Workshop timeout" at the top left occasionally. What's the priority on utilizing materials for plot upgrades vs plot maintenance? I seem to have a bunch of T1 plots stuck since I have overall negative steel production (but still make like 2000 per day before expenses). The old version seemed to pull materials for upgrades first, then maintenance second.
 
Couple potential bugs so far. I see a message like "Workshop timeout" at the top left occasionally.
Never heard of that one, certainly not in my code. I'll check with KingGath.
What's the priority on utilizing materials for plot upgrades vs plot maintenance? I seem to have a bunch of T1 plots stuck since I have overall negative steel production (but still make like 2000 per day before expenses). The old version seemed to pull materials for upgrades first, then maintenance second.
Maintenance is now taken straight from production.
It used to be paid later, which is why you would have seen upgrades happen at the expense of maintenance. The resources were added to the store, then spent on upgrades and building before the plot tried to get them for maintenance. This was a problem, because plots could then fail even with surplus production.
 
I'll check that with KingGath. I only changed how plots determine if their maintenance costs are paid - as long as that function returns true, the plot should then produce as normal.
Yeah, I have a feeling it is some sort of issue with the vendors more than it may be the actual plot production - especially if that is all you changed. For instance my plans usually produce fixed amounts instead of balancing against costs because I found that didn't work out sometimes (i.e. if the items in the formlists had costs that were too variable). I didn't use the "-1" balancing so it should have been unaffected.
Also, the production still shows on the report, so I guess the items are being produced and they are going somewhere? Not to their vendor inventory destination I suppose.
 
My experience in my last couple of play throughs was that items produced (agricultural or industrial) would go to commercial plots in the same settlement, but would not go out across the caravan network. I tried a diverse range of producers and vendors, base mod and add-ones, all with the same result. Hopefully Kinggath will try it in his easy play through, and maybe he can find something from his own save. Or if it works for him, we’ll know it is some other issue.
 
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