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Hotfix Public Beta

kinggath

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I've got a hotfix ready to address some crashing, but it also should fix the maintenance cost miscalculations.

Looking for a few verifications my changes didn't cause any other oddities, particularly looking to ensure that Construction Costs, Operating Costs, and Maintenance Costs continue to work for all 3 complexity levels.

So if you can try this and report back if those things still seem to be firing as expected and let me know what complexity you are playing at - it will give me the all clear to push this hotfix live!

Download Public Beta 1.0.16a here.

-kinggath
 
Very early testing, with only one house, farm and industrial plot.
Everything works as intended - info box, daily update and HUD, except sometimes when workshop items are removed, they don't remove the maintenance costs (this is inconsistent). I've confirmed this from the HUD and my own testing tool. I have seen others report this, so I don't think it's just me. I've been unable to work out a cause for this with only the decompiled scripts to work with. I have used some other tests that I believe rule out script lag (especially since it's right at the start of the game). Others have previously reported that plot costs get duplicated when plots upgrade, but I'm not that far in.
I think having some tools that basically refresh the values for a settlement would be a good idea (kind of like the "refresh settlement data" that I used to use when caps maintenance costs got out of whack in SS1)

Great work on this KingGath!
 
Be doing some tests and there seems to be something wrong with the caps on the daily panel. Sanctuary is producing 60 caps per day con consuming 26 from plots but the daily panel shows a surplus of 40 daily. So as caps are concerned, the previews are showing more than they should.

As for resources, I have 4 building materials level1 building and it is showing as if I had 3, but not all the math fits correctly. No caravan network so far, it is just a sanctuary. Now, as the always optimistic I am, I believe the plots are producing correctly and the math is correct, we just lack information. I have all maintenance turned on, including non-plot stuff. But I have no idea how much it costs to maintain 1 small and 3 medium generators, or a radio beacon, or a few water pumps. if you look in the image, it is consuming oil (for the generator, I suppose), gears (for the water pump), acid (dunno from where) and I'll assume the other numbers that are not fitting is for the same reason.

@cbrgamer2, since you are looking at the code, do you see any costs for non-plot stuff?


EDIT: Total sanctuary buildings. 10 level1 single person residential, 3 level 1 farms, 4 level 1 building material, 2 level 1 scavs, 3 medium generators, 1 small generator, 1 radio beacon a 1 desk. Leader is assigned and no plan is being used. On gameplay options, subsection Costs, everything is on. Citizen needs are one, as well as dynamic need. agricultural water is also on.

EDIT2: one day passed and there is a difference of 1 from the total resources and the sum of the resources. Another thing I found out, which to me makes no sense balance-wise, not all building materials produce the same amount of each resource. They all produce 600 scraps (hammers), but the individual components are different for each building. This is going to be a nightmare to debug without the help of a tool :P ... anyway, the HUD shows 2361 scrap (hammers), 2362 building materials and no negative values anywhere.
 

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You can see what each non-plot resource consumes by turning on the info box on the HUD options. Then when you hover over the item, it shows what it consumes. Each medium generator costs 1 acid, 1 gear and 2 oils a day from memory.
Is this a new game with the hotfix? There may still be some issues coming from the numbers set by the old patch if not. For my testing I put the hotfix on then built my first radio tower.
 
But I have no idea how much it costs to maintain 1 small and 3 medium generators, or a radio beacon, or a few water pumps.
If you turn on "hover" or setup a hotkey for "info box" (settings under HUD) you can get the costs for non-plot objects.
Judging by your screen shot, I would say non-plot daily maintenance costs are being deducted causing some numbers to go negative.
 
If you turn on "hover" or setup a hotkey for "info box" (settings under HUD) you can get the costs for non-plot objects.
Judging by your screen shot, I would say non-plot daily maintenance costs are being deducted causing some numbers to go negative.
Oh yeah, that's my theory too, I just needed the non-plot costs to confirm it :)

Radio beacon: only power
Small generator: 1 oil, 1 screw
Medium Generator: 1 acid, 1 gear, 2 oil (times 3) - 3 acid, 3 gear 6 oil
water pump: 5 steel, 1 that looks like a paper sheet, couldn't decipher it :P (times 5) so 25 steel and 5 thingies
1624883761062.png

HUD's showing: -2 acid, -2 gear and -5 oil.

The difference between total building materials and total scrap (hammers) fixed itself with the passage of 1 more day.
You can see what each non-plot resource consumes by turning on the info box on the HUD options. Then when you hover over the item, it shows what it consumes. Each medium generator costs 1 acid, 1 gear and 2 oils a day from memory.
Is this a new game with the hotfix? There may still be some issues coming from the numbers set by the old patch if not. For my testing I put the hotfix on then built my first radio tower.
I put the hotfix pretty early on, but I might have one or 2 of the tutorials plot plaid down.


It's hard to be sure, but it looks like it is working correctly. Some buildings are "off" due to lack of happiness or defence, and the negative numbers only appear on the daily change, not on the resources tab, and those are probably being paid by the 2 scav building gathering thins I can't produce yet.
 

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The daily change numbers can be negative, so that's fine. The paper looking stuff is fibreglass. Have you got anything that produced a gear, an acid and an oil? If not, the numbers are off slightly. There is an ongoing issue with non-plot workshop items not always registering their costs or deducting them when they are placed or destroyed.
 
There is an ongoing issue with non-plot workshop items not always registering their costs or deducting them when they are placed or destroyed.
I wonder if its either a race condition or script lag?
 
The daily change numbers can be negative, so that's fine. The paper looking stuff is fibreglass. Have you got anything that produced a gear, an acid and an oil? If not, the numbers are off slightly. There is an ongoing issue with non-plot workshop items not always registering their costs or deducting them when they are placed or destroyed.
No, I'm still at the beginning of the campaign, haven't unlocked anything besides scavs and building materials.

I have pay from the workshop turned on, does the daily change take into account the workshop content? If it does, that might explain some discrepancy, since the scavs deposit their gathering there. At the moment, I have exactly 1 of each on the workbench... that would be quite awesome if the code looked at the workshop before calculating the daily differences, but dunno... might be a coincidence...
It's hard to be sure, but it looks like it is working correctly. Some buildings are "odd" due to lack of happiness or defence, and the negative numbers only appear on the daily change, not on the resources tab, and those are probably being paid by the 2 scav building gathering thins I can't produce yet.
Just to clarify, that was supposed to be "off" instead of "odd" :)
 
I've got a hotfix ready to address some crashing, but it also should fix the maintenance cost miscalculations.

Looking for a few verifications my changes didn't cause any other oddities, particularly looking to ensure that Construction Costs, Operating Costs, and Maintenance Costs continue to work for all 3 complexity levels.

So if you can try this and report back if those things still seem to be firing as expected and let me know what complexity you are playing at - it will give me the all clear to push this hotfix live!

Download Public Beta 1.0.16a here.

-kinggath
Big thanks! From first glance hotfix solved my problem in this thread: https://simsettlements.com/site/ind...-case-on-non-plot-resource-consumption.18894/

After refreshing martial plot non-plot operating charges gone.
 
@nosfsos I don't think the workbench comes into play, that's just coincidence.
Can you tell me how you quote somebody the way you have? I can see the quote button, but how do you get it to record the persons name and link to the post?
 
I have a new problem with beacons.
In version 1.0.15 they worked (mostly, somtime NPC wouldn't return from location).
But now I keep getting a message "Try scanning closer to one of the objective locations."
I have a Level 2 Caravan and a Level 1 Communication station at Abernathy Farm.
I have tried "Wicked Shipping Fleet", "Gorski Cabin" (interior and exterior) and "Thicket Excavations".
These locations did work previously.

Unofficial Fallout 4 Patch
HUDFramework
WorkshopFramework
SS2
Eli_Armour_Compendium
CBBE
SS2Extended

Also Buffout 4 with its dependencies.

ScreenShot7.png
 
@nosfsos I don't think the workbench comes into play, that's just coincidence.
Can you tell me how you quote somebody the way you have? I can see the quote button, but how do you get it to record the persons name and link to the post?
Just press reply to the post :) took me a while to figure it out too :P

1624899168844.png
 
Can you tell me how you quote somebody the way you have? I can see the quote button, but how do you get it to record the persons name and link to the post?
You can also - Using your mouse, Highlight a section of text in a post... then a new reply button will show at the end of your highlighted area... this way you can get just the part you want to reply too.
 
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