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Option to disable empire link Food and Water sharing

Azuraal

New Member
Messages
15
At least for me that system is causing more problems than solving with the bug(s) it has.
And personally I find the idea of a prosperous wasteland settlement relying entirely on imported food and water rather ridiculous. Even Diamond City grows its own food and purifies its own water.
But not using caravan plots isn't really an option since the mod is balanced around sharing of building resources, production for shops, scavenging for building plans etc.
 
Hi. Well yeah. There are bugs which cause problems. If you do not like the idea of sharing water/food/other resources you have two options:
1) do not build a caravaneer. In this case no resources are shared at all between settlements.
2) build food and water producing items in every settlement. Resource sharing only is activated if the current settlement can't satisfy it's need with locals produced resources. So you're free to build self sufficient settlements even with caravaneers enabled. All you have to do is to satisfy the need localy.

Is there something I missed?
 
1) do not build a caravaneer. In this case no resources are shared at all between settlements.
But not using caravan plots isn't really an option since the mod is balanced around sharing of building resources, production for shops, scavenging for building plans etc.
2) build food and water producing items in every settlement. Resource sharing only is activated if the current settlement can't satisfy it's need with locals produced resources. So you're free to build self sufficient settlements even with caravaneers enabled. All you have to do is to satisfy the need localy.
That's what I've been doing but it requires me to play with dynamic needs off because the moment a residential plot upgrades the transfer triggers and the whole network get bugged and a bunch of settlements producing food/water go negative.
Since there seem to be little interest in fixing the issue at the moment as it happens only in unloaded settlements, I hoped I could at least amputate problem without crippling the whole mod's balance and functionality.
 
Cut me do I not bleed? You can't amputate any part without hurting the entire system e. It's too integrated.
 
True. You'll never completely get rid of transfers in the second option. When the system works properly it shouldn't be much of an issue though I guess.

Plus I'm not sure these issues are not a priority. I don't know what the team is working on. It only has been a couple of weeks that these resource issues came to light that massively.
 
I am confident the team wants it addressed sooner rather than later and are working hard on it.
 
Cut me do I not bleed? You can't amputate any part without hurting the entire system e. It's too integrated.
The food and water sharing is a base part of the game provided by the basic provisioner. What the OP is asking for is disabling something the game was built around.
 
The food and water sharing is a base part of the game provided by the basic provisioner. What the OP is asking for is disabling something the game was built around.
In base game food and water surplus in the network will be taken into consideration when calculating happiness target. It does not manipulate the food and water AV on the workshop.
SS2 transfers the values to allow for fulfillment of dynamic residential needs. Personally I feel an option that doesn't let a settlement prosper off imported food and water, only subsist, would be nice.
 
I have said this before and I am sure I will say it again.
If you want to change the way the game is played or how it works in order for it to fit your requirements then create a mod that lets you do that. Don't wait for someone else to do it for you.

I am sure KingGath and the SS2 team will address any bugs in the mod.
As this is the suggestions forum I made the assumption you wanted to see something other than just bug fixes.
If you want to totally change how the caravan system works from what the mod provides then you need to be the one own those changes and not
 
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