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This is a big one! Thanks to @cbrgamer2, @msalaba, and some others being very diligent in researching the resource issues, I may finally have the HUD and Virtual Resource systems working as they should.
We definitely need a lot of testing on this, both with new saves to verify the changes result in proper numbers over time, and in existing saves to make sure that an upgrade will go smooth.
One of the things I'm still tinkering with is some commands to rebuild the broken data on people's existing saves, as I'm sure many of you have seen crazy numbers on your hud that don't make any sense, such as massive negative numbers. To start, I've added a console command to rebuild the daily change numbers, which should at least put a settlement back on course - looking into how I can elegantly recover the resource amounts in storage players should have on saves where things went off the rails.
Below are the changes in this patch, definitely more stuff to come!
Please keep the feedback coming on the HUD and Virtual Resource system issues as getting this fixed is a precursor to us working on a rebalance of the resource system to make sure the numbers feel good - which is something I'd like to do as far ahead of Chapter 2 as possible so people have time to adjust to the new balance before new mechanics are introduced.
-kinggath
We definitely need a lot of testing on this, both with new saves to verify the changes result in proper numbers over time, and in existing saves to make sure that an upgrade will go smooth.
One of the things I'm still tinkering with is some commands to rebuild the broken data on people's existing saves, as I'm sure many of you have seen crazy numbers on your hud that don't make any sense, such as massive negative numbers. To start, I've added a console command to rebuild the daily change numbers, which should at least put a settlement back on course - looking into how I can elegantly recover the resource amounts in storage players should have on saves where things went off the rails.
Below are the changes in this patch, definitely more stuff to come!
- Fixed Organic Materials and Charisma Training unlock graphics.
- Auto assignment should no longer attempt to assign NPCs to City Planner’s Desk, which could sometimes cause the leader to become unassigned from the role.
- Skipping quest Picking up the Pieces will now correctly reveal the protectron’s new name.
- Robco Schematics should now be correctly removed from inventory after showing them to Mansfield.
- Made additional tweaks to Claudia to try and prevent her from being spawned under the world for some players.
- Fixed a bug that was causing the Info Box hud to double count many resources, this could cause a plot to appear to produce significantly more than it actually was.
- Fixed a bug that caused the Resource Panel to frequently change itself to the wrong frame, often displaying the more detailed complexity of resources than the player was actually using.
- If Hub of the Problem is skipped, Jake will now correctly be restored to his outfit sans armor piece.
- Plots that change types during a City Plan upgrade will no longer play the detonation animation/sfx.
- Renamed the log SimSettlementsV2Log to SS2, and SimSettlementsV2Resources to SS2Resources. This was done to standardize the naming and make it easier to find log files as they will now be alphabetical.
- Added functions for helping to troubleshoot ongoing reported issues with resource counts in SS2.
- Cqf ss2_resourcemanager DumpSettlementVirtualResources_DailyProduction which will output to the SS2Resource log the local daily production SS2 currently has recorded in it’s central storage for that settlement’s production values, these numbers will be before any operating/maintenance costs.
- Cqf ss2_resourcemanager DumpSettlementVirtualResources_DailyCosts which will output to the SS2Resource log the local daily costs SS2 currently has recorded in it’s central storage for that settlement.
- Cqf ss2_resourcemanager RecalculateSettlementVirtualResourceData which will analyze the current settlement and try and reset the daily production/cost numbers to match the current state of the settlement.
- Caravan Services will now correctly generate Fertilizer to the virtual resource pool.
- If you had an existing plot of this type, refresh it to ensure it’s production is updated.
- Fixed a bug that would cause plots to record their operating costs to the settlement in a way that would result in incorrect HUD reporting.
- Fixed a bug that could cause production of virtual resources to count double on the hud at the category level, and quadruple at the scrap level (which would have resulted in filling the storage capacity at 4x the speed it should have).
Please keep the feedback coming on the HUD and Virtual Resource system issues as getting this fixed is a precursor to us working on a rebalance of the resource system to make sure the numbers feel good - which is something I'd like to do as far ahead of Chapter 2 as possible so people have time to adjust to the new balance before new mechanics are introduced.
-kinggath
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