That is because it is not on the feature list, it is a debug command I made for my own testing useages to trace a bug, that was never believed to be of interest to the peasantry.
Aha. Well that explains it. I'm sure that it will prove useful to me. It got really annoying to test a tomb over and over again only to find that the spawners weren't doing anything.
I've got a bit of tomb building under my belt both before and after Ambitions came out. There has always been frustration with the doors not showing the chains. This is not a new issue. If you do not set the door and it's activation triggers in precisely the right order, they do not show the chains, but they are none the less locked.
The treasure chests will not show the proper key on them until one of your Sims goes on vacation. This makes testing tombs while building them very frustrating, but I have yet to find a work around. It does not matter if you are building the tombs at home or abroad, the vacation is the trigger. Many of the spawners require this trigger as well.
I didn't claim that it was a new issue. I only just got World Adventures recently, and I'm not getting Ambitions until someone manages to fix some of the major problems with it.
I just found the unpredictability of the door padlocks to be both unusual and, frankly, irritating. I know that the doors are actually 'locked' even if the padlock doesn't appear, but I really like the effect and it also helps other players (with whom I share my tomb lots) to tell whether a door is locked or not at a glance.
If I was creating tombs purely for my own enjoyment it would be a problem, as I already know which triggers do what, and whether a door is open or not.
As an alternative, I decided to use dim colored lights around the door which would be red if the door was locked, or white if the door was open. That, combined with the Cause/Effect FX should help players to work out where they need to go next.
I wasn't aware that actually 'going' on vacation would function as a trigger. I have always built my tombs while my sim was already on holiday, so that he was close by when it came to testing time. I'll be sure to take your advice into account the next time I want to test one of my tombs.
The only one I've seen is the one with the treasures not appearing immediately, which isnt really an error, because it's just normal spawner behavior.
I've not used spawners much so I really wouldn't know. However, some of the spawners were taking over 5 days to spawn any treasure, which is about the average length of a holiday. Obviously it is important that the treasure is available when the sim enters the tomb.
I've had this happen to me with the doors before. I would set them up to be opened by stepping on a hidden panel so I would lock them so they couldn't be "Opened upon Inspection." However, on entering the tomb with my sim, the door would either be locked and unable to be opened via the hidden trigger or opened already. I think it's something to do with the way you set the behaviors and the triggers.
Hm. All of the triggers I have tried have actually done what they were supposed to. The only problem I had with the doors was the visual effect of the padlock. I have found that with secret doors the easiest way to stop the player from opening upon inspection is to simply click "Make Un-discoverable"; that prevents the 'inspect' interaction from appearing on a mouse-over. Alternatively, if you wanted to make it so that the door could be found, but not opened, you can click "Lock"; the sim will be able to find the secret door, but not open it.
In the Poofs' house I uploaded I couldn't get the fogged areas to stay fogged and the doors were really touch and go as to whether they'd do what I wanted. I've only built one tomb, mainly because it was all so unreliable.
Some of the tools do seem to be rather touch-and-go. With my last tomb, I tested it twice in a row before I shared it, without changing anything between tests. On the first test, everything worked correctly. On the second test, some of the rooms didn't unfog properly.
I've also noticed that the ability to move the statues can sometimes differ between versions. For example, during all of my tests I was able to push a statue past a wall light. However, several people who later downloaded my tomb claimed that they couldn't push the statue past the light, and showed me screen-shots to prove it. I ended up having to repackage and re-upload my entire tomb for the sake of a wall light. It just goes to show that certain objects can behave differently in different game setups.
In my opinion, at least in this particular case it is useful information to know if someone is not experiencing a problem with a game feature. Knowing that may narrow it down to fewer possibilities when looking for a solution. Either there is something different with the original poster's game, or they are doing something differently from the people who do not have the problem. Now we know it's not something that anyone with any version of the game is experiencing.
I have the original game + WA and the latest patch. At the time of writing I didn't have any mods installed. Usually, with regard to the door padlock problem, I attempt to lock the door as soon as I place it; should I be trying to lock it at a different stage of setup?
I will try out the information that The_Goddess provided regarding the chests and spawners in relation to the travel triggers, and return with me findings.