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This page was last updated on 27 March 2021, 1:09AM
- Changelogs
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Version 2.0.0-beta11
- Rewrote resource redist -again- to try to diagnose an issue where resource values keep slowly corrupting over time at a few specific settlements in my latest save
The new-new system should be far more resistant to random game engine wonk, but as a downside is also far more sensitive to errors in my own code—I think the relevant code is bug-free on my end, though, so it should be fine
As before, you can run this console command to make sure your recorded workshop stats are all correct (equivalent to manually fast-travelling a bunch):
cqf ILS2_LogisticsParent ForceUpdateAllWorkshopStats true false -1 - Added an extra recalc button to the [Supply Line Settings] and [Redistribution Settings] menus for convenience
- Tentative fix for powered plot lights acting a little weird
- Tentative fix for common (but still harmless) Papyrus log errors related to PoweredPlotMotorScript
- Fixed an issue with some of the SS2 plot spawn objects that caused certain "big clutter" objects to spawn overlapping
- Some internal code + script logging cleanup
- Rewrote resource redist -again- to try to diagnose an issue where resource values keep slowly corrupting over time at a few specific settlements in my latest save
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Version 2.0.0-beta10
- Reworked how the mod manages resource redistribution again to clear up some compatibility issues with SS2's new systems, which should fix cases where settlements with a full ILS SS2 plot would sometimes erroneously double-count resource transfer, leading to (potentially very) wrong food/water values
Visiting each settlement with an SS2 ILS plot and opening workshop mode should correct any bad resource values local to the settlement, or you can run this in the console:
cqf ILS2_LogisticsParent ForceUpdateAllWorkshopStats true false 2 - Hooked the redundant SS2 supply line removal code up to the standard recalc routine—should clear up all of those instances where ILS "fights" with SS2 over which mod should manage supply lines between Municipal plots
- Added a toggle for the previous thing to the [Supply Line Settings] menu
- Reorganized the top level menu in the Logistics Terminal a little
- Made a small cosmetic tweak to the [Information] menu
- Reworked how the mod manages resource redistribution again to clear up some compatibility issues with SS2's new systems, which should fix cases where settlements with a full ILS SS2 plot would sometimes erroneously double-count resource transfer, leading to (potentially very) wrong food/water values
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Version 2.0.0-beta9
- Wrote a stupidly complicated function that clears any redundant supply lines that SS2 municipal plots occasionally spawn between ILS stations, but still allows non-ILS caravan plots to hook up to ILS's internally-managed network—currently accessed via a button in the [Utilities] menu, but will be integrated into the normal recalc routine (with a toggle config) later
- As a result of the above, Logstics Terminals unfortunately no longer display redistribution data if you mouse over them in Workshop mode, and you'll have to open the terminal [Information] menu to see that again
- Fixed a bug where a stupid line of code that should never have been in LogisticsTerminalScript could occasionally decrement the mod's internal "currently active thread count" counter when it shouldn't, which would break a ton of anti-race-condition code all over LogisticsParentScript and potentially lead to all sorts of weird bugs—also added code to repair existing saves this bug affected
- Fixed a race condition in LogisticsTerminalScript that could cause the terminal to prematurely delete itself if SS takes too long to finish its object spawn code
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Version 2.0.0-beta8
- Fixed a bug uncovered by the 2.0.0-beta7 fix where newly constructed (but not unpacked) desks immediately upgrade to level 2 on construction, rather than level 1 as intended (consider this a temporary "bonus" for desks never properly upgrading in previous versions, I guess?)
- Added some placeholder decorations to level 1/2/3 desks to test the "Hide Clutter" button, and make the difference between levels clearer for testing—note that because of a minor oversight, existing desks defaulted to clutter being disabled, so the new placeholder spawns won't be visible until you both refresh the desk, then manually toggle clutter on (you're not missing much, anyway)
- Added some dividers to the Miscellaneous terminal menu to improve readability
- Fixed a weird bug in my GetWorkshopByObject function that would occasionally cause it to fail, causing malfunction of some features of the Logistics Locker, probably among other things—apparently "(None is WorkshopScript)" evaluates to true?
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Version 2.0.0-beta7
- Fixed a bug where the Logistics Desk level never actually increased beyond level 1
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Version 2.0.0-beta6
- Fixed a bug I introduced in beta5 with the self-update code—if you see any warnings about version number mismatches, just dismiss them, they're harmless
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Version 2.0.0-beta5
- SS2: Fixed the interior plot erroneously pointing to the exterior plot building levels, effectively building the wrong plot
- SS2: Fixed the L1 plot oil lamps falling down
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Version 2.0.0-beta4
- Made the Logistics Desk "packable", as well as craftable at a Chem lab—drop from your inventory to unpack
- Hacked together an "animation" for the desk unpacking that I'm really proud of
- Fixed the "Find Homeless Settlers" aid item, which was broken with SS2 installed and was summoning everyone instead
- Fixed missing model on the settlement creation kit item (was still pointing to 1.x model directory)
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Version 2.0.0-beta3
- Fixed the self-update/SS integration script that I accidentally broke immediately before releasing the first alpha, which meant most SS integration code just never run at all
(note: on existing saves, updating should immediately fix everything this broke...luckily)
- Fixed the self-update/SS integration script that I accidentally broke immediately before releasing the first alpha, which meant most SS integration code just never run at all
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Version 2.0.0-beta2
- Accidentally reuploaded beta1 with no changes because I'm a moron
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Version 2.0.0-beta1
- Logistics Stations created by promoting an existing Logistics Desk (by dragging it onto a compatible SS plot in workshop mode) will now inherit the desk's level, instead of always restarting from level 1
- Fixed a bug with my GetWorkshopByObject() function that (possibly among other things?) broke some features of the Logistics Locker
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Version 2.0.0-alpha6
- Added a feature where building a Logistics Desk on top of a Sim Settlements plot will give you the option to merge the two into a full Station, without having to mess with ASAM sensor menus
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Version 2.0.0-alpha5
- Hardened some of the code against potential thread safety issues that might have rarely been able to occur previously
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Version 1.3.5a
- (1.3.5a reupload 1) Fixed a typo in info.xml (it's one of those days...)
- (1.3.5a hotfix) Fixed the locker's "Store All Junk" button not working
- (1.3.5 reupload 2) Forgot to bump the version number in info.xml
- (1.3.5 reupload 1) Removed a harmless ITM I accidentally left in the first 1.3.5 upload
- Reorganized the Logistics Locker menu a bit
- Added an option to the Logistics Locker menu to "re-link" the workbenches in the local settlement to your Logistics Storage container instead (provided it's also a Workshop), for more convenient access to most of your stuff—especially useful in places like Home Plate
- Added an option to the interior (e.g. Home Plate) Logistics Locker menu to temporarily export some components from Logistics Storage to the local workbench, to facilitate building in workshop mode for settlements that cannot have a supply line—components will automatically return to Logistics Storage when you leave the settlement so you won't forget
- Fiddled with the Logistics Locker constructible objects to prevent two sets of lockers from showing up sometimes (the old condition functions meant to prevent this never worked)
- A few minor bug fixes I think
- Probably something else I've forgotten—if you find any new features, let me know
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Version 1.3.4
- Added a few different supply line assignment algorithms, just for fun:
- - Minimum spanning tree—default, same as now
- - Maximum spanning tree—if you hate your provisioners, like the default except as inefficient as possible. This just inverts the algorithm to look for longest instead of shortest routes. Assignment priorities will also be inverted.
- - Starburst—connects all settlements directly to the defined master station, or if undefined, whichever station is first in the array.
- - Random—just picks totally random routes every time (what could go wrong?)
- ---
- Added two settings to the Misc menu that allow you to set provisioner travel/rename settings locally, for the specific station you're currently at
- Almost completely rewrote the redist routine to use a better (non-randomized) algorithm
- Multithreaded the redist routine a bit more while I was at it
- When spawned, Logistics Terminals will proactively look for other nearby terminals and delete them—this should fix the issue where SS sometimes spawns two terminals simultaneously, which can cause that "vertically split screen" issue, and/or cause the terminal to not apparently work correctly.
- More old code (including comment/documentation) cleanup—the fight never ends...
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Version 1.3.3
- It is now possible to manually specify which station will have the network's single "stationary" provisioner (because the network always has one more station than supply line), by defining a "Master" station using a Logistics Terminal
- The stationary provisioner will now be renamed "Provisioner Administrator", instead of just Settler (unless Provisioner renaming is disabled)
- Tweaked the supply line recalculation routine to use a more effective multithreading technique—on a save with 18 stations, the new function benchmarked an avg of 1.19s, down from 6.27s, about 1/5th as long (81% improvement)
- Also tweaked the resource redistribution routine—the same save benchmarked at avg 0.94s, down from 3.15s, or about 1/3rd as long (70% improvement)
- Increased default max concurrent Papyrus thread setting to 25, from 15—really, uncapping it entirely would probably work fine for 99% of all users, but still erring on the safe side
- Also increased thread setting cap to 128, from 50, because who am I to tell you what to do—note that the max number of threads ILS can spawn is inherently limited to the number of stations in your network anyway
- If your scripts lock up, and the Logistics Terminal Info screen just shows "...This plot has most likely not finished building yet..." forever, you can now unstick them by physically whacking the Logistics Terminal with an Immersion Breaker Breaker three times. Also, stop prodding at your saves with FallrimTools.
- Fixed Logistics Storage designator being able to just fall off of containers (forgot about physics...)
- Made sure that transferring very large numbers of items using the Logistics Storage Designator's "Transfer contents..." option will never cause item loss even if stack sizes are over 2^16-1
- Added the SS Sand, Dirt, Gravel and Clay components to the mod's component list, so auto-collection will work for that stuff too
- Fixed a couple minor bugs that occasionally caused errors in the Papyrus log
- Other minor script optimizations
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Version 1.3.2
- Fixed more inconsistencies with the redist routine, it should work precisely as intended now; previously, the numbers were almost always incorrect at a station or two because of a stupid logic error—thanks to cbrgamer3 pressing me to fix this
- "Total network [food/water] [surplus/deficit]" numbers are now more accurate; previously, stations with a surplus didn't have their supplier efficiency taken into account, so the numbers were usually slightly higher than what's actually available for redistribution—also, thanks to cbrgamer3 for finding this one
- Level 0 (unbuilt, but manned) stations are now actually valid resource suppliers, at an awful 50% efficiency (but only if all level 3, 2 and 1 station surpluses, in that order, are fully exhausted)
- Updated the info terminal page to look a little nicer
- Modest script optimizations
- The mod no longer ever forces resource recalculations when you enter a settlement anymore, because it is no longer necessary (technically, wasn't ever necessary, and I was just being stupid)
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Version 1.3.1
- Retroactively updated old (pre-1.3.0) Logistics Designator world objects to use the new activator, like i should have done in 1.3.0
- Rewrote the message shown when you get the Logistics Designator to hopefully make its functionality clearer
- Made the option to globally disable resource redistribution actually work...all this time that setting didn't actually do anything (oops... at least the local options worked as intended)
- Made some tweaks to the redist routine that maybe hopefully make it more reliable
- When redistribution is enabled, it is possible to see how many points of food/water are being imported by looking at a Logistics Terminal in build mode. (This was an unintentional side-effect of the previous change, but by documenting it, it is now a feature; sadly, export numbers are not shown.)
- Filled a missing script property, which might have made the "Access Storage" option from 1.3.0 act weird
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Version 1.3.0
- Added an additional button to the Logistics Locker menu that allows you to remotely access the inventory of any Workbench in your network
- Fixed conflict with WSFW that would break activation options on a Workbench containing a Logistics Storage Designator
- Added a setting that moves the "Access Storage" option on a Logistics Locker into the locker pop-up menu; a workaround for console users with mods like "Place Anywhere" that otherwise conflict
- Changed default "Provisioner mode" setting back to "vanilla" even if UFO4P is installed, as the issue necessitating the original change has been addressed on UFO4P's side
- Fixed a bug where ILS provisioners would erroneously get a second brahmin if vanilla provisioner mode is active
- Added support for that Canary thingy Kinggath made
- Optimized the minimum spanning tree function a little, also some additional inconsequential Papyrus tidying
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Version 1.2.3b
- (Changelog copied from 1.2.3 so the Nexus "quick-changelog" button will work properly)
- Added a new "mode" for provisioners that will prevent them from being unassigned from their work objects when UFO4P is installed (config under Misc. Settings); this mode will automatically be switched to from the default if UFO4P is detected
- Fixed a bug where descriptively named provisioners' names would tend to get stuck even after reassignment
- Logistics Lockers should now function over vanilla supply lines provided that those supply lines, at some point, connect to a settlement with an active Logistics Station
- A small compatibility tweak for Conquest settlements, these settlements will now allow you to build the "interior" kind of locker that doesn't check for supply line connections (supply lines still won't, and can't, work with these settlements)
- Fixed a few minor issues with the update script (any potential problems with existing saves should sort themselves out after you update)
- Fixed a bug where multiple sets of Logistics Lockers could be visible in the same settlement if that settlement had a certain unusual keyword arrangement
- (1.2.3->1.2.3a) Ensured that provisioners who are using the new assignment mode properly properly have their provisioner/supply line data cleared when they are unassigned from a station
- (1.2.3a->1.2.3b) Fixed a bug where Logistics Lockers would not work in exactly one of your networked settlements because of an oversight in the connectivity check
- (1.2.3a->1.2.3b) Made some tweaks so that deleted objects (terminals, powered ceiling fans) should stop running useless code and occasionally causing log spam (because the game engine only extremely rarely actually cleans up deleted objects for some stupid reason)
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Version 1.2.3
- Added a new "mode" for provisioners that will prevent them from being unassigned from their work objects when UFO4P is installed (config under Misc. Settings); this mode will automatically be switched to from the default if UFO4P is detected
- Fixed a bug where descriptively named provisioners' names would tend to get stuck even after reassignment
- Logistics Lockers should now function over vanilla supply lines provided that those supply lines, at some point, connect to a settlement with an active Logistics Station
- A small compatibility tweak for Conquest settlements, these settlements will now allow you to build the "interior" kind of locker that doesn't check for supply line connections (supply lines still won't, and can't, work with these settlements)
- Fixed a few minor issues with the update script (any potential problems with existing saves should sort themselves out after you update)
- Fixed a bug where multiple sets of Logistics Lockers could be visible in the same settlement if that settlement had a certain unusual keyword arrangement
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Version 1.2.2
- This version was only a couple of betas and changes were rolled into v1.2.3 (needed to bump the version number so some update code would run for users who tried the betas)
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Version 1.2.1
- Changed how ILS provisioners are renamed; instead of just "Provisioner", they will receive names like "Provisioner: Sanctuary to Abernathy Farm". This functionality is now default, but you can cycle it back to the standard "Provisioner", or no renaming at all under [Miscellaneous Settings]
- Added Salvage Beacons integration; operational level 2+ Logistics Stations will now count as Salvage Beacons Communication Stations, provided this setting is enabled
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Version 1.2.0a
- Fixed an issue where Logistics Stations would be removed from the network if they remotely upgraded or refreshed, and they would not re-add themselves until you visited the settlement (caused by me making a mistake in some Sim Settlements 3.2.0+ compatibility code)
- Reduced the cooldown on crafting Settlement Creation Kits from 12 game-hours to 10 seconds (there's still technically an infinite exp exploit here, but it's inconvenient enough that I doubt anyone would bother)
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Version 1.2.0
- Added an option to include alcohol & chems in the auto-collection routine
- Added an auto-donation feature, which will keep local city food and water reserves topped off with resources from Logistics Storage when enabled
- Fixed a bug that would occasionally cause deleted logistics terminals to explode, and added a recipe for scrapping existing exploded terminals
- Added a system to give you a little manual control over where supply line routing goes (for any two locations, you can configure the network calculation algorithm to either prioritize or deprioritize a route between them, so you can guarantee that a particular route either will or will not be taken)
- Added an improvised terminal to unbuilt, level 0 building plans; level 0 stations will now have poor resource efficiency, and won't include a locker, but you'll get a supply line connection to the rest of your network before the level 1 building is finished now (this is mostly intended to make the SS "realistic build times" setting less painful)
- Added a few miscellaneous tools, craftable at a City Planner's Desk:
- Settlement Creation Kit: think more OG GECK and not magical FO3 GECK, this is a utility item that only serves as a bundle of components for setting up a City Planner's Desk, a medium generator, a recruitment beacon, and enough foundations to stick a Logistics Station plot on (because I could never remember exactly what components I needed to take with me for these things)
- Three aid items: Summon Homeless Settlers, Summon Unemployed Settlers, and Summon Provisioners, which work basically the same as the Town Meeting Gavel, except only on those specific classes of settlers - Tweaked both building plans so that, with clutter disabled in your performance options, the "big clutter" objects will only spawn in as the least detailed possible variants, instead of nothing spawning at all.
- Tagged the base plot building models so that you can manually place things on top of them, instead of the the thing trying to clip into the floor or whatever.
- Added performance AVs to all spawnable objects, to comply with the new SS 3.2.0 performance stuff
- Tweaked some terminal entries for better readability
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Version 1.1.3
- Minor hotfix make the plot-spawned Logistics Locker work again
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Version 1.1.2
- Added an option to prevent provisioners from actually travelling between settlements, if you'd rather not have them wandering around
- Improved the accuracy of inter-worldspace supply lines (Far Harbor <-> Commonwealth etc), everything ought to work perfectly now
- Made misuse of stations (multiple per settlement) significantly more obvious, simultaneously preventing a condition where multiple stations in the same settlement might cause none of them to work
- Significant optimizations to both the supply line calculation and resource redistribution routines
- Added an additional constructible Logistics Locker for non-interior settlements; requires an active station in the same settlement to work, however.
- Rewrote my custom RNG functions to run faster, produce better quality randomness (period length is probably a dozens of orders of magnitudes longer now) and moved them into a separate library script (FastRandomLib)
- Added a work idle marker to the interior Logistics Station plot, after Tinuvia (of Wasteland Venturers) mentioned it would be a good idea
- Fixed some horrible clipping issues with the L3 interior LS plot that I previously missed somehow
- Fixed the ceiling fan rotation animation not always working properly
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Version 1.1.1
- Made some improvements to the way location data is extracted from settlements; settlement location is now recorded at the exact location of the map marker whenever possible, instead of the workbench.
- The above change should especially improve supply line accuracy when settlements are located inside interior cells.
- Made some tweaks to how settlements in non-Commonwealth worldspaces are handled by supply line calculations; it's not perfect (from the perspective of the map UI, anyway), but it's better than before.
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Version 1.1.0
- Added an interior plot version of the Logistics Station.
- Fixed an issue where the "Store All Junk" menu button could take certain quest items. Any of the affected quest items that are still in Logistics Storage will automatically be returned on update.
- Added an option to disable attacks at a designated workshop workbench, to prevent silent attacks from eating your item stockpile. If your current Logistics Storage is already a workbench, you'll be prompted upon updating about whether you'd like to enable this feature.
- Added a manually-placeable Logistics Locker to interior workshops, intended for Home Plate and The Mechanist's Lair and such where Sim Settlements plots can't be placed.
- Fixed a bug that was causing the Logistics Station cache not to clean out properly because of an inadvertent race condition, which was causing ex-provisioner unassignment to behave weirdly.
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Version 1.0.2
- Moved supply line information to my own data structure; this works around a rare game-engine issue, increases performance of certain functions slightly and lays some of the groundwork for a future addition I have in mind
- Tentatively fixed an issue that could occasionally cause supply lines not to recalculate as intended if a settler was assigned to a preexisting Logistics Station
- Retroactively fixed saves I slightly borked up if you ran [Unassign All Provisioners] while you had Nuka World raider settlements active
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Version 1.0.1
- Fixed a typo in the DLC04 compatibility script that was keeping some special handling for DLC04 from working
This would only potentially cause problems if all of these were true:
(1) you had logistics stations built,
(2) you had active raider settlements and
(3) you had manually run the [Unassign All Provisioners] terminal option
Otherwise this bug won't have affected you.
- Fixed a typo in the DLC04 compatibility script that was keeping some special handling for DLC04 from working
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Version 1.0.0
- Initial mod release.
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- Author's activity
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November 2020
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28 Nov 2020, 7:11AM | Action by: IDontEvenKnow
Attribute change
File 'IDEK's Logistics Station' description changed.
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28 Nov 2020, 7:11AM | Action by: IDontEvenKnow
Attribute change
Mod version changed to 2.0.0.
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28 Nov 2020, 7:10AM | Action by: IDontEvenKnow
Attribute change
File 'IDEK's Logistics Station' description changed.
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28 Nov 2020, 7:09AM | Action by: IDontEvenKnow
Attribute change
File 'ILS v2.0.0 beta' category changed to Old versions.
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26 Nov 2020, 2:12AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta11
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26 Nov 2020, 2:04AM | Action by: IDontEvenKnow
File added
ILS v2.0.0 beta [version 2.0.0-beta11]
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24 Nov 2020, 12:43PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta11
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23 Nov 2020, 10:27PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta11
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23 Nov 2020, 9:31PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta11
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20 Nov 2020, 7:48PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta11
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19 Nov 2020, 7:06PM | Action by: IDontEvenKnow
File added
ILS v2.0.0 beta [version 2.0.0-beta10]
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19 Nov 2020, 4:23PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta10
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19 Nov 2020, 4:22PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta10
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19 Nov 2020, 2:22PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta9
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17 Nov 2020, 6:12PM | Action by: IDontEvenKnow
File added
ILS v2.0.0 beta [version 2.0.0-beta9]
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17 Nov 2020, 5:58PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta9
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17 Nov 2020, 4:47PM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta9
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14 Nov 2020, 7:23AM | Action by: IDontEvenKnow
File added
ILS v2.0.0 beta [version 2.0.0-beta8]
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14 Nov 2020, 2:52AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta8
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13 Nov 2020, 6:51AM | Action by: IDontEvenKnow
Changelog added
Change log added for version 2.0.0-beta8
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- Mod page activity
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April 2024
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26 Apr 2024, 2:30PM | Action by: Mattia90X
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