Supplies Mod + 40 Objects

by Lamare Posted 1st Jun 2025 at 9:17 PM - Updated 22nd Apr 2026 at 9:58 AM by Lamare
 
74 Comments / Replies (Who?) - 49 Feedback Posts, 24 Thanks Posts
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just a girl
Original Poster
#51 Old 4th Aug 2025 at 6:42 PM
Quote: Originally posted by Samina
Yes, it shows conflict with Utility mod by Simler09, but when I took it away nothing changed
I can direct them to flush, but they doesn't do it automomously. Also I thought I use somewhat mod that forces sims to wash their hands after using toilet, but I can't find it and hack conflict doesn't find it too. However, when I took out your mod they suddenly starts to flush toilets as always...
Edit: I don't know how it's possible but I think BO-No sim Loaded erase something, when I took it away my sims started to flush toilets again
Edit 2: It seems they flush if they use it standing(males) and doesn't flush when sitting(everyone)

Hi! I don't know if you've resolved the conflict since then, but if not, you could delete a "Toilet - Use - Sitting" BHAV from the suppliesMOD package. Your sims won't use toilet paper, but at least the flushing will be resolved and you'll be able to keep the rest of the mod features
Test Subject
THANKS POST
#52 Old 5th Aug 2025 at 3:37 PM
I love ALL of the objects!!!! They are so detailed and i love having them around the house and they are so cute! I will be following to see what will be next! Thank you very much again!
Test Subject
#53 Old 14th Aug 2025 at 3:32 AM
Quote: Originally posted by Lamare
Hi! I don't know if you've resolved the conflict since then, but if not, you could delete a "Toilet - Use - Sitting" BHAV from the suppliesMOD package. Your sims won't use toilet paper, but at least the flushing will be resolved and you'll be able to keep the rest of the mod features

Thanks for your reply, I think it resolved somehow by itself , however I'm not sure if toilet paper decreasing or not. My sims can't use all x20 paper roll during the time I play them
Scholar
THANKS POST
#54 Old 26th Aug 2025 at 7:54 PM
Oh! how I love objects that actually DO something. I love the laundry machines and right now only have decorative items to sprinkle around. Can't wait to see these work. Thanks for your talent and your time creating these.
Scholar
#55 Old 27th Aug 2025 at 11:43 PM
I want to let you know about a problem I had with this mod. It seems to break the shower action. When I directed sims to shower they walk to the shower then stop and make a jump and the motive disappears. When I removed the downloaded files, the glitch didn't happen. If it can be fixed somehow, I really do like it and would happily put it back in my downloads.
just a girl
Original Poster
#56 Old 28th Aug 2025 at 5:48 AM
@sandya hi! You probably have a conflicting mod. Are you familiar with the concept? If two mods override the same thing, one of them or both will not work as intended and the whole situation may cause bugs. There are programs like HCDU to find conflicts
Field Researcher
#57 Old 29th Sep 2025 at 5:28 PM
I absolutely adore this mod! Just want to report a few conflicts I didn't see already listed.

Simler90's Utility Mod
Epi's Toothbrushes by Color Traits and the patch I made between it + Utility Mod
Traits Project (Part 3-13) - Personal Hygiene by Hexagonal Bipyramid (dramatic-hydrophobic_takeBathTweaks.package)
Cold/Hot water shower by Kabuto
Absent-Minded 3T2 Traits Pack! by Heathen Simmer (ys2g_whereamI_absentminded.package)

I'd also be interested in a solution for Toilet Shoo Persistently. No expectation of a solution for any of these but just wanted to let you know in case it can be useful!
Field Researcher
THANKS POST
#58 Old 7th Oct 2025 at 4:07 AM
This is Hugely Amazing, Lamare! Do you have any idea how long I've wished those really cute deco objects were functional? You probably do, since you did this. haha. But Seriously, this is the biggest thing since the 50 New LT wants! Your skils are Epic, did anyone tell you that yet?
Mad Poster
#59 Old 21st Oct 2025 at 5:24 AM
If I place a cleaning supply on another slot of a counter that has a sink, the sink deletes. I don't think intended.

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too!
just a girl
Original Poster
#60 Old 21st Oct 2025 at 10:07 AM
Hi @BellaDovah
I’ll try to look into these conflicts, thank you. General advice: make the mod you like more load after the other one

@nila.dulko thank you! Glad you like it

Hi @Bulbizarre
If you place anything, not only supplies, on a counter with a sink, the sink disappears. I’ve been wanting to look into counters and sinks to fix this, but haven’t gotten around to it yet
Mad Poster
THANKS POST
#61 Old 21st Oct 2025 at 4:21 PM
Ah, I'll use OMSPs then. Hope you can find a fix!
Test Subject
#62 Old 31st Oct 2025 at 4:31 PM Last edited by GiftOfGabby1 : 31st Oct 2025 at 4:46 PM.
what would i need to to do if I wanted the Torrox Buy Items Addon 4 Bathroom To be supplies I edit the masters right? I'm look for less 4t2 looking stuff for this mod and I love Torrox Buy/Build sets. Also You rock!!!
just a girl
Original Poster
#63 Old 3rd Nov 2025 at 10:22 AM
Quote: Originally posted by GiftOfGabby1
what would i need to to do if I wanted the Torrox Buy Items Addon 4 Bathroom To be supplies I edit the masters right? I'm look for less 4t2 looking stuff for this mod and I love Torrox Buy/Build sets. Also You rock!!!

Saw your message on discord first and left you a reply there
Test Subject
#64 Old 5th Nov 2025 at 6:50 AM
Thank you for the amazing mod! This mod is truly game changing and make the gameplay more immersive and harder.

If I may add feedback. I know that puchasing the supplies on buy mode is for easy access. I have a suggestion if we can make the supplies the same as food supplies in storage, that means you need to call delivery guy or went to supermarket like what you do with food supplies. This would give you a reason to visit supermarket daily for retocking supplies and add the gameplay more immersive
Test Subject
THANKS POST
#65 Old 19th Jan 2026 at 6:42 PM
I really loved the improvement. Thank you for all the work done.

But I've checked some comments here and unfortunately have to report a conflict. Another user had the glitch of a Sim having the Take A Shower cancelled automatically, you answered for the player to search for a conflict, but I still didn't read their reply, so I'm gonna put my comment here: your mod is my first modification in my game, and this conflict of the shower is happening to me. I ran the program that you mentioned and it didn`t detected anything strange, so what I should do in this case?

Thank you again.
Field Researcher
THANKS POST
#66 Old 14th Mar 2026 at 9:37 AM
This is fantastic! I've been enforcing stuff like this by not allowing sims to take bubble baths unless they've bought soap etc., but this will make the gameplay much easier and more fun.
Mad Poster
#67 Old 5th Apr 2026 at 10:48 AM
Late to the party again; been on a lengthy hiatus...but I'm looking at some of your supplies in SimPE and trying to figure out how things can be edited.
If I just change the values already in the BCON, does that stick...eg: for number of uses...or does the value also need to be changed in the init?

I have -so many- deco items that could be made functional with this mod. Just wondering whether I have the brains and energy to do it.

My new downloads are on my Pillowfort
Mad Poster
#68 Old 11th Apr 2026 at 7:49 AM Last edited by aelflaed : 12th Apr 2026 at 12:47 PM. Reason: update
Conflict report I haven't seen addressed here:
simNopke's BabyToddlerBathingAutonomyFixes

https://modthesims.info/d/691985/ba...nomy-fixes.html

Probably because of the bath-changes-diaper aspect? Nopke's mod does extra things, of course, as does yours. I've also posted about it on both pages; we'll see who gets to it soonest with suggestions.

EDIT - Nopke has now made a compatibility patch, so anyone else with this conflict can go get it.

My new downloads are on my Pillowfort
just a girl
Original Poster
#69 Old 22nd Apr 2026 at 7:45 AM
Hi all! Sorry for not have been answering comments for a while, I'll get to it right away. But first, I'm happy to tell you my friend Tea Addict was kind enough to make TWO new compatibility patches for conflicting mods -- Traits and Simler90's Utilities mods. I'll upload them in this thread in a minute. And my other friend Nopke made a patch for his Baby Toddler Bathing Autonomy Fixes to be compatible with Supplies, as aelflaed mentioned just above. Yay! Thank you, wonderful modders!

OK,

@SternSonata
Still no clue what might cause shower interaction to cancel, apart from maybe the sim being mostly clean and not needing it or not having supplies to be able to become cleaner from the shower?

Hi @delonariel
Seems this mod is right up your alley then Glad you like it, thank you!

Thank you @aelflaed for reporting a conflict. As for editing supplies, yes, you can change numbers in BCON and they should stick. The Init looks at values in BCON. You've probably seen the little tutorial I made in the description, I'll quote one thing from it just in case anyone else sees this and wonders about a way of making supplies:

Quote:
For making simple supplies, I shared my quick and dirty resource kit in the downloads section. What I do is import those resources into an item's package, append or link 'init - sub' to existing init function and edit the tuning BCON. If you do this, make sure the group number matches that of the other BCONs/BHAVs in the package (merged packages have different groups, so you might have to change it for imported resources)
Test Subject
THANKS POST
#70 Old 22nd Jun 2026 at 7:26 PM
Genius!!!!! <3
Mad Poster
#71 Old 23rd Jun 2026 at 10:07 PM
Okay, I'm trying to learn how to add items to this mod - but have no idea how to "append or link init-sub to the existing init". Might need a bit more instruction.
(I could probably do the import-BHAVs version, but I thought it would be good to learn the 'proper' method if possible.)

I posted on the SimForge Discord too, which may be a better place to get assistance.

My new downloads are on my Pillowfort
just a girl
Original Poster
#72 Old 24th Jun 2026 at 9:43 AM
Quote: Originally posted by aelflaed
Okay, I'm trying to learn how to add items to this mod - but have no idea how to "append or link init-sub to the existing init". Might need a bit more instruction.
(I could probably do the import-BHAVs version, but I thought it would be good to learn the 'proper' method if possible.)

I posted on the SimForge Discord too, which may be a better place to get assistance.

Hi aelflaed
What I said is not any more proper than what you said, you're fine Both ways include importing anyway. To append means that this bit of code will be a part of the Init, and by linking I meant that you'd keep this sub-routine separate and call it from the Init as a sub-function. So, it's either A or B, whatever is easier for you.

A. How to append. First, you want to import the resource into your item's package, then click Append in the Init function and pick it in the chooser pop-up. The code will be added to the bottom of the Init, you'd need to connect it to the code that's already there (instead of returning true, you'd want to point it to where the appended code starts). If you go this route, delete the BHAV you've imported, as it won't be needed anymore. And if you don't see the Append button in BHAV editor, tick Special buttons.

B. To link this sub-function to the init function, you'd import the sub, make sure the instance is unique and the group is the same as the rest of the BHAVs in the package, and then add a line at the bottom of your init to call that sub. Make sure it's connected, too.

Attached some screenshots to illustrate what I mean.
Screenshots
Mad Poster
#73 Old 24th Jun 2026 at 11:17 AM
Quote: Originally posted by Lamare
Attached some screenshots to illustrate what I mean.

Hi!
In the end I have done a lot of importing of BHAVs, since I knew how to do it that way. Haven't tried any live testing yet, but the objects do appear with the correct descriptions etc.

Thanks for that detailed info - I have saved it for later! Good to learn a new patch of SimPE...

I would like to do some refillables, rather than letting everything turn into deco or be deleted once emptied. Toilet paper and soap, specifically. Do restockables need an empty state to function? If not, how do we know they need refilling? (I ask, because I'm notoriously hopeless at meshing).

My new downloads are on my Pillowfort
just a girl
Original Poster
#74 Old 24th Jun 2026 at 1:16 PM
@aelflaed I guess you didn't want to wait for 12 hours for me, but it was night time for me 🙂
Restockables don't necessarily need an empty state, but they would need the restock interaction. How do we know: I added a text notification for when something is used up. At first, I meant for it to pop up only when it was the last supply of the same type on the lot, but I changed it since then to always appear when some item is gone.
Mad Poster
#75 Old 24th Jun 2026 at 9:28 PM
Quote: Originally posted by Lamare
@aelflaed I guess you didn't want to wait for 12 hours for me, but it was night time for me 🙂
Restockables don't necessarily need an empty state, but they would need the restock interaction.


I -was- expecting to wait because I couldn't figure it out, but then I did find a way through. (That has often happened before - as soon as I give up and post for assistance, things resolve by themselves!)
Thanks for the extra info - I might try the restockable option on one of my conversions today.

My new downloads are on my Pillowfort
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