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Public Beta 2.3.1

kinggath

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Update 01/08/23: Download Public Beta 2.3.1 v3
Update 01/06/23: Download Public Beta 2.3.1 v2

Tonight's public beta will hopefully resolve the biggest issues people are having with 2.3.0. The most important one being problems with the new resource code, which we haven't been able to replicate in testing, so I'm hoping that was incidentally fixed!
The two biggest changes I expect to help folks in this patch:
  • Reverted part of the 2.3.0 resource code change to ensure local storage is filled before network storage. Part of the optimization in 2.3.0 was to put resources anywhere on the network regardless of where they were produced, this made the code faster, and would have still allowed plots and city plans to operate, but looked very confusing on some of the report views.
  • Changed various character quests that involved random dungeons to try and fix a change in 2.3.0 that prevented them from starting.
Other changes, fixes, and updates have been made as well, you can read the full patch notes so far for SS2 and WSFW here: https://docs.google.com/document/d/1pxVotOycR3AtBokT0JMgSdhXZyAoYVxrUyXXhSufcy8/edit?usp=sharing

Download Public Beta 2.3.1

(Update if you downloaded the very first build I posted before I added this update note, it had a problem with the SS2 Extended Textures file, it has been fixed now, but so you don't have to redownload the hole thing here's the textures file fixed by itself.)

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.

There will almost certainly be another build in the next few days, will update this thread as soon as its up.

-kinggath
 
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I started a new game, and have just completed "If I had a Hammer", Virtual resource seem to be working now :grin.
I noticed some odd textures. Nevermind, I just noticed the update.
 
Please ping me (< correct wording?) if you are reporting that you are still having problems with resources. Uploading a save with the issue happening will also help a lot.
@cbrgamer2 I tested the public beta for ten minutes, went to croup manor to help defend it, the sentrybots and turrets went hostile on me but I might have damaged them during the fight.
However, after using the tool for repairing virtual resources as the resource panel still showed 0 scrap, the numbers went up and I then travelled to several settlements to see if it stayed that way and it did ! It seems to be fixed at first glance. I'll ping you if I encounter any error with resources as I don't have the time to test it further today.
 
  • Plots should now correctly evict extra assigned settlers if the building plan changes to one that supports less people. - confirmed working in my save
 
@cbrgamer2 I haven't downloaded 2.3.1 v2 yet, but it is half a success. In the first two sreenshots (01 & 02), industries are now producing but the numbers don't add up after waiting 24 hrs. However, I reloaded the save and using excess ressources manager., I removed stuff from Sanctuary which was full. Waited for another 24 hrs and except for fertilizer, all numbers add up. (Screenshot 03 & 04).
 

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@cbrgamer2 I haven't downloaded 2.3.1 v2 yet, but it is half a success. In the first two sreenshots (01 & 02), industries are now producing but the numbers don't add up after waiting 24 hrs. However, I reloaded the save and using excess ressources manager., I removed stuff from Sanctuary which was full. Waited for another 24 hrs and except for fertilizer, all numbers add up. (Screenshot 03 & 04).
Same here. I have Finch farm and the only Industrial plot is Organic. There's no caravan plot, so no sharing of virtual resources. With 2.3 the storage was somehow filling up with Building materials. [1]. I tested it by using the Excess Resource Manager terminal to throw as much as possible away. I then slept for 24 hours and waited for the numbers to update. Again, thousands of Building materials with no discernable source (no Building mats plot and not on caravan network). I just installed this beta and did the same thing. Threw away as much as possible and slept for 24 hours. No increase in Building mats and Organics actually started to accrue. I'm checking the caravan network now, but I'm optimistic as components that were effectively stuck at zero seem to be starting to accrue at reasonable numbers.



[1] I'm playing on component difficulty. When I last looked, it was mostly Aluminum and Concrete. But this would happen throughout the network, and while some resources in various categories would build up most often, those were two of the most common to do so.
 
Also, the "pick a location from a pool" quests (like Mr Handsy or finding stuff for The Ron) are starting to work again.
 
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@cbrgamer2 I haven't downloaded 2.3.1 v2 yet, but it is half a success. In the first two sreenshots (01 & 02), industries are now producing but the numbers don't add up after waiting 24 hrs. However, I reloaded the save and using excess ressources manager., I removed stuff from Sanctuary which was full. Waited for another 24 hrs and except for fertilizer, all numbers add up. (Screenshot 03 & 04).
If the component totals don't add to the category totals or scrap total, run the recalculate virtual resource storage tool from the city planners desk (now without an infinite loop!:blush). That should get all your totals right in all settlements. Then see if there are any issues after that. In particular, if you could do that on the save where Sanctuary is full and then see if resource numbers continue to work properly across the network (if the resources can't be added to Sanctuary, they should be added elsewhere on the network)
I'm not sure what you mean by fertilizer not adding up. Do you mean the correct amount is not added?
 
Update 01/06/23: Download Public Beta 2.3.1 v2

Tonight's public beta will hopefully resolve the biggest issues people are having with 2.3.0. The most important one being problems with the new resource code, which we haven't been able to replicate in testing, so I'm hoping that was incidentally fixed!
The two biggest changes I expect to help folks in this patch:
  • Reverted part of the 2.3.0 resource code change to ensure local storage is filled before network storage. Part of the optimization in 2.3.0 was to put resources anywhere on the network regardless of where they were produced, this made the code faster, and would have still allowed plots and city plans to operate, but looked very confusing on some of the report views.
  • Changed various character quests that involved random dungeons to try and fix a change in 2.3.0 that prevented them from starting.
Other changes, fixes, and updates have been made as well, you can read the full patch notes so far for SS2 and WSFW here: https://docs.google.com/document/d/1pxVotOycR3AtBokT0JMgSdhXZyAoYVxrUyXXhSufcy8/edit?usp=sharing

Download Public Beta 2.3.1

(Update if you downloaded the very first build I posted before I added this update note, it had a problem with the SS2 Extended Textures file, it has been fixed now, but so you don't have to redownload the hole thing here's the textures file fixed by itself.)

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.

There will almost certainly be another build in the next few days, will update this thread as soon as its up.

-kinggath
Thanks mucho for the Beta update, downloading now. Does this finally fix the "takes forever to save" bug? I don't see it in the patch notes and I'm 30 hours into a new game and my saves were all fine until I took over Covenant. Takes 10+ minutes for any save now for some reason. Is this fixed in SS2 and am I just experiencing random wierdness?
 
Confirmed: Am no longer seeing the "Hack" prompt on upsidedown Mr. Handy in the Agricultural plots.
 
If the component totals don't add to the category totals or scrap total, run the recalculate virtual resource storage tool from the city planners desk (now without an infinite loop!:blush). That should get all your totals right in all settlements. Then see if there are any issues after that. In particular, if you could do that on the save where Sanctuary is full and then see if resource numbers continue to work properly across the network (if the resources can't be added to Sanctuary, they should be added elsewhere on the network)
I'm not sure what you mean by fertilizer not adding up. Do you mean the correct amount is not added?
Did as you ask, no change, all number wrongs. Even went to another settlement, emptyed the storage, waited 24 hrs, no change, recalculating between waits. Go back to Sanctuary, recalculate ressources, no changes, wait another 24 hrs, recalculate and voilà, all numbers are ok, daily production correctly added. As for the fertilizer, yes there was a slight difference, something like 2 or 3 units
 
recalculate and voilà, all numbers are ok, daily production correctly added
So it's working for you now?

Not sure what could be going on with the fertilizer. There can be slight differences due to rounding, but it's usually only 1.
 
So it's working for you now?

Not sure what could be going on with the fertilizer. There can be slight differences due to rounding, but it's usually only 1.
Well, played a couple of in game days and Sanctary was filled up again and although the industries are producing the numbers don't add up again. I was in a settlement where the virtual storage is not filled up and the local production did add correctly. I don't know how the system works, but shouldn't some of Sanctuary stuff found its way there? Is it possible that the production in Sanctuary is lost instead of been redistribued?
 
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