Title: steel bladder and life time rewards? Post by: joeisthebestithink on 2010 July 03, 15:31:17 was wondering if i could slow this down heavily?(lifetime reward points)
also like to know if i could get the steel bladder option removed or changed so it does not make toilets pointless, could this be made single file rather than downloading the entirety of the mod?? it seems to crash randomly and sims starve thanks,joe :D Title: Re: steel bladder and life time rewards? Post by: J. M. Pescado on 2010 July 03, 15:35:58 Feature is already included as part of MotivePerkRebalance, a default feature of AwesomeMod: Causes Steel Bladder to function similar to the other motive-decay-reduction traits, and makes the benefits also apply to "drain" actions as well, so the Hygiene Clean trait will also reduce the effects of Drain rather than being useless, while Steel Bladder becomes less ridiculous and more realistic. If you're not satisfied with this, make your own.
As for crashing or starving, can't reproduce these behaviors. Will consider implementing anti-sudden-death-by-starvation features as an unrelated issue, though. I suspect what causes starving sims is actually a granularity failure. Title: Re: steel bladder and life time rewards? Post by: vorpal on 2010 July 03, 15:58:21 Sorry for sounding stupid, but my dictionary just died on me trying to find the meaning of granularity failure and its possible implicit or connotative aspects. Care to explain?
Title: Re: steel bladder and life time rewards? Post by: The_Goddess on 2010 July 03, 16:10:12 Sorry for sounding stupid, but my dictionary just died on me trying to find the meaning of granularity failure and its possible implicit or connotative aspects. Care to explain? You're kidding me right? You choose this forum of all places to fill in the blanks of your search fail. The internet has tons of dictionaries at your disposal and you choose to ask that here? I'm just going to sit back and watch. Title: Re: steel bladder and life time rewards? Post by: J. M. Pescado on 2010 July 03, 16:55:56 Basically, the simulation runs with a variable granularity that controls how often various aspects of it, such as motive decay, update. When the computer becomes overloaded, these updates are spaced out so they run less frequently, and when they don't run frequently enough, you get effects similar to how in some games, if you collide with a wall fast enough, you can clip through it (and fall to your doom into the infinite void on the other side)
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