Freetime and Autonomous Eating
imyourboy:
Ok, I did the search and I couldn't seem to find anything on this but ever since I installed Freetime my Sims won't fix food on their own. They will die before they will go to the fridge to fix anything.
I even sold the fridge and got new freetime fridges thinking maybe that was the problem but to no avail.
Is there any fix for this at all anywhere, I hate that they won't fix food unless I tell them to.
J. M. Pescado:
Don't look at me. I wouldn't know, and even if it were true, I sure as hell ain't fixing it. Sim-autonomous eating is dumb as a rock and if they DON'T, that's an improvement over mass-lobster-incineration.
Liz:
I had this same problem, as talked about here:
http://www.moreawesomethanyou.com/smf/index.php/topic,11958.msg337783/topicseen.html#msg337783
I'm playing with the "leftovers" array by Dizzy, which you can find at Laden Swallow, and suspected I might have something wrong with these, but all my versions were up to date. Strangely, after exiting the game and restarting, the problem was gone. Baffled as to why that ship suddenly righted itself, but I won't complain. Still, no, you're not alone. I've seen the same problem reported by others as well with no real, reliable fix found so far.
I'm also firmly anti-lobsterthermidoricide (these stupid fracks can NOT be trusted to manage their own hunger), and while Dizzy's leftovers system isn't perfect, it's a damn sight better than leaving these idjits to their own devices.
J. M. Pescado:
I may eventually get around to making a "FOOD EATS YOU!" device which will basically function as a signal-light for sims seeking food with a modulated advertisement and autocalc food selection. Then you just keep them from autonomously entering the kitchen. But I have no real way to test this.
talysman:
Quote from: J. M. Pescado on 2008 June 15, 19:15:03
I may eventually get around to making a "FOOD EATS YOU!" device which will basically function as a signal-light for sims seeking food with a modulated advertisement and autocalc food selection. Then you just keep them from autonomously entering the kitchen. But I have no real way to test this.
You could just sync it up with the FFS security system so that the security system won't allow non-hungry sims into a particular area. Kitchen, Pantry, whatever. Better yet, modify the security system by adding a hook for a generic monitoring device. Any given device, such as "FOOD EATS YOU", can be programmed to look for a security system and call the "set condition monitor" routine on the system. The security system can then be set to allow/reject sims based on a report from "generic monitoring device". Generic Monitoring Device (in this case, FOOD EATS YOU) does whatever calculations it sees fit on the sim trying to enter the area and reports back to the security system whether the sim should be allowed to pass.
You could have all sorts of monitoring devices. A heart-rate monitor, modeled after an EKG, that checks Energy so that you can kick sleepy sims out of couch areas or block them from espresso machines, or *only* allow sims with 50% Energy or better into the exercise room. Torture devices that lock all the exits to a boring, uncomfortable room when a sim inside drops too low on Fun or Comfort. And now I'm trying to think of a way to have a device lock the door when someone tries to remove trash from a filthy room...
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