the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Interesting.

What script is it messing with?
Nothing, hopefully. There aren't any script overrides since doing that is asking for trouble, but obviously I have to read data and occasionally modify data from individual WorkshopScripts or WorkshopParentScript via external scripts sometimes.
 
Nothing, hopefully. There aren't any script overrides since doing that is asking for trouble, but obviously I have to read data and occasionally modify data from individual WorkshopScripts or WorkshopParentScript via external scripts sometimes.

OK, I hadn't looked, but I just couldn't think of any that you would be modifying to accomplish this. Looks great btw, haven't had a chance to download yet, but it's certainly a highly requested feature and solved the need for Local Leader!

Is there a cost at all to offset the lack of a perk requirement?
 
The only inter-mod issue I've been able to locate in v1.0.0 is a vanilla bug that Sim Settlements triggers sometimes. Kinggath can fix this bug getting triggered by Sim Settlements himself (the 0-resources-in-pipboy-display thing), though I believe the fix for the vanilla function that causes it will be getting incorporated into UFO4P in the hopefully-not-too-distant future as well.

Do you know what the actual fix is? My testing shows that the method to recalculate workshop data is unreliable at best in unloaded cells and loading every settlements cells to do a full recount sounds like a bad solution overall.
 
Is there a cost at all to offset the lack of a perk requirement?
Other than the slight defense and power penalty that industrial plots have by default, no. It's mostly because I didn't want to discourage actually using the logistics station when setting up supply lines manually is free. A lot of players are neurotic about perpetually ongoing costs for things that could be getting done for free except with a moderate initial cost instead, myself included.

The only thing that really would make sense is to add a defense penalty, thinking back to the original FO1 water caravan thing, but that's kind of lame when it would just be offset with an extra turret or martial plot instead. I also need to be conscious of the fact that any applied penalty would be getting added to, most likely, every single one of the player's settlements, and I don't want to make it a problem if the player decides to plop down a station in every settlement that they don't plan to get around to developing for ages.

Do you know what the actual fix is? My testing shows that the method to recalculate workshop data is unreliable at best in unloaded cells and loading every settlements cells to do a full recount sounds like a bad solution overall.
The fix is to not try recalculating resources in unloaded cells. The vanilla script function that's usually called to safeguard against this is bugged and frequently tries recalculating unloaded cells anyway. I went into great detail about it in my UFO4P report here.

You can also manually make adjustments to calculated stats even in unloaded cells with SetBaseValue(). I go into more detail about that a the end of the post in the bug forum thread I made about it.
 
Last edited:
And people say you can't change the world in a positive way by being ignorant!
BTW, I'm totally taking credit for you going to the UFOP with your idea!
 
Ok... It seems I might not need to wait for kinggath to finish dealing with the 3.0.3 things before I can get my power distribution thing!
Eyedeck, how hard would it be for you to apply this to power distribution? I had suggested that what you just did would be the level 2 of an industrial plot that ultimately would share tech between settlements. I guess I'll have to wait even longer for that, but the silver lining seems to be that maybe you can solve one of my issues.

Just a little suggestion on how the power sharing could work. Power sharing is probably similar to food or water sharing in terms of scripting, but it doesn't seem right to just have unlimited sharing like with those other resources, so the easiest way to solve this would be to set a max amount of power that could be provided by each plot, this way there's also a meaning behind the plot upgrade, other than just visual aesthetics.

I think there are 2 ways this can go, the easiest way would be just to put a cap on the receiving, making the scripting easier and probably similar to what already exists:

At level 1 the settlers would only have laid a thin cable not capable of transmitting much power, so I think the power station should only be able to provide power enough for houses not industry, so maybe the cap would be something like 35 or 40 power, at level 2 100 power and at level 3 unlimited.
I don't think this is to OP because you have to be producing the power somewhere and also have to transmit it, plus there's only so much power you can consume in a settlement.

The other more complex way (and more immersive) would be to have the cap on the amount of power the plot can handle, affecting both transmitting and receiving.
This makes more sense because if your system cant handle receiving more than 40 power at level 1 it shouldn't be able to transmit an infinite amount. So my suggestion is a power cap that affects the amount of power that can be shared in a settlement, level1 35/40, level2 100, and level3 350/400 ( I feel this value is large enough for the receiving settlement to only need one power station but if you make a power plant settlement you would need multiple stations to share the power to the commonwealth)

Would you be willing to make something like this?
 
@InvertedSheep, I didn't include power sharing because it doesn't make logical (or logistical) sense. You can bottle up water and crate up food, but an electric potential differential? That just doesn't work without well-maintained, high-voltage AC power lines. The remnants of the pre-war electrical grid aren't exactly up to the task.
 
But crates of rechargeable fusion cores are! :grin
And there's a plot that recharges them...
 
It would still take a fusion generator to extract the potential energy of a fusion core. I'm not really feeling up to redesigning my plot to incorporate one of those. It would probably play hell with the native Sim Settlements maintenance cost system as well.
 
Oh come on.. how cool would it be to have a Super Mutant pushing around a grocery cart handing out fusion cores.
 
I think you misunderstood what I was asking for (actually probably is my fault because I didn't copy the full post)

Well, since I started talking about power, my country can't produce all the power it needs, we buy electricity from neighbor countries, settlers should be able to lay some cables in shallow ditches. I propose an industrial plot with something like a power converter and some cables going underground to allow the sharing of power between settlements and not just food and water. I really want to build the big nuclear reactor (I'm rebuilding the commonwealth, if I can make better safer energy I should)

What I was asking for was an industrial plot, that could look like a power converter or something like that, with cables going into the ground so you can pretend that your settlers laid cables under ground between settlements.
 
Top