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Patch 2.3.1 - "Undo!!!" and the City Plan Contest Megapack are out now!

Did this update resolve the issue with virtual resources wonkiness reported in 2.3.0? For example, my virtual concrete was at say 1500-ish. The next day it surges up to 6000 and then my wood, steel, etc drop super low or to 0. In another case, I have only 1 machine parts plot (level 1) and suddenly one day I have 5500 of one specific machine parts. When you only have 9 settlements networked and you max out storage due to like 3 specific parts with other parts being 0... everything breaks.

Also may I recommend an enhancement? Would it be possible to get a holotape option to purge all or specific virtual resources?
When this bug is squashed, I will either need to restart a with a new playthru or I need to be able to purge the current crazy valued resources. After the virtual resources are gone, it would be simple enough for me to use console commands to give myself a small amount of materials then dump them into the city planner desk's donation box. This would allow me to correct the values and not be deficit for weeks (in game). With all the difficulty settings on, it will take quite some time to recover from this glitch. I can toggle them off too but it would feel more correct to me if I could purge the bugged HIGH # virtual resources and start from a solid low value in a few of them to keep my cities & caravan network from breaking.

thank you!!
 
This update does appear to resolve the issues of over-accruals of some resources and under-accruals of others. I and others experienced that issue and saw it resolved with the beta of this update. I've also started a new playthrough since this update and resources still appear to be acting reasonably.

As for throwing out excess resources, you can use Excess Resource Manager from @cbrgamer2. That's precisely how I handled my resources until this fix was provided.
 
I don't know, if this has anything to do with the latest patch. But after a long time, I wasn't able to finish Where There's Smoke without cheating. First, what has been taken care of in previous patches, long ago, the attackers are again all over the place. Running up to the vicinity of the Outpost, so it's very hard to find the last one of them. Maybe that's why the quest didn't finish. I might have overlooked one. But Jake and Aiden stood at the questmarker, without their dialogue triggering.
 
check this out maybe a fix for some settlement issues regarding plots not working right in some areas.
That's pretty interesting. It basically means Beth setup some settlements where the settlement border art does not equal the actual defined build area... :todd:

The question becomes "what new bugs will be introduced by this fix?"
 
That's pretty interesting. It basically means Beth setup some settlements where the settlement border art does not equal the actual defined build area... :todd:

The question becomes "what new bugs will be introduced by this fix?"
yeah, this isn't exactly the place for this discussion, but just figured I'd bring it to attention as it effects city plans. if the unofficial team did fix this it would mean the precombines may need an update but I'm not sure if this would affect meshes enough, I really am not sure. but the plus side is city plans that use up the entire build areas would function better, and settlers would work instead of sandboxing.

it seems like it would mostly be cells would need to be renamed to function correct so probably something that would require minor hotfix to rename some areas.
 
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