CAW and Use of Seed Spawners
daisylee:
Has EA ever advised us as to why we should not be using seed spawners now in CAW? We must be able to use them only on lots? I am redoing a hood I made in the past and am wondering if I need to pull the seed spawners out of that one before making the final revised version.
I just did a search in the Prima Guide and there is not a single mention of seeds in Bridgeport, but I know there are some in the butterfly lot as my Sim found them there.
It sure would make it a heck of a lot easier for us if EA would do more than just add a few words in CAW.
J. M. Pescado:
I can't think of any particularly good reason, so in the absence of an actual logical reason, I would simply ignore this piece of helpful EAxian advice.
Zazazu:
I use seed spawners all the time. My current world that I'm working on the buildings for, which I've been playing for the past three weeks, has had absolutely no problems and the seeds seem to have spawned as they should have and are picked up/used properly. I have another world that is still in the CAW stage, spawners place and appear in EiG.
So...EA's a bunch of idiots?
Seeds and such look so much better when they are placed in semi-hidden areas or in remote places. Not on lots.
Ellatrue:
Perhaps it is related to the new lot placing tool? Could there be issues with making a new lot over an area with a seed spawner--perhaps deleting the spawner, or making it inexplicably impossible to place the lot?
Zazazu:
Nope, I've done that. Lot places fine when in game. Spawner appears in the new lot and is moveable/deletable with moveobjects on. Lot functioned as needed. In my case, it was a 10x10 lot I placed just so I could plop down some scrap piles and a few broken boats, but sims visited and there was NPC activity. Spawner items were able to be collected.
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