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How does SS2 handle vanilla resources ?

GNansen

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I usually setup Graygarden as a player base and keep the robots in their vanilla roles. That was no problem in SS1, but in SS2, If I enter this settlement, vanilla resources such as turrets, water pumps and generators break.

I'm not sure, but presumably (some ?) vanilla resources now need virtual storage supplies to be maintained. I found a few old threads discussing that problems, but inconclusive.

- Do vanilla resources really need virtual storage supplies and if so, which items exactly needs which resources and how much ?

- What exactly causes SS2 to start that ? At Red Rocket I also have some vanilla resources and they never break. The only difference I can think of it that Red Rocket just have a windmill instead of a generator at Graygarden. That was a difference in SS1, windmills didn't take resources. But beside that, I cannot make out any difference, especially not the the presence or absence of settlers, plots and connections to vanilla and to the virtual storage network.

- Given I find out what the demand is, does donating resources to a local city planner desk can cover it ?

- Are there any settings to influence this behavior without changing the overall difficulty ? Such as turning off resource requirements locally ?

- Shouldn't SS2 check the local workbench or the workbench network for resources first and then decide whether a vanilla item breaks or not ? In the moment it looks like the other way around.
 
Yes, any non-plot workshop items that produces power, water, defense, or food requires virtual resources as upkeep. You can turn these costs off in the with the City Manager 2078 holotape or City Planner's Desk under "Options > Gameplay > Costs > Operating Costs: Non-Plot" or "Gameplay > Costs > Operating Costs: Non-Plot" in the MCM. You cannot turn off the upkeep locally, only globally.

Donating should cover the costs, but from what I examined the upkeep is removed when the settlement does it's daily update. You'd have to get the resources in by then to have an effect. I can only discern that after the damage has been done, you either have to repair manually or wait for the next update.

Since one of the big things SS2 does vs SS1 is the virtual resource system, it will not draw from the workbench. The costs are first subtracted from the settlements daily production, then it removes them from the virtual storage if necessary, and if it still needs more to satisfy upkeep it then reaches out to the settlement network, if connected. If it still needs more resources to pay the upkeep after drawing from these sources, it then starts applying damage. This damage is handled by the vanilla game systems from what I can tell. Since costs can be drawn from the settlement network, a settlement can potentially completely drain all available resources and leave none for other settlements down the line. This can be a potential reason why some objects never break at a settlement but others do: that settlement is simply further back in the queue for drawing on the settlement network.

As for the actual costs, what I found is listed in the spoilers below.
  • Defense:
    • Guard Post: nothing
    • Guard Tower: nothing
    • Guard Post (barricade from Vault-Tec Workshop): nothing
    • Control Post: nothing
    • Security Desk: nothing
    • Machinegun Turret: 4 circuitry, 1 gear, 2 lead, 4 oil
    • Heavy Machinegun Turret: 8 circuitry, 3 gear, 5 lead, 3 oil, 4 screws, 3 springs
    • Laser Turret: 3 acid, 4 crystal, 5 oil, 4 screws
    • Heavy Laser Turret: 4 circuitry, 4 copper, 3 fiber optics
    • Shotgun Turret: 1 circuitry, 1 gear, 1 lead
    • Spotlight: 3 copper
    • Missile Turret: 10 steel, 6 fertilizer, 3 gears, 3 springs, 2 gold, 2 crystal
  • Power:
    • Generator - Small: 1 oil, 1 screw
    • Generator - Medium: 1 acid, 1 gear, 2 oil
    • Generator - Large: 2 acid, 1 copper, 2 gears, 3 oil, 1 nuclear material
    • Generator - Windmill: 1 oil, 1 screw
    • Generator - Fusion: 3 springs, 5 nuclear material, 1 gears, 1 copper, 2 circuitry, 4 acid
    • Vault-Tec Reactor: 2 acid, 2 circuitry, 1 copper, 2 gears, 5 nuclear material, 5 springs
    • Vault-Tec Reactor (from Vault 88): 2 acid, 2 circuitry, 1 copper, 2 gears, 5 nuclear material, 5 springs
    • Vault-Tec Super-Reactor: 5 acid, 4 circuitry, 2 copper, 2 gears, 10 nuclear material, 6 springs
  • Water:
    • Water Pump: 5 steel, 1 fiberglass
    • Water Purifier: 2 antiseptic, 2 gears, 4 screws, 3 springs
    • Water Purifier - Industrial: 3 antiseptic, 2 gears, 3 oil, 6 screws
    • Water Pump - Powered: 1 antiseptic, 2 gears, 6 oil, 2 screws
    • Vault-Tec Water Pump (from Vault 88): 2 antiseptic, 3 gears, 4 screws
  • Defense:
    • rating x3 steel
    • rating x0.25 leather
    • rating x0.15 lead
    • rating x0.07 ballistic fiber
  • Power:
    • rating x0.75 aluminum
    • rating x0.25 oil
    • rating x0.18 copper
    • rating x0.1 nuclear material
  • Water:
    • rating x1 glass
    • rating x0.3 acid
    • rating x0.15 plastic
    • rating x0.08 antiseptic
  • Food:
    • rating x3 wood
    • rating x0.2 fertilizer
    • rating x0.14 rubber
    • rating x0.05 crystal
The calculated costs are a multiplied by the resource it provides, rounded down. As an example, a non-plot item producing 50 defense and not explicitly defined will have an operating cost of 150 steel, 12 leather, 7 lead, and 3 ballistic fiber.
 
That's a pretty good answer, thanks for sharing the information.

Anyway a small remark: I love SS1/2, because it improves the building aspect of FO4 dramatically, actually takes it to new level. But I always saw it as an extension, providing additional options, not a replacement for existing ones. I probably want to have guard posts at Sanctuary, but turrets at Graygarden. If only because there are no - and shouldn't be any - settlers there who could man them. Probably I want to have a water farm at another location. That's the reason I finally turned off maintenance costs in SS1. There was a massive incentive to circumvent high maintenance costs with plot-based solutions for water, power, defense, etc. That's all doable, but it doesn't leave you too much room to maneuver. As soon as you have to man plots, you need to provide water, and crops, and happiness and housing and shelter and all that. At the end you basically have the same settlement type everywhere. I just started with SS2 and cannot say for sure how the gameplay will work out. But if I do a few calculations based on the information above, well, I don't want to go into detail because of the mod makers spoiler philosophy, but it looks like an absolutely massive industrial setup to support maintenance for larger turret based defenses, at the expanse of all other plots, for example the new cool commercial shops. Maintenance costs vs. taxes and production are cool too, but if using them leaves only one "right" way to set up everything else, I'm afraid I have to do without it.
 
It bears mentioning - SS2 CAN pull from the vanilla Workbenches too, but due to what I understand to be a scripting limitation, it can only actually access that if YOU are within the settlement zone itself when it tries.
 
"Options > Gameplay > Costs > Operating Costs: Non-Plot"
I have found that even with this setting off, when entering a settlement, there is a chance for vanilla objects to break. I have not yet figured out the cause. I assume there is an OnLoad/OnCellAttach Event (probably in ResourceManager) that still checks if the maintenance resources are available. If they are not found, the "break object" code is run.
 
That's a pretty good answer, thanks for sharing the information.

Anyway a small remark: I love SS1/2, because it improves the building aspect of FO4 dramatically, actually takes it to new level. But I always saw it as an extension, providing additional options, not a replacement for existing ones. I probably want to have guard posts at Sanctuary, but turrets at Graygarden. If only because there are no - and shouldn't be any - settlers there who could man them. Probably I want to have a water farm at another location. That's the reason I finally turned off maintenance costs in SS1. There was a massive incentive to circumvent high maintenance costs with plot-based solutions for water, power, defense, etc. That's all doable, but it doesn't leave you too much room to maneuver. As soon as you have to man plots, you need to provide water, and crops, and happiness and housing and shelter and all that. At the end you basically have the same settlement type everywhere. I just started with SS2 and cannot say for sure how the gameplay will work out. But if I do a few calculations based on the information above, well, I don't want to go into detail because of the mod makers spoiler philosophy, but it looks like an absolutely massive industrial setup to support maintenance for larger turret based defenses, at the expanse of all other plots, for example the new cool commercial shops. Maintenance costs vs. taxes and production are cool too, but if using them leaves only one "right" way to set up everything else, I'm afraid I have to do without it.
Greygarden has INT out the wazoo think Power plots and power transfer.
 
I have found that even with this setting off, when entering a settlement, there is a chance for vanilla objects to break. I have not yet figured out the cause. I assume there is an OnLoad/OnCellAttach Event (probably in ResourceManager) that still checks if the maintenance resources are available. If they are not found, the "break object" code is run.
Looking at the ResourceManager script a bit more, and following some call chains, I notice that the global value that controls this setting is never used. When I traced the call chains I found that:
  • Operating costs for the non-plot objects are handled in ResourceManager:DailyUpdate
  • Costs are retrieved in that function through SettlementData:GetSpecificDailyCost and SettlementData:GetDailyCosts
  • These access the underlying SettlementData:NonPlotMaintenanceCosts_Power, SettlementData:NonPlotMaintenanceCosts_Safety, SettlementData:NonPlotMaintenanceCosts_Water
  • Those properties are set/altered by ResourceManager:AdjustNonPlotMaintenanceCostsOnSettlement
  • That function is called in various places when objects are created/moved/powered etc. only in the ResourceManager script
At no point in this process is there a check for the "Operating Costs: Non-Plot" setting. When I loaded up a save to test, just in case, I did the following steps an got the associated output:

1. Called cqf ss2_settlementmanager DumpMaintenanceCosts 1654d5 on a save with Sunshine Tidings Co-Op(1654d5 is the workshop ID for this settlement) built up and "Operating Costs: Non-Plot" off by default
Code:
============= Dumping DumpMaintenanceCosts [DataStore: [simsettlementsv2:objectreferences:settlementdata < (FF000F99)>]] [Workshop: [workshopscript < (001654D5)>]] =============
[04/22/2021 - 03:47:59PM]  ============= Percentage Modifier: 0.000000
[04/22/2021 - 03:47:59PM]  ============= Power
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_BuildingMaterialsDaily (0A020B43)>], fValue = 96.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_OrganicMaterialsDaily (0A020B45)>], fValue = 31.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_MachinePartsDaily (0A020B44)>], fValue = 19.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_RareMaterialsDaily (0A020B46)>], fValue = 13.000000]
[04/22/2021 - 03:47:59PM]  ============= Safety
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_MachinePartsDaily (0A020B44)>], fValue = 253.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_OrganicMaterialsDaily (0A020B45)>], fValue = 33.000000]
[04/22/2021 - 03:47:59PM]  ============= Water
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_BuildingMaterialsDaily (0A020B43)>], fValue = 40.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_OrganicMaterialsDaily (0A020B45)>], fValue = 12.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_MachinePartsDaily (0A020B44)>], fValue = 6.000000]
[04/22/2021 - 03:47:59PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceCategory_RareMaterialsDaily (0A020B46)>], fValue = 2.000000]
[04/22/2021 - 03:47:59PM]  ============= End DumpMaintenanceCosts =============
2. Next I turned on "Operating Costs: Non-Plot" and called cqf ss2_settlementmanager RecalculateNonPlotMaintenanceCosts 1654d5 then cqf ss2_settlementmanager DumpMaintenanceCosts 1654d5
Code:
[04/22/2021 - 03:50:21PM]  ============= Dumping DumpMaintenanceCosts [DataStore: [simsettlementsv2:objectreferences:settlementdata < (FF000F99)>]] [Workshop: [workshopscript < (001654D5)>]] =============
[04/22/2021 - 03:50:21PM]  ============= Percentage Modifier: 0.000000
[04/22/2021 - 03:50:21PM]  ============= Power
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_BuildingMaterials_Aluminum (0A020B20)>], fValue = 66.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Oil (0A020B38)>], fValue = 21.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Copper (0A020B28)>], fValue = 13.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_RareMaterials_NuclearMaterial (0A020B3E)>], fValue = 9.000000]
[04/22/2021 - 03:50:21PM]  ============= Safety
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Circuitry (0A020B27)>], fValue = 88.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Gears (0A020B29)>], fValue = 33.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Lead (0A020B2A)>], fValue = 55.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Oil (0A020B38)>], fValue = 33.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Screws (0A020B2D)>], fValue = 44.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Springs (0A020B2F)>], fValue = 33.000000]
[04/22/2021 - 03:50:21PM]  ============= Water
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_BuildingMaterials_Glass (0A020B24)>], fValue = 40.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Acid (0A020B30)>], fValue = 12.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Plastic (0A020B2B)>], fValue = 6.000000]
[04/22/2021 - 03:50:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_RareMaterials_Antiseptic (0A020B39)>], fValue = 2.000000]
[04/22/2021 - 03:50:21PM]  ============= End DumpMaintenanceCosts =============
3. I then turned off "Operating Costs: Non-Plot" again and called cqf ss2_settlementmanager RecalculateNonPlotMaintenanceCosts 1654d5 then cqf ss2_settlementmanager DumpMaintenanceCosts 1654d5
Code:
[04/22/2021 - 03:51:21PM]  ============= Dumping DumpMaintenanceCosts [DataStore: [simsettlementsv2:objectreferences:settlementdata < (FF000F99)>]] [Workshop: [workshopscript < (001654D5)>]] =============
[04/22/2021 - 03:51:21PM]  ============= Percentage Modifier: 0.000000
[04/22/2021 - 03:51:21PM]  ============= Power
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_BuildingMaterials_Aluminum (0A020B20)>], fValue = 66.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Oil (0A020B38)>], fValue = 21.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Copper (0A020B28)>], fValue = 13.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_RareMaterials_NuclearMaterial (0A020B3E)>], fValue = 9.000000]
[04/22/2021 - 03:51:21PM]  ============= Safety
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Circuitry (0A020B27)>], fValue = 88.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Gears (0A020B29)>], fValue = 33.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Lead (0A020B2A)>], fValue = 55.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Oil (0A020B38)>], fValue = 33.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Screws (0A020B2D)>], fValue = 44.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Springs (0A020B2F)>], fValue = 33.000000]
[04/22/2021 - 03:51:21PM]  ============= Water
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_BuildingMaterials_Glass (0A020B24)>], fValue = 40.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_OrganicMaterials_Acid (0A020B30)>], fValue = 12.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_MachineParts_Plastic (0A020B2B)>], fValue = 6.000000]
[04/22/2021 - 03:51:21PM]  [ActorValueForm = [ActorValue <SS2_VirtualResourceDaily_RareMaterials_Antiseptic (0A020B39)>], fValue = 2.000000]
[04/22/2021 - 03:51:21PM]  ============= End DumpMaintenanceCosts =============

As shown, the costs for non-plot objects never changes. I didn't try to test what happens when things are actually paid, but as far as I can see there is nothing stopping them from being paid with "Operating Costs: Non-Plot" turned off. In fact, the only place that I can find it is used is in HUDManager from the SettlementOptions system in HUDManager:BuildInfoBoxMessage. All it does there is prevent the costs from ever showing up in the resource panel when in a settlement.
 
(continued from previous post, hit character limit because log junk)

To me, this is obviously broken behavior and is likely the cause of the issue you observed. I've come up with a solution myself as a proof of concept that involves adding 2 functions to the ResourceManager script and a check for the value of SS2_Settings_OperatingCosts_Maintenance to exit from ResourceManager:AdjustNonPlotMaintenanceCostsOnSettlement if it is not set to 1. I've also updated the config.json for MCM and TERM_SS2_CityManager_Options_02045D05 script (this is where the setting is changed in the City Planner's Desk/holotape) to call one of those added functions to update the costs when the "Operating Costs: Non-Plot" setting is changed. Updating when the setting is changed is necessary, because the ResourceManager:RecalculateNonPlotMaintenanceCosts function is only ever called during four events, WorkshopFramework:SettlementLayoutManager:SettlementLayoutBuilt, CityPlanManager:CityPlanLayoutBuilt, WorkshopParent:WorkshopPlayerOwnershipChanged, and WorkshopFramework:MainQuest:PlayerEnteredSettlement. We cannot rely on any of these events to occur before the next ResourceManager:DailyUpdate call (every 24 in-game hours). As such, the operating costs are likely to apply at one or more settlements in at least one cycle, but possibly even more one cycle. The only other way the costs are ever changed is through ResourceManager:AdjustNonPlotMaintenanceCostsOnSettlement as mentioned in my previous post, but that only ever adds/subtracts costs for workshop objects passed in as an argument and is not sufficient to properly update costs.

I'd post what I came up with, but since it contains decompiled SS2 scripts (which don't seem to be public), I figure I'm not supposed to.
 
I'd post what I came up with, but since it contains decompiled SS2 scripts (which don't seem to be public), I figure I'm not supposed to.
You can DM me. An appropriate place to discuss SS2 scripts is Discord.

In talking with Kinggath, the main reason the source is closed is due to containing WIP code. He doesn't want mod authors calling functions that are not implemented yet or may change in the future. He plans to open the source when the code is in a more "complete" state.
I guess I should ask him if its OK to post code blocks. I may be guilty! :suicide2
Good work on diagnosing this. :agree: It seems my gut feeling was correct. pats himself on the back The ResourceManager script is pretty complicated. When I attempt to trace a function call, I get confused. By the time I get close to what I'm looking for, I usually forget what it was... :scratchhead
 
I didn't try to test what happens when things are actually paid ...
I appreciate, but cannot really contribute to the discussion how the ResourceManager script handels "Operating Costs: Non-Plot" in the moment.

But I wonder what happens even if a player is willing and able to cover this operating costs. You still need to connect every settlement to the virtual storage network or produce everything locally. So, if this not possible or unwanted, any turret, generator or water pump placed there will inevitably fail ? You cannot walk down the ASAM road at least in Home Plate, and probably don't want to in other cases like Mechanist's lair, the Airport maybe, pure player homes or other special areas added by modders.
 
I appreciate, but cannot really contribute to the discussion how the ResourceManager script handels "Operating Costs: Non-Plot" in the moment.

But I wonder what happens even if a player is willing and able to cover this operating costs. You still need to connect every settlement to the virtual storage network or produce everything locally. So, if this not possible or unwanted, any turret, generator or water pump placed there will inevitably fail ? You cannot walk down the ASAM road at least in Home Plate, and probably don't want to in other cases like Mechanist's lair, the Airport maybe, pure player homes or other special areas added by modders.
I've seen this mentioned through many threads. It seems like the 'workaround' was to ensure that all of the settlements you have (as you already mentioned) are self sufficient for 'glitches' like this or for when a supply line decides to freak out. I've intentionally been using this 'workaround' of making my settlements smaller more self sufficient builds. I have turned off the costs on my 'easy' profile playthroughs so I can work them a little differently, but on my other game profiles I leave it intact to add more of a challenge.
 
I've seen this mentioned through many threads. It seems like the 'workaround' was to ensure that all of the settlements you have (as you already mentioned) are self sufficient for 'glitches' like this or for when a supply line decides to freak out. I've intentionally been using this 'workaround' of making my settlements smaller more self sufficient builds. I have turned off the costs on my 'easy' profile playthroughs so I can work them a little differently, but on my other game profiles I leave it intact to add more of a challenge.
Thanks, but I don't get it. Let's say someone build up Abernathy and Sanctuary, but want to have Red Rocket as a player home. There are no settlers, no local production and no carvaneer post. Then he places a water pump there. As I understand it, whether or not Abernathy and Sanctuary are self sufficient and how much they produce, no virtual storage to maintain this pump will ever reach it.

 
Thanks, but I don't get it. Let's say someone build up Abernathy and Sanctuary, but want to have Red Rocket as a player home. There are no settlers, no local production and no carvaneer post. Then he places a water pump there. As I understand it, whether or not Abernathy and Sanctuary are self sufficient and how much they produce, no virtual storage to maintain this pump will ever reach it.
When I was digging through the code for my monster post above, I found that there is actually a method to turn off the maintenance costs (or any setting really) at settlements locally. It simply has not been implemented publicly yet. I would post how to do it manually, but since the global setting isn't currently checked as it should be (also from monster post), it currently would not work anyways.
 
Thanks, but I don't get it. Let's say someone build up Abernathy and Sanctuary, but want to have Red Rocket as a player home. There are no settlers, no local production and no carvaneer post. Then he places a water pump there. As I understand it, whether or not Abernathy and Sanctuary are self sufficient and how much they produce, no virtual storage to maintain this pump will ever reach it.
There's no reasonable way (that I know of) to make just a player home settlement without the inclusion of some sort of industry (or at the minimum a caravan plot) to provide the virtual resources for maintenance costs. The only other way would be to make regular trips to the settlement to donate scrap/caps. All of my settlements have industry of one form or another so I can have a local virt-storage pool to take from should my caravan plot decide to disconnect from the network.
 
When I was digging through the code for my monster post above, I found that there is actually a method to turn off the maintenance costs (or any setting really) at settlements locally. It simply has not been implemented publicly yet. I would post how to do it manually, but since the global setting isn't currently checked as it should be (also from monster post), it currently would not work anyways.
Edit:
Thanks for the info, disregard my comment.
 
Last edited:
There's no reasonable way (that I know of) to make just a player home settlement without the inclusion of some sort of industry (or at the minimum a caravan plot) to provide the virtual resources for maintenance costs. The only other way would be to make regular trips to the settlement to donate scrap/caps. All of my settlements have industry of one form or another so I can have a local virt-storage pool to take from should my caravan plot decide to disconnect from the network.
It's still a little bit confusing. I placed generators at Graygarden and at Red Rocket. Both without industry or caravan plot. The Garygarden generator worked, as long as I didn't enter the settlement. As soon as I entered it, it break. The Red Rocket generator didn't. If it's true what we found out so far, SS2 must have taken the Red Rocket generator's maintenance costs out of the workbench. That's possible, but then why not at Graygarden. Both workbenches were interconnected by vanilla supply lines. I don't have this save any more, so I'm afraid I cannot double check local availability of workbench resources at Graygarden any more.
 
I found that there is actually a method to turn off the maintenance costs (or any setting really) at settlements locally. It simply has not been implemented publicly yet.
I have been told that local settings should make a return when chapter 2 is released, possibly sooner if Kinggath has time.
You cannot walk down the ASAM road at least in Home Plate, and probably don't want to in other cases like Mechanist's lair, the Airport maybe, pure player homes or other special areas added by modders.
You make a good point. This could be an issue at non full settlements. The NonPlot Maintenance costs are applied to Vanilla objects that generate power, defence or water. IIRC, you can't build these at Home Plate. I think you can build a caravan at the Airport and Mechanist Lair... or at least you could in SS1.

I wonder if there is a way to test if a settlement is not a full settlement... :scratchhead
 
I mad another save and globally switched off nonplot maintenance costs right from the beginning. The water pump at Graygarden, the one that is standing there by default, STILL BREAKS.
 
I mad another save and globally switched off nonplot maintenance costs right from the beginning. The water pump at Graygarden, the one that is standing there by default, STILL BREAKS.
It's a bug, mentioned earlier by myself in the thread. Currently the setting is not checked at all.
 
It's a bug, mentioned earlier by myself in the thread. Currently the setting is not checked at all.
OK, changing the stetting has no effect at all. I understood that, but I didn't conclude that ss2 continues to diligently register non plot items and add up the maintenance costs, even if you didn't activate the corresponding setting right from the beginning.

But if there is no escape from nonplot maintenance costs, why the same item at Red Rocket doesn't break too ?

A rhetoric question, I don't want to be understood as expecting you to check that out.

Something is wrong at the interface between ss2 and vanilla, it's not only the maintenance costs. After taking over Graygarden, I assigned one of the robots as a vanilla provisioner. SS2 responded with disengaging all robots from the vanilla crops, even though auto assignment was off and no plots present to re-assign them. Once a provisioner, it was impossible to re-assign this robot any other task. I was also impossible to re-assign the other robots to their crops.

What's going on here ? :)
 
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