PDA

View Full Version : Spawners not firing


katy perry
24th Aug 2011, 06:52 PM
I am building a city, and when I package it up and install it into the Sims to test it in actual gameplay everything seems to work fine apart from the spawners.

They never seem to create anything. Ive played the world for several game days just in case it take them a few days to fire and the never do. This occurs with both common and rare spawners. Common spawners should fire practically every day.

HystericalParoxysm
24th Aug 2011, 06:56 PM
Do you know how to do XML tuning editing? Easiest way to test this would be to crank up the spawn rates for the spawners to an insanely high level to make sure they're working in your world at all. If it works that way, then you know your spawners technically work - you just had bad luck in getting them to spawn with normal settings, but should be okay given long enough to run.

katy perry
24th Aug 2011, 07:00 PM
Good idea :) never thought of that

Edit: Would you be able to give me a clue as to what package I could find that XML in?

HystericalParoxysm
24th Aug 2011, 07:07 PM
Actually, give me about half an hour and I can throw you together a test package - probably easiest to just go ahead and do it than to find where it is and explain it (and you can always look at what I edited if you want to know how it's done). I'm eating dinner right now so I'll be a bit slow. :)

katy perry
24th Aug 2011, 07:18 PM
I know what to do if I find it, but that's really great of you to offer :)

Ive got S3pe open right now and Im browsing the packages.

Edit: Couldn't figure out how to do it myself. Would you mind?

HystericalParoxysm
24th Aug 2011, 07:40 PM
Okay, well, if ya get stuck, or someone else finds this thread and wants a test package...

This should greatly increase the spawn rates of gems, metals, meteors, bugs, butterflies, and seeds. It also makes it so any of the time-sensitive ones (mostly bugs/butterflies) will spawn every day of the week and from 1 AM to 12 AM (so just a 1 hour gap - I probably could have done 24 hours but I only realized it was wonky once I was almost done). It also makes it so anything not taken by a sim will stay for 24 hours, so you should be able to get a good idea of what's spawning there. It doesn't change -what- spawns there or the individual frequencies of any spawners (some of them spawn, say, 3 different things and at different rates) - just makes them spawn faster, between half an hour and 2 hours of game time.

I didn't change anything about the fish as I don't see anything about spawning frequency for individual spawners, only frequency of what each one spawns if it does more than one type.

katy perry
24th Aug 2011, 07:43 PM
ah that's why I couldn't find them. The XML's dont have names in PE ;)

HystericalParoxysm
24th Aug 2011, 07:45 PM
Well, they do, if you're looking in the GameplayData.package - the ones in mine lost the names when I exported them but they did originally in the big XML list, which is how I found 'em in the first place. I think you have to tick "display names" at the bottom of S3PE though.

katy perry
24th Aug 2011, 09:20 PM
For reference purposes, the XML named RockGemMetal in GameplayData.package is the particular XML where you can make changes like Spawn Time and chance spawner will spawn a particular collectible.

It would help a lot if create-a-world gave you the SpawnerClassName :(

katy perry
24th Aug 2011, 11:27 PM
Ok Ive been working on my world in the game again, spawners are still not firing all except for the fish spawners, which work fine, and I have noticed something quite interesting. If I try to place a spawner on a lot using buydebug, a gem, seed, metal etc the ring around the spawner is red and it cant be placed. What the fudge?

It suggests to me theres something wrong with my world, and all I can see is I'm using sand as a base terrain as opposed to grass. Please tell me the solution is something simple, and I don't have to build my world all over again. My progress so far represents days of blood sweat and tears :cry:

katy perry
25th Aug 2011, 04:20 PM
I've tracked the problem down to a faulty mod