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Public Beta 2.2.4

kinggath

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V3 is up now: Download Public Beta 2.2.4 v3

Tonight's public beta has some interesting stuff in it!

  • Two new reports available at the City Planner's Desk terminal
  • Update to Wasteland Reconstruction Kit with some new buildable items
  • Modifications to the HUD code in HQ to add the surplus food/water/power in the extra info section of the meters (so it's clearer what is the limiting factor for those resource types)
  • Sick/Incapacitated Tracking to Vit-o-matic Tracking tool
  • Craftable Disease Cures (at cooking bench)

The reports I think are one of the most useful features in this update as they will start helping folks see the bigger picture of their settlements. My assumption is its going to take a couple more reports and some iteration to get the numbers matching what everyone expects, but it turns out making these reports takes a really long time - so I'm going to have to spread them across a couple patches.

There will be at least one more update in the next day or two as I'm just waiting on some voice files and then you'll have access to a new settler (sort of new, some of you have met the character before - but now he's going to be recruitable!). I also believe I'm going to have a couple bug fixes for WS+ this week! Keep an eye out for updates to this thread for more files/versions.

This has updates to SS2, C2, Extended, Workshop Framework, and Wasteland Reconstruction Kit.

Full patch notes for everything here: https://docs.google.com/document/d/1VhIqw9VTKeOzdtsgN54tn8p4iDnMFZxkR2EEbvNjyik/edit?usp=sharing
File Link: Download Public Beta 2.2.4

As usual with the Public Betas, please keep responses to this thread relevant to what's covered in these notes so I can stay focused on what we're trying to patch for this cycle. Also, please do not post issues unique to this beta outside of this thread.

Thanks everyone for taking a look!
-kinggath
 
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The Google Doc is set to "requires explicit permission" restricted-access, is that intentional?
 
Reports are showing up only if a leader is assigned, which is a problem if like me you prefer to build couple of settlements manually.
Now to reports. Happiness report shows a penalty due to food shortage in all settlements
Photo17.png
But food is more than enough, right?
Photo16.png
Population report show a max population of 4, despite of more than 12 beds.
Photo18.png
The HUD seems to agree with that for some time now. I thought HUD was just showing wrong numbers.
163825.png
 
Reports are showing up only if a leader is assigned, which is a problem if like me you prefer to build couple of settlements manually.
Hmm - nothing about reports is tied to leaders. This is the only condition, which limits the report to only working at City Planner's Desks. It cannot work on the Pipboy for technical reasons.

1666704378490.png
 
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Sorry, my mistake. Reports are indeed showing up at the desk, but not at the City Planner's terminal (laptop version) and pra's large City Planner's desk.
@pra Is there a keyword on those terminals you use that I can detect? Since the pipboy has no ref, I can't use Text Replacement - so need something to detect that the player is at an actual terminal.
 
Reports are showing up only if a leader is assigned, which is a problem if like me you prefer to build couple of settlements manually.
Now to reports. Happiness report shows a penalty due to food shortage in all settlements
But food is more than enough, right?
Population report show a max population of 4, despite of more than 12 beds.
The HUD seems to agree with that for some time now. I thought HUD was just showing wrong numbers.
Regarding the max pop issue, I've been seeing the same thing. It happened to Kinggath on stream, if I remember correctly. It seems to progress for me, the max value going down in steps. It doesn't seem to impact anything that I have noticed, yet, but if it is showing in Kinggath's reports as well, I'm guessing it has been, or will.
 
Just downloaded and installed the 2.2.4 update. It's in my current game not a new one- just wanted to document that just in case some of what I see might be a result of that. I've briefed the patch notes, but I'll need to revisit them a few times to help me isolate what I'm potentially seeing relative to changes.

With power lines(which I haven't tried the new 'run power lines' function just yet) this is an example. There is power as the generator is in working order. The lines are run, as best I can tell. The street lights have power, but the plot for some reason doesn't. I tried the option to 'run power lines' from the City Planners Desk(not sure what it completely does, just gave it a quick shot) and it still doesn't have power. But... if I add a generator to the light pole, it's ok. Could there be a problem with radiant power and object reference 'linkage'? Where the pole would have power, but radiant wise either the plot or pole isn't 'connecting' somehow? Then after getting power, it's starting an upgrade.

When it finishes, I'll check the pipboy status for the settlement and see if everything is ok. If so, this might be the reason the "!" is appearing on, what looks to be, relatively healthy settlements.

Edit: I'm away from there now and it's spilled in no less than 6 upgrade messages from Jamaica Plains- from security, homes and entertainment. I wonder if that was because of the generator I dropped? Though I didn't notice any other plots that seemed to need power. Could those upgrades have 'pipelined' the one that was first upgrading when I dropped and connected the small generator?
 

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Here's some of the food shortages and max population vs settlers. This is a straight city plan with nothing added by me but the generator above.
 

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I think what might be holding up 'beds' and keeping the number in a "!" state is power transmission somewhere in the chain. Here you can see the settlers need more beds. Next, after I travel there and check for power transmission, there's a residential plot without power and there was no wire connecting the beacon to the roof top- even though there was a conduit. So I added that wire. The plot still wasn't getting power even though there appear to be wires to poles that run right in front of the plot(radiant). So the next thing I did was add a generator and with power, it started to build. Even with the generator we're way above what was needed even after the residential plot updated. Now, we're just one bed short. So with the generator, hopefully we'll receive another upgrade to the residential plot to match the settler load.
 

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Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
WorkshopFramework.esm
SS2.esm
SS2_XPAC_Chapter2.esm
SS2Extended.esp
I tested the "Vit-o-matic tracking" for finding sick people. It works as expected.
But the "Clear All" button doesn't reset the "Sick" option.
Clicking directly on the "Sick" option does remove the tracking of sick people.
 
I'm getting this:
20221026035735_1.jpg
shouldn't the hq be providing the items that are in red?
I can no longer build anything more in hq.

diziet
 
One quick little detail:
The "Happiness" Report shows a Food Shortage of -8 here at my Mechanists Lair; there are only Robots living here. The HUD meters are showing as full, and the Food tab shows a local Surplus of 34 which is correct. (there's a level 3 Caravan Plot and Basic Agriculture staffed by modded robots here)
The other Report screens all appear to be correct.

Interesting choice for the recipe for crafting Disease Cures, btw
 

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I'm getting this:
View attachment 18703
shouldn't the hq be providing the items that are in red?
I can no longer build anything more in hq.

diziet
Those 3 resources come from surplus in your settlements. The data you're seeing is that you are using more of those 3 than your settlements can provide (the last column is the amount of surplus).

Shouldn't be preventing you from building though, as the last 3 resources aren't used for the majority of projects.
 
Just downloaded and installed the 2.2.4 update. It's in my current game not a new one- just wanted to document that just in case some of what I see might be a result of that. I've briefed the patch notes, but I'll need to revisit them a few times to help me isolate what I'm potentially seeing relative to changes.

With power lines(which I haven't tried the new 'run power lines' function just yet) this is an example. There is power as the generator is in working order. The lines are run, as best I can tell. The street lights have power, but the plot for some reason doesn't. I tried the option to 'run power lines' from the City Planners Desk(not sure what it completely does, just gave it a quick shot) and it still doesn't have power. But... if I add a generator to the light pole, it's ok. Could there be a problem with radiant power and object reference 'linkage'? Where the pole would have power, but radiant wise either the plot or pole isn't 'connecting' somehow? Then after getting power, it's starting an upgrade.

When it finishes, I'll check the pipboy status for the settlement and see if everything is ok. If so, this might be the reason the "!" is appearing on, what looks to be, relatively healthy settlements.

Edit: I'm away from there now and it's spilled in no less than 6 upgrade messages from Jamaica Plains- from security, homes and entertainment. I wonder if that was because of the generator I dropped? Though I didn't notice any other plots that seemed to need power. Could those upgrades have 'pipelined' the one that was first upgrading when I dropped and connected the small generator?
Can't comment much on the issue currently as I haven't done anything with power code this patch cycle and don't have time to dive into it (want to stay focused on what's been changed in the patch). The Run Power Lines tool on the city planner's desk basically just re-runs the wires that are defined in a city plan if you are using one.
 
I think what might be holding up 'beds' and keeping the number in a "!" state is power transmission somewhere in the chain. Here you can see the settlers need more beds. Next, after I travel there and check for power transmission, there's a residential plot without power and there was no wire connecting the beacon to the roof top- even though there was a conduit. So I added that wire. The plot still wasn't getting power even though there appear to be wires to poles that run right in front of the plot(radiant). So the next thing I did was add a generator and with power, it started to build. Even with the generator we're way above what was needed even after the residential plot updated. Now, we're just one bed short. So with the generator, hopefully we'll receive another upgrade to the residential plot to match the settler load.
Beds in the pipboy will always be sketchy because of the Shelter mechanic. The game cannot remotely read whether something is sheltered, as it involves ray tracing up from the bed to see if it has a roof over it. So when it tries to test that value remotely, it always fails and so will give you a warning.
 
The HUD seems to agree with that for some time now. I thought HUD was just showing wrong numbers.
Generally when the max population seems out of whack its because the City Plan being used has bad data. For example, all of the RotC City Plans have incorrect numbers set in them (it's on my list to get fixed).
 
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