GoHere vs Unenclosed Rooms

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igazor
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Post by igazor » January 3rd, 2018, 4:06 am

What if the OP were to close off their three-sided structures with a fourth wall and use a series of unlocked archways to make it look a bit more "open" as it would be now, then put their staff door on one of the original three sides?

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Post by Chain_Reaction » January 3rd, 2018, 4:31 am

Sounds kinda sticky. Anything behind that counter is still going to be advertising to Sims and they may start stomping when they can't get back there. You can try it though.

Also my apologies for not fully reading the original post. The hustle and bustle of the holidays has no lent me much sleep. :)

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Post by igazor » January 3rd, 2018, 5:19 am

Wow, I didn't realize I had been bucking the system or have just been lucky all this time. I believe it though, this setup always has been a bit fussy no matter how I've arranged it. The timing of these screenshots is a bit off, the registers look unstaffed because I just did a routine MC Reset Everything and the Role Sims haven't made it back to work yet. Here's a pizza/coffee joint in the park.

Image

The two double doors in front are unlocked to everyone. The staff door on the left is only for Role/Service Sims. Sometimes the staff shows up in front and can't figure out how to get behind the counter. I was going to put a gated counter-cut in, but this doesn't seem to be happening anymore as of GoHere 44...I don't know, a few letters ago. Sometimes I do see customers in behind the counter browsing or chatting with the staff, don't really know how they manage to get back there unless they are squeezing their way in between the baker display and the counter to its right. Doesn't happen every day, though. I was worried they would start trying to use the fridge or make their own pizzas in the ovens back there, but that doesn't seem to be attracting them.

This is my bakery.

<img src="http://www.mediafire.com/convkey/7526/f ... zq5r4g.jpg" alt="external image fwzqqre3c83zq5r4g.jpg" title="external image fwzqqre3c83zq5r4g.jpg" />

Here I've had the reverse problem. The customers never try to come behind the counter, but the staff for the longest time couldn't figure out how to use the staff only doors on the left and right side. I think they were too far from their assigned registers for them to route back that way, moving the one on the left up closer to the front line helped. Putting in the counter-cut with the silly looking gate (I have to fix that cosmetically) that is Role/Service Only helped clear that up more.

This doesn't necessarily help the OP because both are in enclosed buildings, but I'm (only a little) surprised that what I was trying to do was so non-standard. :)

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Post by banque11 » January 3rd, 2018, 2:41 pm

@Chain_Reaction

Thank you for replying, despite being so busy with the holidays :) So the problem is that both sides of the door are facing "outside", therefore blocking access to that would block off the lot (the outdoor portion, at least), if I understand correctly. Why does this not appear to apply in the case of a door set into a freestanding wall in the middle of an enclosed room? Aren't both sides of the door facing the same room and therefore has the potential to block off the entire room if the locking interaction is available? However, such a door is lockable, and according to igazor, sims just route around it to traverse the room.

I have now devised an awkward workaround but encountered another issue. I put a 2x1 fenced area around the outside of the door, and a gate on the fence. So now the unenclosed kiosk is connected to the fenced-in area via its door, and the fenced-in area has a gate that connects to the rest of the lot ("outdoors"). The only fully enclosed room on the lot is the fenced-in area, but this enables the "Lock..." interaction on both the door and the fence gate. I placed a role object in the unenclosed kiosk and assign a role sim via Register. The fence gate is set to unlocked and the door is locked to Everyone. I was under the impression that GoHere locks automatically ignore role sims, but the food merchant I just assigned cannot get through. To rule out a more generalized routing problem, I gave that specific role sim permission to unlock the door, and it routes to the role object in the kiosk without problems. So the door lock is what blocked it. The wiki for GoHere Testing mentions a toggle for role sims to ignore door options under "Global Door Options", but I cannot find this path (checked City Hall also). What am I missing?

@igazor

Thanks for your detailed post. It's very interesting to see your setup. I too have seen some weird routing when it comes to counters. In the kiosk I built, there's a row of 5 counters: two regular, 3 island (with stools for customers to eat, on the non-staff side). On either end of the row of counters are walls. There are no gaps between the first/last counter and the walls. When many sims crowd into the staff area (because the door cannot be locked...), some of them step *through* one of the regular counters to route to the other side. Putting some sort of object (deco, etc) on the counter stops this behaviour.

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Post by Chain_Reaction » January 3rd, 2018, 9:20 pm

It works because those are in a room, the outside one's aren't. Lot routing and room routing are different things. I'll have to look into it a bit more to see if there's a way around it but that's the summary.

In the case of the global door options, they aren't under GoHere on the city hall?

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Post by banque11 » January 4th, 2018, 12:18 am

@Chain_Reaction

Thanks for explaining that. I naïvely assumed that as long as RoomID is the same, outdoor and indoor routing work identically.

The global door options are not under City Hall/GoHere. I checked under the Caregivers submenu and tried setting Show Debugging to true as well.

I hope there's a way around this unenclosed room issue (as well as the "don't eat outside this room" situation in one of my other threads). Thanks again for all your help!

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Post by Chain_Reaction » January 4th, 2018, 1:48 am

Create a filter. Do they show up then?

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Post by banque11 » January 4th, 2018, 2:31 am

Once a filter is created via MasterController/Settings/Save Filter, Global Door Options does appear on City Hall. However, RoleSimsIgnoreAllDoorOptions is set to True, which I thought should have allowed the food merchant to ignore the door lock, but doesn't seem to.

Also, there's a "Create Filter" row in the GoHere menu on doors and on the City Hall, but nothing happens when it's clicked. Is this normal?

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Post by igazor » January 4th, 2018, 3:08 am

The beta testing version of MC (currently v134 and its add-ons) is required for filter creation to work by way of GoHere. The game clock must also be running, that is, not paused. It's really just a shortcut, MC can be used to create the filters instead as you have seen.

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Post by Chain_Reaction » January 4th, 2018, 5:54 am

I'll have to test out the option although the code looks fine so not sure what's going on. In the mean time using a filter on sim type role should accomplish the same thing.

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