More Awesome Than You!

TS2: Burnination => The Podium => Topic started by: Marvin Kosh on 2007 November 09, 16:07:04



Title: Stocking defective goods in shops
Post by: Marvin Kosh on 2007 November 09, 16:07:04
When robots are made at the crafting station, there is a certain margin for failure.  However when employees are assigned to make many robots they automatically put their finished item in the owner's inventory regardless of its state.  Furthermore, anyone assigned to restock items will put goods on display regardless of their state of repair, and customers will buy broken goods without a second thought.

If you watch your crafting stations like a hawk and spot a faulty item as it is finished you can pull it from the owner inventory right away and have someone fix it.  Other than that I don't see any other way to enforce certain quality standards.  Is it possible to chain a repair interaction after a defective unit is made?


Title: Re: Stocking defective goods in shops
Post by: doren on 2007 November 09, 16:58:48
Apart from being generally rather useless the robots broke almost immediately when my sims tried them (regardless of badges or mechanical knowledge), so it does not really make a big difference if they are already broken when they are sold. I am sorry to have to tell you, but you are not selling a quality product in the first place.

The jack-in-the-box with the devil inside is sorted as a different category and will only be used to restock others of the same kind.


Title: Re: Stocking defective goods in shops
Post by: Marvin Kosh on 2007 November 09, 17:15:36
There's a hack (http://www.moreawesomethanyou.com/smf/index.php/topic,3738.0.html) here on the site which makes robot breakage less frequent.  I'm not saying it makes them hugely better, but there are a couple of robots that are worth using when they go for long periods without breaking down.


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 09, 17:29:49
I was not aware this was a serious problem with robots, since any robot you buy will soon be broken anyway, and it is a trivial matter for a sim to fix it. Heck, even when they work, they're not exactly USEFUL. Broken snapdragons is a much more serious concern, since even having the item on the shop floor is hazardous. We recommend you not employ crafters who do not have platinum state, which seems to eliminate craft failure.


Title: Re: Stocking defective goods in shops
Post by: Marvin Kosh on 2007 November 11, 09:55:00
Interestingly (or not) enough, when you improve your badge it doesn't eliminate the chance of failure for the items you've already learned to make.  Even having figured out how to build a flying robot, you can still screw up making a basic toy robot.


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 11, 10:04:18
The fail odds are tied to aspirational level, platinum = no fail, non-platinum = fail. Don't use nonplatinum crafters for snapdragons. For other goods, where it's unimportant if they do it right, it doesn't matter.


Title: Re: Stocking defective goods in shops
Post by: Lord Darcy on 2007 November 12, 07:37:53
Interestingly (or not) enough, when you improve your badge it doesn't eliminate the chance of failure for the items you've already learned to make.  Even having figured out how to build a flying robot, you can still screw up making a basic toy robot.
It seems a little different with toy making. They seem to fail only at the hardest items they can make at their badge level. A gold-badge Sim only fails at Water Wiggler, but almost never fails at Kite or Clown-in-a-Box even in the red aspiration. Similarly, a silver-badge Sim only fails at Kite, and never fails at Clown-in-a-Box. I'm actually a little disappointed that they lose the ability to make evil toys when they hit permaplat. I LIKE evil toys, they are much funnier. ;D


Title: Re: Stocking defective goods in shops
Post by: Gwill on 2007 November 12, 08:40:14
Not sure about that.  I had a servo with max all skills and badges, in constant aspiration failure, and he made all kinds of broken toys.  But broken toys are annoyingly rare.


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 12, 08:42:21
I have an Undiscovered Shiny which causes Evil Toys to be the standard for mean sims.


Title: Re: Stocking defective goods in shops
Post by: witch on 2007 November 12, 10:33:01
Gwill? That's your cue I believe? Mate?  :-*


Title: Re: Stocking defective goods in shops
Post by: Gwill on 2007 November 12, 15:43:33
/me jumps up and down!
Release silly shiny!


Title: Re: Stocking defective goods in shops
Post by: Zazazu on 2007 November 12, 16:26:49
I have an Undiscovered Shiny which causes Evil Toys to be the standard for mean sims.
Oooh. Putney Ridge would have soooo much fun with that. She's such an ass. Loves her twin and girlfriend to distraction, but is absolutely cruel to her little brother.


Title: Re: Stocking defective goods in shops
Post by: Doc Doofus on 2007 November 13, 02:39:59
What are Evil Toys?  (Googling but not finding it.)


Title: Re: Stocking defective goods in shops
Post by: bowrain on 2007 November 13, 02:42:46
What are Evil Toys?  (Googling but not finding it.)
The evil kites, I believe. Sims got electrocuted when they play with them


Title: Re: Stocking defective goods in shops
Post by: Doc Doofus on 2007 November 13, 03:46:14
Is this a bug or a feature?  Please tell me it's a feature!  Any other evil toys?  Do they look different?


Title: Re: Stocking defective goods in shops
Post by: bowrain on 2007 November 13, 03:57:54
A feature, and yeah they look different, they have this evil face instead of fancy colorful drawings on them. I don't recall any other evil toys, but i could be wrong


Title: Re: Stocking defective goods in shops
Post by: neriana on 2007 November 13, 04:01:48
There are evil versions of all the toys Sims can make, I think. The evil jack-in-the-box is especially nice.


Title: Re: Stocking defective goods in shops
Post by: Doc Doofus on 2007 November 13, 04:07:52
That nails it.  I WANT EVIL TOYS.  I WANT THEM NOW DAMMIT.


Title: Re: Stocking defective goods in shops
Post by: Lord Darcy on 2007 November 13, 04:35:16
There are evil versions of all the toys Sims can make, I think. The evil jack-in-the-box is especially nice.
No, there are only three kinds of evil toys. (Clown-in-a-box, Kite and Water Wiggler)

More info about evil toys here: http://www.snootysims.com/infoindex.php?id=badges


Title: Re: Stocking defective goods in shops
Post by: Zazazu on 2007 November 13, 06:35:35
Oh that's what the kite does. I've just been throwing them away/selling them as they are ugly. Now I see that they are a Knowledge sim's best friend. That's what I need to put Putney on (she's Knowledge). Then when she and Marjorie's three-bolt lovefest gets so annoying I can't stand her anymore and I feel like getting away from OMG twindom, she can play with the kite a little too much.

<insert evil laugh>


Title: Re: Stocking defective goods in shops
Post by: jsalemi on 2007 November 13, 19:25:59
And don't forget the bad snapdragons -- if memory serves, they decrease nearby sims' motives, instead of increasing them, possibly to the point of death if the sim's needs are low enough.


Title: Re: Stocking defective goods in shops
Post by: notveryawesome on 2007 November 14, 06:53:20
I could be mistaken, but don't the faulty craftables sell for less than the non-faulty ones? For example, when you sell a broken toy robot directly from inventory, it sells for a bit less than the perfect ones. Doesn't this also work with the OFB shelves? Personally, I choose to think of it as 'scratch and dent' merchandise being sold for a discount.


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 14, 07:20:36
Nope. Prices are prestamped onto the item, so what you restock with doesn't affect anything. In fact, to a great degree, prices are simply entirely arbitrary.


Title: Re: Stocking defective goods in shops
Post by: Lord Darcy on 2007 November 14, 10:16:12
Prices are prestamped onto the item, so what you restock with doesn't affect anything.

This can be exploited when running a bakery. Prices of meals cooked from fresh food is higher than normal food. Initially stock the bakery with goods cooked from fresh food. Once you set the price, restocked goods cooked from normal food will be sold at the initial higher price unless you reset the price.


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 14, 17:26:00
There really isn't a point to trying to "exploit" anything. You can just use the "custom price" tag when a sim sets the price of an item to set any arbitrary price you want. Unless you go COMPLETELY overboard, and that's pretty damn hard, you can just set anything you damn well please. I sell the damn things off for $1000 each, no problem. :P


Title: Re: Stocking defective goods in shops
Post by: Zazazu on 2007 November 14, 18:17:49
I sell the viking ship for about $9,500, custom priced well over ridiculously expensive. It retails for around $4800, and the collectibles tent biz has all five wholesale discount levels. Why can it sell for so much when you can't even sail it? Because everyone needs a viking ship (http://www.modthesims2.com/showthread.php?t=196080)!

(http://thesims2.ea.com/sims2_exchange/story/22/193422/thumbnail_94365f0d_74368fdb.jpg) (http://thesims2.ea.com/exchange/story_detail.php?asset_id=193422)


Title: Re: Stocking defective goods in shops
Post by: J. M. Pescado on 2007 November 15, 07:33:07
Sweet! This is exactly what I need the next time someone else dies on MATY.