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Simsco Canning Factory Mod

by Simsonian Library Posted 2nd Apr 2022 at 9:25 PM - Updated 3rd Jan 2023 at 2:35 PM by Simsonian Library
 
71 Comments / Replies (Who?) - 56 Feedback Posts, 14 Thanks Posts
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Test Subject
#51 Old 4th Jan 2023 at 2:56 AM
Quote: Originally posted by Simsonian Library
I have an update available that fixes that on my Patreon site. I haven't had a chance to update it here yet (hoping to do that today, maybe). It adds some new products as well (milk, eggs, more jam).

It's free. I should have it on MTS soon as well:

Canning Factory 1.2.2
https://www.patreon.com/posts/simsco-canning-64632302


Thank you!
Field Researcher
#52 Old 9th Jan 2023 at 10:16 AM
Question/request: Any chance of making this factory also bundle up llama wool for sale? I love my llamas but man, there is no way I can get the sims to knit fast enough to spend all that wool.
Lab Assistant
Original Poster
#53 Old 9th Jan 2023 at 2:02 PM
Quote: Originally posted by Birgitte Heuschkel
Question/request: Any chance of making this factory also bundle up llama wool for sale? I love my llamas but man, there is no way I can get the sims to knit fast enough to spend all that wool.


I was thinking a lot about wool when I was working on this. I'm disappointed that 'yarn' is not an object -- more like a concept generated by the knitting bag.

I supposed I could have it create 'yarn objects' to sell, maybe including dyes from Eco Living for different colors, but you'd only be able to sell them. You couldn't make something out of them (since the in-game yarn seems virtual). idk, I need to do some more thinking on it, but I'd like to find a way to fit it in.
Test Subject
#54 Old 16th Jan 2023 at 12:10 AM
Default Yarns
Quote: Originally posted by Simsonian Library
I was thinking a lot about wool when I was working on this. I'm disappointed that 'yarn' is not an object -- more like a concept generated by the knitting bag.

I supposed I could have it create 'yarn objects' to sell, maybe including dyes from Eco Living for different colors, but you'd only be able to sell them. You couldn't make something out of them (since the in-game yarn seems virtual). idk, I need to do some more thinking on it, but I'd like to find a way to fit it in.


check Zero's knitting requires yarns mod. You could make recipes that point to his objects. Eco Living dyes + wool = dyed yarns of all colors. Could make it a recipe addon
Test Subject
THANKS POST
#55 Old 16th Jan 2023 at 12:58 AM
Just tested it. Works gret in my farm with the Free Range mod. =)
Next, test SCCO tags.

May I request that you include the original color swatches from the cupcake machine?
Lab Assistant
#56 Old 18th Jan 2023 at 5:37 AM
I was just curious, why do 6 of each thing to make a box for chocolate sauce, jams, at least when if you do them by hand it takes for jams it take 1 sugar/fruit and you get 3 containers. Same idea for the chocolate sauce and custard and mayo.
Thank you either way though it still makes things much faster in a pinch.
Test Subject
#57 Old 9th Mar 2023 at 7:11 PM
There's an annoying autonomy thing going on. The sim autonomously walks to the machine, the interaction icon reads "green peas" but then he makes nothing, stands there in front of the machine doing nothing. All. The. time.
Lab Assistant
Original Poster
#58 Old 17th Mar 2023 at 9:15 PM
Quote: Originally posted by lestatt35
There's an annoying autonomy thing going on. The sim autonomously walks to the machine, the interaction icon reads "green peas" but then he makes nothing, stands there in front of the machine doing nothing. All. The. time.


I'll look into that. There's a green peas/fish bug I have a fix ready to go for, but hadn't noticed autonomy issues. It probably shouldn't be allowed to be used autonomously at all (since it won't know what recipe to make).

Thanks for the report!
Test Subject
#59 Old 20th Mar 2023 at 7:14 PM
Quote: Originally posted by Simsonian Library
I'll look into that. There's a green peas/fish bug I have a fix ready to go for, but hadn't noticed autonomy issues. It probably shouldn't be allowed to be used autonomously at all (since it won't know what recipe to make).

Thanks for the report!


Thanks! A more accurate report: The sims goes to teh machine, briefly t-poses and resets, the interaction reads green pea BOX, it happens on retail lot. Only active household sims. Only when they're hungry (apparently). So it might have to do with the original cupcake recipes which you probably duplicated from, i don't know. Maybe it has a flag/tag somewhere for cooking autonomy when the sim is hungry.

I tried to fix it myself by removing the grea pea BOX recipe from the startcraft menu but still get the auto interaction in game, so maybe the interaction name is wrong, since they're separate strings. Might be a duplicated test recipe that got lost in there, I don't know. *shrug*

Anyway thanks for working on this =)
Test Subject
#60 Old 25th Mar 2023 at 9:41 AM
Back to playing sims 4 again - I've downloaded the patreon version and this version and tested them both, I'm STILL getting 6 cans of green peas when I open a box of fishcakes. If it'll be an easy fix, I'd REALLY appreciate an update. Trying to play a challenge and I'm stockpiling food, but I do not want to make fishcake cans one at a time...

edit: I see you say above you have a fix for it, any chance you can push that out asap? Please, if you don't mind.
Lab Assistant
Original Poster
#61 Old 18th Apr 2023 at 2:52 AM
Quote: Originally posted by KelpTheShark
Back to playing sims 4 again - I've downloaded the patreon version and this version and tested them both, I'm STILL getting 6 cans of green peas when I open a box of fishcakes. If it'll be an easy fix, I'd REALLY appreciate an update. Trying to play a challenge and I'm stockpiling food, but I do not want to make fishcake cans one at a time...

edit: I see you say above you have a fix for it, any chance you can push that out asap? Please, if you don't mind.


Hello again, and sorry for the delay. I've had some illnesses in my family which have taken a lot of time lately. I'll try to prioritize that. I have another fix or two for it that will be included as well.
Test Subject
THANKS POST
#62 Old 18th Jul 2023 at 4:42 AM
Thanks for the mod. I really like your mod except for one thing.

If I put perfect fruit in the machine, I only get normal jam. So I have gone back to canning on the stove.
Lab Assistant
Original Poster
#63 Old 21st Jul 2023 at 1:58 PM
Quote: Originally posted by marychad
Thanks for the mod. I really like your mod except for one thing.

If I put perfect fruit in the machine, I only get normal jam. So I have gone back to canning on the stove.


Thanks for the feedback!

Yeah, that's partly based on technical constraints. It's hard to change the quality of the product based on the ingredients in the crafting process it's using, since you could use produce of different qualities in the same recipe (like 4 poor apples and 2 perfect ones).

The 'in-game' rationalization of this (by me...) is that the quality is always Normal (never Excellent, but never Poor, either), since it's made by a mass production machine. It's good at making a LOT of something consistently like a factory, but if you want 'small batch craft quality' products, you'd need to make them 'by hand'.

Sometimes, my farmer/crafters do both. They'll make up some small batches by hand with the Perfect produce (that usually sell for more anyway), then dump the rest of the 349 apples they grew that season into the machine to make a lot of jam (or sugar, etc) to sell at restaurants and cafes.
Test Subject
#64 Old 31st Jul 2023 at 10:45 PM
Quote: Originally posted by Simsonian Library
Thanks for the feedback!

Yeah, that's partly based on technical constraints. It's hard to change the quality of the product based on the ingredients in the crafting process it's using, since you could use produce of different qualities in the same recipe (like 4 poor apples and 2 perfect ones).

The 'in-game' rationalization of this (by me...) is that the quality is always Normal (never Excellent, but never Poor, either), since it's made by a mass production machine. It's good at making a LOT of something consistently like a factory, but if you want 'small batch craft quality' products, you'd need to make them 'by hand'.

Sometimes, my farmer/crafters do both. They'll make up some small batches by hand with the Perfect produce (that usually sell for more anyway), then dump the rest of the 349 apples they grew that season into the machine to make a lot of jam (or sugar, etc) to sell at restaurants and cafes.


It is still a great addition to the game. I know all about technical constraints, Danny used to curse them.
Test Subject
#65 Old 12th Aug 2023 at 2:22 PM
I'm not sure if it's intended, but the boxes of canned goods from this mod are included in the loot list for prarie grass with the horse expansion. I keep getting boxes of peas and tomatoes along with my nectar lol
Lab Assistant
Original Poster
#66 Old 2nd Sep 2023 at 10:02 PM
Quote: Originally posted by KelpTheShark
I'm not sure if it's intended, but the boxes of canned goods from this mod are included in the loot list for prarie grass with the horse expansion. I keep getting boxes of peas and tomatoes along with my nectar lol


NOOOOOOOOOooooo!

LOL, I have no idea. There haven't been any changes or updates to this mod since the horse expansion. I'll try that out. weird!
Lab Assistant
#67 Old 20th Nov 2023 at 4:43 PM Last edited by lady_coelura : 25th Nov 2023 at 12:50 AM. Reason: New Info found.
There's a small problem with the canning factory since the October patch. I finally did the October 2023 patch and now when my sims create something with the factory they will walk to the nearest free surface that isn't a shelf and put down what they made even if it's on a different floor, unless I lock them in the room where the canning factory is in which case they set the item made on the ground. I have tried many different shelves and get the same result. The day before the patch it worked fine. I did post on the EA Answers forum and they confirmed it's not the game/patch.
Lab Assistant
Original Poster
#68 Old 26th Nov 2023 at 3:01 PM
Quote: Originally posted by lady_coelura
There's a small problem with the canning factory since the October patch. I finally did the October 2023 patch and now when my sims create something with the factory they will walk to the nearest free surface that isn't a shelf and put down what they made even if it's on a different floor, unless I lock them in the room where the canning factory is in which case they set the item made on the ground. I have tried many different shelves and get the same result. The day before the patch it worked fine. I did post on the EA Answers forum and they confirmed it's not the game/patch.


I will look at that. I've had Sims decide to set things down in strange places from time to time, but hadn't noticed a change with this recently. It's calling the stock cupcake interactions to handle that part of it (eg 'phaseSimple_CupcakeMachine_Success'). Not sure what would have changed, but I'll check it.

Thanks for the report!
Test Subject
#69 Old 1st Jan 2024 at 8:45 PM
This is a great mod! Canning takes way to long in the game. But I was wondering if you had plans to add the ability to can the specific kinds of mushrooms in bulk as well (i.e.: bulk canning of charming mushrooms and bulk canning of spicy mushrooms)?

Even if not, this is a fantastic mod for canning focused gameplay
Test Subject
#70 Old 9th Jan 2024 at 2:19 PM
Hi, Thanks so much for the bulk canning, just to let you know, strawberry plant milk is not working (both option are for the normal strawberry milk). It not an issue for me so this is like a for your information.
Test Subject
THANKS POST
#71 Old 6th Mar 2024 at 11:09 AM
Amazing concept!! Cant wait to try it out :D
Test Subject
#72 Old 24th Mar 2024 at 1:59 AM
Default Meat Sustitute ingredients
Hi, I love this mod since it makes canning so much more viable.

I have an issue while trying to load up Meat sustitute ingredients. While Soy beans work, I can't load small mushrooms or small aubergines. If I use the load ingredients menu, the ingredients dissapear from the sim inventory but doesn't get transfered to the machine, and I can't drag those ingredients to the inventory if I open it, like I can with any other ingredients.
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