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Posts posted by coolspear
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Those "0000 xxxx" entries are just harmless spares. Handy for when you copy and paste actual xml numbers and names over them for any new goodies. Most of my purchase list mods probably have a few of those spare, blank entries.
When you harvest soy beans from plant, do they have a monetary value? I would imagine they do, (should have) but then again, as you're meant to turn it into wax (via a machine?) perhaps Maxis did not give it a money value as the bean is only the middle stage of its purpose? Just a guess. Can't see why using the correct Object XML number would still not appear on the purchase lists.
Though having said that, I did run into a similar issue many moons ago, with a fossil if I recall correctly, or maybe an element for the periodic table. The proper collections ref number for it still did make it appear on purchase list. I had to scour the game files looking for an object xml number that finally worked.
Are there any scenarios in Eco gameplay, where your sim can find or be given a bean via searching a trash dump or such the like? If so, check that interaction xml for the loot xml it gives, and maybe you'll find yet another unique bean object number that'll work on purchase lists. This is what I had to do to get that fossil/element I mentioned to finally show on purchase list.
Two coders working on it, on two different aspects, not communicating with each other, two different numbers can emerge for (almost) same thing. Yep, can and does happen.
EDIT - Is there a new-fangled Eco trait or Eco skill associated with soy beans? Such that if a sim does not have it, soy beans will not be available? (Similar to how you block vamp foods on fridge recipe selection lists showing for humans to grab, and vice versa.)
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As the options on this mod are the debug cheats tweaked, I think you may still need an extra mod to have the game recognise/accept unlocked debug cheats. I use TwistedMexi's mod for unlocking debug cheats and (After the Seasons Patch.) continue forcing the game to still accept them as Maxis thought it a good idea to switch many off. TwistedMexi's mod is probably still a requirement for 1.63 and beyond to continue unlocking the debug cheats.
Found on his Patreon (free) page here - https://www.patreon.com/TwistedMexi/overview
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Which object instance number (xml number) for Soy Beans are you adding to the purchase list?
It won't be the main Object XML number that does it.
To find all the correct object xml numbers that work for all purchase list mods, be they fruit, flowers, gems, fish, look for the file -
"objects.collection_manager" xml number - "11895884615193299768"
This is the file that holds all information regarding every collectable object. All objects listed, and their otherwise hidden xml numbers, are the ones you add to purchase list mods for the usable object to appear on purchase lists and for actual object to manifest in a sim's inventory after they buy it.
(Note: sometimes they come with no monetary value which you'll have to add in the purchase list mod yourself otherwise they'll be visible on he list, but still not buyable.)
I'm sure the Soy Bean object number would've been added to the garden harvestable section of that important xml in the 1.63 patch.
It's a handy XML to always check against patch updates in case Maxis add any new collectable goodies to the game you want to straight-up make a purchase mod for.
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What I can tell you is, the Forest & Jungle as Residential mod, as well as editing the specific region files, has to also edit two other very important files - an XML and its Simdata counterpart - that contain a heck of a lot of information, many, many aspects, regarding every single region the game has and lots of direct information about every single pack released for the game. And certainly when new packs and indeed new world regions are released for the game, those two files need a lot of new info added.
All the Eco pack elements and its region data are missing from them, and very soon the knitting pack info will also be missing. That's bound to have negative consequences somewhere down the line. Unless of course you are on 1.64, as you say, but have not got Eco EP and do not get knitting pack, then you'll never notice anything askew.
So just be careful as you never know what'll be missing and you might have unseen, unknown glitches in those new packs if they are installed as a heavy amount of data is incomplete/not included for them in that mod.
But if you don't have them installed, then it should be fine until the next new pack you get, and thereafter you will have to rethink using the Forest Jungle Resi mod.
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I was looking at that very issue myself recently. (As explained in post June 9th.) The LEs for it certainly are odd, since the parameters on the XMLs - for Perfect quality outcome instead of Normal quality outcome - should remain fine if altered. It's all coding the game should accept without question, so why the strange LEs for this minimal, supposedly-acceptable change? A change that has worked fine since TS4 released. A change if done to alter the quality of other things that have quality states remains acceptable. So what's up with the fruit, veg and flowers going bonkers with LEs? Not forgetting I'm not even on 1.63 and the new-fangled Soy Beans to exacerbate the issue! Yet still suffered the same LE issues for making an otherwise acceptable coding change when I wanted to tidy up my mods for 1.62 compatibility. Tiny Living done something odd, that's for certain.
I abandoned editing the XMLs in the old way because of the LEs. The workaround I used to continue getting Perfect produce when buying fruit, veg, flowers from any of the Chef objects or the Florist Vase, was to take that Normal Quality XML - as referenced in each and every produce XML - take the Perfect Quality XML, and copy all coding from Perfect XML below main header and paste it onto/over all coding on Normal XML below header. Done deal. The game still issues normal, but at perfect quality and no more damn LEs. Back in business. At least a workaround till this odd behaviour spewing LEs for what should be acceptable changes, (Previously always were acceptable!) is ironed out - if ever.
Also thanks for all the work your doing to these to make them 1.63 compatible. Much appreciated. Go, go Soy Beans!!!!
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I did forget about that one. The full mod is actually ready for release, as well as already being integrated into the Region XMLs (I think), so players may already have the option to choose a Scout Park venue in the build mode panel if using my Forest & Jungle as Residential mods, - (The Scout Park designed for the forest region.) however no mod to back up that choice. I can't remember if I've done that, already uploaded Region XMLs that give the Scout Park choice. Maybe, since I was on the cusp of releasing it all.
I also have the Graveyard venue and the Family Hangout venue ready.
The reason I did not go fully forward with them, as you can imagine is good, old cyclone 1.63. If you are on 1.63, which most folks have moved onto, then you will seriously, seriously need to remove my Forest & Jungle as Residential mod. It will break your game, probably not even allow the new Eco neighbourhood/Region to show if kept in the mods folder. (If you don't have that mod, never did have it, then Scout Park would never have worked for you anyway.)
I have been toying with the idea to release the three mods (Scout, Graveyard & Family Hangout) and the three lots I made for them, as a final farewell parting gift. But how many folks are still on 1.62 with the intention of staying there indefinitely? A requirement, especially for the Scout Park venue, as to move onto 1.63 requires to scrap the Forest & Jungle as Residential mod and all others that rely on it, such as the Jungle Bar & said Scout Park venue.
So I kind of don't know what to do, and in such cases usually opt for the default stance of "do nothing then." I don't want to let anyone down, but 1.63 has me over a barrel on this Scout Park aspect. And if you are now on 1.63 yourself, then unfortunately you would not be able to use it.
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That is very nice. I know just the right lot to place it for that matching finesse. Lovely work, Ingeli.
Just had a thought, though. Are you using any new-fangled 1.63 coding on these object builds? Because that would rule out me from using.
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Yeah, thanks @Menaceman44
I did take up maintaining this mod after Zerbu retired a couple years back. Though he did return to modding and has been keeping his most favourite mods updated, such as the School mods and stuff. I never did check if he went back to maintaining this one - it's a tricky one to find on his site. Well, it always was for me a hard one to find, so I did not go back to look. But it's good that you updated MM. Cheers.
Edit - I've also edited the main post to let folks know there is now a 1.63 version here. Once again, thanks Menanceman44.
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Aye, they do look great. And round tables that seats 8 sims, yes please! Thanks for the work and the links @Ingeli
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Kimi, as always, you are the voice of reason. You're brilliant. You really are. I can handle myself just fine. But I like it when you get the Official Guns out. Marshal Kimi, ain't gonna stand for no uncouth disruptions in this here town. No, siree.
I, too, did ask that it be put to bed. But some folks, they have trouble sleeping and just don't want to know where them helpful pillows is at.
But you always know where to send them. Bed, my darlings. Bed. Sleep and let's have no more.
We can but hope. Dream and hope.
Cheers, Kimi.
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I'm actually retired from modding now. I announced it at start of month, before the 1.63 patch hit. So for my part I'll not be updating any of the mods on this site.
Though the chances of Maxis breaking the career mods here are small, given they are specific to older DLC things they generally have no need (or desire) to add anything new to in a patch regarding new DLC. Though that's never a guarantee they won't knock things about willy-nilly and at the end of the domino effect it breaks hospital emergencies (again) or such the like. You can count on Maxis for that.
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I suppose if I hadn't retired, you would have just kept that mess of disgruntled opinion and cheap-shot exaggeration to yourself, eh? Another who comes crawling out of the woodwork to tell me how I should have done my job now that it's over. What it is I am (supposed to be) and what it is I'm not. "Not my personal blog bro." Who the fuck are these self-appointed geniuses?
"No shade." Get the fuck out of it. Who are you kidding? Another who thinks I should have just put up and shut up just to please their way of it. That disappointed tone running through your commentary, having to fight yourself with fake pleasantries intermixed in the text, as a cover to hide the true bitterness your really want to unleash. Still, enough of it gets exposed for me to know the true angle you're coming from.
In YOUR PERSONAL, capitalized, all-important opinion, I suspect I've just been rather rude yet again. Well, I know I have. Ah, well. Naughty me.
"In fact, I never once saw you taking responsabilities for something, or apologizing for being rude or harsh or whatever." No, not even in the post directly above yours, you still didn't see it. Nitwit.
"I am sure you will disagree with everything." Not so. Because I'm going to agree with you on that.
And why is it people like you are always the first to call those folks who say thanks, who make pleasant or heartfelt remarks as "ass kissers?" What the fuck is it with you morons?
"Think about how you are perceived, people can see what you cannot see sometimes. Some self-reflection is always good to become better people." Hmmm. A big philosophical finish, eh? Okay. But let's weigh that up shall we. I've been rude to those folks, in a minority, like yourself, who think they can come here and tell me where I went wrong and how I should have done things as a modder. Rude responses to that shit? I don't deny it. Whereas you have just insulted the vast majority of folks on this site who react in a mature, appreciative and understanding way to my retirement. Which to you is all "ass kissing." So now, in your grand philosophical scheme of things, who do you think is being perceived as worse? Me, for being openly rude to another bitter, opinionated asshat and in the process upsetting a minority of likewise asshats who are usually, generally bitter most of the time anyway. Or you, for insulting damn near everyone else who can demonstrate a grown-up compassion and understanding for people's choices in life, work or retirement. (That's all "ass-kisser" in your lexicon.) I wonder? Are you sure it's me you should be giving that advice to when you are so blatantly and terribly failing at it yourself?
I'm done with this one.
Dare I ask, who's next? (We're on a roll now it's the end time.)
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Yeah, let's put it to bed. And I'm sorry it has become something of an annoyance for you @mshazyhearts When in fact, it was not even you that turned it into something worse than it ever needed to be. It was the two who made comments after you, intent on scolding me after getting the wrong end of the stick and having no knowledge of what they were talking about, who soured it. For my own part, everything I've written since in reply to those two was meant specifically for them, nothing aimed at you.
But yeah, one of those things that needs to go quietly into the night now, thank you all kindly, and never return.
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I am also getting the error for download. Last updated/uploaded October last year. To imagine it could possibly have been in this broken state for over six months and no-one has attempted a download, worse still, bothered to report the error until now???
I cannot see that. Must have been a recent glitch. For reasons I cannot imagine. Then again, since it was never given an okay since then, since the Uni and Tiny Living patches, then perhaps it's been largely ignored until now. Either way, that's only the beginning, as there's more.
I could upload the one I've got here, but is a bit different from the one advertised, still with some experimental upgrades. First it has had a major rework with more files added. If you've ever come across that sloppy Maxis crap of sims wearing their weather outfits - especially winter clothing - when in their basements at home, this mod was updated to deal with that. I don't know why Maxis decided basements should be cold. (If it was even a conscious decision?) Perhaps that's their - the coder's - experience with them. Cold, dank and dingy, like something out of a horror movie, so dress warm! Or perhaps same hangover code from game release, that even interior sunken floors - before basements were introduced - inside four surrounding walls, were seen as outdoors. (Probably the latter, because Maxis are hopeless.) Only one or two basements are like that in my game, horror-esque, the rest perfectly neat and tidy extensions (ergo well heated) of the lot, so stop frikken changing clothes sims!!! It's not cold down here!
Next up a ban to stop that godawful Mood Idle sims do often and extremely annoying and can even break their train of thought - as it were. Seen when a sim is on their way to do something autonomously. Next they suddenly stop, pushed to do that frikken idle once again, look at sky and yibber something in in Simlish, then should, should, be on their way again. But no, sometimes this is where their journey now ends, derailed by as stupid frikken Maxis-brainfart idle. This mod now attempts to end that push-to-to-idle on residential lots, and is having mixed success depending on the region. Some regions 100 per cent works, others a bit flakey. Hence still experimental.
Also experimental pushes to stop pets being sick every frikken time you load up the family lot when not having played for a while. (Experimental, not fully tested, not seems to work. Needs more tinkering.)
Another to stop invited sims having to always knock at the door. SHUT THE FRONT DOOR, you're invited, come the front in will you for front's sake. Don't make me come all the way there to invite you in, you fronting idiot. I already invited you!!!! (Highly experimental. Not had a chance to fully test yet. Probably needs more work. Typically needs more work as I only laid the groundwork, as it were.)
And then of course, there's the 1.63 patch, which will probably do something to the files of this mod as it has done with most others. I'm sure Eco Living has something new for homes that'll need to go on the same files this mod uses.
So let me know if any of this interest you in this version of the mod, (and you're still on 1.62 like me) and I'll swap it out with the broken one that cannot be downloaded.
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Well, you know what they say about opinions.
Having a base knowledge of zero and still righteously unwavering in telling others how to - and how not to - do their job.
How about you read things properly next time. I never said it put me under any pressure. I'm retired, how could it?!
I was explaining why such a question is long since banned on this site, long before I ever uploaded mods here. Rebutting to the statement that "no one is forcing me to update." Stating that this site bans that very question, long term, fully-experienced veteran modders of this site banning it, as it does put undue pressure on modders to answer it. Because to answer such a question knowledgably would require mods to go through the updating process to garner the required information. Why is that concept so hard for you to grasp? Oh, I know, because you are not a modder. So why on earth are you telling me anything at all, - further undermining decades of experienced modders who ban it as they can do without the undue pressure - all from your knowledge base of zero?
And you obviously did not absorb any of that stuff about exaggerating, to go straight in with TOXIC as soon as word three. There's no helping some.
And you're telling me my pressures ae my own, nobody else's business. Yet were you yourself not under a form of pressure, as mildly subconscious as it may have been, but a pressure nonetheless, to make a post to scold me. So right back at you. Put down that slice of righteous cake you're trying to have and eat at the same time. You keep your own pressures, not my business.
So getting back to the opening line as I close, please reinsert your incredulous leap to Toxic back into the same orifice your inept, unqualified, knee-jerk opinion came from. Along with that slice of righteous cake.
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I haven't patched and probably won't for some time. But the error with perfect produce is something that I've also realized is in the game files that's in my game, on 1.62.
I was tidying up my gardening mod, the one that allows to change the seasons and growth states for level 10 gardeners. I hadn't updated it since 1.55, so I expected there would be some Uni fallout to attend to. Matter of fact, it was Tiny Living fallout I needed to fix. Uni patch did not do anything to plants as far as could tell. Tiny Living with new soil parameters, super rich soil for super small houses, if they have the lot trait. Go figure. All the while trying to get to the bottom of why my garden plants are failing to spawn produce normally.
Turns out I also needed to update my other garden mod that makes all produce spawn at perfect quality, - (and store everything in fridge) - again neglected since 1.55 - getting ever closer to the subject/error you mention. Bear with me...
Each object XML for each type of produce, (All 85 types of 1.62, 86 types now in 1.63 I believe? Soya wax or something?) had a few code changes, right in among all the lines that govern the quality of produce, right where I've modded them all.
So I updated it, then next in game I was immediately hit with the most unholy wave of LEs I've ever seen! My main sim's house, 85 plant types, 10 produce on each plant, and some plants doubled up for extra flowers, that LE reported them all and was long. Very, very long. A thousand or so entries! What the!!! My first response was, I'm retired, why the feck am I still doing this shit?! Over a thousand LEs?! I've never seen the like of it! Run!!!
Next I decided to get to the bottom of it. And the final analysis, simply changing the code to spawn Perfect produce rather than Normal produce seriously breaks each object XML. That's wrong in and of itself. That change should be accepted as it remains within proper game parameters. But, alas, to stop the wave of LEs, I had to revert changes to default Normal. But found another way to skin that cat when editing the Quality XMLs themselves. Back to perfect produce, and happily back to all the plants regularly spawning produce again. No more LEs.
TBH I don't even need that mod for my gardens, as all of them around my sim world are already perfect. I just have it so the fruit, veg and flowers I buy from the fruit bowls, for non-gardener sims, is perfect quality.
Anyway, what I'm getting at, is there is already something amiss with that quality thing on all produce object XMLs. Introduced somewhere between 1.56-1.62. I'll bet to match up with the Tiny Living soil thing. Something's just not right, which I'm sure 1.63 and its new wax plant is further exacerbating.
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Going from "impolite" to "harsh" in two posts. If same person dared to make a third comment, I'd probably be further demonized to the level of a monster, by fifth post a mass murderer! And I'm the one that fails to understand people? Just as well the person did not want to make more comments, as if there's one thing that riles me is the continuing escalation of exaggerations a person makes to validate their need to keep making more posts/arguments. (He says after opening with an exaggeration, albeit for humorous effect. The difference being I know it's a falsehood, not convincing myself it is fact.)
The distinction between being understood as clinically straightforward or impolite, harsh even, varies from person to person, I guess.
But I can tell you now, the question asked was not "simple," as you put it. (One of those unconscious exaggerations again that do nothing but subtly, gradually demonise the target and bolster the unconscious righteousness of the opposing person's argument. Your subconscious need to win, to be right, can make you do this more than you realise, more than is fair. So be mindful, as there are those who see the false premise as nothing but the lack of understanding it conveys, the lack of any real logical syllogism when it is used. And it is also most impolite to gradually demonize - however subtle and unconscious - where there is no just cause.)
To answer such a question knowledgably requires the gathering of technical data via a time-consuming process. Is that "simple" to you? "Do you like sugar with your tea?" That's a simple question which can be answered accurately, immediately and without feeling any undue pressure to "get it right." (Unless you really, really like sugar, but are on some super-strict diet. Oh, the pressure to answer a simple question!
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For me to answer the (not so simple) question asked, is to put that undue pressure on me to get it right. As I, like most people, prefer not to answer with "I don't know." I'd rather decline from answering at all in such cases. Which I would have done, if not for the site rules being broken. And the fact that this is a site rule at all, is due to this site being run and owned by modders who have experienced that same, undue pressure of this very question, - via impatience - so soon after a patch. Hence banning it. Furthermore, that undue, impatient pressure will lead to clinically straightforward answers that some may consider impolite, if they are prone to allowing the unconscious mind to exaggerate due to the lack of fully understanding that which they felt a need to comment on. Then moving onto "harsh" for the next comment.
So in response to your final statement, I don't think it's me that's doing the bulk of the misunderstanding here. Yeah, we're all prone to doing it, misunderstanding through lack of knowledge. But perhaps can lessen it if we try to imagine the logic of what we're getting ourselves into. Is my premise true or false? Based on facts or pure emotion? Am I unconsciously relying on exaggeration - subtle yet increasingly inflammatory - to prove my own point to myself? Maybe I should not do that. It's increasingly impolite, in fact an opposing irony to my opening bid, to deem others as impolite, harsh even, because I don't fully understand why they would answer so clinically straightforward to a "simple" question.
(Which I went ahead and answered to the best of my knowledge in the above post anyway. It still boils down to an "I don't know," but the best "I don't know" I can come up with. As there are a great many patient folks who would like to know and who can also resist the unconscious, unmindful urge to put undue pressure on others. Or who are just aware of the site rules so do not ask. Either way, I'll be extra polite and pass on what information I can.)
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This mod uses some very unique XMLs. The amount of data on them is very little and very, very specific to core functions. The chances of Maxis changing the data in a patch are rare in the extreme, as the data is not the same seen on other XMLs that are prone to need changing with the ebb and flow of new pack introductions. Core data that never changes unless they are going to rework the game engine. Six years in and a penchant for rehashing stuff, not likely to be reworking the core.
So far only ever one minimal change, about three years ago, making one single, slight edit of a value, then nothing ever altered again since. (This change they did, and the value, is mentioned in the main post.)
Maxis (EA Help) did indeed acknowledge the Simulation does suffer. They admitted they do not fully know why or how, but said they'd look into it. That's when we got the little value change three years ago. Ho-hum.
If Maxis ever announce in their patch notes they have solved the Simulation problems, you can bet they've tinkered with the game files this mod also uses, among other hidden game mechanics. (Either that, or they've straight-up copied what a modder did - would not be the first time.) If that day ever comes to pass then it won't really matter that this mod is broken thereafter, as it would be redundant. That's assuming a fabled Maxis Simulation fix for this issue is a good and thorough job, (Or a straight-up replica of a modder's fix that's known to work.) and not just another single, slight value change barely registered in the flow of the game - as like their last attempt three years ago.
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Says it all. "Sheesh, I was only asking..." We have a(nother) winner!
And to reply to your question in the manner you would have liked, a knowing "yes" or "no" is, by it's very nature, forcing me to update as doing the updating process is the only way for a modder to know if a mod is broken by a patch or not to give you the polite answer you seek. You didn't come here to ask your question looking for an "I don't know" as the response, did you?
You or the person that asked, expecting a knowledgeable answer is a pressure on a modder and can be seen as forcing them to update to please your need to know. They haven't been saying "patience is a virtue" for untold centuries for nothing.
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It's not generally taken well by modders when inpatient folks pop in within a few days to ask if a mod has been updated, especially after a major cyclone patch. It's bad form. This being the main reason why it is against the rules of this site to do so. Further to that, I announced my retirement from modding TS4 last week (prior to the patch release), so even if this mod, or any of mine on this site, are in need of an update, - and I suspect many are in need - I'll not be doing it any time soon.
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Where it's true I have retired from modding TS4, I have also been reading posts and reports from various websites regarding the latest patch/pack as I like to keep abreast of TS4 development. Chiefly how much of a balls up Maxis made of the game this time, due to their infamous, devil-may-care patching for breaking the game every damn time.
And as much as this patch broke a great many mods and CC stuff - a great many - Maxis have also outdone themselves with all their own mechanics they've kicked the shit out of. Go team Maxis!!!
Can you even play older saves? Half the players cannot!!!
Getting to the point of this message, The Fizzy Drinks Maker has been reported far and wide as being... temperamental. Works one minute, not the next. Sounds to me like Maxis have done a typical half-arsed job of it. So I'd hold back on scrapping the mods here for the moment, wait till Maxis release the very required hotfixes for this unholy-but-typical shit they've stirred up. I do believe one is already out today. But not quite addressing most issues, just an attempt to get older saves to work. Go team Maxis!
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Mods you may feel are conflicting, due to being of similar nature, put the one you prefer in Overrides. But more so for the mods you do not suspect of conflicting, seemingly unique. If that type of mod does not seem to work as it should, put it in there to see if it starts to work, then you'll know it was due to conflict with another mod.
I recently discovered something of a shock when using Overrides folder. The Pregnancy Emergency scenario for the Doctor Career. A good while ago, Maxis broke that and took over a year to fix it. MC (Deaderpool) provided a fix that covered most of that year Maxis were larking about. When Maxis finally fixed, I was enraged as the roped-in emergency sims (oftentimes my All-In-Ones) were keeping the babies for real. I was so angry about it I even called Maxis the "C word" over that particular sloppiness.
However, quite recently I looked at the Maxis file for it, and it is still clearly coded to delete baby. So I made a fake mod. I put that Maxis file into a package file unedited, and placed it into Overrides folder. First emergency pregnancy at hospital, and the baby was deleted as it is coded to do. WTF?! That could only mean it's a mod causing sims to keep those emergency babies, and the only mod I can think of is MC. I also owe Maxis a big apology for calling them the "C word." Sorry, Maxis.
So, yeah, that's the type of thing the Overrides folder can help with.
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Personal update May 2020
Sim Data files now added to all mods to bolster the edited data.
@sharris8- Thanks for letting me know. You are correct about the Sim Data files also being required. Usually when there are corresponding Sim Data files they do need to be edited and included with other files. Though sometimes not. In the case of these mods, when I first made them they worked fine without the inclusion of the corresponding Sim Data files, for the longest time. I was happy as that meant no need for extra files, so less to check at patch times. Perhaps recently Maxis made the importance of them more defined, hence they are now needed to be edited the same otherwise mod won't work. I'm just wondering now how long ago that shift came? As I have been regularly publishing songs, books and what have you without problems, just not tried to do it more often than the default rules stipulate, so no idea if this Sim Data shift has been in effect for a long time. But thanks for letting me know. All these mods have now had their corresponding Sim Data files added and edited to match.
As you've seen yourself, there's not really much coding to them, commodity XMLs are short and sweet and very rarely changed by Maxis in patches, so they should all be back on track now with the inclusion of the Sim Data files. (Though I haven't tested, so feedback would be helpful.)
Let's hope Maxis do not make all the food recipe Sim Data files be as intrinsic, or most of my food mods will be out the window till I rework those hundreds of extra files. Damn... (Should've kept my mouth shut on that, really. Don't go giving Maxis any fresh ideas how to cripple more of my mods.)
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It probably will conflict. I think I've read that somewhere in among these posts.
Garden - Seasonal Changes Reworked & Master Gardeners New Options - Update March 2025
in TS4 General Mods
Posted
It's because Maxis actively shut down many debug cheats forevermore in the Seasons patch, that the TwistedMexi mod is a requirement. So as well as using mods like MC to activate the debug cheats (the surviving debug cheats post Seasons.) TwistedMexi's mod is also required to bring many back into existence that Maxis shut down. MC will not do this on its own and some of my mods that de-cheat some cheats will not work without the TwistedMexi mod installed to tell the game the de-cheated cheats are still valid cheats no matter what Maxis did in Seasons to kill them.
An irony being, that this mod requires Twisted's mod to keep those cheats alive, yet Twisted's other mod Better Exception, reports this mod as problematic via Better Exceptions LE reports.
Too daft for words.
BTW, I do not personally use Better Exceptions mod, I'm not a fan of it. It's just that other players report its LE reports to me about this mod and I refuse to look into it. Knowing with MC, I never get an LE report for this mod, so I don't care what BE is only guessing at. Not gonna chase my tail round and round because of it.