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Dolphin's Magic Gardening Gnome (updated 2011-07-07)

by dolphin26 Posted 16th Mar 2010 at 7:44 PM - Updated 18th Sep 2012 at 6:47 PM by Buzzler : added link to updated version
373 Comments / replies (Who?) - 17 Feedback Posts, 6 Thanks Posts
Picked Upload! This is a picked upload! It showcases some of the best talent and creativity available on MTS and in the community.
Staff Note: This mod is outdated and doesn't work for recent game versions! See here for an updated version.


No update required for Pets

I've tested this and it works with patch 1.25.

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This magic gardening gnome helps you garden. It can cause your garden to grow incredibly fast, and also water, weed and fertilize your garden. Both the speed and what it does is configurable through settings on the gnome itself. As it works, the gnome will change its pose. If you were to turn off all the functions defined below, you'd just get a gnome that changes poses on a schedule.

More information is given below the changelog.

Change Log
Version 1.06 2011-07-07: Fixed a problem that could cause repeated "out of mana" messages or pulse not working.
Version 1.05 2011-01-02: Update growth code so it doesn't try to grow mature omni-plants that have not yet been fed.
Version 1.04 2010-12-24: Fixed a problem that would cause a game crash when you tried to charge it with the wand from the custom magic skill.
Version 1.03 2010-12-23: Added new ability to revive dead or barren plants. You must delete your existing magic gardening gnomes after this upgrade; please use the cheat function to restore your old mana after you buy a new one.
Version 1.02 2010-12-10: Updated string tables for non-English users. It will still be in English but it shouldn't crash or show token names without spaces.
Version 1.01 2010-12-07: Initial update for late night, should work with current patches, but had some language issues for non-English users


The Mana System
I've received requests by some players that don't like to straight-out cheat to make my magical items work in a way that still keeps some game balance. To address this need, I've made this item require mana, or stored up magical energy, to work. This is the same mana system that my magic mood manager uses.

Most operations require 1/4 unit of mana; the revive operation requires 5 units of mana. This is per plant, and only deducted when the plant has a need for it. For example, if the plant has enough water already, you won't be charged any mana for maintaining that plant's water supply.

To charge a magical item, you have three choices.

1) You can use gems to charge a magical item. Currently, you get one unit of mana for each §100 that your gems are worth but I may make this value tunable at a later time for people that want it to be harder or easier to charge magical items.

2) You can recharge your wand using Kolipoki's Custom Magic Skill. This will show up on the object's "Mana...->Recharge with magic wand" menu when you both have the magic skill and have the wand in your inventory. To do this interaction, the Magic Mood Manager must also be on the ground and not in your inventory. Warning: Charging using the magic skill takes a lot of energy. Be sure that your sim has a near full energy bar -- otherwise, you might pass out!

3) If you'd rather cheat than use gems or use the wand, there's a convenient Mana->Cheat menu option which allows you to directly edit how much stored mana there is. This item will also be useful to non-cheaters that may need to delete and recreate the item if they run into a bug while this item is in beta.


Menu Options

Here's the menu options available so you can get a sense of how configurable it is:


Settings...
Functions...
Grow -- Age's your garden 1 extra day per time period
Weed -- Removes all weeds
Water -- Waters all plants
Fertilize -- Fertilize all plants with "outstanding" level fertilizer
Revive -- Revives any barren or dead plant.
Speed...
Medium -- Medium speedup, growing your plants 4 extra times a day.
Fast -- Grows your plants once every 4 hours
Faster (default) -- Grows your plants once an hour
Fastest -- Grows your plants once very 15 minutes
Pulse Only -- Instead of turning on and off the Gnome, you get an option to "Do Pulse" which does all the items one time only.
Turn On -- Turns on the Gnome (wakes him up). This only displays if the Gnome is off and you have a speed other than "Pulse Only"
Turn Off -- Turns off the Gnome (puts him to sleep). This only displays if the Gnome is on and you have a speed other than "Pulse Only"
Do Pulse -- Does a one time set of actions, and changes the pose.

A note about when the Gnome does its work: When in pulse mode, the Gnome will do the entire garden at once, instantly. However, when using another speed and leaving the Gnome on, the Gnome does its work throughout the time it is on. (Specifically, it will do 1/10 of your garden 10 times between poses.) This will make the garden seem to age more naturally (although very fast) instead of the entire garden aging at once. You can still see how often the Gnome works, however, by watching its pose change. If left on, between poses the Gnome will get to every plant on the lot once.

One more thing: The gnome will not age plants that have harvestables on them. This prevents them from timing out prematurely. It will continue to water, weed and fertilize these plants if configured to do so, but will pass over the plants for magically induced growth.

This is a cloned object with a custom script built in. As such, it should not conflict with other hacks. I also believe this mod to be base game compatible, but I do have WA. I'd appreciate it if someone without WA would confirm that it works for them in the comments area.

Obviously this is mostly a cheat, but could also be useful to someone building a lot with plants above normal quality. Had I made this object first, my Tomb of the Underground Garden would have been substantially easier to create!

You can find the object under decor->misc, as shown here:

If you don't get interactions...
How to install package files has changed with the Ambitions EP and the updates that have come out around the same time even if you didn't buy Ambitions. Follow these instructions:

http://www.modthesims.info/wiki.php...ch_1.12/2.7/3.3

If you install it properly, you will see something like this when you start:



If you don't see something like the above, do not ask me for help. You either don't have the framework installed correctly or you put the package file in the wrong place. Reread the instructions and if you still have problems ask for help in this forum, not here.

That said, if you have problems with the object and do see the screen similar to the one above, post a screenshot of it with your post for help. It might help by showing other mods you have that might conflict. Also, if you had an older version of my gnome and it stopped working when you upgrade, delete it and buy a new one. You can use the cheat function so you keep your existing mana.

So in summary, if you see a screen shot like the above, ask for help here. If you don't, ask for help in this forum.

See Also
  1. Dolphin's Magic Mood Manager
  2. Dolphin's Magic Orchids
  3. Kolipoki's Custom Magic Skill
Tags: #magic, #garden, #gardening, #gnome

Type:

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: 1.22
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Dolphin26_MagicGardeningGnome.zip

Size: 231.1 KB · Downloads: 56,657 · 16th Mar 2010
231.1 KB 56,657 16th Mar 2010
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!
 
373 Comments / Replies (Who?) - 284 Feedback Posts, 74 Thanks Posts
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Page 15 of 15
Field Researcher
#351 Old 10th Sep 2012 at 4:16 PM
I get the same problem as Michele. the gnome does everything but bring the plants to harvest... they take the same amount of time natural for each one. Please come back Dolphin!
Test Subject
#352 Old 10th Sep 2012 at 7:55 PM
Quote:
Originally Posted by Michele Magus
This mod has all the functions present operating apparently except it does not take the plants to harvest stage any more.

The only mods which should normally conflict would show as plants or the plants xml guid number in the Sims 3 Package Editor.

Some of the DLLs changed in Supernatural too.
This Gnome has a DLL in its file, which has been fine, until now.


Possibly related thing. I've been trying to decompile this just to take a look (hope the mod author is fine with that) and implement use of SN's magic system as a replacement for the magic system in the mod. I can't get it to compile past this block:

Quote:

namespace Sims3.Gameplay.Objects.Environment.MagicGardeningGnome

...

public void DoPulse(bool doAll)

...

if ((this.flags[4] && (plant.mBarren || !plant.mAlive)) && this.manaHit(5.0))
{
plant.mBarren = false;
plant.mLifetimeHarvestablesYielded = 0;
plant.SetAlive();
}



Apparently mBarren, mAlive, and mLifetimeHarvestablesYielded are now private vars. I can get past mBarren, but then I can't find a way to reset mLifetimeHarvestablesYielded, aside from rewriting HarvestPlant that is (going to try that then).
Test Subject
#353 Old 10th Sep 2012 at 9:24 PM
Quote:
Originally Posted by Kittiri
I haven't installed this yet, and I'm having issues with gardening. I don't have any gardening mods installed. I tell her to 'tend garden' and she tends one plant and stops, but if I tell her to 'fertilize garden with best fertilizers', she'll continue... Sometimes if she's on the 'tend garden' task, she'll reset after doing one plant. Also... the Supernatural plants don't grow for me from the autobuydebug, and I haven't found any seeds around the world (currently playing the new one).

I have 4 sims in my household, and one of them in particular does that whole "tend one and stop" thing. so annoying. Glad to know it's not the gnome, but I am curious as to what's causing it. Her needs are almost always at least half full when she does it, so it's not that. x.x
Test Subject
#354 Old 10th Sep 2012 at 9:27 PM
Quote:
Originally Posted by jimhsu
Possibly related thing. I've been trying to decompile this just to take a look (hope the mod author is fine with that) and implement use of SN's magic system as a replacement for the magic system in the mod. I can't get it to compile past this block:



Apparently mBarren, mAlive, and mLifetimeHarvestablesYielded are now private vars. I can get past mBarren, but then I can't find a way to reset mLifetimeHarvestablesYielded, aside from rewriting HarvestPlant that is (going to try that then).


Confirmed that rewriting that method fixes the harvestable growing problem. However I'm still unable to change mLifetimeHarvestablesYielded to prevent barren plants; there's no method for that.
Test Subject
#355 Old 11th Sep 2012 at 6:30 AM
Quote:
Originally Posted by Havockitten
I have 4 sims in my household, and one of them in particular does that whole "tend one and stop" thing. so annoying. Glad to know it's not the gnome, but I am curious as to what's causing it. Her needs are almost always at least half full when she does it, so it's not that. x.x


Reset your collecting skill with NRass Master Controller Cheats. Might need to reset gardening too, but I'm pretty sure it's a common thing to have go wrong. Set the skill level to -1 and then back to 10 with the game unpaused. I had the same problem and this method (Originally posted on EAs site) worked for me and many others. I'm betting the one that does 1 thing and then stops, works after using this to reset the skill.
Lab Assistant
#356 Old 11th Sep 2012 at 1:07 PM
Quote:
Originally Posted by jimhsu
Possibly related thing. I've been trying to decompile this just to take a look (hope the mod author is fine with that) and implement use of SN's magic system as a replacement for the magic system in the mod. I can't get it to compile past this block:


The mod author's last activity on the site was in Dec 2011 and the mod is now deemed unsupported according to the overview page.

MTS Rules in this regard state: However, this is subject to certain conditions (ALL of these must be true, not just one/some):

The original creator must have been inactive for a period of at least 1 month, and has not stated when they will be returning (for vacation or personal reasons, etc.) This period of 1 month is counted from the last date the original creator logged on to MTS.

Link:http://www.modthesims.info/wiki.php...doned_Creations

I have looked on this creators page and on the overview page of this mod and cannot see any specific 'terms of use'. Hope I haven't overlooked anything.

I hope you can fix this for us.
Test Subject
#357 Old 11th Sep 2012 at 4:06 PM
Quote:
Originally Posted by SIMCITIZEN4
The mod author's last activity on the site was in Dec 2011 and the mod is now deemed unsupported according to the overview page.

MTS Rules in this regard state: However, this is subject to certain conditions (ALL of these must be true, not just one/some):

The original creator must have been inactive for a period of at least 1 month, and has not stated when they will be returning (for vacation or personal reasons, etc.) This period of 1 month is counted from the last date the original creator logged on to MTS.

Link:http://www.modthesims.info/wiki.php...doned_Creations

I have looked on this creators page and on the overview page of this mod and cannot see any specific 'terms of use'. Hope I haven't overlooked anything.

I hope you can fix this for us.


Interesting, didn't know about this. Will consider releasing once I'm satisfied (still have to add in Tunables to the variables, and stuff).
Lab Assistant
DELETED POST
11th Sep 2012 at 7:40 PM
This message has been deleted by SIMCITIZEN4.
Lab Assistant
#358 Old 11th Sep 2012 at 7:41 PM
Quote:
Originally Posted by jimhsu
Interesting, didn't know about this. Will consider releasing once I'm satisfied (still have to add in Tunables to the variables, and stuff).


Awesome, thanks.
Lab Assistant
#359 Old 12th Sep 2012 at 8:21 AM
Default This might be part of the problem...
Quote:
Originally Posted by SIMCITIZEN4
Awesome, thanks.

I was having the same problem as several others...the gnome would grow the plants but stop before the harvest stage. Today I discovered that the mushroom take two extra cycles to go from planted to harvest. I'm thinking this might be the issue, or at least part of the issue?
Lab Assistant
#360 Old 12th Sep 2012 at 10:05 AM
I really miss this mod, its was one of my most used. Like everyone else, i works somewhat. I really hope you can fix it and have it for download. It would really be great. I'll keep checking back.

Thanks very much to everyone who is helping to fix this mod for us, its very very appreciated :D
Test Subject
#361 Old 18th Sep 2012 at 10:37 AM
Hopefully a solution will be found (or if it is not an issue with the gnome, that EA actually fixes this issue with another patch). I've tried everything so far...including deleting all of my plants and growing them again - still have the issue of plants coming to harvest stage even after removing the gnome and using a gardening NPC.
Lab Assistant
#362 Old 19th Sep 2012 at 10:16 AM
jimhsu has updated this mod, here is the link: http://linna.modthesims.info/downlo...t=1#post3966022
Test Subject
THANKS POST
#363 Old 6th Oct 2012 at 8:43 PM
Will this work for the 1.39 update?
Scholar
#364 Old 12th Oct 2012 at 1:48 AM
Awesome Mod! Thanks for creating it!

Hello, I'm Tiya Marie :)
I Hope You Dance!
Test Subject
THANKS POST
#365 Old 12th Oct 2012 at 9:29 AM
This is such a clever script.
Test Subject
#366 Old 1st Nov 2012 at 4:58 PM
We Need Update Plllzzzzzz!!!
Field Researcher
#367 Old 14th Nov 2012 at 2:56 AM Last edited by Kayleena : 15th Nov 2012 at 1:06 AM.
This mod works with 1.42 in my game!

--------

This is an edit to let everyone know that while this mod still works (for me at least) it is not entirely compatible with Seasons. My sims could not plant pumpkins which I didn't realize until I happened upon a pumpkin to plant and all I could d with it was move it from my inventory to the ground.
Lab Assistant
#368 Old 28th Nov 2012 at 7:19 PM
is there anyway u can get this to work with just the base game, or with showtime/ nightlife? i dont have the ablity for magic in my game yet and dono what to really get on top of that for ep next month. lol xD
Test Subject
THANKS POST
#369 Old 19th Jan 2013 at 4:11 AM
Again, my update of this mod has been updated for Seasons, see here: http://modthesims.info/download.php?t=486705
Test Subject
#370 Old 28th Feb 2013 at 4:10 AM
Any news regarding the compatibility with patch 1.50?
Test Subject
THANKS POST
#371 Old 26th Mar 2013 at 2:39 PM
pleaase come back and update this :P
Lab Assistant
THANKS POST
#372 Old 25th Jul 2013 at 2:23 AM
can u make this so it dont need magic? since i dont have that EP i would like to b able to use it in my base game (even tho i have nite time, and showtime)

(if u message bk pls pm me so i know)
Test Subject
THANKS POST
#373 Old 24th May 2015 at 12:22 PM
The updated version of this (http://www.modthesims.info/download.php?t=486705) works perfectly with the final Sims 3 patch in case anyone wonders. But I wanted to thank the originator, anyway. This is a cool little mod, and I use it a lot. :)
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