GoHere Testing GoHere door time

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Ryatte
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GoHere door time

Post by Ryatte » January 21st, 2017, 7:02 pm

Hi

I tried setting the open and close time to 0 and 23, but it keeps saying time not valid. Not a big issue as I can sell and buy the door again to reset the time.

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igazor
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Post by igazor » January 21st, 2017, 7:19 pm

This is a known issue with the current beta version that has already been reported, but I think the report ended up in the middle of a discussion on another message board. Our developer said this will be looked at so I'm sure it can be fixed in the next version; in the meantime, yes replacing the door seems to be the best way to proceed when needing to change the valid open and close times.

Ryatte
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Post by Ryatte » January 21st, 2017, 7:31 pm

Ahh I see, I didn't know it was an issue, thought I should report it just in case. Also, I tried to set my active sim to ignore door times, but doesn't seem to work. I set the filter through global door option, do I need to set it on the actual door too?

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igazor
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Post by igazor » January 21st, 2017, 7:34 pm

Oh, I forgot to say thanks. We do need bug reports like that and there was no way for you to know it was already mentioned. Not sure about the active sim exemption, I've never used that but will check it out unless someone who already has responds first.

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Post by Ryatte » January 21st, 2017, 7:49 pm

Thanks! I'm currently testing out go here as I'm trying to build a resting place for homeless kids. I tried to lock them in around 11pm to make them use the sleeping bag. The one way door is working, but I find that i can't put them next to each other (one in and one out next to each other), as they will try to use the closest door to them to get in or out, and when the door only allow single direction, their queue gets dropped. They don't seems to trying to use the closest "in" or "out" door.

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igazor
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Post by igazor » January 21st, 2017, 8:45 pm

I've noticed that with the one way doors adjacent as well. I have several lots with as many as 8 adjacent "front" doors, so I made every other one an "in" and an "out" and got the same routing failure results you did. Found that having the entrances in the front and the exits in the back, for lots where that would be feasible, sometimes works out much better although they might not have to be quite that far apart.

And then I've got Role Sims who can't figure out that they are allowed to go through the staff side only door (they are) if they approach their station as a customer might, say on the customer side of the counter, if the door is too far away from where they are being pulled into. Took some lot redesigns and lots of foot stomping (both mine and the sims') to fix that, so that the staff entrances are much closer to their registers or whatever they are assigned to run.

Such is to be expected with new and far reaching features this version of GoHere is giving us to play with. :)

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Post by Ryatte » January 21st, 2017, 9:15 pm

Yes, it's definitely not an issue at all, and I really appreciate the work that developer did to make this feasible! Thanks for looking into this and thanks for the mod!

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