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Public Beta 1.0.15b

kinggath

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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!
  • 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).
Download Public Beta 1.0.15b here.

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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Some very quick testing results here. My building materials and scrap totals are still higher than than the sum of my component totals. This is because the workshop item costs are not being subtracted from these totals (but are from the raw materials). My Building Materials daily change should be 234 and my Scrap daily change should be 232 (not 246 as shown in the screenshot in the spoilers).
When the daily update runs, it adds these incorrect change numbers to the totals. I haven't tested if resource plot costs are included properly, as I don't currently have any plots that need them. With my one settlement and only a generator and a water pump these errors would not be large, but with bigger settlements they may add up quickly.
When I tested with the previous version, GetSpecificDailyCost was not returning any non-plot costs for Building Materials or Scrap. It seems that is still happening. I think when a category is passed through (like Building Materials or Scrap), it needs to loop through and get all the SpecificDailyCosts of the resources under it (even if the option is set to Scrap or Scrap Components, as it still seems to use the raw resources as the basis for working out costs, which makes sense).
This test was run on a settlement that was already set up with a house, a farm and a building materials plot before I put in the updated mod (but had not run any daily updates yet).
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For some reason I lost mcm for ss2 after installing this on a save with previous ss2 , other then that it seems to be working but I don’t use the really expanded hud settings much.
 
For some reason I lost mcm for ss2 after installing this on a save with previous ss2 , other then that it seems to be working but I don’t use the really expanded hud settings much.

yeah, I can confirm, my entire SS2 MCM menu is missing on this version also.
 
yeah, I can confirm, my entire SS2 MCM menu is missing on this version also.
Nice I always assume things are mostly on my end since modded games are kinda unique person to person. Least I’m not crazy.
 
Nice I always assume things are mostly on my end since modded games are kinda unique person to person. Least I’m not crazy.
Yeah, the smarter folks told me to do the below - now MCM is fine:

If using vortex keep the "Live" version enabled.

Then enable the beta and set a rule for the beta to overwrite the live version..

good to know in the future. We should leave the live version enabled and then overwrite that with these betas.

Vortex may tell you they are the same, and want to disable the live. If that happens don’t do what vortex says, and instead set a rule for the beta to overwrite the live.
 
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That’s exactly what I did installed hot fix removed live version I was thinking it may be something like that but didn’t want to risk breaking stuff.
 
I rolled my save game back to before I first built the radio beacon and played out the first few quests, building the house, farm and industrial plot, this time with the new patch. I had the same numbers issues I described in post 2.
Is there a plot I can unlock with the cheats that has resource maintenance costs so I can do a bit of testing with that? (Actually, I'll be away this week so won't be able to do it until next weekend, although I will still be able to get onto the forum).
 
I rolled my save game back to before I first built the radio beacon and played out the first few quests, building the house, farm and industrial plot, this time with the new patch. I had the same numbers issues I described in post 2.
Is there a plot I can unlock with the cheats that has resource maintenance costs so I can do a bit of testing with that? (Actually, I'll be away this week so won't be able to do it until next weekend, although I will still be able to get onto the forum).
I think your assessment of maintenance costs is correct. I focused on plot operating costs, production, and the HUD in my first crack at these problems. All of them stem from the complexity system, we're really close now though!
 
Yeah, the smarter folks told me to do the below - now MCM is fine:

If using vortex keep the "Live" version enabled.

Then enable the beta and set a rule for the beta to overwrite the live version..

good to know in the future. We should leave the live version enabled and then overwrite that with these betas.

Vortex may tell you they are the same, and want to disable the live. If that happens don’t do what vortex says, and instead set a rule for the beta to overwrite the live.
Can confirm this worked perfect mcm now back so anybody having this issue leave both versions let the hotfixes override the nexus version
 
Digging in deeper, I believe I've figured out the sync issue with maintenance costs.

Maintenance costs are subtracted from production numbers, and if one hits 0 then nothing will be produced. For example, when a settlement/network is short on something like 50 Steel, it counts that as the operating cost being unpayable, but when the loop hits building materials it can likely take the 50 steel worth if the settlement had surplus of other building materials. So now Steel wasn't detracted by 50, but Building Materials was.

Though this should net result in smaller numbers for the category and scrap levels, not larger - so I think there's still another bug in the system.

For now I'm prepping another build with this change, and we'll see if anyone comes up with any hints as to what else needs tweaking.
 
Hi KingGath, have you checked the GetSpecificDailyCost function to see if it is returning any costs for Building Materials and Scrap? I haven't been able to check it myself with the new build because I am away for the week, but I know in my tests on the last build those were not returning any costs, so nothing was being subtracted from them for workshop item maintenance.
 
I actually made an attempt at that and it caused the problem I described above - where too much of the categories and scrap were being consumed, as once a component resource hits 0, no more can be consumed, but the system was still able to consume category level and scrap. So it basically caused a different problem. In my limited testing, my new process of only consuming component level and using the group handling to send the consumption up the chain looks promising.
 
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