GoHere Testing Corner case for locked room autonomy

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cherreline
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Corner case for locked room autonomy

Post by cherreline » February 11th, 2017, 2:48 pm

Sims try to use objects in rooms they can't access if it's part of a multi-object interaction if the first object is accessible, such as cooking on a stove.

Setup: 2 apartment lot. Apartment 1 has a kitchen w/ stove and fridge, apartment 2 has a kitchen w/ microwave and fridge. Sims from apartment 2 nearly starved to death in a pile of uncooked ingredients because they kept trying to use a stove they couldn't access.

Potential factor: icarus cooking mod?

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Chain_Reaction
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Post by Chain_Reaction » February 11th, 2017, 5:57 pm

Not sure this is gonna be fixable. I've tried various things to no success.

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Post by cherreline » February 12th, 2017, 1:49 pm

Hmm. Maybe a manual workaround? Caste-based tuning option that keeps <Caste1> from autonomously doing <ImpossibleInteraction1> and <Caste2> from autonomously doing <ImpossibleInteraction2>? Castes could be generated from each door's filters, and user uses Retuner-style options to blacklist interactions. Or just use castes as the filters for the problematic rooms from the start, and blacklist interactions for that caste.
--->Ex: I manualy set it so Family1 can't choose to make microwave meals, and Family2 can't choose to make stovetop meals.

Of course, all my modding experience is just from tweaking other peoples mods so far, so I'm probably on a wild goose chase here. Can caste-based tuning even work? Retuner doesn't seem to currently have that option, and I haven't poked at its code yet to see if it's feasible to add that capability.

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Post by cherreline » February 12th, 2017, 2:03 pm

Though now that I think about it, caste based tuning would fix nearly all the issues that were making me want to tweak other people's mods in the first place. Is that something that's already been tried and never worked, or is it something that just never got implemented at all?

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Post by Chain_Reaction » February 12th, 2017, 4:05 pm

It's a nice idea but testing castes on every autonomy run would murder the engine. We're already playing with fire with these as is. I'll have to ponder more. :)

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Post by igazor » February 12th, 2017, 10:36 pm

The impending re-write of the game engine that I know Chain is secretly working on in his "spare" time should fix all of this. (just kidding)

I'm sorry to have to pour cold water all over this kind of creative innovation, and caste level tuning would indeed be awesome if it existed, but this particular example is a result of our own doing. The game doesn't expect to find what we are treating as two separate households living on the same lot (not counting the bogus NPC type units with the hidden room markers). Give family 2 a stove, take family 1's away, or put the stove in an area they can both reach. Yes, I know that's far too obvious and not at all what is being sought here. :(

Although...now I'm curious. What happens if you use standard door locks (Specify Sims for This Door or the EA Store Barrier to Entry kind) internally instead of GoHere's to keep family 2 out of the other kitchen while still using GoHere's to keep them in their respective lot areas? Do they still realize there is a stove on the lot and try to do combo things that involve routing there or do they manage to figure out how to make salads and cook just on their microwave instead?

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Post by igazor » February 12th, 2017, 10:37 pm

Oh, and I am assuming family 2 does have a kitchen counter to work on.

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