AwesomeMod Bug Report Thread

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wizard_merlin:
Quote from: Thepumpula on 2013 January 20, 14:36:01

Quote from: J. M. Pescado on 2013 January 14, 09:05:27

I am investigating the aging issue, but examining the code reveals no particular reason why this happens, other than perhaps your game having a backlog of aging that it was slowly working through before you turned it on. The cutoff seems quite clear, unless something is now suddenly managing to bypass it. Can you directly observe the aging? Does it happen with only specific ages, such as elders dying, or is it acting as if the setting is being ignored?

So far has aged babies to toddlers, toddlers to children and children to teenagers..


When you switch families, do you know what their age was?  If you switched on the day they were due to age up, I believe the queued aging action, which you can't see, will still cause the sim to age at the end of the day, even with TS2 aging, or if you suddenly turn aging off, and you change active households.

AnnaM:
I have enabled TS2-style aging a couple of (RL) days ago because I wanted to try a different playing style, and I have noticed that at least 2 children have aged to teens. These are in families that I have never played - they were school friends of my playable child, which is why I noticed. It seems to have happened at the same time as my child aged, but this may be a coincidence -- she's been adopted as a child pretty much as soon as I moved into this new town, so she may simply be sync'd with the other schoolkids.

(I've also had an elder die, but I see that this has already been answered & isn't controlled by aging, so ok.)

vorpal:
I'm still on 1.42, so not really qualified to reply, but since the Supernatural patch my playable ghosts age, too, despite having disabled their aging in the config.

jezzer:
Quote from: vorpal on 2013 February 02, 08:53:29

I'm still on 1.42, so not really qualified to reply...


There's where you should have stopped your sentence.

Nancy:
Compendium is not working right.

If I transfigure compendium and put a compendium as one of the eight metals going in, it takes all the metals EXCEPT the compendium to increase the value for the output compendium.

I am running the game with no mods at all now, and the compendium is calculated as part of the input (which it is).   So I assume it is an awesomemod bug...

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