Business Controller: Business Runs YOU!
J. M. Pescado:
Quote from: magicmoon on 2006 October 10, 19:48:47
EDIT: Another question. I hired several employees for crafting that had no badges. But soon one employee (Brandi L) was demanding $80 an hour for her QC to be 17-19%, while her colleagues were getting $15 with QC 1-2%. This was a new neighborhood. In a previous neighborhood I had made that sim a manager, but I can't see how she could remember that from a deleted neighborhood. So what's her problem? BTW, her and the owner are best friends, so it isn't because they don't get along.
Do you have "relevant wages"? It includes a fix where random binary garbage can cause a sim to be detected as a manager and start demanding manager-class wages for no reason.
Magicmoon:
Yes, I do have relevent wages installed. In fact, I put it in before I even ran the game with OFB installed.
And what about the crafting station problem?
J. M. Pescado:
Quote from: magicmoon on 2006 October 10, 19:48:47
I'm having trouble with some employees that are assigned crafting tasks. I'll see an employee that is supposed to be crafting standing in front of their bench instead of working. They will have the red comfort icon in their bubble. Finally I'll make them selectable. Generally their comfort and energy will be at zero (The halfway mark on the bar), but their other stats will be in excellent shape. They will have 2 items in their queue; their crafting station and BRU, which when hovered over says "be taken by break". These 2 queue items will rapidly flip back and forth between each other. All the while the employee just stands there.
I have 2 expresso machines, a gnome, a sofa, food, and BUY available to the employees. These items are not being blocked when the glitch is happening. Cancelling all the icons and issuing an order to caffinate will temporarily stop the problem, but unless I manually fix all of their needs, the BRU controller takes back over and puts them back into the loop.
There have been several fixes for unresolvable motive problems, as well as the annoying "non-loungeable" issue. Update the entire macrostuffeths set. Employees that run into unresolvable motive lock will instead be dismissed from the lot and resummoned in a few hours.
idtaminger:
Maybe I'm missing this, but is there a choice for macro-badge building? Essentially, to assign a playable to a certain task and not have them wander off randomly?
Venusy:
Quote from: idtaminger on 2006 October 14, 19:50:19
Maybe I'm missing this, but is there a choice for macro-badge building? Essentially, to assign a playable to a certain task and not have them wander off randomly?
Macro.../Skillinator.../(Badge name)
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