¶ Version 3.4.1 - Pardon Our Dust
🕗 November 8th, 2024
¶ Version 3.4.0 - Weapons of Mass Destruction
🕗 October 23rd, 2024
¶ Version 3.3.5 - Robots and Regalia
🕗 August 2nd, 2024
¶ Version 3.3.4 - All the Small Things
🕗 July 5th, 2024
¶ Version 3.3.3 - Another Round?
🕗 May 31st, 2024
¶ Version 3.3.2 - Community Development
🕗 May 3rd, 2024
¶ Version 3.3.1 - Big Fat Resource Patch
🕗 April 5th, 2024
¶ Version 3.3.0a - Hotfix
🕗 March 18th, 2024
¶ Version 3.3.0 - HQ 3.0
🕗 March 15th, 2024
¶ Version 3.2.2 - Claudia's Key
🕗 February 1st, 2024
¶ Version 3.2.1 - Repopulation Revisited
🕗 January 12th, 2024
¶ Version 3.2.0 - Clinicians and Comrades
🕗 December 22nd, 2023
¶ Version 3.1.1a - Hotfix
🕗 December 10th, 2023
¶ Version 3.1.1 - Free Bird
🕗 December 8th, 2023
¶ Version 3.1.0 - Allies and Armaments
🕗 November 22nd, 2023
¶ Version 3.0.4a - Hotfix
🕗 November 8th, 2023
¶ Version 3.0.4 - A Fistful of Fixes
🕗 November 7th, 2023
¶ Version 3.0.3 - The New Pattern
🕗 October 17th, 2023
¶ Version 3.0.2 - The Great Recovery
🕗 September 29th, 2023
¶ Version 3.0.1 - A Little Q.O.L.
🕗 September 15th, 2023
¶ Version 3.0.0o - Hotfix
🕗 August 25th, 2023
Also grab update 2.3.12 of Workshop Framework!
¶ Version 3.0.0n - Hotfix
🕗 August 24th, 2023
¶ Version 3.0.0m - Hotfix
🕗 August 22nd, 2023
¶ Version 3.0.0l - Hotfix
🕗 August 20th, 2023
¶ Version 3.0.0k - Hotfix
🕗 August 18th, 2023
¶ Version 3.0.0j - Hotfix
🕗 August 17th, 2023
¶ Version 3.0.0i - Hotfix
🕗 August 16th, 2023
¶ Version 3.0.0h - Hotfix
🕗 August 15th, 2023
¶ Version 3.0.0g - Hotfix
🕗 August 14th, 2023
¶ Version 3.0.0f - Hotfix
🕗 August 11th, 2023
¶ Version 3.0.0e - Hotfix
🕗 August 9th, 2023
¶ Version 3.0.0d - Hotfix
🕗 August 8th, 2023
¶ Version 3.0.0c - Hotfix
🕗 August 7th, 2023
¶ Version 3.0.0b - Hotfix
🕗 August 4th, 2023
¶ Version 3.0.0a - Hotfix
🕗 August 2nd, 2023
¶ Version 3.0.0 - Release
🕗 August 1st, 2023
(Note this is not a comprehensive list, additional documentation will be incorporated into the Addon Maker’s Toolkit over time)
¶ Version 2.3.2b - Hotfix
🕗 March 8th, 2023
¶ Version 2.3.2a - Emergency Hotfix
🕗 March 6th, 2023
¶ Version 2.3.2 - Before the Darkness
🕗 March 3rd, 2023
¶ Version 2.3.1a - Hotfix
🕗 January 30th, 2023
¶ Version 2.3.1 - Undo!!!
🕗 January 13th, 2023
¶ Version 2.3.0 - The Chapter 2 Rebalance
🕗 December 16th, 2022
¶ Version 2.2.5 - Prepare for the Future
🕗 November 18th, 2022
¶ Hotfix 2.2.4a
🕗 October 29th, 2022
¶ Version 2.2.4 - Data:30
🕗 October 28th, 2022
¶ Version 2.2.3 - W.F.H.Q. Radio
🕗 October 7th, 2022
¶ Version 2.2.2 - Side Quest Triage
🕗 September 9th, 2022
¶ Version 2.2.1 - All Systems Go!
🕗 August 12, 2022
¶ Hotfix 2.2.0b
🕗 July 29, 2022
¶ Hotfix 2.2.0a
🕗 July 23, 2022
¶ Version 2.2.0 - HQ 2.0
🕗 July 22, 2022
¶ Version 2.1.3 - The Brain Trust
🕗 May 13, 2022
¶ Hotfix 2.1.3a
🕗 May 14, 2022
¶ Hotfix 2.1.3b
🕗 May 16, 2022
¶ Version 2.1.2 - Unlimited Power
🕗 April 29, 2022
¶ Version 2.1.1 - Gather Your Allies
🕗 April 15, 2022
¶ Hotfix 2.1.1a
🕗 April 16, 2022
¶ Version 2.1.0 - Better City Planning
🕗 April 1, 2022
¶ Version 2.0.3 - More, More, More
🕗 March 11, 2022
¶ Version 2.0.2 - Get Extended
🕗 February 25, 2022
¶ Hotfix 2.0.2a
🕗 February 25, 2022
¶ Hotfix 2.0.2b
🕗 February 25, 2022
¶ Hotfix 2.0.2c
🕗 February 26, 2022
¶ Version 2.0.1 - The Other Side
🕗 February 11, 2022
¶ Hotfix 2.0.1a
🕗 February 12, 2022
¶ Version 2.0.0 - Gunner Outbreak
🕗 December 10, 2021
As settlements produce large amounts of excess Food, Water, and Power - they will cause doors to appear on buildings outside of the settlement bounds and people will move into those buildings.
This system is primarily focused on Concord currently, but will be expanded to cover the entire gameworld in future patches.
This system can be turned off in the Holotape/MCM Options.
Settlers can now become ill, reducing one or more of their SPECIAL stats.
The combined drop in SPECIAL stats is the Sickness rating, if a settler’s Sickness rating is higher than their Endurance, they are incapacitated and cannot work until they recover.
Settlers will recover slowly over time and gain immunity to any disease they recover from.
Clinics and Hospitals (a new Municipal class) can greatly increase recovery speed.
This system can be turned off or adjusted in the Holotape/MCM Options.
Pollution adds to a score that makes it more likely settlers will become ill. Hygiene directly counteracts pollution and the two values are combined to create the Cleanliness score.
The more settlers in a settlement, the more pollution. Pollution is also added by certain building classes.
Currently red is used for warnings and costs. Note that if your default HUD color is red, it will be difficult to view these (we will likely add dynamic calculations of a warning color for people using a red HUD, or for those with color blindness who have trouble viewing this new variation).
If you already had this issue, it should be removed shortly after installing this patch.
¶ Version 2.0.0a - Hotfix
🕗 December 12, 2021
¶ Version 2.0.0b - Hotfix
🕗 December 13, 2021
¶ Version 2.0.0c - Hotfix
🕗 December 14, 2021
If you experienced this issue, you’ll want to roll back your save to before you received such a quest objective to go into a location.
Once the add-on maker’s toolkit is updated, creators will be able to release add-on packs with more options to ensure nearly every room can be used for any purpose.
¶ Version 2.0.0d - Hotfix
🕗 December 15, 2021
¶ Version 2.0.0e - Hotfix
🕗 December 17, 2021
After booting a save with this patch, the deleted references will be recreated and set to a protected state which should prevent anything other than the engine itself being able to delete them again.
If you ever arrive at HQ and find tons of items missing, you can refresh the Rooms from the Room Control panels to restore the items, but if mechanically HQ feels like something broke - such as assignment issues, supply agreement issues, resource issues, energy issues, etc - please send me your .fos save file so I can further investigate into why this is happening for some players.
¶ Version 2.0.0f - Hotfix
🕗 December 20, 2021
There had been a bug in the Workshop Framework shop injection system preventing it from working prior. Unfortunately, fixing it retroactively was impractical.
¶ Version 2.0.0g - Hotfix
🕗 December 23, 2021
¶ Version 2.0.0h - Hotfix
🕗 December 28, 2021
¶ Version 2.0.0i - Hotfix
🕗 January 1, 2022
¶ Version 2.0.0j - Hotfix
🕗 January 7, 2022
¶ Version 2.0.0k - Hotfix
🕗 January 13, 2022
¶ Version 2.0.0L - Hotfix
🕗 January 22, 2022
¶ Version 2.0.0m - Hotfix
🕗 February 01, 2022
¶ Version 1.1.0 - The Rebalancing
🕗 August 07, 2021
This was a compromise made to maintain the spirit of storage limits, but prevent the fact that “storage is shared” from becoming a problem. For an example of the problem, imagine if a settlement was producing 10 Nuclear Material per day, but had 0 in storage because the storage was full from steel, anything that required Nuclear Material could never be paid until storage space was cleared - this problem would require never ending construction of new storage space as it would always fill up fastest with materials being spent the slowest over time. With this new change, that 10 nuclear material will be logged as “overproduction” and be available for spending that day, but will not stockpile to greater numbers.
A solution to allow for clearing out less valuable resources to make room for greater value ones will be brought in a future update.
¶ Rebalance Details
The following changes have been made to create a path through Sim Settlements 2 where different buildings are better suited for different stages of a settlements’ life. The overall goal is to give the 4 resource tiers a distinct purpose and value, and ensure that the costs encourage using buildings in a way that simulates the natural survival needs and technological evolution of a civilization.
Individually, these changes may seem odd, bad, or counterintuitive. To help visualize the goal, we have two resources:
A tech tree to show the anticipated progression:
https://wiki.simsettlements2.com/infographics/ss2_tech_tree_v2_fullsize.png
For you fellow data nerds, a spreadsheet with all of the numbers laid out for study: https://docs.google.com/spreadsheets/d/1ry5NPaNXpu57HYIc-pacdafPqOtDYNljStAly5ItIEU/edit#gid=664833885
After installing this patch, a refresh of resources will be queued, up, so it will be a good idea to visit all your settlements and hang out for a few minutes while all of these changes are applied. You may even wish to use the holotape tool in each settlement to force a recalculation. It can be found under Tools > Advanced > Recalculate Costs and Production.
Agility now grants an additional 3 points of defense to Martial Basic, Advanced, and Hi-Tech Defense classes. Up from 1.
Charisma now grants an additional 2.5 caps to Commercial virtual cap production. Up from 2.0.
Strength now grants a 5% boost to Industrial production. Previously the boosts were different for each resource type.
Intelligence now grants an additional 5 power to Municipal Basic, Advanced, and Hi-Tech Power Plant classes. Up from 1.
Perception now grants an additional 2 water to Municipal Basic, Advanced, and Hi-Tech Water Plant classes. Up from 1.
Endurance continues to grant an additional 1 food to Agricultural Basic, Advanced, and Hi-Tech Farm classes.
The later the class becomes unlocked the more caps it produces and the higher its costs. The order is currently: Bar, Clothing Store, Clinic, General Store, Weapon Store, Armor Store, Power Armor Store, Book Store, Furniture Store, Barber, Pet Store.
Agility Training class no longer requires additional Food, and now requires 1/3/5 additional Water, up from 1/2/3.
Strength Training class no longer requires additional Water, and now requires 1/3/5 additional Food, up from 1/2/3.
Endurance Training class no longer requires additional Food, and now requires 1/3/5 additional Water, up from 1/2/3.
Intelligence and Perception Training classes now require 1/3/5 additional food and water, up from 1/2/3; and 2/3/4 Power, up from 1/2/3.
Charisma and Luck Training classes now require 2/4/6 additional food and water, up from 1/2/3; and 2/4/6 Power, up from 1/2/3.
The goals of these changes was to prevent operating costs from becoming overwhelming in the early game, and ensuring there is a challenge throughout the progression of the player’s settlement empire to find the perfect balance and make sure that resource production is perpetually an important part of planning. The net result should be slower progression through the tech tree, but each step being clearer as to what resource production is needed to be able to comfortably move to the next stage.
For Component level complexity players, the Conversion class has been overhauled and now generates significantly more specific resources, read below notes about the Conversion class changes for more details.
As much as possible, we attempted to follow real world uses for items, but on occasion had to stretch a bit to ensure that all resources were represented in the system, so several of the obvious missed opportunities and bizarre combinations were sacrifices to ensure good mechanical gameplay.
Several buildings have changed their operating costs and output types to ensure there are both consumers and producers of all resource types available to ensure players can finetune their input and output in the late game. (Note some consumers are only available in the Production class, but all resource types can be produced by Conversion buildings included with SS2, addon packs or buildings in future SS2 expansions may expand upon the available Conversion combinations).
These building now consume approximately the equivalent of 3 gathering buildings, of the same level as the Conversion building, worth of one or more resources and then produce an equivalent value of one or more other type of resources. For example, the Asbestos Reclamation L3 building consumes 288 wood (Building Materials Gathering L3 building produces 96 wood per day * 3 = 288), and produces 351 Asbestos.
The efficiency of these buildings is 85% at L1, 100% at L2, 115% at L3. In other words, at level 1, these will produce slightly less value than a gathering plot, an equivalent value at level 2, and then 15% more value than an equivalent gathering plot at level 3. When calculating value, we included the relative cost of the items consumed, as well as the full relative value of all production from the corresponding gathering plot that settler could be working as an alternative. Which means the conversion plots will output a substantial amount of their target resources - making them ideal for late game in large settlement empires where large amounts of specific resources may be required for operating costs.
Conversion buildings impact a much larger quantity of resources at this level consuming the equivalent of 3 gathering class building of the same level as the Conversion building. Their output is increased correspondingly.
Buildings that converted from one Building Material type to another will simply create more Building Materials than consumed at level 3.
All other types will convert from the preceding type into the expected type, so Building Materials will be used as the operating cost for any building that created an Organic Material, Organic Materials will be used as the operating cost for any building that created a Machine Part, and Machine Parts will be used as the operating cost for any building that created a Rare Material.
Any that produce multiple classes of resource for Component complexity will be classified with the one they produce the most categories of, or if tied, then with the lowest tier producer. For example Surface Mining Operations produces both Concrete and Bone, since Concrete is in Building Materials and Bone is in Organic Materials, the Building Materials category is used as its target while in Moderate complexity.
The resource types required use a similar pattern to our plot cost philosophy, which is assigning them a sort of technological tree and the lower tech items requiring cheaper resources than the higher tech items. The goal in the changes was to allow them to be useable, without making plots pointless.
When multiple items shared attributes, for example, the Heavy Machinegun Turret, Shotgun Turret, and Laser Turret, we aimed to offer slight variations in the operating cost combinations so players can learn which for the early game and plan around their limited resources in a way that fits best with their settlement’s resource production.
One of the problems Generator, Water Pumps, and Turrets create is that they can be spammed with almost no consequence - the maintenance system had attempted to solve this by taxing them at a similar rate of plots, but this ended up frustrating many players with the excessive costs and frequent downtime in the early and mid game when they couldn’t possibly generate enough to cover the costs..
The new maintenance balance is now mathematically value balanced so all of the vanilla items can be used alongside plots at various stages of the game. We want them to have a home filling in gaps in production between when new settlers arrive, plot upgrades occur, or just making up those tiny amounts when plots don’t quite meet all the needs but aren’t missing them by so much to demand another settler be put on that job type yet.
Non-vanilla, Non-DLC items that add Defense/Power/Water use Caps as their maintenance costs in an amount based on a formula of 1 cap per point of power, 2.6 caps per point of defense, and 2.5 caps per point of water.
A new system is being added with Chapter 2 to ensure plots that share resource types with these items have additional benefits so that spamming vanilla items isn’t always the optimal (min/max) choice.
¶ Version 1.0.17 - Harbinger of Balance
🕗 July 09, 2021
The first 6 require settlers with specific stats to be assigned, and therefore would often go unbuilt. Industrial Conversion is not a useful class for people playing at Scrap or Category level complexity, and Power Transfer requires a power surplus and existence in multiple settlements to be of any use.
This behavior can be overridden, allowing all classes to be randomly selected again, in the holotape/MCM menu under Gameplay > Usability > Settlers Choose From All Classes.
¶ Version 1.0.17a - Hotfix
🕗 July 11, 2021
¶ Version 1.0.17b - Hotfix
🕗 July 11, 2021
¶ Version 1.0.16 - Hoardability
🕗 June 25, 2021
Cqf ss2_resourcemanager DumpSettlementVirtualResources_DailyProduction which will output to the SS2Resource log the local daily production SS2 currently has recorded in it’s central storage for that settlement’s production values, these numbers will be before any operating/maintenance costs.
Cqf ss2_resourcemanager DumpSettlementVirtualResources_DailyCosts which will output to the SS2Resource log the local daily costs SS2 currently has recorded in it’s central storage for that settlement.
Cqf ss2_resourcemanager RecalculateSettlementVirtualResourceData which will analyze the current settlement and try and reset the daily production/cost numbers to match the current state of the settlement.
If you had an existing plot of this type, refresh it to ensure it’s production is updated.
If you have any of these buildings in your settlement, refresh those plots to get the updates.
If the InfoBox hud element numbers are smaller than this report, it likely means the settler has improved their stats since the plot last updated its resource numbers. You can force this to update by refreshing the plot.
¶ Version 1.0.16a - Hotfix
🕗 June 28, 2021
¶ Version 1.0.15 - Back to the Holotape
🕗 June 11, 2021
IMPORTANT - do not run if you have objectives from an SS2 main quest to build things in that settlement. Instead, finish that quest first before running this tool.
This was added to help people using existing saves to start SS2 who can’t find where Jake is, or who want to change their decision about which settlement they built a beacon in to attract Jake.
These were added to help people with problems completing quests due to compatibility issues or bugs, and as a way for people trying to catch up a new save back to where they were in the story more quickly.
Depending on the quest, some options will be chosen automatically, and others will trigger pop-up questions and unlocks.
Using these options will grant XP and items as if the player completed the quest(s) manually.
¶ Version 1.0.14 - Clean-up Phase
🕗 May 28, 2021
Previously, new ones weren’t generated unless an appropriate dispenser was loaded into memory from entering a settlement.
A new explanation: “Salvage teams can't operate here.” will pop-up for locations that still fail these checks, which should generally only include exterior locations and settled areas like Diamond City. If you find a location that shows this message, and you think it shouldn’t, please report it on the forums and we can look into additional methods to expand the detection.
¶ Version 1.0.13 - A Bit of Tinkering
🕗 May 14, 2021
¶ Version 1.0.12 - Manufacturing Operation
🕗 April 30, 2021
¶ Version 1.0.11 - The Performance Menu
🕗 April 16, 2021
¶ Version 1.0.10 - Rise of the Hotkeys
🕗 March 19, 2021
¶ Version 1.0.9a - Hotfix
🕗 March 6, 2021
¶ Version 1.0.9 - Where There's Smoke
🕗 March 5, 2021
¶ Version 1.0.8 - The Cure For Madness
🕗 February 19, 2021
¶ Version 1.0.7 - City Plans Level Up!
🕗 February 5, 2021
¶ Version 1.0.6 - Kinggath's Day Off
🕗 January 22, 2021
¶ Version 1.0.5 - End of the Conga Line
🕗 January 8, 2021
¶ Version 1.0.4 - Post Launch Micro-Content
🕗 December 28, 2020
¶ Version 1.0.3 - Side Questing
🕗 December 11, 2020
¶ Version 1.0.2 - Commercial Paradise
🕗 November 27, 2020
¶ Version 1.0.1 - The Resurrection
🕗 November 13, 2020
¶ Version 1.0.0M - Public Beta
🕗 November 12, 2020
WSFW Changes:
¶ Version 1.0.0L - Public Beta
🕗 November 9, 2020
¶ Version 1.0.0k - Public Beta
🕗 November 6, 2020
¶ Version 1.0.0j - Public Beta
🕗 November 3, 2020
¶ Version 1.0.0i - Public Beta
🕗 November 2, 2020
In addition to the 1.0.0h changes, this also does the following:
¶ Version 1.0.0h - Public Beta
🕗 November 1, 2020
Potential hotfix for the following issues:
Plus:
¶ Version 1.0.0g - Hotfix
🕗 October 31, 2020
¶ Version 1.0.0f - Public Beta
🕗 October 29, 2020
Potential hotfix for the following issues:
Plus:
¶ Version 1.0.0e - Hotfix
🕗 October 29, 2020
¶ Version 1.0.0d - Hotfix
🕗 October 28, 2020
¶ Version 1.0.0c - Hotfix
🕗 October 27, 2020
¶ Version 1.0.0b - Hotfix
🕗 October 26, 2020
¶ Version 1.0.0a - Hotfix
🕗 October 24, 2020
¶ Version 1.0.0 - Initial Release
🕗 October 23, 2020