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Production Plots and Shop Plots cross settlement?

Drokmar68

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I tried my best to search the forums first, but I may not be search correctly, so forgive me if this has been asked.

If I have production plots in one settlement and my shops in another, connected by caravans, does the production of, say furniture, still go to the shop?

I'm looking to make certain settlements do certain functions to keep things in order.
 
Ok, since I didn't get an answer I've been playing around with the different setups. I first tried Furniture production and Furniture sales in the same settlement, and I got nothing. Production plot is at lvl 3 and Sales plot is at lvl 2. The vendor only has .38 ammo, squirrel on a stick, and 8 caps. Am I missing something like the vendor needs X SPECIAL stat to sell items?

My second attempt at having a Soap factory, which states it also makes explosive items for the armor and gun shops. I built that in one settlement and have an armor shop in another. The armor vendor only has armor and .38 ammo and 8 caps. I then figured maybe the furniture shop was bugged, so I build a weapons shop in the same settlement as the soap factory. Funny enough same thing, only guns, .38 ammo and 8 caps.

I am running the 1.01D beta version in hopes something was broken that got fixed, but so far the production to vendor deal isn't working for me.

Any ideas or help would be great.
 
When any vendor in the game offers caps, they are actually showing the settler trade inventory. For me, this has happened in vanilla FO4 too. Reassigning the settler and getting a new fresh one usually helps (providing as Bored Peon mentioned in an earlier thread that it's during business hours, the shop is assigned etc).

To my understanding, as long as the settlements are connected via caravan plots the shops should get the inventory from the production plots. There are some intricacies though, which I think also depend on the level of difficulty you set in the beginning of SS2. The production plot will stop producing if it lacks its needed virtual components, which I guess means that the shops don't get supplies. The shops will also stop selling if they miss their requirements (should be mentioned on the plot details). Finally, the production chains are set up after the level of the production plots - for instance our (Wasteland Venturers) coffee silt bean agriculturals will produce silt beans to General Stores at L1 and L2 and coffee to bars at L3. This can also take into account the level of the store, so that only L3 bars get e.g. coffee (I don't think we set a level for the stores though).
 
Thank-you both are very helpful. The link did provide me the understanding of how the system works, so I think I can take it forward, but I do believe I will need more lvl 3 plots as Tinuvia said so I can see the results.
 
Well here is a shot of my Caravan Network using the component difficulty.
20201128092449_1.jpg

This is with:
16 Red Rocket
14 Sunshine
26 Starlight
20 Graygarden
10 Taffington
20 County Crossing
5 Croup Manor
15 Ten Pines Bluff

As you can see I have bene unable to even use it all because I just started unlocking Conversion and Production plots. My County Crossing is making a ridiculous amount of wood with a level 3 Coal Pit and a Level 3 Lumbermill. I think just those two plots is liek 400 wood and 100 caps a day.

The biggest issue I am having is the lack of growth because SS2 only recruits at a 10% chance per day. Like I have lots of space at Starlight but I simply aint getting any new recruits even with a level 3 Communications plot and 95 happiness.
 
Wait... how do you have both stats showing on the right? I only get one. And yeah, I'm starting to understand this now, as I only have 2 conversion and 2 production plots unlocked.
 
Wait... how do you have both stats showing on the right? I only get one. And yeah, I'm starting to understand this now, as I only have 2 conversion and 2 production plots unlocked.
I set hotkeys to them and then pushed the hotkey button. Not exactly sure which three are doing what, but I used 1, 2, and 3 on the keypad as htokeys.
 
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