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Ideks logistic station

@EyeDeck I found so far that you need to build a scrap yard first then you will have the plan for the logistics station show up as a choice, otherwise you only have the option for the scrap yard. Looks like it's kind of following the ROTC Tech Tree some how.

I confess on my games it seems like it seems to need to 'register' properly or something; initially it will not show up in a new game, then it will be hit or miss, then finally it's consistently there after awhile. I've never had the scrap yard be a factor that I've noticed?
 
@Jonnan I just placed the ls in 2 settlements that I couldn't before because the plan didn't show up before as an option, but after I built a srap heap it showed up in the list of plans as an option. So I am just making a guess on that.
 
@Jonnan I just placed the ls in 2 settlements that I couldn't before because the plan didn't show up before as an option, but after I built a srap heap it showed up in the list of plans as an option. So I am just making a guess on that.
is just most likely you waited some times and the plan show up cause the scrypt are finished to run so you see the plan.
 
@Jonnan I just placed the ls in 2 settlements that I couldn't before because the plan didn't show up before as an option, but after I built a srap heap it showed up in the list of plans as an option. So I am just making a guess on that.
In all honesty Eyedeck didn't really think my description of my symptoms was plausible, so it's more than feasible I'm wrong and just didn't notice something like that was also happening in concert. Correlation is not causation and all that. Hard to say without specifically checking.
 
is just most likely you waited some times and the plan show up cause the scrypt are finished to run so you see the plan.
This is probably correct. Usually just waiting for a few minutes outside of a menu will allow all of the relevant scripts to finish and everything should show up.
 
is just most likely you waited some times and the plan show up cause the scrypt are finished to run so you see the plan.

I don't think waiting has anything to do with it because the LS plan still doesn't show in settlements that I haven't built a SH in yet.
 
@EyeDeck for some reason when I run NMM (64.1) to check for file updates, yours never show up as updated. I have to manually click on the file number to go the nexus page and then check the files there. I don't know if this a problem with the nexus or how the file is tagged but this is the second time I am behind on updates because NMM isn't showing it as updated.

Thanks for all your hard work!
 
I thought he meant built 2 as in 1 at Afarm 1 at RR not 2 at same spot.

If it doesn't show up, save, quit to desk top and start again.

Manually download the files, unrar, copy the files, and then try it out, always do this if restart doesn't work, NMM is handy yes, but often stuffs up installing stuff, I read somwehre (I think Kinggath) said you should never use NMM to install any mod over 100mbs.
Also never rely on it for update, you can track mods in nexus website.
 
Great, thanks.

By the way, this along with the salvage beacon comm desk are 2 must haves in any of my settlements now.

I know the point of SS and RotC are to give people options but seriously this mod needs to be integrated into every RotC build.
 
The resource redistribution system is intended to prevent settlers from getting into your food reserves directly, so provided that you have enough production across all networked settlements, none of your stored food ought to be disappearing.
I'm not sure how good my food production was, since I usually build my sim settlements with an eye towards future farm production, rather than current farm production. So some of my settlements might've had a food deficit since they still had the 2-food starting farms, but already had more settlers than those farms could support because I designed said settlement with an eye towards when those farms produce 12 food instead, but on the other hand I also had some settlements that were still vanilla and quite heavy on the food production - Abernathy Farm and Greygarden come to mind - so there shouldn't have been too much of an issue.

As for scrap, unless there are attacks happening--and there shouldn't be if you set that option in the popup message thing--there I don't know of anything that can arbitrarily steal resources from your workbenches, at least not scrap or components, anyway. It's certainly nothing my mod is doing, unless you've enabled surplus collection and you're looking in individual workbenches instead of the "master" workbench that has the storage beacon on it.
Surplus collection was enabled, but I specifically looked how this worked in regards to production in a given settlement, and then set the master workbench as the one in a settlement that had no local production of resources. And the master workbench was then also the one I checked.

I've also since started a new game without your mod, and not encountered the same issue. Then again, I also haven't made use of the city-building feature of RotC in this playthrough, either. I can't say with any certainty that your mod is responsible, or even related, but it seemed plausible to me, so I figured I'd make a post about it and see if anyone else had encountered the same issue.
Since this doesn't seem to be the case... *shrug* dunno. Maybe I just had bad luck with a particular combination of mods, game version, and some other variables. Wouldn't be the first time that sort of thing happened - me having bad luck, I mean. :)
 
@EyeDeck Question: When I assign a settler to the logistics station, that settler becomes my provisioner for that settlement, going to the next nearest LS settlement. But what about the settler at the 2nd settlement who also is assigned to a logistics station? Do they both go back and forth between the same 2 settlements?

I'm asking because I usually assign a Sentry Bot to go between Starlight and County Crossing, and I beef them up to handle anything between those 2 locations. But with the LS station, I can't say "YOU (specific settler) go HERE (specific settlement)," can I?
 
@Otherwhere One of them will stay at their home settlement. It's just how the network logic has to go, for n settlements there are optimally n-1 supply lines, so one settler doesn't have anywhere to go unless I were to make one supply line redundant. The idle provisioner will either be at whichever station was built/upgraded/refreshed first, or last, I can't remember which without checking the code.

Also, there isn't a way to manually specify a specific route for a specific settler. It's another quirk of the network logic, since each settlement can only send out one supply line, it would (a) make the network logic significantly more complex (like, "I can't even conceive of an algorithm that would work" complex), and, (b) would lead to situations where, any time you had more than one manually specified supply line, it would have the potential to cause the network "graph" to become strangely routed if your manual definitions conflicted with the calculated optimal routes too much.

Eventually I'll add an option to allow you to set priorities for particular settlement connections, so that e.g. Hangman's Ally were always connected to Sanctuary or, Red Rocket would never connect to Abernathy Farm (unless those were the only two settlements in the network), but this system still wouldn't allow you to specify specifically that the connection should go Sanctuary -> Hangman's Ally, and not Hangman's Ally -> Sanctuary. That's as soon as I can be bothered to come up with a usable UI for that feature, anyway.
 
@Otherwhere One of them will stay at their home settlement. It's just how the network logic has to go, for n settlements there are optimally n-1 supply lines, so one settler doesn't have anywhere to go unless I were to make one supply line redundant. The idle provisioner will either be at whichever station was built/upgraded/refreshed first, or last, I can't remember which without checking the code.

Also, there isn't a way to manually specify a specific route for a specific settler. It's another quirk of the network logic, since each settlement can only send out one supply line, it would (a) make the network logic significantly more complex (like, "I can't even conceive of an algorithm that would work" complex), and, (b) would lead to situations where, any time you had more than one manually specified supply line, it would have the potential to cause the network "graph" to become strangely routed if your manual definitions conflicted with the calculated optimal routes too much.

Eventually I'll add an option to allow you to set priorities for particular settlement connections, so that e.g. Hangman's Ally were always connected to Sanctuary or, Red Rocket would never connect to Abernathy Farm (unless those were the only two settlements in the network), but this system still wouldn't allow you to specify specifically that the connection should go Sanctuary -> Hangman's Ally, and not Hangman's Ally -> Sanctuary. That's as soon as I can be bothered to come up with a usable UI for that feature, anyway.
Honestly, a neater feature would be if the network took routing into consideration when calculating best efficiency - I have heard people mention that there are routes on the map that look shorter than they are because in practice the Provisioner goes over to a highway, goes 'x' direction, et al.

But I don't even care that much about that come to think of it. I'm just glad Mechanist's lair connects to properly 'nearby' settlements.
 
hey i have one question look like auto-collection dont collecte alchohol ?
It doesn't have any of the keywords that any of the options look for, so no. I'll probably add an alcohol & chems option sooner or later.
 
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