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I'm not sure if my mod is bugged or if I'm just not doing things right. Could use some insight.

aFriendlyHobo

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G'day guys,

I love this mod, first of all, and I'm really enjoying it, but I've come across a few issues that I can't seem to figure out, even after looking through the forums and via google.

First of all, my settlements' happiness seems to randomly plummet. My Castle went from 70 down to 39 within an hour, and I can't figure out why. I think its because my residential, work, and hobby meters are 50-75% full, but I've got more than enough of each available. The reason I think this could be wrong is also because my Abernathy Farm settlement will plummet and when I show up it shows that there is 0% in each category, when the whole settlement is full of them.

Next, my advanced options menu on the city builder holotape is empty, and my tax rate won't set after I've selected an option, it just hangs until I tab out.

And finally, my logistics don't seem to work properly. I've got a packbrahmin station in each of my settlements, each manned, but some settlements aren't linking. The last time I went to the Castle, the junk and caps amount got randomly cut as if it had left the network, but according to my map it was still part of the network. (Edit*: I should note I have IDEK's logistics mod as well, installed before I realized it was already in Sim Settlements 2.)

I feel like something's either not installed right, bugged, or I've tried to connect too much too fast and its all sort of going wonky.

Also, none of my settlements were growing for a little while, but I think that's been fixed. Its extremely slowly, but they're getting there.

Any advice would be greatly appreciated. Thanks guys.
 
That sounds to me like some potentially related issues - at a guess, maybe a caravan somewhere on the trade network isn't getting enough resources to pay its "maintenance costs" and it's breaking the chain, thus denying some settlements enough food/water which is part of the Happiness calculation.
 
That sounds to me like some potentially related issues - at a guess, maybe a caravan somewhere on the trade network isn't getting enough resources to pay its "maintenance costs" and it's breaking the chain, thus denying some settlements enough food/water which is part of the Happiness calculation.
Well dang, I didn't know that was a thing. Off the top of my head, I think solving this includes more industry from the Castle to cover maintenance cost, and setting up closer trade routes? Like Sanctuary > Starlight > Slog > Castle, instead of Starlight to Castle?
 
setting up closer trade routes
Something I don't think the mod ever explicitly TELLS you, is that the "virtual storage" only links between settlements within a certain range - I haven't nailed down an exact distance but it's roughly the straight line distance between Sanctuary and Starlight, it's the same range the built-in Caravan Plots will link at all at. I don't think IDEKs bypass that limit (didn't when I last checked, and Nexus appears to be down for maintenance right now so I can't verify), and 'vanilla provisioners' don't share it at all, even if the "provisioner line" on your pipboy map shows them connected.
 
Something I don't think the mod ever explicitly TELLS you, is that the "virtual storage" only links between settlements within a certain range - I haven't nailed down an exact distance but it's roughly the straight line distance between Sanctuary and Starlight, it's the same range the built-in Caravan Plots will link at all at. I don't think IDEKs bypass that limit (didn't when I last checked, and Nexus appears to be down for maintenance right now so I can't verify), and 'vanilla provisioners' don't share it at all, even if the "provisioner line" on your pipboy map shows them connected.
See now, I've had the Castle randomly link up with Greygarden, then it just cancels itself. Its really strange. I get the feeling I should just set up each settlement with two industry plots, and rely on vanilla trade routes or something.

Its all rather complex, it seems.
 
Yeah, there's some quite complex mechanics going on "under the hood" that it never really explains to you, I'm still figuring it all out myself. Personally, as much as I like rebuilding the Minutemen (and then forcing them to ally with The Institute) I found it too much hassle to build a chain of Caravans all the way over to The Castle, especially since a lot of the SS2 Questline seems written with it just assuming you are still in that northwest quadrant of the map. (and considering where the mod will almost certainly go in future chapters, I don't want to already control all the Settlements anyway)
 
I feel like without the caravan logistics, my settlements won't get all of the resources needed to flourish, hence the losing of happiness.

Still, it doesn't address the other issues of Abernathy losing all of its housing, work, and play bars, my advanced options not coming up, and taxing not working. I still feel like something's up with my install, but I just can't figure it out.
 
Do you have Auto Assignment turned on? I've found that's quite odd about doing things, and I've heard more than one report of it removing everyone's assignments and redoing them at random - I have played with it turned off since about week 2 after the mod launched.
The other two things you mention though... the "advanced" tab is empty for me, too. And "Tax" actually requires you to build a special "Tax Collector" plot and have someone working that job to actually gather the tax money. (it's a super late unlock, some significant amount of Commercial Plots as far as I have figured out)
 
Yup, the auto assignment is turned off, I turned it off so I could put someone on an artillery piece and have an extra guard or two. I've also turned off auto assign in Workshop Framework.

I just unlocked the tax collector building, so that solves that issue. I do have about 20k caps sitting in my north western quadrant's network, so I know its been getting tax, but I guess that's just the default.
 
Ok, so this part confused me;

"I think its because my residential, work, and hobby meters are 50-75% full, but I've got more than enough of each available. "

As far as understand if the meters are NOT full, then you don't have enough.

What are you using to determine this statement; "but I've got more than enough of each available." if you are not using the meters?
 
Ok, so this part confused me;

"I think its because my residential, work, and hobby meters are 50-75% full, but I've got more than enough of each available. "

As far as understand if the meters are NOT full, then you don't have enough.

What are you using to determine this statement; "but I've got more than enough of each available." if you are not using the meters?
Just the general amount that I've put down. I'm going to tear just about everything in the castle down again, and start from scratch using solely the meters as a guideline.
 
I've elected to restart my playthrough, since I'd only really been futzing about with Sim Settlements and not actually doing anything story-wise. Now that I've cleared some mods that I wasn't really using and I know a bit more about what I'm doing, it should go a bit smoother. I'm probably going to avoid massive expansion to every single settlement, and stick with just a handful until they're developed.

Side note, should I be using city plans instead of building the cities myself? I generally prefer to build 'em up by myself, but perhaps with the troublesome cities I should just use a plan, like for the Castle, but build some of my own for larger open areas like Nordhagen and Spectacle.
 
Whether or not to use City Plans is a personal preference thing - I only use one myself on the one quest that MAKES you do one (and would skip that if it let me tbh), and manual-build otherwise.
 
Alright, awesome. I do feel like some of the tools included only work with city plans, but I'll make do.

I do miss the option to tell your guys to tear down an entire settlement that came with Sim Settlements 1.
 
As far as I can tell, you arent missing anything important by doing pure manual building, except that it takes more of YOUR time/effort. But that works for me personally, I like "small-scale city builder" games - the game in my Steam Library with most Hours Played is Rimworld, not Fallout4 after all.
 
Alright, awesome. I do feel like some of the tools included only work with city plans, but I'll make do.

I do miss the option to tell your guys to tear down an entire settlement that came with Sim Settlements 1.

The teardown is there, it is just in workshop framework now.
Go to the workbench, you will see an option called MANAGE.
Pick it, then pick Scrap Settlement.

:)
 
The teardown is there, it is just in workshop framework now.
Go to the workbench, you will see an option called MANAGE.
Pick it, then pick Scrap Settlement.

:)
Oh dang, game changer. Thanks buddy!

There's so much to this mod and its support structure that I'm still learning, no wonder things aren't going too well.
 
Yeah a lot of functionality got moved into WSFW; I am guessing on the assumption that theres people using WSFW but NOT Simsettlements that want some of those functions.
 
See now, I've had the Castle randomly link up with Greygarden, then it just cancels itself.
IIRC, the only settlement that can link up with the Castle and be in range to share virtual resources in Nordhagen Beach. I do know that County Crossing is too far away. The furthest I have been able to connect is Starlight to Hangman's. I would like to put IDEK's into my load order, but it is convenient to not use it. You can figure out caravan issues by looking at the map and seeing what's not connected.

From what I understand, IDEK takes his logistic station and puts it on a standard SS2 caravan plot. It (IDEK's Logistic Station) only touches the vanilla supply line routing plus efficiency rating and does not change anything SS2 virtual resource related. (edited for clarity)

Also note that vanilla beds do not count towards 'residential' on the HUD meter for some reason. I have been working on making an addon that is a 1x1 plot with just a bed. I have been having fun trying to move those HUD icons... Maybe in the future, you could be a guinea... err... helpful tester for this! It should solve the issue of SS2 not registering vanilla beds.
Yeah a lot of functionality got moved into WSFW; I am guessing on the assumption that theres people using WSFW but NOT Simsettlements that want some of those functions.
From what I understand, a major reason for SS2 being made was to move SS systems to use WSFW systems. Like the random clutter system and the city plan system.
 
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