Apartment Life Borkiness, or how i ended the world in 1 hour.

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trlaavh:
Nevermind... I'm just retarded. I have a hack that unlocks some buy/build mode objects for various types of lots, and what i thought was a closet door was really a apartment door. Stupid me, there ARE NO closet doors. >_< Anyways, I now just know not to use that on a residential lot. Whoops.

jwaas:
Well, I seem to have figured out how to fix one problem, and have noticed two others that I don't think have been mentioned yet.

Others have mentioned Sims with stuck skill-bar blue-thermometer things, that then won't disappear after cancelling out the skill-building action, following the Sim around everywhere.  Simply deleting the blue thermometer by use of moveobjects fixes that problem.  I can then have the Sim restart the skill-building activity, and it works fine.  The problem seems to have something to do with entering a lot after having changed some hacks around, kind of a lesser version of the problem where Sims that were at work or school when you last saved, show up at the mailbox upon reloading the lot.

And the new problems:

1.  This has happened several times.  An NPC who comes home from work with my Sim, will (as they often do) spend the night in the hot tub or at the chess board or whatever.  A dialog box comes up the next morning where the NPC angrily says, "You invited me to spend the night, and didn't even let me get any sleep!  I'm leaving!"  This in spite of the fact that (a) I thought being invited to spend the night, and then the other party not letting you get any sleep, was considered by many people to be a good thing? (b) My Sim did not, in fact, ask the NPC to spend the night; and (c) There is always a perfectly serviceable sofa, or even the other half of a double bed, in any of my Sims' houses, where the NPC could have slept if he/she really wanted to.

2.  This I only noticed once.  I had one of the Cordial sisters, after she became a witch, get some form of the plague.  So since she had learned it, I tried having her cast the spell on herself that makes a sick Sim healthy (I forget its name).  Two dialog boxes popped up:  "I'm cured!" followed immediately by, "Kimberly has the flu!  She must blah blah blah" etc.  The spell looked like it worked, but maybe it actually failed?

On an unrelated note, now that we have an EP with evil green witches and annoying toy dogs, I suppose it's only a matter of time (if indeed it hasn't happened already) that someone posts a screenshot with the caption, "I'll get you, my pretty!  And your little dog, too!"  :D

fanseelamb:
AL Medicine Cabinet + OFB Stage = FAIL   >:(



fanseelamb:
Quote from: Liberty on 2008 September 13, 04:15:13

*giggle* Why'd you place the cabinet so low? 


You can't shift the medicine cabinets up or down.   That's what happens when you try to use them in a bathroom built on an OFB stage.

Knukleur:
Quote from: Crash on 2008 September 11, 23:13:35

This is a very annoying issue.


Inconsistent borkness is borky!  My problem stairs-with-stages lots were all self-made.  Maybe there is a downloaded angle, though.  I usually do a few saves during the design & build phase of my projects, while the lot would still be residential.  My testing lots all had an extra step (no pun intended) where I moved the lot to the bin while it was still residential, as a backup, then placing a copy from the bin and going to the lot to rezone it as apartment.  Sort of a download within a sandbox?  I didn't package the lots, though.  I'll try building some more test stage apartments without the extra saves, and without the shift in & out of the bin, and see if that makes a difference.  I hope to get this done this weekend, but sometimes my free time gets diverted to playing rather than testing this game, and then there's these people and cats that keep insisting I do things like feed them and take a shower every day.

EDIT: Avoiding an in-progress save while the lot is residential doesn't prevent me from having stage/stairway issues.  I've found a pattern that I seem to be able to duplicate with successful L-shaped staircases.  I feel like I've been playing with one of those sliding tile puzzles most of the afternoon.  These patterns were observed in 2 and 3-storey apartments built on ground level (no foundation) with the apartment door leading directly outside and parallel to the street.  I assign the direction North to the back of the lot for this puzzle, and ascend one section of stairs to a stage before turning 90 degrees and finishing the ascent to the next storey.  So for instance, N,W, means the shorter run up to the stage is ascended with the Sim facing the back of the lot, and then turning left to finish the climb to the next floor.

Works:  N, W.  E, N.  S, W.  W, N.
Breaks:  W,S.  S, E.  N,E.  E, S.

I got the same results in the "works" pattern on single and double width runs of stairs, using 1 tile of stage for the single run and 4 tiles for the double run.  My butt got sore before I could try whether there might be a difference if the apartment door is perpendicular to the street, so I'm taking a break but posting what I believe is true.  As Anne B. Elk might say after explaining her theory of the brontosaurus, "AHHHHH-HEMMM!!"  I'll get around to testing U-shaped landing runs when I feel like it!

My test buildings all had a range, a refrigerator, and an end table on each floor.  When my test Sim arrived at the lot, units that had broken stair runs from the first floor would still show the end tables (in addition to the appliances) on the upper 2 floors, and it would disappear from the "rented" floor.  One test unit that had good stairs to the second level broke going to the third, and it showed a table only on that floor.   If the test Sim rented a broken unit, he could still reach the upper levels and fix himself toaster pastries without being charged for the food, but I couldn't add any furnishings or place anything on the end table.  When neighbors moved in to the remaining vacant units, if their unit had broken stairways then only the lower floor or floors would darken.  Rent in one test lot was $377 if just the first floor was recognized as an apartment, $754 for the lonely unit with 2 floors recognized, and $1,131 for the all-working units.

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