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Report View not counting "Operating Costs: Plot"?

D

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In the process of testing something else, and may have just noticed why the numbers have felt off. The Report View of the resources HUD element does not appear to be including the daily change amounts for the setting "Operating Costs: Plot" when that is switched on.
My current settlement displays +18 daily caps whether that is on or off, but from having run around and written down everything the individual ASAMs say, it should be running at -32; a similar effect is happening to the handful of resources plots are asking for daily.
Note that it is still deducting the caps/resources those plots ask for, it's just not showing that on the Daily Change panel.

"Maintenance Costs: Non-Plot" is definitely displaying correctly. And yes I have tried running the "recalculation tool" in between changing the setting.

Can anyone else verify?
 
quick question first, are you running IDEK's logic station? Because it is taking all the production from all settlements I can't ever figure out if it is reliable or not
 
No, I don't use that - a deliberate choice to keep an eye on all the reports that come in about caravans playing up. And judging by how often it gets complained about, it seems like it causes more problems than it solves anyway. (no disrespect to IDEK, I know you do good work, it's just not for me)

I don't really want to put this in as a proper Bug Report without someone else having verified it, but I guess I will anyway. #581.
 
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Bit late but I’m experiencing the same thing, tested it with several plots, none of the operating costs are shown (but they are subtracted from the virt. res. storage correctly.
Going to start a new game now and keep track of my settlements using spreadsheets unless anyone found a way to make it work?
 
I marked it on the internal bug report log when I did my last post here. Core Team is on "crunch mode" to finish ch2 so I cant give any estimates on time to fix.
 
Figured all the focus was on Ch.2. I was hoping it was just some obscure options setting combination and someone had an easy solution. Will work with spreadsheets then until Ch2 is released, watched the trailer yesterday, can’t wait for it :D
 
Figured all the focus was on Ch.2. I was hoping it was just some obscure options setting combination and someone had an easy solution. Will work with spreadsheets then until Ch2 is released, watched the trailer yesterday, can’t wait for it :D
There is a new mod out that fixed part of this issue for me. https://www.nexusmods.com/fallout4/mods/54423. You set up the terminal, tell it the base resources to keep and it automatically tosses excess scrap beyond that limit. So no more having components like glass pile up and sqeezing out space for those you need.

As for operating costs, I am still doing the calculations manually but I started a new play through and am not connecting them to the caravan system until they are fully upgraded/finished plot building. This makes it much easier to calculate and with the mod above, you can see when components start dropping off much easier. So far Sanctuary, Abernathy and the Drive-In are self sufficient settlements with no caravan plots and it's been pretty stress free. Cork is the only real issue at this point for me.
 
I can confirm the HUD display problem and I think I've found the reason and reported it to MSalaba earlier today. I have a working temporary solution that I'll look at adding to the excess resource manager. It is basically just a message that pops up showing you overall change in each resource on the network your current settlement is in (the correct change). If the settlement is not on a network, it just shows it for that settlement. It's no where near as pretty as the HUD, but it gives the information and will do until the HUD gets fixed.
I've got it set to a hotkey using FO4HotKeys but, I can put in an option on the terminal to make it pop up.
 
I have updated my Sim Settlements 2 Excess Resource Manager mod on Nexus and Bethesda.net (for XBox). It now includes an option to temporarily fix the HUD numbers (only temporary, because when SS2 updates the HUD it will put it back to the wrong numbers again). Basically, I did it by mimicking two SS2 functions that pass values to the HUD. These functions are only called by my script - SS2 will still call the actual functions, and hence still report the wrong numbers when it updates.
I have also included a link to a menu that has a bunch of tracking tools I made to make finding things in my settlements easier, especially after building or upgrading a city plan.
If you have FO4Hotkeys, on the nexus page I have also included the lines to put in HotKeys.ini to setup hotkeys for the HUD fix and the tracking tools menu.
 
I have updated my Sim Settlements 2 Excess Resource Manager mod on Nexus and Bethesda.net (for XBox). It now includes an option to temporarily fix the HUD numbers (only temporary, because when SS2 updates the HUD it will put it back to the wrong numbers again). Basically, I did it by mimicking two SS2 functions that pass values to the HUD. These functions are only called by my script - SS2 will still call the actual functions, and hence still report the wrong numbers when it updates.
I have also included a link to a menu that has a bunch of tracking tools I made to make finding things in my settlements easier, especially after building or upgrading a city plan.
If you have FO4Hotkeys, on the nexus page I have also included the lines to put in HotKeys.ini to setup hotkeys for the HUD fix and the tracking tools menu.
New tools work great, CBR. Thanks for this!
 
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