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Patch 2.3.0 - The Chapter 2 Rebalance patch is now live!

The workshop is infinite storage though (unless the game mechanics are weird and decide to lock you out of getting more stuff every day)? It's the virtual resources that are capped unless you make more, well, storage. Either from industrial plots or containers. And it makes sense, if you haul enough junk to fill up a carrier, back to your settlement, it has to either clutter everything, be thrown away or be put somewhere, other than the very small workbench that magically holds it all.

Did you update to the christmas hotifx? I feel like that should solve it. Unless you salvaged something that had a million glass in it and there was a lot of free storage available. Then that's to be expected, if not in such numbers.
I had a 2.2.5? and just updated to the latest that was available yesterday. Is was a 1,8Gb download so I assume it had this "hotfix" in it? At the same time I updated WSF, chapter 2 and ROTC.
 
I had a 2.2.5? and just updated to the latest that was available yesterday. Is was a 1,8Gb download so I assume it had this "hotfix" in it? At the same time I updated WSF, chapter 2 and ROTC.
The latest is currently 2.3.0. There was a hotfiix released some days after 2.3.0 called 2.3.0a for chapter 1 to fix a infinite loop issue. No change was needed for chapter 2.
 
The latest is currently 2.3.0. There was a hotfiix released some days after 2.3.0 called 2.3.0a for chapter 1 to fix a infinite loop issue. No change was needed for chapter 2.
Like I wrote, I had 2.2.5 before updating to 2.3.0 and it is currently the latest version in nexus.
 
Update. Now, after doing some quests I headed for the castle. There I saw I had 15000 concrete. When I was at Finch farm I installed a mod that allows you to remove excess virtual resources so I removed most of circuitry and glass. Now it seems the "system" adds huge number of some random? resource when the virtual storage " updates" / or virtual resources are produced by plots...
 
@cbrgamer2 I have a playthrough where none of the Virtual Resources are updating. BM have quantities other than 0 (save for wood), but OM, MP aren't updating and are stuck at 0. @kinggath said to ping you here to ask for help
Same here. The storage isn´t updating the daily changes from the industrial buildings. But I get +1 for all resources daily from unknown recources.
 
Update. Now, after doing some quests I headed for the castle. There I saw I had 15000 concrete. When I was at Finch farm I installed a mod that allows you to remove excess virtual resources so I removed most of circuitry and glass. Now it seems the "system" adds huge number of some random? resource when the virtual storage " updates" / or virtual resources are produced by plots...
I'm seeing similar. I've had it hit ~100,000 asbestos, another time ~80,000 concrete, another time ~90,000 fiberglass, etc. Thankfully I'm also using Excess Resource Manger from cbrgamer so I can keep flushing the excess to make room for other materials. I'd upload a save, but it's not exactly a clean load order. (Tales of the Commonwealth, Settlers of the Commonwealth, Recruitable Settlers, for example) so there could be odd interactions.
 
I know for me that resource storage started going off the rails after I installed the 2.3.0 update. I was more concerned with the quest glitches that also started happening at the time, but I had noticed the resource numbers starting to skew. Seemed to get worse the more I played, looking back now I'm guessing that as more resources were used by upkeep and such it left more room for the glitch to fill up, so at first the problem wasn't quite so obvious.
 
@The Mariner @Fen @Torberg Can anybody check to see if this happens only with the recent hotfix, or with the original 2.3.0 as well?
I started a new game under 2.3.0 but abandoned it fairly early to do some major modlist pruning; resource collection was working fine in that save. I started a new game after installing the hotfix and virtual resource collection doesn't appear to be functioning at all.
 
@The Mariner @Fen @Torberg Can anybody check to see if this happens only with the recent hotfix, or with the original 2.3.0 as well?
I started this playthough on 2.3.0 but updated to 2.3.0a. I don't recall seeing the issue until after 2.3.0a, but I didn't have a big industrial base before 2.3.0a, so I don't know if it's just a coincidence.
 
Do you all use my excess resource manager mod? I'm wondering if that is somehow the problem, as I can't think of any other mod that would affect the resource code.
 
Do you all use my excess resource manager mod? I'm wondering if that is somehow the problem, as I can't think of any other mod that would affect the resource code.
I do have the mod. But, it wasn't installed as I test new builds with a minimal load order.
 
Do you all use my excess resource manager mod? I'm wondering if that is somehow the problem, as I can't think of any other mod that would affect the resource code.
I use the hotfix and I do not use the excess resource manager mod. My settlements seem to be all ok except for Boston Airport which has rapidly fluctuating amounts of food.
 
So far, cbr and I have not been able to replicate this, even using some of the saves folks have sent us. That tells me this is either a mod conflict, or we've incidentally fixed the issue in our local code bases (though that seems unlikely as cbr and I are using slightly different forks of the code right now).

For now, I'd recommend if you're having issue with your resources to just hold off on playing that character for a bit. I will get a public beta up as soon as I can so we can try and orchestrate some tests with you guys to recreate the issue (or see if the public beta happens to include the fix). I imagine I will have something for you guys on Thursday or Friday.
 
I have some very similar recource problems. Only that the daily income doesn´t add to the actuall resources. It add just 1 resource to every componant for every industrial building I have in the settlement. I installed the version before 2.3.0 and everything went back to normal. I hope this information helps a bit :).
 
Same resource errors as other users with new patch. I'm 26 hours in on a game and have 3 settlements built (Sanctuary, Tenpines, and Abernathy) using the base SS2 plans). I just got access to the municipal plots and built caravan services in all 3 settlements. I've tried the recalculate costs and production tool. I've tried the new recalculate virtual resources tool. Neither fix the issue. Please see attached screenshot for info.

Edit: After my 6th settlement, resources decided to start working, or so I thought, showing insane amounts of some resources which completely filled up storage. After hearing about the excess resource tool, I downloaded it, left automatic mode off, and cleared out the excess resources and saved. Loaded up that save a minute ago and within seconds of bringing the resource meters up, I had a random dump of 10,000 rare materials into Sanctuary.

enb2023_1_3_05_37_38.jpg
 
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Do you all use my excess resource manager mod? I'm wondering if that is somehow the problem, as I can't think of any other mod that would affect the resource code.
I use it, but only for being able to throw out any excess. I haven't touched any of the settings to adjust auto-disposal, priorities, etc.
 
I've been playing around with resources in my game the last couple of days. I always play SS2 on Categories difficulty.
Things I've encountered when ever there is an update to the coding for resources and where I've thought that the resources panel is not functioning.
  • It takes time for the game to update all of your settlements and display an accurate (or close to accurate) reflection of your resources. Visiting your settlements can help sort things out.
  • Things like some settlers not assigned to homes or jobs affect the Status Meters
  • Not having enough storage containers in the settlement to hold all of the resources being produced affect what's displayed.
  • Once virtual resources storage is full in a settlement, the resources will go where ever there is "room" where there are caravan services connections. In this case, your resources aren't going to show up in your settlement's resource panel, only in the Caravan Network.
  • Often, I'll go "spend a day (or at least part of a day) hanging out in the settlement making sure folks have homes and jobs, and that their needs are met. Adding storage containers, or what ever they need by way of agricultural plots, etc.
  • By the time I've sorted them out, the resource panel and the status meters also usually sort themselves out.
There is also a new “Recalculate Virtual Resources” tool in the City Manager Holotape under Tools > Advanced that you can run to see if the numbers sort out.

Having said all of that, we are expecting another fix to the resources/network calculations with the next release.
 
Do you all use my excess resource manager mod? I'm wondering if that is somehow the problem, as I can't think of any other mod that would affect the resource code.
I was not using it, but I just tried it. I had a huge excess of rare materials. I had storage for a little over 20000, completely full. I threw away half the rare materials. I slept for two days. I now had roughly equal amounts of rare materials and machine parts. I said, "Okay, I'll just put those workers to other jobs and the other two materials will catch up." I dumped 3000 of each and moved the workers and slept for two days. After I awoke, I watched the HUD display. Rare and machine parts had not changed. The building and organics were zero, then briefly flickered, and now the other two filled up the storage again. So it is not your mod. SS2 is messing with the materials to our detriment. I am using the 2.3.0 hotfix and no mod that should affect materials as far as I know. Below is the mod list without your mod, as I only used it for testing. The save I used it with had three active scripts and one unattached instance (a missing ObjectReference), according to Resaver. One of the active scripts refers to quest ss2c2_mq15, which baffles me because isn't the proper name for that quest ss2c2_sirick_mq15? At any rate, I am well past that quest. I am stuck trying the upgrade an antennae without enough "stuff".

It's Thursday so I guess I'll just go play solitaire for a couple of days since Starfield isn't out yet.

# This file was automatically generated by Mod Organizer.
*XDI.esm
*HUDFramework.esm
*WorkshopFramework.esm
*ArmorKeywords.esm
*SS2.esm
*SS2_XPAC_Chapter2.esm
*SS2WorkshopHUDOverride.esl
*WhatsYourName.esl
*ARB.esl
*ARB-WSFW.esl
*CanarySaveFileMonitor.esl
*MS Fix Crops.esp
*SettlementMenuManager.esp
== SS 2 ==.esp
*SS2_FDK_TinyLiving.esp
*InstituteSettlements2.esp
*SS2_SIMPDDDD.esp
*SS2Addon_MS_BareEssentials.esp
*SS2Extended.esp
*SS2WastelandVenturers.esp
*[SS2 Addon] SimSettlements SuperStructures.esp
*SS2_ruined_simsettlement_addonpack.esp
*SS2-PraRandomAddon.esp
*SS2WalledGardensAndMore.esp
*JunkTownTwo.esp
*SS2_XDI Patch.esp
*SS2-Jampads2.esp
*SimHomestead2.esp
*JunkTown-FENCES2.esp
*ohSIM_Sim2_Settlements_Scrappers_Addon.esp
*SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
*SS2WhisperPowerPlots.esp
*SS2Extended_OutfitInjectionPatch.esp
*SS2_Addon_R2R.esp
*SS2_STRA_Buildings_and_Skins.esp
*SS2_Addon_FHE.esp
*SS2AOP_VaultTecTools.esp
*[SS2 Addon] BloodMoonRaiders.esp
*SS2_Addon_Favelabulous.esp
*SS2-JampadsExtras-CreativeQuarters.esp
*SS2CaravanSnatex.esp
*GtN_SettlersatPlay.esp
*SS2HappyTrails.esp
*DZK_1x1_Pack.esp
== SS 1 ==.esp
== SETTLEMENT BUILDING ==.esp
*SS2WastelandReconstructionKit.esp
*PCDugWedges.esp
*BetterJunkFences.esp
*VendorTrunk.esp
*Slink_PlayerFurniture.esp
*Fallout 4 Linked Storage Containers.esp
*WareHouseExt.esp
*WareHouseExt-Clean.esp
*creativeclutter.esp
*WorkshopGrinder.esp
== MODIFY BEHAVIOR ==.esp
*AmazingFollowerTweaks.esp
*Slink_AFT_Patch.esp
== WEATHER AND VISUALS ==.esp
*ReGrowth Overhaul 10.esp
*functionalsanctuarybridge.esp
*functionalbridges.esp
*Crows&Creatures_V1.esp
== FOOD ==.esp
*fullflavored.esp
== ITEMS ==.esp
*Slink_FreeStuff.esp
*Slink_Raider_Goodies.esp
*Slink_LittleFixes.esp
*Slink_RobotPaint.esp
*Slink_NoTeleporting.esp
*Slink_FasterTravel.esp
*Slink_Jetpack.esp
== NEW ANIMALS ==.esp
== WEAPONS ==.esp
*Ghost.esp
== APPAREL ==.esp
*Armorsmith Extended.esp
*clothingoverhaul.esp
*ClothingOverhaulSP_XB1_PC.esp
*K9TacticalHarness.esp
*CraftingFramework.esp
*CraftingFrameworkExtreme.esp
*UCO_LegendaryPatch.esp
*Slink_IntVaultSuit.esp
*Police_Officers.esp
*MTM-DetectNPCItems.esp
*AzarPonytailHairstyles.esp
*ANiceOakTree Hairs.esp
*The Eyes Of Beauty.esp
*Nudes.esp
== NPC EDITED ==.esp
*PrestonNoRadiant.esp
*Companion Fall Damage Immunity.esp
*YA_npcbHancock.esp
*W.A.T.Minutemen.esp
*Dogmeat A True Companion.esp
*DWT_PackBrahmin_Alternate.esp
*MamaMurphyOverhaul.esp
== NEW SETTLEMENTS ==.esp
== EDITED SETTLEMENTS ==.esp
== SCRAPPING ==.esp
*Slink_Scrapping no Bunker Hill.esp
*Slink's Scrap Patch.esp
*ScrapDeadThings.esp
*DiverseCatsNoWorldSpace.esp
*WSFWLayouts Abernathy Farm.esp
*WSFWLayouts County Crossing.esp
*WSFWLayouts Greentop Nursery.esp
*WSFWLayouts Hangman's Alley.esp
*WSFWLayouts Oberland Station.esp
*WSFWLayouts Starlight Drive-In.esp
*WSFWLayouts Sunshine Tidings.esp
*WSFWLayouts The Slog.esp
 
2.3.0a here, and all new ASAM plots now suddenly ask for permission to use materials before building new things, even if there is enough. I thot I had automatic set.
This is for both Spectacle Island as a new startup settlement, and existing settlements... Maybe I need to let a junk collection plot run for a while first?
 
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