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Wiki Page/Update Suggestion: Costs In-Depth

Zachary Jones

Member
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59
A page or update here that details that if the user is not in the settlement (cell), SS2 cannot use resources from the workbench and thus, construction, auto-pay, and plot/non-plot maintenance costs will not construct/upgrade/maintain settlement plots and objects unless the materials are explicitly in the virtual storage for that settlement while away, even if they are in the workbench and vanilla settlement provision network.
The benefit will be a simple link for reference for all those that have things like power/water break without understanding why.

A simple list of costs to vanilla item/resource would be nice as well. Example: small power generator requires 2 cloth and 1 oil daily (or something like this) and x caps for the item/resource. Or, Windmills don't require maintenance (not sure that is true, just something I recall reading and contrary to the idea that anything that doesn't require a settler requires maintenance).

Finally, anything that mentions the report view/details toggle from MCM would be great. I discovered it totally out of curiosity, and it would have been nice if it was in the manual (wiki).
Benefit, a production/expenditure report breakdown that I have seen several other posts wanting, perhaps not knowing its there.
 
Re your first paragraph, please see: Resources and Scrap for Resource Use Priority.

We won't be providing an itemized list of materials needed to bulid vanilla resources.
As far as I know, SS2 doesn't provide "Windmills", although there may be windmills on some of the power plant plots.
I'll have to ask if there's something I can add regarding settlement maintenance costs. I never pay it much attention myself, so haven't done any number crunching.
No ETA.

Sorry, What "Report View" are you talking about from MCM?
 
Re your first paragraph, please see: Resources and Scrap for Resource Use Priority.

We won't be providing an itemized list of materials needed to bulid vanilla resources.
As far as I know, SS2 doesn't provide "Windmills", although there may be windmills on some of the power plant plots.
I'll have to ask if there's something I can add regarding settlement maintenance costs. I never pay it much attention myself, so haven't done any number crunching.
No ETA.

Sorry, What "Report View" are you talking about from MCM?
Thanks Cessori! Yup, it is noted there 'Additionally, if you aren't currently in the settlement and the Virtual Storage network doesn't have enough resources for the settlement to pay maintenance costs for an asset, that asset will break as though it were damaged in a settlement attack.'.
I misunderstood the section. I thought by not in virtual storage, it meant also from the workbench from reading the things previous. But in context, and with some gameplay experience, I deduced and understand this now. Ty!

As for the windmill, I was referring to the vanilla power generator windmill and it does have a maintenance cost, just confirmed it (that forum post was wrong or out of date). As for an itemized list of materials, I had in mind the maintenance costs for those vanilla things, not the build cost if that makes any difference regarding the suggestion. For example:
small generator: -1 steel -1 oil -3 caps
windmill: -1 aluminum -1 adhesive -3 caps
water pump: -2 steel -3 cloth -3 caps

1657032270196.png1657032288552.png1657032576887.png

The report I was referring to is here: MCM > SS2 > Hotkeys > Resource Panel Hotkeys: playing with the options there, I can get a breakdown like this:
1657033316978.png
I thought it was really kool, but didn't see anything about it in the wiki so far (The HUD breaks down the default display, but I didn't see anything about what the options in the hotkeys menu provides). The detail level toggle allows one to show more detail of production from nothing all the way to component specifics. The report view toggle will add things such as settlement production, network production, settlement maintenance costs, and a days remaining tab in conjunction with whatever detail level is selected.

Thanks again! I will try to be more careful regarding missing things in the wiki. I never even noticed the scrap components tab on The HUD which lists an icon to text description for component icons. Thanks
 
Ya, that is cool that display. I remember finding it one day, but I have not documented MCM on the Wiki. Hotkeys are of course, a user's preference as to what is set up there. I will add it to the Wish List, however, updating the Wiki for Sim Settlements 2 all by itself can keep me busy.

I know Kinggath has a spreadsheet on maintenance costs and production, that he made for the Rebalance Update Version 1.1.0 Release. He posted it on the forums.
Rebalance Maintenance & Production Costs
It's number crunchy to me and makes me :crazy , so I've not much interest in it, but perhaps you would be. I will maybe see if it's current and then post it on the Wiki.
 
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A simple list of costs to vanilla item/resource would be nice as well. Example: small power generator requires 2 cloth and 1 oil daily (or something like this) and x caps for the item/resource. Or, Windmills don't require maintenance (not sure that is true, just something I recall reading and contrary to the idea that anything that doesn't require a settler requires maintenance).
Any constructable settlement object that produces power, water or defense (read turrets) will be subject to maintenance costs if the Maintenance Costs: Non-Plot setting is on. (this includes the windmill) Most vanilla objects have costs assigned. If they are not, a generic cost will be used. (i.e. mod added objects)

I can't remember the details, but I'm pretty sure they are defined in the SS2_ResourceManager quest.
 
Sorry for necro-ing old thread, but this one might be the best to post this list. I just made a list, costs of vanilla non plot items in SS2_ResourceManager(Thank you, msalaba).
Just because I couldn't find this anywhere else. I hope this help someone.

Non Plot Operating Cost List

Generator Small : 1 Oil, 1 Steel
Generator Medium : 1 Oil, 1 Screws
Generator Large : 2 Oil, 1 Gears, 1 Screws
Generator - Windmill : 1 Aluminum, 1 Adhesive
Generator - Fusion : 1 Adhesive, 3 Ceramic, 1 Oil, 5 Copper, 2 Gears, 2 Rubber, 10 Nuclear Material
Reactor : 4 Adhesive, 2 Ceramic, 2 Oil, 1 Circuitry, 2 Copper, 3 Lead, 4 Screws, 16 Nuclear Material
Vault-Tec Reactor : 4 Adhesive, 2 Ceramic, 2 Oil, 1 Circuitry, 2 Copper, 3 Lead, 4 Screws, 16 Nuclear Material
Vault-Tec Super Reactor : 8 Adhesive, 4 Ceramic, 4 Oil, 11 Circuitry, 8 Copper, 3 Gears, 11 Screws, 10 Ballistic Fiber, 50 Nuclear Material

MG Turret : 2 Aluminum, 7 Steel, 1 Adhesive, 1 Oil
HMG Turret : 1 Adhesive, 2 Oil, 3 Lead, 1 Screws
Shotgun Turret : 1 Adhesive, 1 Oil, 3 Copper, 2 Lead
Laser Turret : 1 Acid, 1 Ceramic, 1 Circuitry, 1 Gears, 1 Silver, 2 Plastic
H-Laser Turret : 1 Acid, 2 Ceramic, 2 Circuitry, 2 Gears, 1 Silver, 2 Plastic, 1 Fiber Optics
Spotlight : 1 Copper, 1 Ceramic
Spotlight - WM : 1 Copper, 1 Ceramic
Missile Turret : 2 Adhesive, 2 Cloth, 4 Fertilizer, 1 Circuitry, 2 Springs, 1 Rubber, 2 Nuclear Material

Water Pump : 2 Steel, 3 Cloth
Water Purifier : 2 Adhesive, 1 Cloth, 2 Gears, 3 Rubber
Water Purifier - Industrial : 1 Adhesive, 1 Cloth, 3 Oil, 2 Gears, 2 Springs, 5 Rubber, 10 Antiseptic
Water Pump - Powered : 1 Ceramic, 3 Oil, 2 Copper, 2 Springs
Vault-Tec Water Pump : 3 Copper, 5 Gears, 3 Screws, 10 Rubber, 19 Antiseptic, 6 Nuclear Material

Additional Items Operating Cost

Power Generated = Caps
Water * 2.5 = Caps
Defense * 2.6 = Caps

Please correct if I'm wrong.
 
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