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HQ Negative Supplies / Caravan Network

TwilightOne

Member
Messages
100
Hi, couple bugs here.

I have used the solution @kinggath gave in a previous archived forum thread. I have deleted the unreferenced active scripts as seen in resaver then used the UFO4P_DisengageLock (or similar can't remember the exact wording).

Upon reloading the save with Hotfix 2.0.0e the scripts and suspended stacks trickled down to an acceptable level.

Now actions are way more snappy in Sanctuary for example, assignment is near instantaneous compared to before.

I let the update scripts of the hotfix run for 10 minutes.

Now the HUD shows the network has -3700/92000 resources. There are flying numbers on the panel and this value moves slowly every 30 seconds or so. A bunch of plots around my network suddenly finish upgrades too. I get spammed by the messages in the top left.

Is that normal to have negative supplies?

Also my HQ has agreement with two settlements for scrap. Yet one shows a supply line on the map from sanc to GNN. If I destroy the agreement the supply line doesn't get removed on the map. The other settlement never has a supply line showing to HQ.

Why does it show about 17000 caps in the hud and I can't withdraw them? There are no taxed caps appearing in the workbench.
 
D

Deleted member 10215

Guest
My plan was to get up to the HQ again myself this weekend to figure it all out, but every time I tell myself that kind of thing, I end up having to start over fresh.

At the least I can tell you this: The Caps in the "Caravan Network" can't be withdrawn. They're spent for "maintenance costs" and such. If you do manage to build the Tax Collector Plot (good luck unlocking it though; it requires having 10x Level 3 Commercial Plots built) it doesn't actually "take caps out of there", it generates more caps per day into the workbench of the settlement it's built in, as a percentage of the Daily Change generated by that settlement.
I did see someone mention there'd be a way to start using stuff in the "Virtual Storage" now, but I've not yet found it myself.
 

kinggath

Well-Known Member
Staff member
Administrator
Moderator
Verified Builder
Messages
4,562
Hi, couple bugs here.

I have used the solution @kinggath gave in a previous archived forum thread. I have deleted the unreferenced active scripts as seen in resaver then used the UFO4P_DisengageLock (or similar can't remember the exact wording).

Upon reloading the save with Hotfix 2.0.0e the scripts and suspended stacks trickled down to an acceptable level.

Now actions are way more snappy in Sanctuary for example, assignment is near instantaneous compared to before.

I let the update scripts of the hotfix run for 10 minutes.

Now the HUD shows the network has -3700/92000 resources. There are flying numbers on the panel and this value moves slowly every 30 seconds or so. A bunch of plots around my network suddenly finish upgrades too. I get spammed by the messages in the top left.

Is that normal to have negative supplies?

Also my HQ has agreement with two settlements for scrap. Yet one shows a supply line on the map from sanc to GNN. If I destroy the agreement the supply line doesn't get removed on the map. The other settlement never has a supply line showing to HQ.

Why does it show about 17000 caps in the hud and I can't withdraw them? There are no taxed caps appearing in the workbench.
Negative numbers are not normal. Is that showing in any settlement, or only while in HQ?

As far as Caravan lines, I'm not certain how they will react with HQ, as the base system the game uses for Caravan connections will likely override the supply agreements in some cases. Since the supply agreements also control the daily scrap limit in HQ, it was something I decided not to worry about too much, since there's still incentive to set up multiple agreements.

Nothing can be withdrawn from the numbers in the SS2 HUD, they are only used for paying for building plans, city plans, maintenance costs, and HQ costs. HQ also has a Lab system that allows you to spend settlement resources for certain crafting and gear upgrading if you build the appropriate rooms and upgrades.
 

Imasillylady

New Member
Messages
11
So I have some of these same issues. I had just started a new play through 2-3 days ago. At HQ there is zero junk/ scrap showing in my inventory. The HQ build Menu slightly changed from the tutorial. Also, not sure why but I can’t assign the medic to the medic role. Is there a way to build in HQ without cost or use console commands until this is fixed?
Thank you. The mod has been amazing. Much more in depth than I had ever hoped. I can’t stop playing :)

Hi, couple bugs here.
I have used the solution @kinggath gave in a previous archived forum thread. I have deleted the unreferenced active scripts as seen in resaver then used the UFO4P_DisengageLock (or similar can't remember the exact wording).

Upon reloading the save with Hotfix 2.0.0e the scripts and suspended stacks trickled down to an acceptable level.

Now actions are way more snappy in Sanctuary for example, assignment is near instantaneous compared to before.

I let the update scripts of the hotfix run for 10 minutes.

Now the HUD shows the network has -3700/92000 resources. There are flying numbers on the panel and this value moves slowly every 30 seconds or so. A bunch of plots around my network suddenly finish upgrades too. I get spammed by the messages in the top left.

Is that normal to have negative supplies?

Also my HQ has agreement with two settlements for scrap. Yet one shows a supply line on the map from sanc to GNN. If I destroy the agreement the supply line doesn't get removed on the map. The other settlement never has a supply line showing to HQ.

Why does it show about 17000 caps in the hud and I can't withdraw them? There are no taxed caps appearing in the workbench.
 

Urbatrai

New Member
Messages
9
Negative numbers are not normal. Is that showing in any settlement, or only while in HQ?

As far as Caravan lines, I'm not certain how they will react with HQ, as the base system the game uses for Caravan connections will likely override the supply agreements in some cases. Since the supply agreements also control the daily scrap limit in HQ, it was something I decided not to worry about too much, since there's still incentive to set up multiple agreements.

Nothing can be withdrawn from the numbers in the SS2 HUD, they are only used for paying for building plans, city plans, maintenance costs, and HQ costs. HQ also has a Lab system that allows you to spend settlement resources for certain crafting and gear upgrading if you build the appropriate rooms and upgrades.
First of all, great work on SS1 and SS2. I can't imagine building something so massive, especially considering the base program and thousands of other mods vying for the resources.

With that said, I too have negative numbers for the "Available Resource" under Available Resources/Virtual Storage Capacity. When the number goes negative both numbers turn red. This occurs in all settlements, with a city plan or without. No matter how much concrete, glass, steel, and wood I donate to the desk, the number will quickly go back down again to the negatives. Unfortunately, if I try to donate too many supplies at once, the system will freeze on me and no amount of waiting will make it come back.
 
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