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Generic Food Maker

by Arsil Posted 20th Jun 2016 at 11:51 PM - Updated 13th Jul 2016 at 3:24 PM by Arsil : updated version with new features
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NOTE: I forgot to mention something important. To keep it simple (otherwise in addition to the NGMP name in string
format you should also specify a ProductVersion), the mod only supports morsels, beverages and objects whose OBJD
resource has 0 (0x00000000) as GroupID which corresponds to ProductVersion.BaseGame.
This should not be a big limitation because the mod is mainly aimed to CC resources and anyway you can simply extract to
a new package the OBJD (and eventually the OBJK remembering to update its reference in the OBJD) of an EP related object,
and then renumbering the GroupID to 0 and the InstanceID using an unique hashing key - the way I did for the hot and cold cup
from Seasons to make the custom beverage version of them.

13th July 2016 Update - Fixed the recipe name in the "serve" interaction

9th July 2016 Update - there's a fair chance I've fu**ed up somewhere, so let me know if something doesn't work
You will probably have to get rid of exiting foodMakers and buy new ones from
the catalog for some of the new features to take effect.
  • Added a modal dialog window to pick recipes, no more manual data entry
  • Added support to beverages (they need an NGMP entry, like morsels), those from this mod are supported
    but should work with any object that implements the IGlass interface (and that are carryable). Don't ask me a list.
    NOTE: due to a bug I wasn't able to fix, I've had to disable beverages making/buying if the foodMaker has the option to
    "Not eat after making food" (because beverages weren't added to the Sim's inventory for some reason)
    Disable the option "Child can use" (or whatever is called) if you use super alcoholics.
  • Added support to generic* objects, so "someone" can buy my bag of chips (using ArsilBagOfChips as name) ^^
    *This should support any object with an NGMP entry AND carryable AND that can go in a Sim's inventory.
    Don't ask me what objects work with it because I don't know.
    Of course there's no automatic eating (it may not be something edible) and Sims won't make/buy these objects autonomously
    because I haven't thought of a satisfying way to regulate it (they might keep buying and buying non consumable items
    filling their inventory with junk that slows the game)

26th June 2016 Update
  • Major BugFix: now Sims will use the interactions autonomously
  • Minor BugFix: corrected the text displayed by the "Set morsels" dialog window (before it mentioned recipes, now it mentions morsels)
  • New interaction to allow/disallow the "Serve" interaction on community lots (I can see some circumstances where it would be out ot place)
  • Added a check for not valid morsel names (like the check for recipes, it will only report the first invalid entry found)
  • Added a fixed footprint for the vending machine mentioned in the example (the attachment is in a comment)

23th June 2016 Update
  • Now the interaction to make/serve food displays the name of the recipe instead of the
    Recipe_Key (I did a very similar fix for the morsels too).
  • I've removed an unnecessary check that prevented to use some recipes that you can't
    get from a fridge (mostly snacks).
  • changed the valid routing cone from 120 to a 60 degree angle. Otherwise Sims would
    (when starting from a lateral position) approach the non-counter-appliance object more
    from its side than its front.

Mod Info & Requirements

Game version 1.67 (might work with other patch levels, beats me)

This mod is integrated with Japanese Low Dinner Table, a version updated on 21th June 2016 or later.
This is NOT a requirement, it means that the two mods can get along nicely
(DashBoard will report a conflict but that is intentional).

This mod includes only a script, so it requires third party objects to apply the script to (more info and examples later)
Description

This is a script that can be applied to an object to turn it into a generic food maker.
Using Buy/Build mode interactions you can configure what kind of food can be made with the object.

In addition to regular food, the mod also supports morsels (driedfood),
but they need an NGMP resource that associates a name to a specific object.

I realize that this could be a mod a bit hard to understand and use,
so in the next section I'll make a few examples.
Additional Credits

All respective authors and contributors of the tools and tutorials for modding TS3.
MTS and all modders who made the game much more enjoyable.
Tags: #generic, #food, #maker

Type: Other

You must have the expansion, game version or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 3
Built with Game Version: 1.67
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Arsil_GenericFoodMaker.zip 20.0 KB 4,399 13th Jul 2016
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
 
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