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Featured upload! Canning Station Overhaul [UPDATE: Aug 2 2016]

by Butterbot Posted 28th Jul 2016 at 11:34 AM - Updated 8th Nov 2016 at 2:44 AM by Butterbot : Content
161 Comments / replies (Who?) - 7 Feedback Posts, 5 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
Changelog

1.0.1 -- Aug. 2 2016
  • Fixed an issue that caused sims to reset when making Condensed Milk with milk from EA's Milkin' It Dairy Corral in games where Cinderellimouse's ingredients mod was not installed. "Make Condensed Milk" should now work even when only the Dairy Corral is installed.
  • Removed reference to non-implemented scone texture.
*******
Description

The Canning Station Overhaul introduces new features to Grandma's Canning Station from the Sims 3 Store. It also fixes a number of existing bugs in the item.

Fixes for Existing EA Bugs

  1. Fixed a bug whereby jams/preserves were corrupted by sims vacationing with them in the inventory, by moving a lot/sim with them through Edit Town's clipboard, by saving a lot/sim with them to the Library--in essence, any action involving import/export. The corrupted jams and preserves lost their thumbnails and tooltips, and caused sims to reset while running the "Eat with Scones" interaction. Sims with corrupted jams/preserves in their inventory could not perform social interactions with other sims in their household. Additional documentation of this bug can be found here and here.
  2. "Open Jar" interaction is now enabled for children.
  3. Inventory thumbnails of jars now show the jar lid.
  4. Jars from the canning station can now be rotated and placed on most wall shelves. Discussion of the placement issue can be found here.
  5. Fixed a bug whereby the "Eat with Toast" interaction was not available unless the Baker's Station was installed.
  6. Fixed canning station decorative slots so that they can accept more types of objects and are no longer rotated backwards.

New Features

  1. All toasts and scones made with default EA jams now look like they're spread with a variety of different jams. Unmodded, all toasts and scones use the same reddish-purple jam texture, regardless of the actual jam consumed.



  2. Twelve custom spreads can now be made using ingredients that were previously not accepted by the canning station. They can be eaten with toast only. Each custom spread results in a different custom toast (see toast screenshots above).

    IngredientCustom SpreadIngredientCustom Spread
    Milk*Condensed MilkLobsterInstant Shrimp Toast
    EggplantBaba GhanoushHoneyHoney Spread
    Ghost ChiliHot Pepper JellyEggScrambled Eggs
    CinnamonCinnamon SpreadSteakCretonnade
    BasilPestoSalmonSmoked Salmon Spread
    GarlicGarlic ConfitCheeseCheese Spread
    *Milk can be obtained from Cinderellimouse's Cooking and Ingredients Overhaul or EA's Milkin' It Dairy Corral (from the Dairy Corral, this mod accepts only the plain milk.)



  3. "Make Rations" is a new interaction that cans a meal, storing it in a jar to delay spoilage indefinitely.
    • This interaction is enabled once 3 meals have been added to the canning station's inventory.
      • These can be a mix of any 3 types of meals, any number of servings, any quality.
      • Most meals in the game can be made into rations (see the Warnings section for custom foods and known incompatible foods.)
      • Ration-making increases Fun slightly.



    • Ration jars have an "Open Jar" interaction, which respawns the meal into the sim's inventory in the same state as it was when put into the canning station, with the same number of servings and quality.
    • Ration jars containing a meal with only a single serving have an additional "Open Jar and Eat" interaction. This spawns the meal into the sim's hand and pushes them to eat. This is an autonomous interaction for sims who are hungry and have access to single-serving ration jars (in the environment or their inventory.)
      • Vampire sims will not autonomously "Open Jar and Eat" from rations jars whose meals do not contain plasma fruit as an ingredient. The player can still direct them to do so, however.



    • Both "Open Jar" and "Open Jar and Eat" are enabled for children, except when the ration jar contains a meal that is tagged "adult-only" by EA (i.e. mac-and-cheese, autumn salad, waffles)--in this case, only "Open Jar" is enabled for minors.
    • Seventy meals have individualized ration jar textures. All other meals have ration jars that sport a custom generic texture with a silver lid, labelled "FOOD".





  4. Double-Boiled Ginseng Broth is a new recipe made by adding 3 ginseng ingredients to the canning station's inventory.
    • Sims get the "Warm Fuzzies" moodlet after eating the broth.
    • The "Germy" moodlet is removed by the broth if present.



  5. Jars of flame fruit preserves now glow.



  6. Make candles by adding 3 beeswax ingredients to the canning station's inventory. Click on the resulting jars to "unmold" the candle.
    • This candle uses the mesh from the basegame Mood-Lite candle, but is CAStable with 2 channels and 3 presets, and has a transparent glass base.
    • It's not a default replacement.
    • It's not buyable via the catalog, but can be sold for 85 simoleons.



  7. A "Put in Inventory" interaction has been added to all canning station jars so that they can be moved to the inventory without being opened first.



  8. Eighteen new decorative slots have been added to the canning station. (When drag-and-dropping ingredients into the canning station, some ingredients might be placed onto a decorative slot instead of being added to the canning station's inventory. If this occurs, open the canning station's inventory first, then drag the ingredients directly into the inventory panel.)



  9. Minor Tweaks:
    • Making preserves now increases Cooking skill by 300 instead of 800 (because making preserves should not build Cooking skill faster than cooking a meal.)
    • Making jams now increases Cooking skill by 400 instead of 800 (see above.)

Installation

If Grandma's Canning Station was installed via the Launcher as a .sims3pack: unpack mod as usual into Mods/Packages folder.

If Grandma's Canning Station was installed as a .package: unpack mod into Mods/Overrides folder.

If StoreFix_Decrap_Fixes.package is present in Mods/Packages or Mods/Overrides: the canning jar slot placement and rotation bugfix from this mod will not work because its canningJarJam OBJD is overridden by the one in StoreFix_Decrap_Fixes.package. This is easily remedied by firing up S3PE and setting the SlotPlacementFlags to Small, Decorative, and FullRotation in the OBJD in StoreFix_Decrap_Fixes.package.

Uninstalling this mod will break the custom objects it creates, such as the ration jars, custom spreads, unopened candle jars, Double-Boiled Ginseng Broth jars, and the custom CAStable candle. Sims who are opening ration jars autonomously might also be affected. It's likely best to delete the objects generated by this mod prior to uninstalling, and to run NRaas ErrorTrap when loading the savegame for the first time after the uninstall.

Requirements

  • This mod was built on patch 1.67, tested mostly on patch 1.67 and partially on patch 1.69.
  • Grandma's Canning Station must be installed (as a standalone or part of the Old Mill venue.)
  • Non-basegame ingredients and recipes require their respective expansion packs or Sims 3 Store content, but they are not absolute requirements for the mod itself.

Warnings/Conflicts

Below are resources modified by the Canning Station Overhaul. Mods that also affect these resources will cause a conflict.

Resource NameTypeKey
canningJarJamOBJD0x319E4F1D-0x01000000-0x00000000000F6139
foodEatSconeAndJamMLOD0x01D10F34-0x00010000-0x0000000000E33E11
foodEatSconeAndJamMODL0x01661233-0x00000001-0x0000000000E33E11
foodEatToastAndJamMLOD0x01D10F34-0x00010000-0x000000000010E436
foodEatToastAndJamMODL0x01661233-0x00000001-0x000000000010E436
foodPrepToastAndJam_KEY0x0166038C-0x00000002-0x9208AB4A5EAE9888
ITUN0x03B33DDF-0x00000000-0x0116051D05BF78D0
ITUN0x03B33DDF-0x00000000-0x190FE9F8FEBB2430
ITUN0x03B33DDF-0x00000000-0x8E79B0BAF83422B5
MLOD0x01D10F34-0x00010000-0x0000000000007BEB
MODL0x01661233-0x00000001-0x0000000000007BEB
RSLT0xD3044521-0x00000000-0xCF1EE51A7F3F7AC2
StoreObjectsJamMakingStation.dllS3SA0x073FAA07-0x00000000-0xC889D31190832907
VPXY0x736884F1-0x00000001-0x0000000000007BEB
foodEatToastAndJamVPXY0x736884F1-0x00000001-0x000000000010E436
  • Snacks (e.g microwave/fridge quick meals) cannot made into rations. The only exception is microwave Ramen (from the University EP) which is explicitly handled by "Make Rations".
  • Delivery pizzas cannot be used to make rations. Pizzas from the Wood Fire Oven are OK.
  • Individual cake slices can be made into rations, but not whole birthday or wedding cakes.
  • At least some custom foods can be made into rations, but this mod does not support them explicitly. Testers have successfully made rations from some of the following custom foods:
  • Meals with added herbs will lose the misty "herb added" visual effect as soon as they're dragged into the canning station. The effect will not return when these ration jars are opened, but sims will still get the moodlet associated with the herb when eating the opened ration. The loss of herb effects appears to be due to how inventories are implemented by EA (if anyone knows more about this, please contact me.) Flame fruit effects are persisted, however.
  • Toasts made from this mod's herb-based custom spreads (i.e. Cinnamon Spread and Pesto) will give the appropriate herb-specific moodlets when eaten. The misty "herb added" visual effect has been disabled by design in this case, since it looks misplaced when the toast is lifted away from the plate while eating, due to the effect being associated to the plate rather than the toast.
  • Uninstalling expansion packs, Store content, or mods whose ingredients or recipes have been used to make rations or custom spreads will break the affected jars. Testing suggests that these jars will become functional again once the relevant EPs/mods/Store content are reinstalled, but such an uninstall is not recommended.

Terms of Use

  • Do not re-upload elsewhere or include with lots.
  • Do not use custom assets or code in this mod for derivative works, including conversion to other Sims games, or extraction/recategorization of custom objects to make them buyable from the catalogue.

Credits

This mod is made possible by the generosity, enthusiasm, and resourcefulness of its testers: attuned, Frogsnack, icemunmun, igazor (check out the utterly charming testing Simblr), lucy kemnitzer, Misty_2004, sydsyrious, and tangie0906.

We did it!



Toolset

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
Butterbot - Canning Station Overhaul 1.0.package.zip 698.5 KB 17,885 3rd Aug 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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161 Comments / Replies (Who?) - 76 Feedback Posts, 82 Thanks Posts
Hide Thanks Posts for this thread (Show only feedback)
Test Subject
THANKS POST
#151 Old 22nd May 2017 at 3:03 PM
Thanks so much for this mod! Its wonderful. I do have a question. Would it be possible to make another version that only takes 1 meal to make a ration instead of 3? And also to make it so you get back 3 fruits, etc when opening a jar (since you used 3 when canning). Thanks again!
Instructor
Original Poster
#152 Old 24th May 2017 at 4:38 PM
@whispersftly

Thanks for the kind comment!

Quote:
Originally Posted by whispersftly
Would it be possible to make another version that only takes 1 meal to make a ration instead of 3?


This is feasible from a technical perspective. In fact, I did consider implementing rations in such a way as to accept an arbitrary number of meals, but chose to follow EA's lead (of requiring three items) for simplicity's sake.

Quote:
Originally Posted by whispersftly
And also to make it so you get back 3 fruits, etc when opening a jar (since you used 3 when canning).


Assuming this is with regard to making preserves, you should get three jars of preserves back for the three ingredients you put into the canning station (this is default EA behaviour and has not been changed by this mod). Each jar contains one ingredient, so you should be getting back what you put in.

Hope this helps.
Test Subject
#153 Old 21st Jun 2017 at 12:43 PM
Jam still useless with this mod? I mean - only one portion from whole Jar?
And Jars still useless because from them you can get the same vegetables that you put in them, without benefits?
I hope, however, that somebody will do something about it.
But rations are great things, especially for travelers, thanks!
Test Subject
THANKS POST
#154 Old 28th Jul 2017 at 3:40 PM
Thanks for making one of my favorite premium content even better!
Test Subject
THANKS POST
#155 Old 14th Sep 2017 at 4:24 PM
Super) Fantastic) i like it) So cool
Lab Assistant
THANKS POST
#156 Old 10th Oct 2017 at 12:25 AM
What can I say? This is so useful and COOL!

All my sims tend to be "out and about" types, and it's fantastic to send them off with proper packed lunches and provisions. And now they can enjoy their fresh produce in the heart of a long winter (the lucky blighters)... and my Adventuring sims have actual rations to scarf down in the middle of tomb-raiding and dodging mummies.
Test Subject
THANKS POST
#157 Old 31st Oct 2017 at 3:11 PM
Evidently the mods that allow plants to live longer does not work with this mod. I have the canning station mod, and all the addon plant mods. Now I just need a way to make the plants live longer - trying to plant a huge perfect garden.
Is there anyway this mod could be amended to make the plants live longer?
Absolutely love this mod and appreciate the hard work!
Instructor
Original Poster
#158 Old 31st Oct 2017 at 9:29 PM
@TPMemnoch

Can you provide a link to the "allow plants to live longer" mod? I can try to take a look and see if it's in conflict with the Canning Station Overhaul.

To the best of my knowledge, the Overhaul doesn't touch anything related to plants, so it'd be surprising if it's indeed implicated. It would be really helpful if you can describe the following:

1. What pointed you to the Canning Station Overhaul as the source of problem?
2. In what way does the "plants live longer" mod no longer work in your game?

Thanks!
Instructor
Original Poster
#159 Old 2nd Nov 2017 at 7:58 PM
@TPMemnoch

Thanks for the reply! If you don't mind, I prefer to discuss the mod here in the comments instead of via PM. This way, the information is readily available to anyone else running into a similar problem. I've pasted the relevant technical info from your reply down below for reference:

Quote:
Originally Posted by TPMemnoch
The mod is 'more harvestables for plants'. http://modthesims.info/download.php?t=597106
1. If I take the canning station mod out, plants do not die. Put the canning station mod in, plants die.
[...]
I do have all the mods for the extra plants - cabbage, corn, cucumber, etc.. and the Nraas controller mods.
I do have all the eps, stuff packs and almost all the store stuff for Sims 3.


I've taken a peek at the plants mod and don't think the Canning Station Overhaul is interfering with it. It only edits one tag in a single resource, which the Overhaul doesn't affect in any way.

However, according to its comments, the "more harvestables" mod only works for plants that are planted after the mod has been installed. Is it possible that the plants dying at the same time as the Overhaul being put in was a coincidence, since those plants may have been planted before the "more harvestables" mod was installed and therefore would not have been protected from death anyway? Also, it doesn't look like it covers Store or modded harvestables. It might be useful to make sure that both the "more harvestables" mod and the Overhaul are installed, then planting a new group of plants (I would suggest testing only with non-Store, non-mod plants), and seeing if these live longer.

Hope this helps!
Test Subject
#160 Old 14th Nov 2017 at 4:38 AM
Quote:
Originally Posted by Butterbot
@nixicole

You've almost got it:

1. Select the canningJarJam OBJD resource like you did in S3PE.
2. Click on the "Grid" button at the bottom of the screen. This will pop up a new window titled "Data Grid".
3. Locate the row named "SlotPlacementFlags" and click on the small triangle next to it. This will expand the sub-rows it contains.
4. Set the flags mentioned in the mod's description to "True".
5. Click "Commit". This closes the Data Grid window and temporarily saves the changes just made.
6. Go to File --> Save to permanently save the changes.

Don't forget to back up the decrap_fixes file before making the changes in case you need to revert.

Enjoy the mod.


Hi
I used this small guide but Sims3Dashboard still says there is a conflict. Do I also have to set the other presets to "false" or something like that?
Thanks!
Instructor
Original Poster
#161 Old 14th Nov 2017 at 8:24 PM
@lulliepop

That should be OK. There is indeed a "conflict" in the sense that decrap_fixes is overriding one of the resources in the Overhaul, but that's expected and why the instructions you quoted above are necessary for the jar slot placement improvements to work. This will not result in problems during gameplay or in the savegame. There's no need to set the other flags to false.

Thanks for checking out the mod and I hope you enjoy it.
Test Subject
#162 Old 20th Nov 2017 at 4:23 PM
Quote:
Originally Posted by Butterbot
@lulliepop

That should be OK. There is indeed a "conflict" in the sense that decrap_fixes is overriding one of the resources in the Overhaul, but that's expected and why the instructions you quoted above are necessary for the jar slot placement improvements to work. This will not result in problems during gameplay or in the savegame. There's no need to set the other flags to false.

Thanks for checking out the mod and I hope you enjoy it.


Thanks for the answer!. I'm going on a redecoration spree now.
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