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HollownessDevour's avatar
HollownessDevour
Seasoned Ace
3 hours ago

[Autonomy] What should be Added & What should be on a Cooldown.

In hindsight of the recent discord/reddit post about autonomy, I have been really thinking about what I wish was autonomous and what should be autonomous with a cooldown. I have mentioned repeatedly on multiple posts that traits/likes/dislikes/etc. should determine autonomy, but if they actually manage to overhaul traits/likes/dislikes/etc. to do that. We probably should be thinking what actions/interactions/socials should be added to autonomy, and what should have cooldowns. Some basic obvious is that if an activity/skill is Liked they will do it, and if Dislike they will not do it anonymously. But beyond that lets deep dive.

Believe it or not I only just started rotational playing as of R&L, before I'd just add/remove Sims to my main household. What I noticed is when I run into my well know Sims (as in I know their personalities/skills/etc.) they do not act like they should (I guess while I play the household I wasn't as aware how much they do not act as their traits/skills/careers/life state/etc. should reflect).

Here is my running list (obviously more tailored to my playstyle) which I will probably continue to add on:

Autonomy based on Life State:

Occults with ability trees/perks/etc. Specifically if unlocked from spellbook, ability or perks. Examples:

  • Spellcaster Socialite. If a spellcaster has this socializing with other spellcasters should use these select spellcaster to spellcaster social. They have a built in cooldown and help with immersion while in the Magic Realm, Glimmerbrook or running into other spellcasters in other worlds/neighbourhoods.
  • Learned Spells (and/or Ghost Mastery). If a spellcaster (and/or ghosts) has learned a spell, especially a practical (good) one that results in filling a need, if their need is low enough they should prioritize using a spell to fulfill it. Scruberoo the most apt and helpful and yet never used autonomously instead of shower/bath, and cleaning up (also Dispeller for ghosts). Repairo/Notice Maintenance also. What is the point of having to baby sit every Sim you have specialized in their ability trees, and when on community lots messes/broken items are all manually done X /
  • Delicioso should be used over cooking and Grand Delicioso should be used if on home lot (if multiple members). A spellcaster should technically never need to cook if this spell is learned, unless directed or a trait compels them to.
  • For the more mischievous if learned mischief spells (and/or evil Ghost Mastery) with high enough Mischief skill maybe (to ensure they are acting to their personality and development), will use these spells/abilities on disliked/despised Sims.
  • Transportalate. Though I love this spell, when I invite a Sim who has this spell toggled to "Always Transportalate", they do not wait long enough, and Transportalate off lot (I have to strategically place my Sim where they will arrive, and queue up fast to keep them on lot), at the very least if not the active household let more time go by before Transportalate off lot.

Autonomy based on Traits:

  • Mystic Sims do have autonomy with one of their social, but not the other.
  • Disruptive Sims, should autonomously Disturb Plants (especially if they also dislikes gardening, likes Mischief, and/or have high enough Mischief skill).
  • Plant Lovers (and/or those with high enough gardening or botanists in the gardening career) should be feeding Cowplant more often to prevent the Piece of Cake lure.

Autonomy based on Reward/Aspiration Traits/Lifestyles:

  • Critter Enthusiast: Flutter Eyes, Flutter Kiss and Cocoon Hug should be autonomous.

Autonomy based on Skills:

  • Natural Living Skill, if high enough should use Privy Bush, Bathe (if water nearby), and Sleep on the ground when in world (not near a lot).
  • Autonomous Foraging, if NLS high enough and out in the world away from a lot I think these Sims should be foraging instead of cloud gazing (but maybe on a cooldown).
  • Autonomous Foraging for Apothecary Ingredients, if Apothecary Level 2, the Sim should then prioritize this one instead of regular foraging. And maybe not have a cooldown as getting rare apothecary ingredients is hard enough.

Autonomy based on Career:

  • Noble Sims (even if also Proper), should prioritize Noble introduction, and Noble socials. Socials unbecoming of a Noble should be blacklisted from autonomy unless a trait compels them to.
  • Naturopaths have so many socials but do not seem to use any as socials (or at least as priority). 

Autonomy based on Objects in Inventory:

  • Macabre Sims, if Tarot Cards are in inventory should autonomously self read (has a built in cooldown)/and occasionally read for others (but on autonomy cooldown to prevent spamming).
  • Swordsmanship, please unless a Sword is in inventory (at the very least for the active household), should not be able to Duel autonomously.
  • Sims with high enough NLS and Fish/Frogs/Produce in inventory should eat the lowest rarity when in red/amber hunger need.
  • Voodoo Doll, stop autonomously putting away!

 

What are your suggestions and wants for Autonomy?

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