More Awesome Than You!
Welcome,
Guest
. Please
login
or
register
.
2024 November 21, 23:02:31
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
SUPPORT THE MUNICIPALITY!
Have you destroyed a paysite today?
"Jelenedra" is the new "gay".
All Lythdans are stupid and suck!
DEATH TO ALL STUPID HAIRY-BELLIED NESSES!
All Kewians are stupid and suck! Accept no Kewian-based substitutes!
Clearly, BlueSoup has failed us! You must not! BlueSoup has a fat head!
Hobbsee has a
scrawny pencil neck.
Rohina the Ugly Butted is a Horny Turkey
540287
Posts in
18067
Topics by
6545
Members
Latest Member:
cincinancy
More Awesome Than You!
Awesomeware
The Armory
Programmable Sleep Clock v3.31
0 Members and 5 Chinese Bots are viewing this topic.
« previous
next »
Pages:
[
1
]
2
3
...
12
Author
Topic: Programmable Sleep Clock v3.31 (Read 300895 times)
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Programmable Sleep Clock v3.31
«
on:
2005 July 26, 17:45:53 »
Updated with improved vampire support. Bed Nazi will no longer duel if two clocks are in a room.
sleepclock.zip
RTFM:
FWS "Somniac" Programmable Sleep Clock v3.31 for TS2 1.0p1 - TS2PETS
Made by: Flying Fish Systems (J. M. Pescado & Doctor Boris)
Congratulations to: Draklixa!
INSTALLATION:
Place in your MYDOCU~1\EAGAME~1\THESIM~1\DOWNLO~1 directory.
FEATURES:
I. SET WAKE HOUR
Sets the hour you want the setting sim to wake up. That sim will then wake
up at that time if his energy bar is full, instead of at the utterly
ridiculous, thoroughly boring, and very premature hour of 0600. Unless, of
course, you specify an even more boring hour. Sim will not awaken even if
his energy bar is full/you queue stuff until the appointed time, unless
his energy bar is full 6 hours in advance of the time (as standard). Only
affects the targetted Sim if he sleeps in the room with the clock in it. Can
store settings for two sims at a time. Only affects residents.
II. UNASSIGN
Clears the assignment for a Sim so you can set a new setting for another
Sim. Clock only holds settings for two Sims at a time, so if one Sim moves
out or dies and you want to program for a new Sim, clear the absent Sim.
III. AUTO BED CALL
Clock will automatically compute the hour at which your Sim should go to go
to sleep based on your desired waking hour, the class of bed you have set,
and the energy level of your Sim. The order to go to sleep on a bed in the
same room as the clock will be automatically pushed at that time. Setting
this to "Max" will result in the instruction overriding currently queued
user orders.
IV. SET BED CLASS
Sets the class of bed you are associating with the clock. Classes are
as follows:
E8-40: 40 NRG/hr: vampire Coffin! Even for non-vampires!
E8-38: 38 NRG/hr: Includes: Medieval(dbl/UNI), Lux(dbl/GLS)
E7-37: 37 NRG/hr: Includes Sleepwave 42(dbl/PETS)
E6-36: 36 NRG/hr: Default: Includes Colonial Ironwood(dbl) and Soma(dbl)
E6-35: 35 NRG/hr: Includes Funkensnooze(dbl) and Ajoque Beds(sing)
E6-33: 33 NRG/hr: Includes Medieval(sing)
E4-31: 31 NRG/hr: Includes Slimboy(sing) and Touch of Teak (dbl)
E4-29: 29 NRG/hr: Includes Zenu Meditation (dbl)
E3-28: 28 NRG/hr: Includes Courtly Sleeper(dbl) and Caress of Teak(sing)
E3-27: 27 NRG/hr: Includes Protozoa(dbl)
E3-26: 26 NRG/hr: Includes Protozoa(sing)
E2-25: 25 NRG/hr: Includes Craftmeister(sing) and Cheapeaze(dbl)
Selecting an incorrect bed type will result in the incorrect calculations.
For best results, only one bed should be located in the vicinity of the
the clock: The bed chosen will always be the bed closest to the Sim after
arriving at the clock.
V. BEDTIME WARNING
Sends a notification dialog of impending calculated time if turned on.
VI. BED NAZI
Enables or disabled the Bed Nazi (NO BED FOR YOU!) for keeping other sims,
especially visitors, dormies, autonomous sims, etc., from messing with the
bed, causing the owner to find the bed is occupied by some moron.
COMPATIBILITY:
This hack is fully compatible with all Flying Fish Hacks.
Tested for TS2NL v1.0p1 - TS2PETS.
SIDE EFFECTS:
May cause computer damage, incontinence, explosion of user's head, coma, death,
and/or halitosis.
CHANGELOG
v3.3: Improved coffin/vampire/coffin-for-non-vampire support.
v3.1: Bed Nazi duelling clocks resolved.
v3.0: Implemented Vampire Support.
v2.1: Stole Grand Trianon support code from Inge.
v2.0: New symbologies! New shiny transparent bed assignment routines! Shiny!
«
Last Edit: 2006 October 22, 03:56:37 by J. M. Pescado
»
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
themaltesebippy
Exasperating Eyesore
Posts: 219
Re: Programmable Sleep Clock v2.1
«
Reply #1 on:
2005 July 27, 22:18:19 »
I couldn't get this to set the class for the Colonial Ironwood (E6-36). The option just wasn't there.
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v2.1
«
Reply #2 on:
2005 July 27, 22:20:46 »
The clock ships configured for E6-36 by default as a relic from TS2 (because why would you use anything else)?
I haven't yet changed the setting to default to E8-38 yet, so it still comes on E6-36 by default. Thus, if you're still using the old Colonial Ironwoods or Somas, it's already preset for them.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
themaltesebippy
Exasperating Eyesore
Posts: 219
Re: Programmable Sleep Clock v2.1
«
Reply #3 on:
2005 July 27, 22:33:00 »
Excellent. I usually use the most expensive beds. Sometimes mid-range. This has really been helpful not having everyone get up at the same time. I mean really does a Mad Scientist need to get up at 6??
Logged
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v2.1
«
Reply #4 on:
2005 July 27, 22:35:01 »
No, not really. In fact, since it'll generally take about 5-6 hours for recharge, Mad Scientists probably should have their wake hours set for about 7 or 8, given that they return home at 0200. Now you can use nice beds without them waking up at ridiculous times.
As a side benefit, it works rather well at resolving the entire elder matter also. Also as a side note, unless your sims are really bored or trying to avoid ASP bleed, sleep is for wusses. Macro Caffeination recharges faster than sleep in any bed.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Countess
MsMaria
Terrible Twerp
Posts: 2262
Re: Programmable Sleep Clock v2.1
«
Reply #5 on:
2005 July 27, 23:23:41 »
I'll risk halitosis for this one. Thanks so much!
Logged
Odi et amo. quare id faciam, fortasse requiris?<br />Nescio, sed fieri sentio et excrucior.
nothingbutsims
Guest
Re: Programmable Sleep Clock v2.1
«
Reply #6 on:
2005 July 29, 09:34:21 »
I LOVE IT! Keeps your working sims on a regular sleep schedule and the school kids too. Let 'em drink all the fricken expresso they want now!
Logged
Oddysey
Nitwitted Nuisance
Posts: 861
Robotic Baby Harp Seal!
Re: Programmable Sleep Clock v2.1
«
Reply #7 on:
2005 July 29, 21:28:01 »
ASP maintenance is basically the only thing I use beds for, unless I'm playing in "Classic" Mode. (Waffling around, doing whatever seems most interesting.) In "Power" mode, boredom just doesn't happen. That reminds me. I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency.
Logged
veilchen
Terrible Twerp
Posts: 2133
We are the ADS! Bow to us!!
Re: Programmable Sleep Clock v2.1
«
Reply #8 on:
2005 July 29, 21:34:49 »
Quote from: Oddysey on 2005 July 29, 21:28:01
ASP maintenance is basically the only thing I use beds for, unless I'm playing in "Classic" Mode. (Waffling around, doing whatever seems most interesting.) In "Power" mode, boredom just doesn't happen. That reminds me. I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency.
Are you using the bunkers that Reg made? Aside from that silly upside down view you have to use on anything 'basement' they are really quite playable. :D
G.
Logged
~Having the last word is not all it's cracked up to be.~
~All we have to do is remove those who oppose us.~ (Saruman, LotR)
~Wir sind die Roboter~
http://www.youtube.com/watch?v=R23e9VO_vOI&feature=related
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v2.1
«
Reply #9 on:
2005 July 29, 21:38:35 »
Quote from: Oddysey on 2005 July 29, 21:28:01
I've got to work on that "Pescado Land" neighborhood. All the sims live in uber-functional only compounds that utilize APOs for maximum efficiency.
I've actually managed to cram my fairly ritualistic structures into rather "non-compound" looking houses, mostly because intruders in TS2 never enter through windows and walls don't have structural integrity points. If they did, my buildings would all go back to looking like fortresses in an instant. The internal structure is already pretty fortress-like and designed to maximize the effectiveness of locking doors and APO.
I'd have go back to painting everything gray instead of some random color based on the color of the furniture I put there. So right now, I have things like "the blue room", "the red room", and I pretty much select a random color based on the color of the items I put there.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
themaltesebippy
Exasperating Eyesore
Posts: 219
Re: Programmable Sleep Clock v3.0
«
Reply #10 on:
2006 January 05, 20:45:36 »
I have an issue on one lot. I get the bed clock icon and in all caps NO BED FOR YOU! The sims then goes and walks to the front of the house and stops. This sim has a bed assigned to him. He is in a house in the college town and the room has 2 myne doors with his and his girlfriend assigned to them.
Logged
BlueSoup
Super-Deformed Bobblehead
Vacuous Vegetable
Posts: 4332
Re: Programmable Sleep Clock v3.0
«
Reply #11 on:
2006 January 05, 21:07:42 »
No bed for you! is a feature of the Bed Nazi, which is new and is supposed to prevent Sims from wandering in the wrong bedroom to sleep. If they do, they are supposed to end up by the mailbox, so I guess that's right. However, I did think it was only supposed to be for dormies, although I may be wrong.
What about maybe trying to unclaim his door, and then re-claiming it? Pescado is away right now, so this is all I can suggest to try in the meantime, as he's not given a lot of information about the Bed Nazi.
Logged
FatedCircle
Obtuse Oaf
Posts: 909
Doink!
Re: Programmable Sleep Clock v3.0
«
Reply #12 on:
2006 January 05, 22:47:48 »
Quote from: themaltesebippy on 2006 January 05, 20:45:36
I have an issue on one lot. I get the bed clock icon and in all caps NO BED FOR YOU! The sims then goes and walks to the front of the house and stops. This sim has a bed assigned to him. He is in a house in the college town and the room has 2 myne doors with his and his girlfriend assigned to them.
I've had this issue too, since the updated version. It happens in a normal, non-Uni lot, with single beds in the same room. If I have two single beds in the same room, both with sleep clocks programed to the appropriate person, they both get kicked out of bed every time I've tried to send them to bed. I've only tried on the one lot so far, and it's highly annoying. I would like my sim kids to be able to share a bedroom, but the sleep clock won't let them. It seems to do this, even if the clocks aren't programed, as well, I believe. At first I thought it was because they were too close together, but I moved them so they were four or five squares away from each other and it still kicked them out. This doesn't happen with double beds, only single beds. And only if there is more than one clock in the room does this happen.
Logged
Billy, put down that phylactery, we're Episcopalian.
Carmelita
Feckless Fool
Posts: 264
Re: Programmable Sleep Clock v3.0
«
Reply #13 on:
2006 January 06, 02:36:17 »
Each sleep clock can handle two beds, so maybe they're interfering with each other. Maybe you should get rid of your extra clocks?
Logged
For someone who has nothing to complain about,
I'm pretty good at it.
FatedCircle
Obtuse Oaf
Posts: 909
Doink!
Re: Programmable Sleep Clock v3.0
«
Reply #14 on:
2006 January 06, 03:18:39 »
Okie, I'll try that, thanks Lita.
Edit~ That seems to have worked, for the most part. I apparently can't have more than two single beds in the same room, or rather, two sleep clocks in the same room (unless it is a double bed). This isn't a huge deal, but is a minor annoyance. It can be worked around, but I'd still like to be able to put more than two kids in the same large bedroom.
«
Last Edit: 2006 January 06, 06:03:29 by FatedCircle
»
Logged
Billy, put down that phylactery, we're Episcopalian.
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v3.0
«
Reply #15 on:
2006 January 06, 17:51:34 »
It's not supposed to interfere with playable sims operating non-autonomously at all, but I'll take a look at it when I get back.
Having two clocks in a room would create a potential interference pattern, though: The clocks will repel anyone who is not best friend/crush/married/engaged/steady of at least one of the people logged in the clock. It shouldn't be repelling residents unless they're operating at autonomous priority, though, instead of user-directed.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Inge
Round Mound of Gray Fatness
Senator
Posts: 4320
Senator Emeritus. Oh hold on, I am still a senator
Re: Programmable Sleep Clock v3.0
«
Reply #16 on:
2006 January 06, 18:12:30 »
So WTF are you posting from now?
Logged
\"They\'re here, on the forum. A question riddled, spoiler giving, speculative cancer of sim evil\" -- redearth, Snooty Sims, 2009
FatedCircle
Obtuse Oaf
Posts: 909
Doink!
Re: Programmable Sleep Clock v3.0
«
Reply #17 on:
2006 January 06, 18:21:36 »
Heehee, maybe my kids just don't want their icky brother to share a room with them.
I'll try making all the kids best friends and see what happens then. Thanks.
Logged
Billy, put down that phylactery, we're Episcopalian.
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v3.0
«
Reply #18 on:
2006 January 06, 18:45:08 »
Quote from: Inge on 2006 January 06, 18:12:30
So WTF are you posting from now?
Satelnet proxies.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Inge
Round Mound of Gray Fatness
Senator
Posts: 4320
Senator Emeritus. Oh hold on, I am still a senator
Re: Programmable Sleep Clock v3.0
«
Reply #19 on:
2006 January 06, 19:08:43 »
You're not finding the noise of battle a distraction?
Logged
\"They\'re here, on the forum. A question riddled, spoiler giving, speculative cancer of sim evil\" -- redearth, Snooty Sims, 2009
J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Programmable Sleep Clock v3.0
«
Reply #20 on:
2006 January 07, 10:18:12 »
Quote from: Inge on 2006 January 06, 19:08:43
You're not finding the noise of battle a distraction?
I'm not posting from the middle of a battle, genius. I'm posting between battles.
Logged
Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
Oddysey
Nitwitted Nuisance
Posts: 861
Robotic Baby Harp Seal!
Re: Programmable Sleep Clock v3.0
«
Reply #21 on:
2006 January 08, 23:20:22 »
I thought you were retired, JM. A true warrior never retires, or did they make you an offer you couldn't refuse?
Logged
PlayLives
Irritating Ignoramus
Posts: 414
I don't speak Awesome.
Re: Programmable Sleep Clock v3.0
«
Reply #22 on:
2006 January 10, 05:31:49 »
do i have to replace all of the clocks I already have with this update?
Logged
BlueSoup
Super-Deformed Bobblehead
Vacuous Vegetable
Posts: 4332
Re: Programmable Sleep Clock v3.0
«
Reply #23 on:
2006 January 10, 05:33:03 »
No, you shouldn't have to.
Logged
PlayLives
Irritating Ignoramus
Posts: 414
I don't speak Awesome.
Re: Programmable Sleep Clock v3.0
«
Reply #24 on:
2006 January 10, 05:40:49 »
ok, thanks
Logged
Pages:
[
1
]
2
3
...
12
« previous
next »
Jump to:
Please select a destination:
-----------------------------
TS4: The Pee-ening
-----------------------------
=> Insert Amusing Name Here
=> Facts and Strategery
-----------------------------
TS3/TSM: The Pudding
-----------------------------
=> The World Of Pudding
=> Facts & Strategery
=> Pudding Factory
===> World of Puddings
===> Pudding Plots
-----------------------------
TS2: Burnination
-----------------------------
=> The Podium
===> Oops! You Broke It!
=> The War Room
=> Planet K 20X6
===> Building Contest of Awesomeness
=> Peasantry
===> Taster's Choice
-----------------------------
The Bowels of Trogdor
-----------------------------
=> The Small Intestines of Trogdor
=> The Large Intestines of Trogdor
-----------------------------
Awesomeware
-----------------------------
=> TS4 Stuff
=> Armoire of Invincibility
===> AwesomeMod!
=> The Armory
===> Playsets & Toys
===> The Scrapyard
-----------------------------
Darcyland
-----------------------------
=> Lord Darcy Investigates
-----------------------------
Ye Olde Simmes 2 Archives: Dead Creators
-----------------------------
=> Ye Olde Crammyboye Archives
=> Ye Olde Syberspunke Archives
-----------------------------
Serious Business
-----------------------------
===> Spore Discussions
Loading...