This page was last updated on 08 October 2021, 4:31AM
Changelogs
Version 2.1.3
Made some tweaks to the resource redist code to hopefully better cover SS2 Dynamic Needs
Related to the above, made a small but necessary tweak to how stats are recorded for the Resource Monitor that should improve accuracy slightly—existing queues will also be cleared in this version's update script
Fixed the global collection settings for the weapons and armor options that were added to 2.1.0, which previously couldn't be changed because of an oversight
Fixed the Resource Monitor teleport system sending you to weird places in some settlements (most notably Boston Airport)
Version 2.1.2
Tweaked the Resource Monitor system a bit to further reduce false positives
Added a configuration menu in the terminal to to expose Resource Monitor sensitivity settings for customization, if necessary
Version 2.1.1
Tweaked trigger conditions on the Resource Monitor system a little to hopefully reduce false positives, particularly on approaching a settlement
Hid the "Queue cleared" message in the Resource Monitor if there was only one entry in the queue
Fixed SS plot stations popping out of the network every time the plot upgrades (bug introduced in 2.1.0)
Version 2.1.0a
Fixed ILS2_LogisticsParent no longer being flagged as Start Game Enabled (oops)
Version 2.1.0
Added a new "Resource Monitor" system that will watch networked settlements for sudden, large drops in resource values--if one is detected, a message box will pop up offering to quickly teleport you to the affected settlement(s), fix its local resource values, and return you to where you were. This system relies on data already gathered as part of the resource redistribution code, and so is very cheap to run (no notable performance impact).
Added decorations to the Logistics Desks, basically the same sort of stuff decorating the SS interior plots (finally)
Added an option to force SS2 Empire links between all nodes in the Logistics Network (including desks!), so virtual resources/etc are guaranteed to properly share within the network--this setting defaults to OFF, because I'm a little unsure if this won't break SS2 in some yet-undiscovered way
Fixed an issue where the SS plots would stall and/or build weirdly because a couple of model paths hadn't been properly updated (ILS2_Prop_TerminalCable and ILS2_Prop_PoweredCeilingFan)--no clue how I did not notice this months ago
The remote workbench access menu now displays which which indicies you are viewing (i.e. 5-9/18), displays how many items are in each workbench next to the settlement name e.g. "Abernathy Farm (147)", and automatically reopens after closing an inventory interface, to make navigation of the menu more convenient.
Fixed a few small script errors in the remote workbench access menu that occasionally made it behave a little weirdly (duplicate buttons etc)
Added weapons and armor to the surplus collection options
Reorganized the terminal a bit
Opening/closing the workshop build menu will now trigger a resource redist recalculation, so changes to your network's stats are more readily accounted for if you e.g. build more water purifiers, or make any other changes to your settlements.
The mod will now warn, with a message box, when provisioners are unassigned from a station in a settlement you are not currently in, and give you an option to undo (reassign) or ignore this change
The mod will now warn, with a message box, when a provisioner is killed
Internally scaled version number up by 100,000x (2.0002 -> 200020.0) to solve accuracy issues with update code (1.x used to work okay, but that's not surprising given how floats work)
Removed some legacy update code used for prerelease versions (2.0.0-beta11 and earlier, which were only posted on the old mod page)
Fixed a bug with FastRandomLib.WeightedRandom() that was throwing off random object selection and preventing ~1/3rd of the SS plot's random objects from showing up in rotation
Made the workbench relinking feature ignore SS City Planner's Desks (if you kept getting message boxes about city leaders missing a desk, this was why--sorry)
On clearing a supply line, the script will now check that the supply line really did clear and retry if necessary up to 10 times--just want to see if this maybe can make those annoying "phantom" supply lines stop sticking
Version 2.0.1
Made the mod slightly more tolerant of workshops with bad (bugged/corrupt) map markers
Made the SS2 "redundant supply line removal" special handling code a little more aggressive
Added sanity checking for the SS2 compatibility patch, and the mod will now complain if SS2 is installed without the appropriate patch
Disabled the old "Travelling (alt)" provisioner mode because it hasn't served any useful purpose for a long time, and is more likely to cause problems than solve them (Its original purpose was to fix a conflict with UFO4P 2.0.4, which was resolved in 2.0.5)