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TS3/TSM: The Pudding => The World Of Pudding => Topic started by: Claeric on 2010 April 02, 03:49:55



Title: On the topic of mailboxes
Post by: Claeric on 2010 April 02, 03:49:55
Are they safe to DECIMATE?

Or, rather, nuke?

I unlocked the french/egyptian/chinese mailbox for purchase. It requires moveobjects to place, and will not function- unless the original mailbox is nuked. At which point a sim directed to smelt/get cut will properly use the foreign mailbox.

Is this safe? Does the mailbox have inherent functionality with the lot like in 2 and 1? <_<


Title: Re: On the topic of mailboxes
Post by: Silent Dreamer on 2010 April 02, 05:25:06
Are they safe to DECIMATE?

Or, rather, nuke?

I unlocked the french/egyptian/chinese mailbox for purchase. It requires moveobjects to place, and will not function- unless the original mailbox is nuked. At which point a sim directed to smelt/get cut will properly use the foreign mailbox.

Is this safe? Does the mailbox have inherent functionality with the lot like in 2 and 1? <_<

Why don't you just try it and see?


Title: Re: On the topic of mailboxes
Post by: Claeric on 2010 April 02, 06:32:36
Because trying is what explodes games.

Also as a sidenote homes lifted from foreign worlds have these mailboxes and they function just fine, I just need to know if the mailbox has anything inherent in its coding or anything.


Title: Re: On the topic of mailboxes
Post by: The_Goddess on 2010 April 02, 06:36:58
Start a new game just for testing and try it.  What are you afraid of; that Sims you don't care about will not be able to get the mail?


Title: Re: On the topic of mailboxes
Post by: Jessnova on 2010 April 02, 07:00:43
If games downloaded with the Foreign mailboxes work correctly, logic says that things will work out fine.  However, since we're dealing with EAxis, yeah, use a new game save to test it on.  Won't explode much that way if things DO happen to go wrong.


Title: Re: On the topic of mailboxes
Post by: Claeric on 2010 April 02, 15:55:49
Hm, I suppose what I need to do is make a good sim (so they can donate), actually PAY bills insead of letting that "uh oh bills" message come up, and try to successfully send stuff out for smelting.

If those work, and I can still invite sims over and recieve mail and all that, then I guess it'll be safe to assume that the mailbox doesn't have any special functionality that is required for the lot.


Title: Re: On the topic of mailboxes
Post by: Zazazu on 2010 April 02, 16:44:04
I believe that the mailbox cues two NPCs: the mailperson (duh) and the newspaper deliverer. I'm having trouble on one lot right now with neither showing up on-lot, and I suspect it is because the mailbox is in a space that isn't big enough for them to access. Bills do still magically appear in the box.


Title: Re: On the topic of mailboxes
Post by: Claeric on 2010 April 02, 18:30:31
Since there was no sign that it's a major object, I tested for a few days and had no issues. Mail lady still came, paper boy still came, mail still came, gems still got cut, bills still came, cheats are still available by way of shift-clicking.

So I figure it's good!

http://fuzzylogicdishwasher.blogspot.com/2010/04/unlocked-wa-mailbox-and-regular-mailbox.html

There it is if anyone is interested.


Title: Re: On the topic of mailboxes
Post by: J. M. Pescado on 2010 April 03, 03:00:19
The reason othermailboxen don't work is because of The One Mailbox syndrome. The game assumes one mailbox and just picks the first one it sees as the One Mailbox.


Title: Re: On the topic of mailboxes
Post by: Claeric on 2010 April 03, 03:08:23
That's what I figured.

Luckily that also means that any mailbox will work without any recanoodling or anything, just zap one and the other works.


Title: Re: On the topic of mailboxes
Post by: J. M. Pescado on 2010 April 03, 03:48:42
Internally, the game is unable to perceive much of a difference between any object of class Mailbox. A Mailbox is a Mailbox, as far as the scriptcore sees it. The way it appears is a cosmetic behavior perceivable only by hunams.


Title: Re: On the topic of mailboxes
Post by: Gastfyr on 2010 April 15, 19:44:59
So if you just nuke the mailbox and don't replace it (or stick it in some inaccessable location as on Zazazu's lot), the mailcarrier and paper carrier will no longer come to the lot.  Does that have any actual negative effects?  Such as the repo man comming because I dind't pay bills I never got?

I think I'm going to have to try this.


Title: Re: On the topic of mailboxes
Post by: J. M. Pescado on 2010 April 16, 00:27:42
If you nuke the mailbox and fail to replace it, lot object verification will put it back eventually.