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Old Post Logistics station and designer's choice

diziet

Active Member
Messages
544
@EyeDeck
Hi, you don't have a forum here for your mod, is it okay to put questions here or would you rather nexus?

Anyway, I'm having the problem that others have noted here, that the logistics station doesn't seem to honour 'designers choice', in my current testing all plots so far are the right one except the station, that's a different factory, the logistics station is listed as a plan and i can change to it manually. Is there more info you might need to troubleshoot this?
 
Im right there with you @diziet
Also huge fan of ILS, loving that to bits.

Will offer some strange experience which I had in testing my lvl CP.

lvl 0 I only had a few guard posts, agricultrual and 1 industrial for ILS. My settlers did ok, but made a scrap heap where the ILS should have gone. In beforehand I had made sure I had another ILS at Tenpines manned, so sure to not have shortage of food and that ILS would have a purpose.

When reached lvl 3 in that, I disabled my MegaPack and thought I had installed the relevant mods for the settlement. So went back to my settlement at Starlight, guess what I found. 1x1 guardpost I had no longer supported, so they tried to build ILS. Another 2x2 Martial plot was no longer supported, and they tried building an ILS. A business plot was no longer supported, and they tried building an ILS. Found another martial plot was also trying to build an ILS.

Which really makes me think, maybe ILS fits better on a different plot type? Just asking.
 
Have you been able to get other mod-added industrial buildings to work as Designer's Choice. I've heard reports that no add-on pack designer's choices are working correctly.

If you haven't been able to get any to work, can you check the blueprint json file to see if it is correctly storing the building plan and add-on pack name for the plot in question?

There's nothing special about Industrial plots that would preclude them from working with Designer's Choice. I've tested it extensively now with Industrial Revolution building plans which is essentially an add-on pack. I don't think this problem is an IDEK's problem, it's probably a Sim Settlements problem, but I don't know what's causing it.
 
Have you been able to get other mod-added industrial buildings to work as Designer's Choice. I've heard reports that no add-on pack designer's choices are working correctly.

If you haven't been able to get any to work, can you check the blueprint json file to see if it is correctly storing the building plan and add-on pack name for the plot in question?

There's nothing special about Industrial plots that would preclude them from working with Designer's Choice. I've tested it extensively now with Industrial Revolution building plans which is essentially an add-on pack. I don't think this problem is an IDEK's problem, it's probably a Sim Settlements problem, but I don't know what's causing it.
To this I can only answer for myself, because Scrap heap from SS and ILS is this far the only industrial plots I have found non-DLC using 2x2 plots.

I can however test it non-DLC quickly tomorrow for internal plots, and have a test result by this time tomorrow.
 
For quick testing I assume that console spawning settlers and using the unlock command shouldn't interfere with checking this?
 
Initial test of non-DLC interior industrial plots.
I used spawn settlers into the settlement, so I had like 1 leader, 7 guys on food and 6 industrial interior plots with just 14 regular beds. Made a blueprint of this and loaded it in through NMM. Then I went back to play, loaded the new CityPlan.

Plots available in this
Shit house by Cpt COOTS
MiniShit house by @uituit
Mini Scavenger by uituit
Hobo Wokstation by uituit
One man's trash by @kinggath
Logistical station by @EyeDeck

My 1st test shows that ONLY ILS didnt stick in Designer's Choice. Which saddens me a lot, because I simply love that mod.
 
Here are my available factories:
20180522042821_1.jpg

Ronnies Aluminium, One Man's Trash, Sahara Steel and Electric Dreams all built as planned.
IDEK's Logistics however was replaced with another Ronnies Aluminium.
 
Oh, I bet ILS is set to player select only! There's an option on building plans to prevent settlers from selecting them - which Designer's Choice will inevitably acknowledge because the player isn't selecting it.
 
Hmm- dead end on that one. Designer's Choice should still work even on player select only plans. If anyone can find more examples of building plans that won't work in a City Plan I can compare them to try and find a pattern.
 
I raised the question previously, could the ILS be in "wrong" category? Maybe it works better if it is a business or a martial it could work better?

Asking because it did pop up there when a plot was no longer supported by an addon mod. To backtrack that. A couple of mods in the Mega Pack Year One, there is a couple that requires DLCs if downloaded on its own, but working well when used from Mega Pack. Brae's Defences is one of those. I tried to replace Mega Pack with the actual addons to gain a smaller size load order. Result was that BF 2x2 Sandbag Fort was replaced by ILS in my game, even if its not listed as martial plot.

And thinking about it, it is kind of logical, as provisioner do protect the gods transported.
 
Having it show up on a Martial plot is very strange... that might just be a fluke based on your load order at the time when you ran the plan.

Whichever plot type the plan shows up in the Choose Building Plan menu is how it is configured.

The only thing about IDEK's that I think is unique is that it's one of the only add-ons available as esl and esp. Are you guys using the esl version? Maybe that's an issue?
 
The only thing about IDEK's that I think is unique is that it's one of the only add-ons available as esl and esp. Are you guys using the esl version? Maybe that's an issue?
I have only used the .esl version for city plans. It's listed as a "known issue" on my pages. Can you replicate it with one of my releases ?
 
The only thing about IDEK's that I think is unique is that it's one of the only add-ons available as esl and esp. Are you guys using the esl version? Maybe that's an issue?

I installed the esp version and that behaved the same, I'm currently remaking my city just in case although I suspect that all the city plan has is the name of the plot and type not its mod type?

Anyway for future ref, is it only necessary to change a plots type/plan in the first level that it appears or do I have to do it in all my level saves and reexport? Do I have to manually edit the .json files to ensure that ids are the same to avoid plots on top of each other?
 
Well, experiment run and no change. Could it be related to the fact that IDEK's has different versions of its level1 plan that appear to be chosen at random when building the plot?
 
The plan id and the file name are stored. So if we figure out why this isn’t working, there will be the issue of only players who have the exact same file name as what you are using would get it.

You only need to update the first level if appears.

The multiple variations won’t be the issue.
 
Which really makes me think, maybe ILS fits better on a different plot type? Just asking.
Well, options are:
  • Residential, but it's not a house
  • Commercial, which isn't appropriate since it's not a shop
  • Agricultural's out since it doesn't accept power
  • Advanced industrial, which doesn't really fit since there's no upgrade tree
  • Martial, which doesn't fit either since, if anything, poorly guarded caravans trucking around food, water, ammunition etc and leading everyone directly to your stockpiles certainly wouldn't do any good for your security (upgrade reqs are also too strict to be appropriate imo)
  • Recreational, which... well, it's better than the previous five, but between that and standard industrial, I decided that industrial was a better fit.

Oh, I bet ILS is set to player select only!
This is definitely true. Older versions didn't handle more than one station in the same settlement particularly well, generally only the last station that built or upgraded would work--come to think of it, this is still true, but this is handled more gracefully now (explosives are involved). Allowing the auto-selector to choose the plan while there are others in the same settlement would be annoying and almost completely useless, so the only real option is to make it manual-select only.

Well, experiment run and no change. Could it be related to the fact that IDEK's has different versions of its level1 plan that appear to be chosen at random when building the plot?
It's one plan with a bunch of different random clutter variations, to add a bit of variety since you're going to be seeing a lot of the same plot.

---

As for why my plot's not working as the choice thing, I have no idea. I assume that the city plans just store a form ID as an int + the plugin name, to pass into Game.GetFormFromFile() at some point. I tested to make sure that to make sure that Game.GetFormFromFile() works with .esls a few months ago, and it does, so I doubt that's the problem. I've never tried using it in a city plan (or doing anything with city plans at all for that matter), so I can't offer any more insight than that.

For what it's worth, I do recommend using the .esl version of my mod in case you have anything that depends on it. On Bethesda.net, the .esl version is the only one I release, and the one with the installer on the Nexus encourages you to use the .esl as well, also mentioning that the .esp option is only there as a fallback version for backwards compatibility.
 
Allowing the auto-selector to choose the plan while there are others in the same settlement would be annoying and almost completely useless, so the only real option is to make it manual-select only.

Ah, I think I understand what player select means now, I thought kinggath was referring to the cityplan creator option. Can anyone reading this point to another player select plot, pref interior, that i could test in a city plan? It would seem like a likely candidate for the city plan to get confused maybe? Not a bug in the plot itself. Anyway if I know of another player select only plot I'll swap it in to my city plan and test it, just to rule that out if nothing else. :)

As for plot type, short of a new category -admin- ? I think the logistics station is in the best fitting one available.
 
As for plot type, short of a new category -admin- ? I think the logistics station is in the best fitting one available.
It's just too bad that there's no wood foundation version of the industrial plot. I hate the aesthetics of the wood-floored building on a concrete foundation, so I always build one by hand then put the foundation-less version on top of it.
 
It's just too bad that there's no wood foundation version of the industrial plot. I hate the aesthetics of the wood-floored building on a concrete foundation, so I always build one by hand then put the foundation-less version on top of it.

Some times I put it inside a buidling/shack.
I kind of wish this ILS were an integrated part of SS/RotC without any problems in buildingsplans/cityplans. Love it to bits.
 
This info may be extraneous but for completion:
I just did a one level test with a plot that elsewhere on these forums is said to be player select - metal townhouse. No problems except that it faded in and out a few times before sticking and building.
As usual the logistics station looked fine with the 'rent' sign:
20180524111900_1.jpg
and the plaque has the right plan title.

After a while the message in the top left corner said a factory was be built and the scaffolding and tarpauling went up, after a while the message about a factory being finished and thus:
20180528155728_1.jpg

after a while the scaffolding came with no action by myself back but inside:
20180528160547_1.jpg

eventually I checked the plaque and it said:
20180528160600_1.jpg

clearly the plot plan is in the city plan because at the first 'to rent' stage it is is there, but then the wrong plan builds.
 
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