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Not a bug HUD calculations waaaay off in all settlements

Otherwhere

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This is on the current (latest) updated patch for SS 3-in-1 (I also have the latest WSF and Conqueror). My HUD displays for settlement needs are all way off. No water when I have 50%-70% covered; food at 25% when I have 100% covered. The bars change when I move to a different settlement, but their calculations are clearly not reflecting what the Workshop display is reflecting.
 
I just started a new play through using the following versions listed below i am seeing the same issue as well as several others.

UFOF4
Mod Configuration Menu 1.34
HUD Framework 1.0f
Settlement Menu Manager 0.1.4
Workshop Framework v1.1.2
Workshop Plus 1.0.4
Sim Settlements v4.0.3

Example:
Sanctuary
13 Settlers
4 x level 2 Food plots - HUD Shows 15 Food - Should show 24 Food.
2 x Water Purifiers - HUD Shows 1 Water - Should show 20 Water.

Red Rocket
1 x Water Pump - HUD Shows 5 Water
1 x Level 1 Food Plot - HUD Shows 4 food.

Initially during the play all values showed correctly then at some point became way off. No excess food or water appears to be accumulating in the workshop or the City Manager Desk. Deleting and recreating the water sources does not correct the calculation it will persist. Adding addition water sources does change the calculation be it is still incorrect for the additional water source added.
 
Sadly for me issue turns out to be USER ERROR.... I wish we had a better Tutorial for the Dynamic Needs system. That delved more deeply into how it can effect the stats. It was turned on and I never realized it.
 
@Otherwhere do either of the pointers below help with what you're seeing?

Sadly for me issue turns out to be USER ERROR.... I wish we had a better Tutorial for the Dynamic Needs system. That delved more deeply into how it can effect the stats. It was turned on and I never realized it.
I was / am experiencing this as well and your admission of USER ERROR may very well be dittoed by me. I couldn't understand why a resource was showing as so low when the vanilla settlement bar was so high... it's all coming together now grasshopper!
Thanks for the Dynamic Needs tip.

Edit: Also, plots use up resources. For example, a Commercial Plot uses / eats / consumes Defense points as part of its cost. As that building increases in level, it consumes more. If you view a plot's plaque, you'll see what it consumes. Housing consumes Food and ... Water? Martial? I can't recall exactly.

You may even see a resource at 999 because more has been consumed than produced so the resource 'flipped' like rolling a speedometer backwards.
 
One of the things I found recently that I'm trying to solve is some of the VIPs are generating way too many modifiers in the Dynamic Needs system.
 
For anyone interested in fully understanding Dynamic Needs:
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Note that it will be enabled for most players by default, and it really isn't necessary that you fully understand it, so long as you have HUD Framework installed to get the SS HUD, you can just focus on keeping the meters full.

There's also a chart here to help you predict how different plot types will affect things, though keep in mind that individual buildings might buck these base numbers, check the building plaques on the plot to see if a building is affecting things more or less: https://simsettlements.com/web/wiki/index.php?title=Breakdown
 
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