What hacks are there out there to controll servos the way you want?
Gwill:
For a long time I used Pescado's noservochores, even though I really want servos to do chores. I've tried taking it out several times and letting servos run loose, but all the stupidity they come up with on their own (especially playing with water wigglers) drove me mad. Keeping them on power idle overrides the chores, so that wasn't an option either.
I've tried Paladin's servo controller system, and I'm not exactly sure what about it bothers me so much, but I've never been happy with it, and as far as I understand it requires servos to have free will, leaving the problem of stupid behaviour.
Right now I'm using the individual free will off hack, and that is working a to a degree, but the fricking constant cooking is driving me absolute mad!
I have partially been able to counter that by using authorizedpersonnelonly to keep servos out of the kitchen, but since I want them to clean the kitchen, that's not a very good solution. So, I've started building a sort of pantry into my kitchen; a 2x3 tile room containing just the fridge and stove (also handy for locking out the nanny), and locking them out of there (although it takes a bit of fiddling, since there is no "deny > Servo" option). That mostly works, but I sometimes have problems with authorizedpersonnelonly not letting me lock the room, no matter what I try; the lock option just does not appear (problem persists on two lots, two other lots have locked their pantries without problem).
Any suggestions on how to deal with this?
I hate micromanagement. I want servos to clean, repair and garden; all the time, as soon as the option appears, and the rest of the time I want them to stand around not doing anything.
Does anyone know of a "no servo cooking" hack, and possibly "servo leave the fricking baby alone!" hack?
J. M. Pescado:
Put a 10-neat Servo with maxed Mechanical on "Be Farmer". His secondary task list will include cleaning, repairing, and gardening, although his first priority will be to tend your (critical) plants. Be Farmer does not require the presence of a business to assign. As Servos do not eat, he will never cook, nor will he be given any free will to do stupid shit. He will automatically power down and power up as needed to maintain his energy and Kick [The Cheat] for fun. And show up in chat more. Silly Fat Gwilly People.
Gwill:
One thing I miss with all the macros is that a macrotastic sim is sort of untouchable. Any free will sims around will be unable to autonomously start conversations and otherwise interact; so that's what I really like about individual free will off.
I still want a slave-mode macro, even though be farmer is close to what I want.
Any idea what's preventimg me from locking kitchens properly? They have real doors; not arches, the room is completely walled up; no fences or half-walls, but the option to lock/unlock does just not appear.
J. M. Pescado:
Quote from: Gwill on 2007 June 07, 14:08:14
One thing I miss with all the macros is that a macrotastic sim is sort of untouchable. Any free will sims around will be unable to autonomously start conversations and otherwise interact; so that's what I really like about individual free will off.
This sort of behavior is actually deadly, as a sim that is being bombarded with socials can end up stunlocked and unable to function because the attacks keep resetting its countdown-to-do-something. I am experimenting with an autonomy tweak to cause it not to wait to choose an action if it has low motives, to avoid stunlocking.
Quote from: Gwill on 2007 June 07, 14:08:14
Any idea what's preventimg me from locking kitchens properly? They have real doors; not arches, the room is completely walled up; no fences or half-walls, but the option to lock/unlock does just not appear.
The Lock option will not appear in two cases: A: The room is already locked for some reason (unlock will appear instead), or B: You have not chosen any locking modes.
Gwill:
The rooms are not locked, because no unlocking option appears. I have picked plenty of locking modes (visitors, autonomous, hostiles, disruptive, pass-through, tourists, animals, sometimes even everyone) and added a few overrides to let in those who should get in. Still no luck.
I've even fiddled a bit around with the debug options, and the only thing that seems to do anything is forcing error and re-setting; then the unlock option appears, but the room still acts unlocked. If I try to unlock it, the option to lock it again does not appear.
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