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Patch 2.2.1 - All Systems Go is now live!

XxA1xX

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1,500
Just to let you guys know, from what cbrgamer said over in this other thread I will link below, the code for the "fix" was actually missing something important, and the mod will need another update Soon(tm).

was wondering about that because I would get crazy high numbers adding up then recycling itself down when the daily would click over. hopefully it makes next patch as I was having numbers like 2million showing up when I had room for like 17k to 30k
 
Messages
49
Not sure how recruitment works with it unlinked from charisma. I think I may have picked up a single settler last night in maybe 4hrs of actual game time. I have many open plots both residential and commercial in every settlement awaiting a settler. Since unoccupied plots arent beds it may be stopping recruitment. Ive cheated in most of my settlers at this point using the cheat terminal mod because I wanted to get the basic needs filled so I usually drop as many as it takes to get the industrial plots agricultural plots and caravanner going then I do the commercial plots and more residential for them and wait for the beacon to attract some settlers to run them but over the last 8hrs real time in game Ive recruited almost nobody. This is why I originally switched the setting off from being linked to charisma. Ive got enough people at Sunshine now it wont let me recruit another (grayed out in menu) so the game engine is still recognizing my charisma (9) and limiting me to 19 settlers.

Also I wish there was a way to ensure a new settler sent to a settlement chooses an unbuilt open residential plot rather then moving in with some rando who had a room to rent in their multi person home.
 

kbalfour1987

New Member
Messages
12
Is anyone else having an issue where settlers aren't auto-assigning themselves to plots? This is happening to both working and residential plots, so I know it's not an advanced plot issue. I keep having to manually find homeless/unemployed settlers with the Town Gavel, then assigning them to a plot I want built. I know it's minor, but makes the game a bit more frustrating and time consuming.
 

eMYNOCK

Member
Messages
64
was wondering about that because I would get crazy high numbers adding up then recycling itself down when the daily would click over. hopefully it makes next patch as I was having numbers like 2million showing up when I had room for like 17k to 30k

and here i was starting to question my sanity and modlist... luckily changing to simple resources works as a workaround...
 

XxA1xX

Well-Known Member
Community Rockstar
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I took this screenshot the other day after probably three days of in-game play after the patch:

View attachment 17964

Now, those are crazy numbers!
Yeah that’s way higher the what I was seeing with 1 day playtime. Seems like what nock said swap to simple is the method for now but I like the component or basic a little better.
 

eMYNOCK

Member
Messages
64
its emy or mynock... like the thing that chews on cables on old YT-1300 Freihtgers.

anyway, hope this gets fixed either in a HF or the nxt version isn't that far around the corner... single resources dearly mess up with my tech progression as i always forget how many of wich industrial plot i actually have per settlement... took me 2 runs across the entire commonwealth to notice that i didn't had a single rare materials plot advanced far enough for the hospital unlock.
 

Antoine Soverie

Well-Known Member
Messages
1,002
Displayed numbers aren't much of an issue honestly. If you have like 20k overall, that should allow you to pay for whatever your want. Even with operation costs. (But yeah, it can drive people nuts). I might turn the recalculation off if there's even an option for that, extra scripts put an extra strain on the system.
 

XxA1xX

Well-Known Member
Community Rockstar
Messages
1,500
Displayed numbers aren't much of an issue honestly. If you have like 20k overall, that should allow you to pay for whatever your want. Even with operation costs. (But yeah, it can drive people nuts). I might turn the recalculation off if there's even an option for that, extra scripts put an extra strain on the system.
Yeah the Mismatch numbers irks me a little.
 

RoflDeLaLol

New Member
Messages
9
next point, since update i delete some items in settlement. after returning in another cell and travel back, a lot of deleted thing appears again... and i must delete it again... like wires, poles, manually placed beds and so on.. conter of ressources switch between 100, 350k and 4-5 millions.. i dont need build food production, i hve ever 200k + LOL... and equal how many power polts i build, outcome is 0,00 power... with AND without municipal pole... nice to see 3648 unattached instances of this workshop script.... if i kick em out, CTD on load....
 

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Antoine Soverie

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1,002
Without a power pole your power plots always give 0 power. With it though, the power pole should correctly send out all the power from the power plots.. Dunno what borked here but I'd assume load order.
 

eMYNOCK

Member
Messages
64
@RoflDeLaLol

you have given the municipal pole some time to refresh your grid?
do you have the grid autorepair etc from WSFW set to on by chance?
mind you, you will only need one municipal pole, switchbox or vault conduit and it can take some minutes till it knows that it is supposed to inject all the juice from your powerplants into your grid.

regarding WFSW.. i had lots of corrupted grids with that lately... so much that i entirely had to disable automatic wiring and and the supposed auto repair features...
 
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49
I only have one city plan and sometimes there are wires from the plan Ive deleted since adding more plots. I guess I should go around and see if the beds and other things also have come back. I assumed the power wires was done by the power grid refresh. I should probably check and see about turning it off but I think its used to stop crashing from happening when loading into a settlement.
 

Antoine Soverie

Well-Known Member
Messages
1,002
Removing wires in a city plan - I could see that result in a CTD. That would be a cause of a broken power grid, and something "power grid refresh" would try to restore. So that;d be why stuff comes back. I'd guess a safer bet is to not touch anything already in a city plan, other than changing plot designs, or maybe destroying some plots, and if you need any new plots, faux power them.
 

Antoine Soverie

Well-Known Member
Messages
1,002
Finally something about 2.2.1: my first disaster (infestation) gives lots of markers in the basement but no enemies to kill there. They all point to nothing. "Projects" to remove it occasionally show up as completed, to no avail. I've used override timers and cleaned a lot of stuff in the basement before this happened, if that's of any relevance.
(also assignment is still painful and I'd rather have all department heads assigned by default)
 
Messages
49
I only have the one city plan at Sunshine for Stodge and crew. It was the base SS2 city plan which isnt supposed to upgrade and I turned the new setting to global or whatever when I started adding on to it. I had to change a bunch of wiring including some when it built originally there was a floating junction point. Ive added probably more plots then the plan originally had which has required me to add lots of wires and generators.
 

Antoine Soverie

Well-Known Member
Messages
1,002
I only have the one city plan at Sunshine for Stodge and crew. It was the base SS2 city plan which isnt supposed to upgrade and I turned the new setting to global or whatever when I started adding on to it. I had to change a bunch of wiring including some when it built originally there was a floating junction point. Ive added probably more plots then the plan originally had which has required me to add lots of wires and generators.
Probably the most used one lol. I used to think I scrapped some trees and connectors were on them but nope, they just float. Well, changing wiring in a city plan usually doesn't go well. If I want to add extra plots (normally it's the other way around), they just get faux powered.
 

eMYNOCK

Member
Messages
64
so i am not imagining things and there are indeed floating connectors...

if you want things done right... buid and/or wire the city your self... unless you want to admire floating stuff.
a small price for having the ability pop a plan without effort...

anyway @AverageSauce247
there should be an option to completely disable auto wiring via framework and from within your cityplaner holotape... there are also options to check the grid for bad nodes and remove them if the need arises.. like when you constantly crash when entering a settlement.

cream of the crop.. you can use spacebar on the workbench it self and access various poweroptions.. like the faux power convert for plans that make troubles.

though, not having to wire it up is taking a fair portion of fun out of it in my opinion... unless you are playing in a vault were most tiles are wires them self.
 
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