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Zimonja Scrap Issues

WeiseDrachenJaeger

Well-Known Member
Messages
160
I've run into a bit of an odd (and decidedly frustrating) issue at Zimonja. The settlement has a number of static objects that are scrappable using Place Everywhere's extended scrapping function that stay gone with a city plan just fine, but a few of them stubbornly insist on hanging around. These pieces generally vanish when another component is scrapped - walls disappearing when the floor they're attached to goes, or a roof piece when its supporting wall goes - but while these associated components get scrapped by the city building process just fine, these elements persist. There's also the support wires for the radio antenna that I could have sworn the ROTC plan removes without issue, but those don't have collision so unlike these other components they're only a visual issue. I've tried building the level 0, scrapping the offending items, then re-exporting, as well as creating my own fully scrapped settlement profile, but neither of those have fixed the issue. Has anyone else encountered this, and if so, were you able to find a solution?

Edit to add: Not sure if this helps, but if these items are scrapped manually prior to applying the city plan, they don't reappear.
 
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With my entry to the CP contest I had similar issues with Zimonja objects left behind.
I had 11 objects that were either selectable with or without place everywhere additional object selection.
Using a custom scrap profile I managed to get rid of 8 of those, but 3 stubborn ones remained.
To get rid of a few of them required me to pick up and TAB drop the object (back into exact position it was in) on my unscrapped profile.
I noticed that you can scrap some items first, but if you scrap the object they were "sitting" on those scrapped items came back, (I even got two copies of the same object at times in my testing), so perhaps it may have something to do with the order they are removed when scrapping for the city plan.

with regards to the support wires, I don't think they can be captured in a scrap profile, same as the haze around the fire barrel, they have an ID, so you can move (setpos/modpos z) them under the ground or disable them, however they aren't removed/shifted when you start a CP on an unscrapped settlement.

Objects that seem persistent at Zimonja but I manged to remove with custom scrap profile:
Mattress
cooking station
Tree in the SE corner
Tree on the E side
rounded roof (above mattress)
Bridge support to the right of the workbench
flat metal roof by unscrappable curved metal wall
outer metal cap wall by unscrappable curved metal wall

Objects I couldn't get to be removed with custom scrap profile:
Wooden Shack wall outer cap (up stairs from workbench) ID: 00024a72
Wooden Shack wall outer cap (up stairs from workbench) ID: 00024a73
Bridge Support (SW of workbench) ID: 00024a85

I attached the full and unscrapped log files I used when creating my city plan under "configure scrap profiles" section
 

Attachments

  • Zimonja Custom Scrap Profile.zip
    7.8 KB · Views: 1
Thank you for that info, and those scrap profiles! Unfortunately for me, two of the objects that are giving me the most trouble are those wooden shack wall outer caps you mentioned. Let's see if I can redesign one of the central elements of my settlement to accommodate them in the next few hours...
 
You could leave them in and make a note on you CP mod page. That's what I did, (feel free to copy paste that section from my Zimonja Cavern mod page). I think that a lot of people have Place Everywhere, or access to console commands, Survival players maybe not, but if they don't use a mod to re-enable the console, they will likely be a little more hard-core and be using minimal city plans.
 
I could leave them in... or I could frenetically scratch-design a new building to replace a prefab, then note down the base ids, x, y, and z positions and rotations of each component used in the new building and go back through each level in turn to spawn the items in, link them to the workshop, make sure they align correctly across levels, redo the exports, and regen the city plan. >_> I technically have just under 6 hours to do this and test it as of the time of writing this, if my time zone conversion is correct. It's just a mild frustration that this is also the hottest part of the day, and my office has no AC, so I have to take periodic breaks to prevent my computer from overheating.
 
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