More Awesome Than You!

TS3/TSM: The Pudding => The World Of Pudding => Topic started by: Architect Manic on 2010 June 17, 23:35:36



Title: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 17, 23:35:36
I've been playing about with tomb creation. but I've noticed that some of the features only work when the planets are correctly aligned, and others never seem to work.
I've had problems with:

1. Doors: Most of the time when I click 'lock' the padlocks don't appear. Now I know that most doors don't have a padlock, but I'm talking about the tomb doors that are supposed to have them. Sometimes I've managed to make the padlock appear by a fluke, simply by deleting the door 10-20 times and placing it again until the lock appears. Is there an easier way to get the padlocks to appear consistently?

2. Chests: Here I'm talking about setting a chest so that it can only be opened with a keystone. I've tried many times now and this feature doesn't seem to work at all. Is there any way to make it work?

3. Treasure Spawners: I've noticed that it takes a few days of gameplay for any treasure to spawn on them, meaning that my sim's first visit to the tomb is less than rewarding.

4. Tomb Markers: This is quite a rare problem, but sometimes the rooms don't unfog properly, leaving my sims wandering in darkness. It's nothing to do with the settings, and sometimes they unfog after a long delay.

Ultimately, I'd like to know if anyone knows of any tips and tricks to circumvent these problems. I can live without the treasure spawners but the padlock and chest issues are really bugging me.
Thank you.


Title: Re: Tomb Creation - Broken features.
Post by: J. M. Pescado on 2010 June 17, 23:39:42
No idea about any of the others, but AwesomeMod has a command to force all the treasure spawners to pop, "resetspawners" or something like that.


Title: Re: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 17, 23:43:03
I see. I did have a brief read through the feature list for the AwesomeMod, but I must have missed that detail. Thank you very much, that will make things a lot easier for me. There's something wonderfully cruel about placing a valuable treasure tantalizingly out of the player's reach until they complete a punishingly difficult puzzle.  ;D


Title: Re: Tomb Creation - Broken features.
Post by: The_Goddess on 2010 June 18, 00:43:56
I've got a bit of tomb building under my belt both before and after Ambitions came out.  There has always been frustration with the doors not showing the chains.  This is not a new issue.  If you do not set the door and it's activation triggers in precisely the right order, they do not show the chains, but they are none the less locked.  
The treasure chests will not show the proper key on them until one of your Sims goes on vacation.  This makes testing tombs while building them very frustrating, but I have yet to find a work around.  It does not matter if you are building the tombs at home or abroad, the vacation is the trigger.  Many of the spawners require this trigger as well.  


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 00:46:19
I have never had any of these issues. Not sure what that means.


Title: Re: Tomb Creation - Broken features.
Post by: J. M. Pescado on 2010 June 18, 00:59:59
I see. I did have a brief read through the feature list for the AwesomeMod, but I must have missed that detail.
That is because it is not on the feature list, it is a debug command I made for my own testing useages to trace a bug, that was never believed to be of interest to the peasantry.


Title: Re: Tomb Creation - Broken features.
Post by: The_Goddess on 2010 June 18, 01:21:05
I have never had any of these issues. Not sure what that means.

Then why do you feel the need to make a comment?  Do you have OCD that compels you to comment in every single thread for no reason what-so-ever?


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 01:27:31
Well, the point would more be to say that they clearly aren't errors just inherently there in every game. The only one I've seen is the one with the treasures not appearing immediately, which isnt really an error, because it's just normal spawner behavior.

It's not liuke I came in and went "Hey guys what is up nothing here lol", the point was what I just said: I don't experience it, you guys do, not sure what that means- it could mean you guys have a conflict or it's a really inconsistent kind of thing.


Title: Re: Tomb Creation - Broken features.
Post by: rohina on 2010 June 18, 01:33:42
JFC is there ANY thread in the horror that you haven't shoved your shouty oar into? I am not concerned so much for myself as for all the noobs you may be leading astray.

WON'T SOMEBODY THINK OF THE NOOBS?


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 02:12:44
I don't know what I did wrong. I am sorry if I am wrong when I see a forum and think the point is to contribute or take part in discussion, I guess? I really don't understand what is wrong about "shoving my shouty oar" into any topic I have anything to say about.

In this case, someone posted some issues, and I submitted the information that I personally do not experience them, so they are probably not a universal thing. Sorry for trying to contribute information.


Title: Re: Tomb Creation - Broken features.
Post by: rohina on 2010 June 18, 02:38:53
You AREN'T contributing information, is the problem. You are contributing noise, but no signal. You are perilously close to becoming the new ZephyrZodiac, who used to post in every thread, whether she had anything useful to say or not. If that's what you want to do, you need to go to Jeffistan, where they tolerate that kind of thing.


Title: Re: Tomb Creation - Broken features.
Post by: FireDrake on 2010 June 18, 03:00:46
I've had this happen to me with the doors before. I would set them up to be opened by stepping on a hidden panel so I would lock them so they couldn't be "Opened upon Inspection." However, on entering the tomb with my sim, the door would either be locked and unable to be opened via the hidden trigger or opened already. I think it's something to do with the way you set the behaviors and the triggers.


Title: Re: Tomb Creation - Broken features.
Post by: witch on 2010 June 18, 05:24:31
In the Poofs' house I uploaded I couldn't get the fogged areas to stay fogged and the doors were really touch and go as to whether they'd do what I wanted. I've only built one tomb, mainly because it was all so unreliable.


Title: Re: Tomb Creation - Broken features.
Post by: IgnorantBliss on 2010 June 18, 10:47:56
You AREN'T contributing information, is the problem. You are contributing noise, but no signal. You are perilously close to becoming the new ZephyrZodiac, who used to post in every thread, whether she had anything useful to say or not. If that's what you want to do, you need to go to Jeffistan, where they tolerate that kind of thing.

In my opinion, at least in this particular case it is useful information to know if someone is not experiencing a problem with a game feature. Knowing that may narrow it down to fewer possibilities when looking for a solution. Either there is something different with the original poster's game, or they are doing something differently from the people who do not have the problem. Now we know it's not something that anyone with any version of the game is experiencing.


Title: Re: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 18, 18:09:52
That is because it is not on the feature list, it is a debug command I made for my own testing useages to trace a bug, that was never believed to be of interest to the peasantry.

Aha. Well that explains it. I'm sure that it will prove useful to me. It got really annoying to test a tomb over and over again only to find that the spawners weren't doing anything.


I've got a bit of tomb building under my belt both before and after Ambitions came out.  There has always been frustration with the doors not showing the chains.  This is not a new issue.  If you do not set the door and it's activation triggers in precisely the right order, they do not show the chains, but they are none the less locked. 
The treasure chests will not show the proper key on them until one of your Sims goes on vacation.  This makes testing tombs while building them very frustrating, but I have yet to find a work around.  It does not matter if you are building the tombs at home or abroad, the vacation is the trigger.  Many of the spawners require this trigger as well. 

I didn't claim that it was a new issue. I only just got World Adventures recently, and I'm not getting Ambitions until someone manages to fix some of the major problems with it.
I just found the unpredictability of the door padlocks to be both unusual and, frankly, irritating. I know that the doors are actually 'locked' even if the padlock doesn't appear, but I really like the effect and it also helps other players (with whom I share my tomb lots) to tell whether a door is locked or not at a glance.
If I was creating tombs purely for my own enjoyment it would be a problem, as I already know which triggers do what, and whether a door is open or not.
As an alternative, I decided to use dim colored lights around the door which would be red if the door was locked, or white if the door was open. That, combined with the Cause/Effect FX should help players to work out where they need to go next.

I wasn't aware that actually 'going' on vacation would function as a trigger. I have always built my tombs while my sim was already on holiday, so that he was close by when it came to testing time. I'll be sure to take your advice into account the next time I want to test one of my tombs.


The only one I've seen is the one with the treasures not appearing immediately, which isnt really an error, because it's just normal spawner behavior.

I've not used spawners much so I really wouldn't know. However, some of the spawners were taking over 5 days to spawn any treasure, which is about the average length of a holiday. Obviously it is important that the treasure is available when the sim enters the tomb.


I've had this happen to me with the doors before. I would set them up to be opened by stepping on a hidden panel so I would lock them so they couldn't be "Opened upon Inspection." However, on entering the tomb with my sim, the door would either be locked and unable to be opened via the hidden trigger or opened already. I think it's something to do with the way you set the behaviors and the triggers.

Hm. All of the triggers I have tried have actually done what they were supposed to. The only problem I had with the doors was the visual effect of the padlock. I have found that with secret doors the easiest way to stop the player from opening upon inspection is to simply click "Make Un-discoverable"; that prevents the 'inspect' interaction from appearing on a mouse-over. Alternatively, if you wanted to make it so that the door could be found, but not opened, you can click "Lock"; the sim will be able to find the secret door, but not open it.


In the Poofs' house I uploaded I couldn't get the fogged areas to stay fogged and the doors were really touch and go as to whether they'd do what I wanted. I've only built one tomb, mainly because it was all so unreliable.

Some of the tools do seem to be rather touch-and-go. With my last tomb, I tested it twice in a row before I shared it, without changing anything between tests. On the first test, everything worked correctly. On the second test, some of the rooms didn't unfog properly.

I've also noticed that the ability to move the statues can sometimes differ between versions. For example, during all of my tests I was able to push a statue past a wall light. However, several people who later downloaded my tomb claimed that they couldn't push the statue past the light, and showed me screen-shots to prove it. I ended up having to repackage and re-upload my entire tomb for the sake of a wall light. It just goes to show that certain objects can behave differently in different game setups.


In my opinion, at least in this particular case it is useful information to know if someone is not experiencing a problem with a game feature. Knowing that may narrow it down to fewer possibilities when looking for a solution. Either there is something different with the original poster's game, or they are doing something differently from the people who do not have the problem. Now we know it's not something that anyone with any version of the game is experiencing.

I have the original game + WA and the latest patch. At the time of writing I didn't have any mods installed. Usually, with regard to the door padlock problem, I attempt to lock the door as soon as I place it; should I be trying to lock it at a different stage of setup?
I will try out the information that The_Goddess provided regarding the chests and spawners in relation to the travel triggers, and return with me findings.





Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 18:12:08
Are you just locking them and not being satisfied? Or are you locking them and hooking them to something which is directed to unlock them? I'm not sure, but I dont think the padlocks actually appear unless the game is aware that it's supposed to be a tomb, which could require any number of things- a tomb room on the other side, a switch to unlock them...


Title: Re: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 18, 18:32:17
Are you just locking them and not being satisfied? Or are you locking them and hooking them to something which is directed to unlock them? I'm not sure, but I dont think the padlocks actually appear unless the game is aware that it's supposed to be a tomb, which could require any number of things- a tomb room on the other side, a switch to unlock them...

Oh? I didn't realize that. Usually I like to finish a room before placing a tomb marker, so maybe that is the problem. I'll be sure to take that into account when I begin my testing and report back with my findings.
That said, the padlocks have appeared in the past, albeit sporadically.

Generally, all of my locked doors are linked either directly to a switch, or indirectly to multiple switches via the Processor item. As I said in my previous post, the most important function of the padlock (for me) is to allow the player to see what they have unlocked. Many of them have only ever used EA tombs which almost invariably use the padlocks as an indicator.


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 18:41:23
As far as I can tell, a door locked while building a tomb is just like a door locked while building a house. Only once it's linked to something (unless it's a tomb door specifically) does it become "tomb locked", meaning a sim can't just click it and unlock it.

ANY door placed on a room with a tomb marker gets the "go through" interaction, so I think the marker is necessary for it to truly count as a tomb door- which gives it the padlocks.


Title: Re: Tomb Creation - Broken features.
Post by: Georgette on 2010 June 18, 19:44:06

N O I S E


STFU.


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 18, 19:45:51
You're being just a little bit stupid. I'm trying to help with a problem. Go fuck yourself.


Title: Re: Tomb Creation - Broken features.
Post by: Georgette on 2010 June 18, 20:08:48
You're being just a little bit shouty. You could help more people by clicking logout.


Title: Re: Tomb Creation - Broken features.
Post by: rohina on 2010 June 18, 21:28:10
You're being just a little bit stupid. I'm trying to help with a problem. Go fuck yourself.

Dude, you say you "try" to help, but you never actually DO. This is a problem because your NOISE drowns out anyone who might actually be helpful.


Title: Re: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 18, 22:36:33
This topic is getting just a tiny bit awkward.  :(

In an effort to get things back on track, I can report that placing the tomb room markers and creating triggers before attempting to lock the doors made no difference - in most cases the padlock still did not appear. I have noticed, however, that a padlock seems more likely to appear immediately after I have entered the lot, and before I have typed in the testing and buy debug cheats. I've also noticed that a padlock is far less likely to appear if the door was placed while moveobjects is active.



Title: Re: Tomb Creation - Broken features.
Post by: witch on 2010 June 18, 23:31:00
This topic is getting just a tiny bit awkward.  :(

Ya reckon? Have you not yet registered the ambience of the site?


Title: Re: Tomb Creation - Broken features.
Post by: rohina on 2010 June 19, 01:14:18
This topic is getting just a tiny bit awkward.  :(

In an effort to get things back on track,

Dude, it is not your job to redirect people back on track. Pull your head in.


Title: Re: Tomb Creation - Broken features.
Post by: Architect Manic on 2010 June 19, 15:33:58
This topic is getting just a tiny bit awkward.  :(

In an effort to get things back on track,

Dude, it is not your job to redirect people back on track. Pull your head in.

Alright, duly noted. Force of habit I'm afraid, I've worked as a moderator at all kinds of forums with all kinds of people; even so, this forum never fails to surprise me. :-p


Title: Re: Tomb Creation - Broken features.
Post by: Simius on 2010 June 19, 15:40:45
This isn't necessarily 'borked',  but I wish that you could the Hidden Floor Switches had the linked behavior "step off" just like the floor switches that you can push moveable statues onto.  It would make some of the retarded things I am doing in my game 100 times easier, if not possible. 


Title: Re: Tomb Creation - Broken features.
Post by: Claeric on 2010 June 19, 16:36:58
This isn't necessarily 'borked',  but I wish that you could the Hidden Floor Switches had the linked behavior "step off" just like the floor switches that you can push moveable statues onto.  It would make some of the retarded things I am doing in my game 100 times easier, if not possible. 

You could surround it with other hidden floor switches which turn it off. I don't know what exactly you're trying to do, so that might not work. What is it you want them to do?


Title: Re: Tomb Creation - Broken features.
Post by: Simius on 2010 June 19, 17:06:10
This isn't necessarily 'borked',  but I wish that you could the Hidden Floor Switches had the linked behavior "step off" just like the floor switches that you can push moveable statues onto.  It would make some of the retarded things I am doing in my game 100 times easier, if not possible.  

You could surround it with other hidden floor switches which turn it off. I don't know what exactly you're trying to do, so that might not work. What is it you want them to do?
That's more or less what I ended up doing.  I'd  try to explain but honestly it is rather complicated and so my explanation would just be confusing and wouldn't really help anyone else out even if they understood what I was getting at.

As an aside, I learned something.  If you have two hidden switches, one that locks a door and one that unlocks the same door, the second link you connect to the door overrides the first one.  So, for example if I link the unlocking action second and have a sim stand on both switches the door will be unlocked but will lock if the sim standing on the unlock trigger walks away.  
  I'm no longer sure if this is true.  It might revert to whatever the original setting was.  Either that or my lot just got bugged while I was doing shit with it. 

Now what I need is for the traps to actually be a little bit dangerous.  I've zapped a sim a dozen times with the electricity trap and he won't die.  Same goes for the fire trap.  It is kind of hard to build a prison and execute sims when no matter what I do they are immune to the execution chambers.



Title: Re: Tomb Creation - Broken features.
Post by: rohina on 2010 June 19, 22:47:41
Alright, duly noted. Force of habit I'm afraid, I've worked as a moderator at all kinds of forums with all kinds of people; even so, this forum never fails to surprise me. :-p

Yes, yes, no one gives a damn about your imaginary experiences as an authority figure, or your p/a attempts to shame us into more conventional behaviour.