GoHere


Version 44 - Chain_Reaction Chain_Reaction:
  • Adds a slew of options to any door, gate, arch under Lock / Door Options.
    • Enable/Disable Filters:
      • Allows one to use the powerful filter system launched with Tagger on each door in the world to allow/disallow Sims access.
      • Requires MasterController version 134+ to work.
      • You can have multiple filters enabled at once if you wish.
    • Open/Close Time
      • Sets the time the door should open/close. Only accepts military time, 0-23.
    • Door Costs
      • Sets the amount a Sim will be charged each time they walk through the portal.
      • Only charges when they walk through the front of the door so make sure your doors are facing the correct direction. Arrows pointing inward toward the room they will be entering.
      • This has a buffer of 2 Sim hours so Sims aren't charged multiple times going in and out in a short period.
      • Payment goes to owner of said lot.
      • If Sim is unable to pay, amount is tacked on to unpaid bills.
    • List Allowed Sims
      • Lists Sims who match the currently enabled filter(s) and will be permitted.
    • List Denied Sims
      • List Sims who don't match the current enabled filter(s) and will be denied.
    • Match All Enabled Filters
      • Forces a Sim to match all the enabled filters if multiple are enabled.
    • Door Filter Type
      • Sets the filter type for the door.
      • Deny (default) means any Sims who match the enabled filter(s) will be denied access.
      • Allow means only Sims who match the enabled filter(s) will be allowed access.
    • Other things to note
      • This update makes GoHere incompatible with Nona's community lot lock mod. Although (depending on how her mod is setup) you probably won't experience any issues other than only her or my options will appear depending on mod loading order.
      • Gallery shop doors that came with Midnight Hollow will no longer function as expected.

      • All service Sims assigned to a lot will ignore a door's enabled filters.
      • All role Sims with objects on the lot with filtered doors will also ignore them.
      • Active Sims will ignore any open/close door restrictions.
      • Sims with jobs on a lot with time restricted doors will ignore them.
      • Doors on the active lot or a lot owned by an active Sim do not charge active Sims.

      • A lot of time was put into this effort to hook it deep into the core. As a result, Sims will not foot stomp at doors they cannot get through. Sims will also not try to autonomously use objects in rooms they cannot access.
      • There's no need to download special doors or replace any doors. It works out of the box.

      • If you enable any of the EA related door locks, any filters you may have enabled will be disabled. This includes adding Sims to the key list.
      • EA lock options have been enabled on arches.
      • If you are using this to lock Sims in rooms, they shouldn't cause lag because they aren't aware of things outside of the room. However, if the room is small enough where they can't wander far, Overwatch will reset them out of it.
  • Potential fix for script error in CaregiverMonitorHelper:ReturnChildren
  • New stuff under "Global Door Options" when Debugging is enabled
    • "Filter Cache Time" to set how long the filter cache lives.
      • Increase this for better performance if you want.
      • If you've not noticed performance issues or only have a few filters, don't worry about this.
      • Obviously this makes filters slow to catch new matches so figure out what works for you.
      • Default: 120 Sim Minutes
    • "Update Filter Cache"
      • Flushes all cache and forces an update.
  • If you set filters to disallow Sims from all outside facing doors on a lot, the MetaAutonomy system and SP will no longer push them to the lot.
    • This means you can use these filters to decide who you want on your lots.
    • This doesn't apply to Sims if they are being carried like toddlers and small animals, sorry.
  • Added "Lock... Door Options / One Way Door"
    • You can now make any door or arch a one way door, meaning Sims can only pass through one direction. Sqee!
    • This direction is arrows pointing in, of course.
    • Works with filters, costs and open/close times.
    • Great way to improve routing in small houses.
  • Added "Global Door Options / Show Door Tooltips"
    • Default True
  • Tooltips! (Requires MasterController 134+ to work)
    • This was really difficult and is quite a technical breakthrough believe it or not. I had been prodding the core on and off for 8 months trying to get it to stop spamming or eating my tooltips.
    • Many struggles and colorful words later, I managed to craft a system that allows me to apply custom tooltips to any existing object in the game that behave almost like EA's.
      • The exception being they might stick around over top pie menus sometimes and they don't reposition themselves when you move the camera.
        • I didn't think these too big of a deal to spend however long it may take trying to fix this.
    • The tooltips in this case show filter criteria, cost and open, one way status and close times on all doors.
    • TL;DR - These were a pain in the butt, enjoy.
  • Added "Global Door Options / Role Sims Ignore All Door Options"
    • A toggle to make Role Sims ignore all the options and filters.
    • Default True
  • Added "Global Door Options / Service Sims Ignore All Door Options"
    • A toggle to make Service Sims ignore all the options and filters.
    • Default True
  • Added "Global Door Options / Ignore All Door Options Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore all the door options (costs, time restrictions, etc) and filters on any door.
    • No need to set a filter for service or role Sims, use the options above.
  • Added "Global Door Options / Ignore Door Filters Filter"
    • Say that 3 times fast.
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore all the allow/deny filters set on any door.
  • Added "Global Door Options / Ignore Door Time Locks Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore any time on locks on any doors.
  • Added "Global Door Options / Ignore Door Cost Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore any door costs on any doors.
    • By default toddlers already do because I feared if I charged them they might vanish in the next iteration in protest.
      • Oh wait.
  • Thanks to code I wrestled with for Tagger, you can create and delete filters directly from any door or under Global Door Options.
  • You can set how long the "ticket" (cost) lasts per door.
    • Defaults to 120 Sim minutes.
  • Added "Allow Mermaid Routing"
    • Disables the obsession with mermaids to swim everywhere.
  • The disable boat routing feature should now work.
    • Warning Sims will channel their inner Diana Nyad and swim to that island you put those spawners on but they won't have the camera crew to monitor them so they may die attempting to do so... don't put things that attract them on the other side of the ocean. This update also excludes house boats so those will remain functional.
  • There's probably more but this version has been 3 years in the making. If you find something, don't tell anyone. It's your secret.
  • Updated Taiwanese translation
  • Added Japanese translation

Version 43 - Chain_Reaction Chain_Reaction:
  • "Allow Car Routing" is no longer a debug setting.
  • Added "Allow Boat Routing", default true
  • LLAMA routing is now disabled when you are routing with a spacecraft.

Version 42: - Chain_Reaction Chain_Reaction
  • Fixed script error in GoForWalkWithDogEx (Thanks for the report - Frimlin Frimlin)
  • Go to venue listing no longer returns the lot the Sim is currently on.

Version 41: - Chain_Reaction Chain_Reaction
  • Stray animals no longer vanish immediately.
  • [Twallan changes]
  • Added: Allow Car Routing

Version 40
  • Removed the pregnancy restriction on the "Fly Here" interaction

Version 39
  • Updated to Patch 1.63 compatibility
  • Routing by hover train has been unlocked for any type of world, not just the Future World, provided you have the objects in town
  • Added some backpack code missed in the update for University

Version 38
  • Changes made to disable a vehicle check in the routing code which was causing a performance lag when Seasons was installed
    • The effect also produced a noticable performance issue when mousing over the terrain

Version 37
  • "Swim Here", "Boat Here", and "Waterski Here" have been replaced with a stackable version

Version 36
  • Added coding to end a routing action that runs for more than 30 actions and fails to move the sim
    • This corrects a hang-up after making a Snow Angel

Version 35
  • Fix for a script error in "RoutingComponentEx:DoRoute"

Version 34
  • Updated to Patch 1.55 Compatibility
  • Removed alterations made to workaround the laundry "Fresh Clothing" buff issue, now that EA has corrected it themselves

Version 33
  • Fixed an error where the mod was stripping special walk styles off sims when it replaced the routing system
    • Note this will not correct itself automatically, the sim will need to be reset to repair the walk-style
  • Fixed an error where the autonomous use of "Visit Community Lot" was blocked if you did not have StoryProgression installed
  • Added a new hook to StoryProgression to determine whether a sim can be pushed to a specific lot
  • Route Actions are now properly reset if an error occurs during routing
    • This may correct the door issue, where doors are left in an undefined state, after an error occurs

Version 32
  • Disabled Ancient Portal and Subway usage by ghosts, and made a comment to never reenable it again
  • Sims lacking occult managers no longer have their routing managers altered by this mod (due to Plantsim coding interference)
  • Potential fix for sims with no household using "Visit Community Lot"
  • Added hook to StoryProgression to "Allow Push" to stop autonomous use of "Visit Community Lot" or "Visit Lot"
  • Fixed the ITUN for the custom "Teleport Me Here" so it works properly when carrying a child

Version 31
  • Fix for an error in the "Fresh Clothing" moodlet changes

Version 30
  • Routing now terminates immediately upon encountering a "WalkStyles" tuning failure
  • Added section of outerwear code missing from the mod's custom routing adjustments
  • Added section of missing code regarding looping routes
    • I believe this was the "Skating" fail issue, though it will require testing in the field to be sure
  • Blocked buried dead from using LLAMA and Subways
  • Added protections against the Ambitions "Fresh Clothing" moodlet error

Version 29
  • Updated to Patch 1.42 Compatibility
  • When an error in "CommonDoor:IsAllowedThrough" is encountered, the game will now check and unlock corrupt doors
  • Added coding to stop the routing system from repeating endlessly when an error is encountered
  • Fix for an issue in "AncientPortalComponent:OnReset" when a deleted sim is left referenced to the LLAMA object

Version 27
  • Added corrections when the routing system fails due to an issue with imaginary friends
    • The error trapping should now stop after a single error log

Version 26
  • Fixed an issue with the error reporting which was hiding the actual error
  • Potential fix for a reset exception when the sim is reset during a Mid Route Push

Version 25
  • Animals are now explicitly denied from routing using Ancient Portals, namely because they refuse to route during testing
  • The Sim reference stored by Ancient Portals is now cleared once the transit is complete
  • Added coding to restore a sim's visible status if they bounce out of the portal interaction due to an error
  • Sims without career outfits will now create one prior to routing
  • Potential fix for a script error in "RoutingComponent:DoRoute"
  • Potential fix for a script error in "ObstacleEncounteredRouteInterruptAction:PerformAction"

Version 24
  • Routes that include vehicle pathing will now check for a Preferred Vehicle prior to routing using LLAMA objects
  • LLAMA buffs are now only added to Active sims during the routing implemewnted by this mod
    • This change has no impact on the EA interaction
  • Replaced the Subway routing code with one that does not create temporary routing vehicles and then deletes them simply to see whether a sim has a vehicle or not

Version 23
  • AncientPortal objects (aka LLAMA) are now true routing objects, working in the same manner as Subways
    • Note that the <kNPCSubwayUseChance> and <kDistanceMustSaveInOrderToUseSubway> EA tuning are being reused for this routing as well
    • If you have a mod that alters "SimRoutingComponent", autonomous use of LLAMA may be affected as well

Version 22
  • Teleport interaction expanded to Genies, Unicorns, Fairies, and Witch occults
  • The "Vampire Teleport" option is now actually checked when determining whether the interaction is visible or not
  • Fixed a script error when a caregiver monitor ends up running against a homeless family
  • Updated Brazilian translation

Version 21

Version 20
  • Fix for a permanent hang that can occur if the Teleport fails under certain conditions

Version 19
  • Active day care sims are now only provided children during their work hours
  • "Go To Venue", "Go To Venue With", and "Go To Rabbithole" are now available for children
  • Changed the way "Go Here And" works, so it does not lag the menu creation when clicking on the terrain
  • Added coding to reduce the chance of a sim will be teleported home while being held by the child care worker
  • Fixed a problem where children added to day care situations were not included in the final score tally given at the end of the work day
  • Fixed an error if a child is added to a day care situation twice in the same sim-day
  • If the teleport home fails for a child, the mod will now try again rather than leave the child stranded at the care givers home

Version 18
  • The changes to "Visit Community Lot" no longer affect user-directed use of the interactions
  • Fixed another script error in "Caregivers:ReturnChildren" regarding broken day care situation
  • Potential fix for a script error in "Caregivers:ReturnChildren" when sims get moved to new households during a caregiver situation

Version 17
  • "Go for Walk to" now includes all eligible community lots
  • The EA Caregiver monitor for the active household should be more consistently disabled on loadup
  • Potential fix for a script error in "Caregivers:AddChild"
  • Potential fix for an error when removing the final child from a day care situation
  • Updated Dutch Translation
  • Updated Finnish Translation

Version 16
  • Added the "Import/Export" link used by Overwatch

Version 15
  • Potential fix for a script error in "Visit Community Lot" regarding broken grouping situations
  • Errors that occur during the "ParticipantDeletedTask" function are now caught, and the grouping situation ended silently
  • Updated Russian Translation
  • Updated Portuguese Translation

Version 14
  • Adjusted the "Go Home" white list to handle StoryProgression pushes properly when "Disable Active Go Home" is enabled
  • Added "Disable Auto Grouping" default: False
  • Added "Disable Active Go Home" default: False
  • Added "Teleport: For Vampires" default: False
  • Added "Teleport: For Everyone" default: False
  • "Disable Auto Grouping" now includes "Invite Over"
  • Added "Allow Go Here Stacking" default: True
  • Potential fix for the "Three is a crowd" prompt running against inactives
  • Added "Allow Push Visit Lot At Night" default: True
  • Added "Allow Vampire Day Push" default: True
  • Added "Rude Guest Liking Gate" default: 40
  • Added "Caregivers \ Hire Babysitters for Inactives" default: False
  • Added "Caregivers \ Use Day Care Instead of Babysitters" default: True
  • Added "Caregivers \ Allow Active Day Care" default: True
  • Having an unselectable sim as the only guardian on a lot will no longer force children to hibernate
  • Added "Caregivers \ Allow Babies/Toddlers To Be Home Alone" default: False
  • Added "Go To Rabbithole"
  • Added "Go To Venue"
  • Added "Go To Venue With..."
  • Added "Go Here And..."
  • Added "Go Jogging"
  • "Read To Sleep" interaction now uses the child's assigned bed preferentially, then any bed in that room, and finally any bed on the lot
  • Added "Limit Go Home For Inactives On Active Lots" default: True

Version 13
  • Updated to Patch 1.31 Compatibility
  • Fixed an error when the "Visit Lot" is used by a sim with no household
  • Updated integration with StoryProgression

Version 12
  • "Visit Lot" is now available on lots that are already open to the sim
  • Yet another fix for the "Go Home" for active sims
  • Removed an alarm that was continually pushing sims to leave empty homes
  • "VisitSituation.kForceOutsideResetSendHomeTime" and "VisitSituation.kForceOutsideTeleportTime" have been set to their maximum values to stop sims from being forced off the lot during a visit situation
  • Sims will no longer shoo active sims off the lot for inappropriate behavior, if "Disallow Active Go Home" is enabled
  • If an innapropriate sim is alone in a room, they will no longer be marked as innapropriate (though you will still receive the notice)
  • "Disallow Auto Group" tuning now handles "Visit Community Lot With" and "Visit Lot With"
  • "Ride Here" replaced with one that allows stacking

Version 11
  • Fixed "Go Home" for active sims, so the default is to allow the interaction, rather than not allow (the opposite being true for inactives)

Version 10
  • Fixed the "Go Home" when run against an active sim
  • "Invite Over" and "Ask To Leave" now ignore the fact an active sim is on the lot

Version 9
  • Inactive sims on lots where the active sim is visiting will no longer autonomously "Go Home", unless they are sleepy
  • Inactive sims who don't find anything interesting to do on their current lot will no longer immediately decide to go home
** Adds a slew of options to any door, gate, arch under Lock / Door Options.
    • Enable/Disable Filters:
      • Allows one to use the powerful filter system launched with Tagger on each door in the world to allow/disallow Sims access.
      • Requires MasterController version 134+ to work.
      • You can have multiple filters enabled at once if you wish.
    • Open/Close Time
      • Sets the time the door should open/close. Only accepts military time, 0-23.
    • Door Costs
      • Sets the amount a Sim will be charged each time they walk through the portal.
      • Only charges when they walk through the front of the door so make sure your doors are facing the correct direction. Arrows pointing inward toward the room they will be entering.
      • This has a buffer of 2 Sim hours so Sims aren't charged multiple times going in and out in a short period.
      • Payment goes to owner of said lot.
      • If Sim is unable to pay, amount is tacked on to unpaid bills.
    • List Allowed Sims
      • Lists Sims who match the currently enabled filter(s) and will be permitted.
    • List Denied Sims
      • List Sims who don't match the current enabled filter(s) and will be denied.
    • Match All Enabled Filters
      • Forces a Sim to match all the enabled filters if multiple are enabled.
    • Door Filter Type
      • Sets the filter type for the door.
      • Deny (default) means any Sims who match the enabled filter(s) will be denied access.
      • Allow means only Sims who match the enabled filter(s) will be allowed access.
    • Other things to note
      • This update makes GoHere incompatible with Nona's community lot lock mod. Although (depending on how her mod is setup) you probably won't experience any issues other than only her or my options will appear depending on mod loading order.
      • There may be some wonkiness with Ani's apartment mod. From a quick glance it looks like it should be fine but just putting this here as a precaution.
      • There may be issues with the Barrier to Entry System from the store. During testing, J4Ks noted that Sims weren't paying the restrictions much mind and buying tickets locked up the game. I was unable to test this due to not having that system installed. I did include code to exclude touching those portals though so whether I sorted the incompatibility is unknown.
      • Gallery shop doors that came with Midnight Hollow will no longer function as expected.
*
* All service Sims assigned to a lot will ignore a door's enabled filters.
      • All role Sims with objects on the lot with filtered doors will also ignore them.
      • Active Sims will ignore any open/close door restrictions.
      • Sims with jobs on a lot with time restricted doors will ignore them.
      • Doors on the active lot or a lot owned by an active Sim do not charge active Sims.
*
* A lot of time was put into this effort to hook it deep into the core. As a result, Sims will not foot stomp at doors they cannot get through. Sims will also not try to autonomously use objects in rooms they cannot access.
      • There's no need to download special doors or replace any doors. It works out of the box.
*
* If you enable any of the EA related door locks, any filters you may have enabled will be disabled. This includes adding Sims to the key list.
      • EA lock options have been enabled on arches.
      • If you are using this to lock Sims in rooms, they shouldn't cause lag because they aren't aware of things outside of the room. However, if the room is small enough where they can't wander far, Overwatch will reset them out of it.
  • Potential fix for script error in CaregiverMonitorHelper:ReturnChildren





  • New stuff under "Global Door Options" when Debugging is enabled
    • "Filter Cache Time" to set how long the filter cache lives.
      • Increase this for better performance if you want.
      • If you've not noticed performance issues or only have a few filters, don't worry about this.
      • Obviously this makes filters slow to catch new matches so figure out what works for you.
      • Default: 120 Sim Minutes
    • "Update Filter Cache"
      • Flushes all cache and forces an update.
  • If you set filters to disallow Sims from all outside facing doors on a lot, the MetaAutonomy system and SP will no longer push them to the lot.
    • This means you can use these filters to decide who you want on your lots.
    • This doesn't apply to Sims if they are being carried like toddlers and small animals, sorry.

  • Added "Lock... Door Options / One Way Door"
    • You can now make any door or arch a one way door, meaning Sims can only pass through one direction. Sqee!
    • This direction is arrows pointing in, of course.
    • Works with filters, costs and open/close times.
    • Great way to improve routing in small houses.

  • Added "Global Door Options / Show Door Tooltips"
    • Default True
  • Tooltips! (Requires MasterController 134+ to work)
    • This was really difficult and is quite a technical breakthrough believe it or not. I have been prodding the core on and off for the past 8 months trying to get it to stop spamming or eating my tooltips.
    • Many struggles and colorful words later, I managed to craft a system that allows me to apply custom tooltips to any existing object in the game that behave almost like EA's.
      • The exception being they might stick around over top pie menus sometimes and they don't reposition themselves when you move the camera.
        • I didn't think these too big of a deal to spend however long it may take trying to fix this.
    • The tooltips in this case show filter criteria, cost and open, one way status and close times on all doors.
      • Showing filter criteria is yet another hurdle, I had to do some more funky things with MasterController to pull it off.
    • TL;DR - These were a pain in the butt, enjoy.


  • Added "Global Door Options / Role Sims Ignore All Door Options"
    • A toggle to make Role Sims ignore all the options and filters.
    • Default True
  • Added "Global Door Options / Service Sims Ignore All Door Options"
    • A toggle to make Service Sims ignore all the options and filters.
    • Default True
  • Added "Global Door Options / Ignore All Door Options Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore all the door options (costs, time restrictions, etc) and filters on any door.
    • No need to set a filter for service or role Sims, use the options above.
  • Added "Global Door Options / Ignore Door Filters Filter"
    • Say that 3 times fast.
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore all the allow/deny filters set on any door.
  • Added "Global Door Options / Ignore Door Time Locks Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore any time on locks on any doors.
  • Added "Global Door Options / Ignore Door Cost Filter"
    • Allows you to define a filter (or filters) when matched will cause the Sim to ignore any door costs on any doors.
    • By default toddlers already do because I feared if I charged them they might vanish in the next iteration in protest.
      • Oh wait.
  • Thanks to code I wrestled with for Tagger, you can create and delete filters directly from any door or under Global Door Options.
    • Rejoice!

  • It is now possible to set how long the "ticket" (cost) lasts per door.
    • Defaults to 120 Sim minutes.
  • Added "Allow Mermaid Routing"
    • Disables the obsession with mermaids to swim everywhere.
  • The disable boat routing feature should now work. Warning Sims will channel their inner Diana Nyad and swim to that island you put those spawners on but they won't have the camera crew to monitor them so they may die attempting to do so... don't put things that attract them on the other side of the ocean. This update also excludes house boats so those will remain functional.
  • There's probably more but this version has been 3 years in the making. If you find something, don't tell anyone. It's your secret.