The One Shiny: Autonomy Control

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Strangel:
-nabs- Awesome. Now if only we could all have ugly buttedness, endless peeing, etc in our games. Awesomeland for all!

dawnkeeper:
Yay! I just love new shinies! *grabs*

Quote from: raattgift on 2008 August 18, 08:14:41

....
More specifically what happens is that as I visit each lot for the first time after installing autonomycontrol, sims who were in the middle of doing things at save time are no longer doing them.  This is most obvious for sims who were asleep (which is my commonest case of "doing things" at save time) are suddenly standing by their beds in whatever they wore to sleep in the first place.   Toddlers that had been undergoing forced skillination are found a square away from the toys hey had been using, stowed infants have leaked onto the floor.


I seem to get this same thing when entering lots for the first time after installing new mods, etc. Not sure why this happens, but I guess I never really thought much of it.

Zazazu:
It's a reset. Patches will do the same thing. Motives should be maxed as well. A good habit to get into is to always stop your gameplay at 6:00 am or roundabout, that way the reset isn't at all inconvenient.

J. M. Pescado:
I made an Undiscovered Shiny that stops the motive-reset part of resetting, but Fat Gwilly People haven't asked. Plus I think its installation causes a reset.

raattgift:
Aha, if this is a generalizable shiny that causes resets to affect actions-in-progress but not motives (or ACR base times or asp scores or the like), then it is very shiny indeed.   (I mean "generalizable" in the sense that it could prevent motive resets caused by the installation and removal of experimental awesomeware, as well as typical non-awesome and (crossing fingers) EAxis cruft without having to coordinate with the cruft-writers at all.)

I think the last reset I had was when I infested my Macintoy with BV or perhaps a subsequent update of one of the small furry animal killing devices.  Terminated sleep + motive reset + ACR = Bonoboland.   Fappability decreases asymptotically with the number of such monkeyhouses visited.  After ten or so, I begin to ask myself if The Sims 2 would be better with more STDs than mere pregnancy.   

On the bright side, autonomycontrol lets me simulate microbial infections that affect the CNS in ways that cause aversions and maybe phobias analogously to how Toxoplasma gondii and the like can cause OCD.  The absence of a contagion mechanism is awfully non-parsimoniously theistic in a "free-willed" simverse (Player: "Naughty sim, you woohooed the town bicycle, now you have a disease which prevents you from using toilets!").   On the other hand, a small constant probability per woohoo is justifiable (e.g. mechanical chafing leads to infection from pathogens endemic to the sim environment; no need for sim-to-sim transmission, so no need for any checks on woohoo history) for those that are inclined to roll dice or consult PRNGs.


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