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Operating Costs: Non-plot sub-selection & UI/tutorial message

Zachary Jones

Member
Messages
59
Being able to toggle individual costs per role may be nice. Example: allow power generation to have costs and turret operation to be ignored etc.

Having an indicator on the HUD would have saved me a ton of time trying to figure that out as well (ex: Plot Operation Costs: 12; Non-Plot Operation Costs: 25). Or perhaps even a tutorial message. I don't recall reading a message in game about it (don't see anything mentioning it in tutorial history about non-plot operation costs). Closest hint in-game was something Jake said during New Plots on the Block about gas generators having an upkeep.

I have read that SS2 never makes a call to break equipment in a settlement, but I have noticed that nothing breaks for me when I have sufficient caps in the virtual storage, whereas early game, frequently I would have generators/water break. I have 400+ mods installed so I assume some mod likely interacts strangely with SS2 or perhaps it is even a completely isolated issue, but the issue did completely cease with a caps surplus. Researching that issue in particular is what eventually informed me of operating costs for non-plots :D
 
Thinking about it, I assume an expenditure list in the HUD would cover all of the above, and I also assume something like that has been suggested by now. But perhaps the individual toggle for non-plot operation costs would be up for consideration. Thanks!
 
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