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Posts posted by coolspear
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I would eventually. But, as I've said a few times before relating to the doc career Emergency Events, I will do no more work on them until Maxis fix them. Just to let you know how bad it is (in my opinion), in my own game I have a special flavour of this mod that complexly switches off all Emergency Events. The Pregnancy Emergency Event has been broken now for over six months and messes up the day at hospital if allowed to trigger. The Test Sample Emergency Event just no longer fires for level 10 docs. I have not seen it in over a year of play! Even if I force it to be the only Emergency Event allowed it still will not trigger. That only leaves the Emergency Surgery Event, which, on its own is fine. But, since it's the only one left that works properly, it happens every-damn day and I'm sick, sore and tired of it making all the sitting patients in the waiting area stand up in shock when the surgery patient collapses at front desk, and then the crowd just stands there for the rest of the day. (Totally defeating my seated patients mod!) I can't stand it anymore, (If you'll pardon the pun) so I shut off ALL emergencies.
So, if you want my special NEE (No Emergency Events) flavour to tide you over till Maxis fix this god-awful mess, then I'd be happy to share.
Today's patch notes once again say nothing about Pregnancy Emergencies. So that's yet another month till June the borkage goes unfixed. Have they actually abandoned it? And are just leaving it in the hands of a modder to finally fix? (Because I have tried, but to no avail as yet.)
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I use MC also, currently on 3.4.0 which also has the last exception error pop ups and have not had exception error reports generated related to the mods here. Though I have yet to patch game and update MC to latest versions to see if it starts doing as you have reported.
It may well be Maxis have altered the XMLs used in this mod in latest patch, which of course I will update as per usual after I patch. I will know more soon enough.
In regards to the Festival Announcements, I listed the XMLs used in this mod and you'll see I do not use those ones at all, so this mod will not effect those phone scenarios in any way, shape or form. More to the point, I also use this mod, and I regularly have phone invites and festival announcement pop ups. There is a long standing problem with phone invites for the Dance Party at Ruins and Ocean Bluffs to no longer happen. This issue was there long before I made this mod, and may be related to another mod by another creator. (If not another Maxis glitch.) I have not looked into it thoroughly enough to say one way or the other, but if Festival Invites are also no longer occurring for you, then it may be related to same issue, ergo same mod.
It is on my list of things to do, to investigate the missing Ruins and Bluffs invites. But I cannot say when I'll find time to look into it properly.
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Thank you. And that's a great little gameplay tactic I never thought of. Just drag a drink to the table where they're sitting eating and tell them to drink. I love it! I'll be sure to use that little gem in the future.
I have a couple more trays of drinks and some fixes for the espresso cup empty states that I've been holding back for a while. I'm just waiting for the next patch any day now, before I release updates or anything new. But I'll drop a quick teaser here about that big community lot world rework mod set I have be talking about for over a year now. It's coming soon. There'll be a brand new "travel" object soon and that will be the precursor to what is essentially a massive set of mods and venues of world changing proportions. And a couple of new drink trays alongside to celebrate the launch.
But for now I'm going to get back in game and try out your nifty suggestion.
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Good call. I saw that sitting there in the outbox doing nothing the other week and wondered what I should do with it. Not sure if my version needs an update. I did see a version pop up on MTS in the last month or so, so I just thought, meh, leave it. It's all due to the Fish Storage Box. Just can't go wrong with those, so I unconsciously let the other one go feral and abandoned. But for you, my sweet queen, to welcome your active return, I'd be more than happy to spruce it up and upload it here. Just say the word, TFM.
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That's not how the coding works. It's all based on the Maxis grab snack and grab drink, which is single serving only and will glitch if a large family meal is coded into it.
I do have plans to do a big rework of the buffet tables. Now that's where the large group serving meals can be added.
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I'm currently testing a tray of the 3 x Beer types and a tray of Cream Cola & Rootbeer Floats. I'll release them soon if it all plays nice.
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New Additions 15 May 2017
Quicker Analyse Patient Sample - Now only 10 minutes.
Quicker Computer Usage - Now both computer interactions only 10 minutes each.
On 07/04/2017 at 5:55 AM, AussieMummy said:Some patients are still appearing with the guaranteed diagnosis already available even though I have not admitted them.
That is actually a patient type that Maxis coded to come to the hospital. I think specifically for the low levels of the career, to watch the diagnosis doctors go at them autonomously. Usually they actually have no real illness so the diagnosis docs may very well send them home as cured before you can get a look in. But, this is Maxis coding, and it is borked. Seen when the patient is leaving the hospital, they still have the red icon above their head and still with the sickly walk. Great job, Maxis.
If I actually played the hospital any more with any enthusiasm I'd look into it. If Maxis ever damn-well fix the broken Emergency Events (Pregnancy Emergency still broken six and a half months now and counting. It's getting so players could have a real life pregnancy and birth in all that time Maxis neglect to fix!) I would most likely edit those patient types and stop them coming to the hospital as level 10 docs simply don't need to see them and I personally do not want to see "cured," discharged patients walking out of the hospital as if they are about to drop dead.
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Heartbeat Hospital
This is an extensive reworking of the original hospital that comes with Get To Work. The lot re-imagined and renamed to work in harmony with the Doctor Career Re-imagined set of mods, and with a little bit of quirky science-fiction finesse thrown in to make those long hours at the hospital more of a fun adventure rather than a repetitive chore.
Update - November 2018 - Updated lot to be compatible with Seasons EP. Changed and added some objects, like teleport pads and non-dance wall stereos and some décor TVs. Also changed out the hospital objects in display cases for the proper décor versions found with the Size Matter set of mods. This prevents docs trying to use those shrunken display objects. Added links to new CC in the links spoiler at bottom of page. See pictures below for more details.
Update - July 2024 - Many more new features and appliances added from various newer packs right up to For Rent and one or two latest Kits. Eco Living appliances and For Rent appliances, and lots of avenues to crafting stations, including new crystal jewelry, should your main doctor fancy some time to themselves in the hospital basements making stuff while your coworkers are busy seeing to the patients. Maybe make your coworkers some valuable gifts seeing as they really are a great help now at lightening your workload.
Update November 2018 Images
SpoilerUpdate July 2024 Images
SpoilerNew on the roof
New on the second floor
A virology research lab, indeed. Why do I get the sneaking suspicion that this is the very place from hence Sims Covid will leak out into the wider world?
Might be because a sign on the door says "EA Maxis." Yep, that oughtta do it.
YOU WHAT?! Anthrax Rat???
SAY WHAT?!!! Ebola Rat???
Dear oh dear, methinks an outbreak of Sims Covid should be the least of all concerns.
Anthrax?! In the hands of sims?! An extinction level event coming to a sim neighborhood near you soon.
The Relaxation Pods securely in place for the arrival of the Pod Session Patients coming later in the day, late afternoon, for some much-needed stress relief.
New in the Physiotherapy Patient Basement Level 1 Spa Areas
More elevators. No hospital is complete without them. In fact I do believe it is a legal requirement to have them in hospitals of this size. So here they are. And like I said before, ain't no litigious stirrings brewing up in this here hospital. Lawyers not welcome. Unless it's to bring a fat check of a donation made by a rich and happy patient we've cured. Plenty of Landgraabs treated and cured in these wards. We'll build a new wing, right up there by the virology lab, naming it "a wing and a prayer."
Oh, the Physiotherapy Patients are going to love the new hot springs. (I know they will, I coded them to use it and love it. And they do.)
Who left that magazine floating in there? Some folks have no respect. And I'll bet the Orderly will never clean that up. (It's a visual prank for a giggle. I put it there purposely. It's a decor object, not a book for reading. The Hot Tub users don't seem to mind.)
The New Staff Room Basement Level 1
I recommend getting the LMS Door Locking mods for community lots so you can only allow your doc and the coworkers in here, keep out the wandering Physiotherapy Patients. The coworkers can and do use this room near end of day to attend to their low fun motives. And since they are all Foxbury Graduates with their Biology Degrees, I though I'd put up some Foxbury memorabilia decorations for them. It cheers them up no end.
Basement Level 2 Spa Stuff
Hidden Basement Level 2 & 3 - Secret Crafting Areas
Once again I highly recommend the LMS Door Locking mod to only allow your main sim doctor access down here. The room above - a small lab - with the stairs leading down here is the best door for locking.
Also down here is the For Rent Boiler and Electric Box.
New Stuff on Ground Floor
First to mention is the plethora of Air Conditioning Units and Radiators all over the building. Too many to show pictures of each. And the all-important Thermostat they're all synced to is found in the the Chief of Staff's private office. (That's gotta be the top job your played doc fills, right?)
"There she blows." The Thermostat. Once again, that handy LMS mod for locking the office door just for your main doc.
Other little cosmetic additions here and there.
Now a sink and dishwasher for barista canteen.
The two central baby cribs are, in fact, from my set of vacuum object mods. Switch them on and watch the cribs drive themselves around the hospital cleaning up! Crazy, no?
The morgue gets new fog lights from the recent Party Essential Kit, creating an eerie mist to give it a more frosty, spooky atmosphere. "I see dead people." (An effect that also works great for walk-in fridges where you might keep those scary-looking, "from the mind of Wes Craven," meat wall planters from Eco Living. The teal blue light color really sets it all off.)
BTW, the mannequin has a mod found on MTS that gives them a realistic skin tone. Just search mannequins on MTS and you can nab it. too.
The four new teleport rooms for inpatient patient expediency.
In these tiny rooms are my teleport pads. The doors to these rooms are designed to be locked so your coworkers cannot use the teleport pads, but patients can. LMS to the rescue once again! Now that the coworkers are treating patients and examining them, it often happens that the NPC nurse or doctor gets to the treadmill or X-Ray machines much faster than the hobbling, sick patients. So to get patients to the destination quicker, to speed up the process and not have staff wasting too much time waiting, the teleport pads are strategically placed to facilitate and expedite this process. Plus it just looks so awful when the poor, sick patients hobble their way back and forth across the check-in reception area. Those waiting check-in folk must be thinking, "what a shit show. The poor bastards should be in a wheelchair or on a gurney. This place is a lawsuit waiting to happen." Now, with the patients-only teleport pads, this disorganized ugliness is a thing of the past. Considering it never happened in the past, and only started as a byproduct of the mod updates for coworkers to treat patients, that's saying something. "We're quick to fix," is what it's really saying.
Outside grounds.
Plenty of theses all around the building for a spot of archaeology digging.
Boy oh boy, someone really doesn't like those magazines. Must be the Orderly getting fed up putting them away in the magazine racks. Better dry out that hot tub one first, though, eh? Yeah, like the Orderly would ever fetch that one out. Try never.
Well, that's it, folks. All the new stuff for July 2024.
To find this lot in your Library, you must activate the allow CC checkbox on the Library screen. Put a tick in the box and this lot will be available to view and place. Also build mode is normally deactivated at the Hospital. Enter cheat bb.enablefreebuild to switch build mode on.
I recommend using my Hidden Everywhere Portal Object mod to travel to the hospital late at night, after midnight when it's almost empty, to place this venue. Trying to place it when a workday starts can be a real pain in the butt when forcing 30-odd sims to stand outside the building, some of those patients never autonomously going back inside. Too messy. The midnight hour is perfect.
Temporary Note -
Included here is a new mod that Pre-Upgrades the For Rent Boiler, Electrical Box and all Radiators, and also will Pre-Sync all Radiators and Air Conditioning Units to the Thermostat Device - That came with Seasons EP.
In a building like a hospital, there are lots of radiators and AC units placed about the building, and it really is too much to expect a player to go round upgrading them and syncing them with Thermostat one by one. You gotta go blooming find them all first which is a headache in itself. No, no, no. The more logical thing would be, is to make them pre-synced with Thermostat as the default standard, as that is the most likely setting most folks would want. Right? Well, with this mod, now they will be. Pre-upgrading is a bit cheeky-cheaty, I know. But when you have to do it to 30-odd radiators in a game of hide-and-seek in the big Heartbeat Hospital lot, your eyesight will thank me for lessening the risk of strain, stress and throbbing headaches. So here is where I say to your cherished eyes, "you are very welcome. My pleasure."
I do intend to move these mods to their own thread eventually. Hence the "Temporary Note" title. But seeing as Heartbeat Hospital is where they are most needed right now, then here they are to download. You see, more logic at work. Isn't it simply wonderful?
Edit - the boiler, radiator and electric box mods are now moved to their own thread as part of a bigger mod set - https://simsasylum.com/tfm/index.php?/topic/16750-assorted-mods-and-new-objects-for-for-rent-heating-and-cooling-stuff-new-for-december-2024/
Downloads -
HeartbeatHospital_July2024_TrayFolder.rar - Place contents of this rar into Tray folder.
Click on "The Usual Suspects" Link below to Download the CC Object Mods Bundle rar: (It's only the stuff I've made so it's all here on SimsAsylum.)
Link for the LMS Elevator mod used in hospital build - https://www.curseforge.com/sims4/mods/wee-working-elevators-everywhere
Highly recommended LMS mod for locking community venue doors - https://www.curseforge.com/sims4/mods/unlock-lock-doors-for-chosen-sims
Realistic Mannequin skintone MTS - https://modthesims.info/d/639691/realistic-mannequins-new-skintone-read-description.html
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, LMS and horresco
Happy simming, folks.
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Without knowing which flies the cc object consist of, I could do no more than guess one way or the other. I have listed all files these mod use that would cause conflict if another creator uses same files. Hopefully, the cc creator has done likewise and listed used files, then you can compare. If it's just a new texture for an object, then there probably will not be a conflict. But if the cc object has more than just texture swatches, then it could cause a conflict.
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On 5/13/2017 at 2:12 AM, larsV said:
hello cool,i have installed cool1_CornucopiaDispenser_AllBaseGame.rar but when i want to place one of the fridges it gives me a script failure i have tried all of the but all give the same failed script message
You need the VintageIcebox_ALPHA as well, as all the other clones get their resources from it.
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Sixam Reimagined
Somewhere in our galaxy, there is a planet full of aliens partying like they are at the centre of the universe and it's the most fun place to be. Go join them at this colourful, funky party venue, and show them you know a thing or two about having a really good time.
This is a fun reimagining of the Sixam lot that comes with Get To Work. Designed for an optimum great time for those scientists who leave the labs during the workday to come here and party with the aliens.
Update - Feb 2018 - Did a little tweaking to this lot, firstly to remove a specific drinks tray object that was generating Last Exception reports. Even though the tray has already been removed from the updated drinks tray mod set, when loading up Sixam it still had a relic version that was generating a Last Exception if any sim tried to restock the tray. How the object remained on the lot at all, after being directly removed from the tray mods themselves, is a mystery. Since it no longer exists in my mods folder, it should have been a typical Missing Objects report when Sixam first loaded and nothing more. Either way, I've tidied up this lot to remove the minor issue, also rearranged a thing or two, and included a Cornucopia Buffet Table to keep all partying visitors fed with many tasty treats. The link for that new object is included in the spoiler tab below.
19 images for viewing:
SpoilerPacks used for this build are Get To Work, Get Together, City Living, Spa Day, Outdoor Retreat, Luxury Party, Cool Kitchen, Spooky Stuff. And to be honest, I have all additional packs to date, so there's probably going to be the odd item from a few other packs that have found their way into the build.
The only CC I use in the lots I upload is stuff I made myself. All of which can be found here at simsasylum. I will provide links below to all the CC used on Sixam.
A known Maxis issue is that outside objects raised with the Moo cheat are not protected in the same way interior objects are. When placing the lot those outside objects will be mercilessly slammed to the ground. All the UFOs, the Alien Gnomes floating around the Wormhole Portal and the enlarged stereo for the dance floor will all be forced to hit the deck as soon as this lot is placed. To raise them again, enter the bb.moveobjects cheat and hit the 9 key to raise, the 0 key to lower if you go too high. For the precise placement height of stereo, hit the 9 key 22 times, then hold ALT key and pull stereo slightly forward to line up with the round light as seen in the pics. (Somehow that round light is the only thing that is not forced to hit the deck.)
To find this lot in your Library, you must activate the allow CC checkbox on the Library screen. Put a tick in the box and this lot will be available to view and place. Also build mode is normally deactivated on Sixam. Enter cheat bb.enablefreebuild to switch build mode on.
Sixam Reimagined.rar - Place contents of this rar into Tray folder.
Download Links to all CC Used: (It's only the stuff I've made so it's all here on SimsAsylum.)
SpoilerMy CC Objects
Dispensers - WoW Globe + Fantastic Fridge
http://simsasylum.com/tfm/index.php?/topic/12307-dispensers-special-instant-food-drink-dispensers/
Motive Manager Machines
http://simsasylum.com/tfm/index.php?/topic/12329-motive-manager-machines-the-amazing-computer-rack/
http://simsasylum.com/tfm/index.php?/topic/12332-motive-manager-machines-the-snowfall-maker/
Drinks Trays - Six of the Best
The Cornucopia Buffet Table
http://simsasylum.com/tfm/index.php?/topic/12817-dispensers-the-cornucopia-buffet-tables/
Optional Mods (To experience Sixam as intended)
Scientist Career Reimagined Parts 1,2 and 3
http://simsasylum.com/tfm/index.php?/topic/12269-scientist-career-reimagined-part-2-staff-labs/
http://simsasylum.com/tfm/index.php?/topic/12270-scientist-career-reimagined-part-3-sixam-parties/
Insects Always Visible
Galaxy Lightshow Place On Surfaces
http://simsasylum.com/tfm/index.php?/topic/12308-galaxy-lightshow-place-on-surfaces/
Of course none of this CC or mods are absolutely necessary. But the lot will not be the same without them.
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis, science & science-fiction
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Edit Update 11th May 2017 - Hooray! Finally got this section underway with the upload of FutureSim Labs Reimagined. The last few weeks (months even) of stating a new world (due to the data corruption of the old world) and placing, tweaking, testing and fine tuning the lots is done. All tidied and improved from the lots you may remember posted on MTS. So now I will be steadily uploading all the others and a few funky new ones never uploaded anywhere before. Happy simming, folks.
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Glad you got it sorted. Hope you enjoy all the storage options.
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Do you have the Add Storage Alpha mod installed? Does it do it for all of them or a particular object? If so, is the object from an EP you do not have installed? The scrip call failed message is usually related to missing resources. Typically trying to use a partial clone where not all the object's needed files are present in your game.
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The Cornucopia Dispenser Set
This is a standalone clone of the Vintage Icebox Fridge from base game. (Don't worry, also all other fridges to date are included.) What it does is give a great many pie menu options to access almost all of the food and drink varieties in game to date. Select any single meal or drink and your sim will go grab it from the fridge and enjoy. Also comes with an autonomy switching function. Turn it Off so that sims cannot autonomously get food or drink, even if they are dying of hunger. Turn it On to let them grab drinks and single meals autonomously again.
Here's what Storage Galorage Ltd have to say about this new Cornucopia Dispenser range in the build mode description:
"IceBOX Vintage Cornucopia Dispenser - by Storage Galorage Ltd
This food & drink dispenser combines the charm of an antique icebox with the convenience of modern "Cornucopia" technology installed. Fitted with a small pressure tank filled with all the electrochemical atomic matter that all digestible nutrition consists of, all you need do is tell it what meal or beverage you desire and it will generate it instantly. And all for a nominal, standard fee across the menu. Since it all draws from the same atomic soup, there's no excuse to charge you double for a gourmet lobster dish than from a basic oatmeal biscuit. Storage Galorage Ltd will continually refill the pressure tank if and when the atomic soup depletes, via our online teleport connection to each unit, so you'll never experience it empty. You just have to make sure your power connection does not get cut off."
Certain food and drink selections will never be available for autonomous usage due to their effect on sims being something you might not want on a random, autonomous basis. Potions, Mood Meals, Ambrosia, Vampire stuff, a couple of ice cream flavours that drastically increase or decrease a sim's weight and Experimental Meals. (See Known Issues at bottom of page for Experimental Meals.)
To see and use the food and drink available in the Plasma / Vampire section, the sim will need to have the relevant vampire skills and knowledge. Otherwise the section appears empty. (That's why I chose the Vamp family for the demo pics. Strange, since they cannot enjoy all the other hundreds of treats on offer. But needed, lest the Vamp section shows nothing.)
Meal a drink quality varies depending on the cooking skills and food-related traits of sims.
So let's take a look at some of those menus available in the Spoiler Tab below.
SpoilerA great many food and drink choices on offer. From base game and most EPs, GPs and SPs to date. Where it's not essential to have all additional packs for this mod to work, it is desirable for the foods and drinks of those packs to be available from the dispenser. Otherwise there will be blank boxes where the missing food and drink would be.
Also included are clones of all other base game fridges, and three fridges from additional packs. These optional extra clones are set up to take their resources from the Vintage Icebox Alpha, so that you can have a Cornucopia Dispenser to suit the look of every home or community lot. The three fridges from additional packs are, Corporate Fridge Raider from Get To Work, Freezer Burn from Cool Kitchen, Crisponix Budget Used from City Living. For each fridge you will need the corresponding pack installed for them to show in your game. So make sure you install the Vintage Icebox ALPHA first, because all these other optional extra clones need it otherwise they wont work.
All Cornucopia Dispensers can be found in Appliances / Fridges
New Additions February 2019 - We now have a new Dinner Bar object based on the Cornucopia range. A cloned object from Get Famous, it will not override the original dresser object and the EP pack is a required install for it to work in your game. It draws its resources from the Alpha mod like all the other extra versions. I also added a few more clutter slots to the surface so you can add a bit more appropriate décor items atop the Dinner Bar.
Also a new Nectar Dispenser cloned from the Dine Out Nectar rack. Same pack install rules apply. This unit only serves Nectar drinks, but they are the recipes first made for the Cornucopia Alpha, so the Nectar Rack draws its function resources from it like all other extra models.
The glasses of nectar do look a bit odd when spawned inside the rack. But the rack itself looks odd to begin with. It's just too damn, unrealistically big. Just look at the size of those bottles! When they were first developing TS4, I swear the team must have been heavily into Fable 2 & 3, which would have been popular at the time, for their inspiration for a cartoony game. Elaborate, oversized fittings, furniture and décor up the chunky wazoo. You can shrink the nectar racks down to not only make the bottles a more realistic size, but also have the glass of nectar spawn flush on the top surface. Perfect. Even that blue cutlery/condiments caddy, wooden chopping board and the lemon&lime pot atop the Dinner Bar have all been shrunk, as the default sizes are just laughably Fable-ish. The Nectar Rack is not governed by the Alpha's on/off switch, so sims are free to grab a glass of nectar autonomously any time.
New Addition - March 2019 - The Purifier 5 Million décor object from StrangerVille GP now as a standalone cloned Cornucopia Dispenser. I have to say it does look the part for a futuristic setting. I'm sold! Well, anything's better than being a dud décor object when you look so swanky and fit for purpose. Just give me that purpose!!! StrangerVille GP is a required install for this object to show in your game.
Update July 2019 1.52 - Been neglecting adding foods and drinks to this for a while. So WENT TO TOWN on it this month. If the kitchen sink were edible, it would be in here now. Many older ones rooted out and added.
Geez, Italian Meatballs and Minestrone Soup I'd forgotten about. I love these foods, how did I forget?! Here now, at last.
Over in the Drinks Tray mod thread, a member was asking about the hot cocoa, apple spiced nog and iced coffee from Seasons stalls. Well, they're here now, too. I won't be adding them to trays, though. I almost wasn't going to add them here. Because it's one of those "be careful what you wish for" scenarios. Along with the drinks, what you'll get is a medium-sized dose of typical Maxis laziness. That the drinks, their names, are only surface cosmetics, and they're all just actually coffee. Well Iced Coffee, yeah, but so are the other two. The same resources in each of their files is coffee, the same damn object resource for the cup. You'll even get the coffee buff when drinking them. But if a surface, cosmetic name change is what toots your flute, then these will make you happy. Just don't look at the buff the sim will get when drinking them, otherwise illusion is shattered.
Next the Chinese New Year dishes. Vegetable Dumplings and Mud Carp. Yummy, they're here now at last.
Which takes us up to date and the Island Living stuff. --- I just needed to pause there and calm myself. So as not to launch into yet another literary tirade over this mountain-sized dose of Maxis laziness. Concentrate on the good stuff, little as there is. Five genuine new meals that have been included. New mesh, new visuals, new names. Good. Two nice drinks, Kava and Lotta Cocolata with unique cups. Good. Everything else, rip-off, rehashed stuff, all already here, same mesh, same visual, different name, not going to include the Island fake foods. Not good.
Another lazy rip-off I almost did not include, coconut cake. It is the base game birthday cake rehashed, same everything, different name. Only when baking it in an oven, a coconut is used as an ingredient. But same cake in the end, and no special buffs to let you know there is even a difference. Is there another word for lazy I can use as I'm getting bored repeating it? Well, let me tell you who is not lazy. Me. Cause I made a new, special coconut cake buff when eating a slice from here. Now you'll know it's different than the birthday cake and celebrate the coconut joy. Also drinking Kava from here will give you a unique new buff I made, squeamish beware! Finally, I made my own rip-off, too. Because that new coconut cup was too good not to use for a crazy, cockamamie cocktail your sims can have bizarre fun with. Enjoy.
Personal update August 2019 - Removed the Coolspear's Cockamamie Coconut Cocktail drink from the autonomy lists for drinks. Played a large house with autonomy on, for the first time in a while, and yeah, autonomy for that special drink has to go. Ouch. Now only available to drink via direct command.
Personal update April 2020 - I've finally caved in and I'm going to give up on my original idea to allow sims to be the ones who actively turn on and turn off these Cornucopia dispensers. From the start I just wanted it to feel more connected to them, the way they turn on a stereo, something they are involved in. Then again, even Maxis leave the turning off of most things to the player, including stereos. So, for this object to fall in line with all the many other On/Off Autonomy Switch mods I've released, this fridge too is now directly switched On or Off by the player and our sims have nothing more to do with it. You'll just have to be that extra bit vigilant if it's the only food source in the home and you forgot you turned it Off, because it will remain Off indefinitely until you switch it On again. Meaning the sims will die of hunger now, unable to switch it on for themselves. The Nectar Rack dispenser has also been given a player-controlled On/Off switch.
Personal update May 2022 - No patch code updates required after all this time. I just love making my own files for mods. They just sail along in harmony. Not unless Maxis drastically rework the game of course, which they have not done since last update of April 2020.
So what's new?
Added many new foods and drinks from Snowy Escape and Batuu mainly. Still got quite a few to add, namely from Cottage Living and a few others. Though I have included all the new Milk types from cows, that are now available in "Grab a Cold Drink" option. Maxis have given us quite a lot of new meals since the last update of this mod in 2020, so I'm still working at it.
New option to grab some otherwise impossible to get hold of Paranormal ecto-cake and unique spirit drinks when living in "normal" residential homes. We can't all live in a designated Paranormal home, be we do want us some spooky Paranormal treats, Maxis. So Storage Galorage Ltd provides. Enjoy. The Paranormal pack is a required install, of course.
Made some more compatible clones of fridges from dlc game packs. You'll need those packs installed to enjoy these new clones.
Made two special Snowy Escape objects, a fridge and dinner bar, that only serve meals best eaten with traditional chopsticks. Mostly the meals that came with that pack and a few other base game meals and City Living stuff. Just to keep it a little more real in those Snowy Mountain homes where autonomously stuffing your face with fork-loads of fish and chips or bangers and beans is not the normally done thing. Protocol, people, tradition and protocol. Storage Galorage Ltd understands this.
A new sci-fi fridge - the Purifier5Million model again - that only serves Batuu meals and drinks. Originally designed for my upcoming Batuu Reworked venue mods and the new dining sims thereof. Though I have to say this comes with the very same random LEs as seen with getting Experimental Dine Out meals from the fridge. I cannot get to the bottom of the randomness. But what I can now gather from it, all these years later, is that Batuu meals and Dine Out Experimental meals come on the same black plates. The plates are the culprit, but why the heck is it so random without any discernible pattern? Maybe when the plates are spawned in the fridge they randomly don't sit right because they are unique and Maxis never did design them to be repeatedly taken out of a fridge, and bang, the random LE when sim tries to grab it. Sims still sit and eat the Batuu food, no sim resets, nothing but the the game sometimes randomly hates that plate type coming out of a fridge. Maybe your sims will have better luck with it and never get a random LE. Because I'll be damned if I or Storage Galorage Ltd know the real answer. Consequently it won't be used in my Batuu venue mods, especially if I'm testing them for other things and don't need this poxy random LE stealing my thoughts and concentration any more than it already has done. Funnily enough the new Batuu family meals for the Cornucopia Buffet Table never cause an issue. Sweet and smooth plate grab every time. But that's a whole other mod.
Update June 2023 - For the Alpha mod there's been a few new drinks additions. When selecting from fridge they are found in Bar Drinks and Cold Drinks menus. Some I don't even know what they are, Dyed Cocktails? From Eco Pack. Okay, yeah, just slip in some industrial strength chemical dye into my drink and pray to the heavens it doesn't melt and disintegrate my liver in utter agony. Oh, I see, it's only organic, biological dyes made from the crushed corpses of vermin insects for their pigments. Then that's much more palatable, like glace cherries. Everyone loves them sticky beetle-dyed treats. Bring it on. Another great night out for the daredevil risk-takers with ironclad stomachs. I dunno.
Also added Bubble Teas. (For drinking "high quality" bubble tea my new mod for fixing a Maxis glitch is also required - https://simsasylum.com/tfm/index.php?/topic/16522-a-fix-for-the-bubble-tea-quality-glitch-new-for-june-2023/)
I also added a clone of the fridge model that comes with the kit dlc. There are now 12 DLC fridges in that optional addon rar folder. The DLCs for each are required installs.
I moved all other nectar racks, dinner bars and other specials into their own rar folder, as the download list below was getting a bit cluttered and confusing. (DLCs required for most.)
So now only four rar folders below with everything you may need in them.
For all previous Update History please see inside Spoiler Tab at the bottom.Important Note - Sims can drink Bubble Teas from this fridge autonomously, but Maxis did a quality glitch on Bubble Tea Recipes. For drinking "high quality" bubble teas use this mod for fixing the Maxis glitch and preventing LEs and sim resetting - https://simsasylum.com/tfm/index.php?/topic/16522-a-fix-for-the-bubble-tea-quality-glitch-new-for-june-2023/)
Update December 2024 - Only a minor update for now. Nothing patch related needed. Only the rar folder with DLC add-on fridges has been altered, with additional models added from For Rent, Home Chef Hustle and latest fridge from Life and Death. As usual the packs these cloned fridges come from need to be installed. Hopefully over the holiday period I'll have some time to really upgrade the Alpha mod with all the newer foods and drinks it's missing, - it does take me ages to make the new files, a real labour of love - and I also want to update some of the add-on fridges with the new swatches some older models have got. I just need the spare time for it all.
Downloads
Cornucopia Fridge Dispenser Alpha - Required for all others to work correctly
cool1_food&drink_CornucopiaDispenser1_VintageIceBox(Clone)_ALPHA_OnOff.rar - No update required
Optional Models of other Fridges
cool1_food&drink_CornucopiaDispenser2_AllBaseGame.rar - All optional clones of base game fridges - No update required
cool1_food&drink_CornucopiaDispenser3_DLCPacks.rar - 14 optional clones of additional DLC fridges - Update December 2024
Optional Nectar Rack, Dinner Bars and other Specials - DLCs required for most except one base game dinner bar
cool1_food&drink_CornucopiaDispenser4_Specials.rar - No update required
For patch version compatibility status, please see most recent Patch News thread for the TS4 Food & Drink Mods section.
XML Resource Used:
B61DE6B4!0000000B!000000000001FEDE.food_Popcorn_Cheddar_SP05.ObjectTuning.xml
B61DE6B4!0000000B!000000000001FEDF.food_Popcorn_Kettler_SP05.ObjectTuning.xml
B61DE6B4!0000000B!000000000001FEE0.food_Popcorn_Plain_SP05.ObjectTuning.xml
B61DE6B4!0000000B!000000000001FEDD.food_Popcorn_Caramel_SP05.ObjectTuning.xmlThis will conflict with any other mod using same resources. All other files and XMLs are unique builds by me and should not conflict with anything. Mod first made and uploaded with Game Version 1.29
Thanks and Credit: Simsasylum, Sims4Studio, our sims community, EA Maxis
Known Issue - Experimental Meals when eating at home have about a 1-in-4 chance of causing a sim to reset. Also same random LE for recent Batuu foods. The 1-in-4 randomness is totally bizarre. However, both the Experimental Meals and the Batuu Meals both come served on the same black plates. I suspect that is the reason behind the random LEs. But as to why, you got me. The randomness, is just so random. Maybe connected to left-handed, right-handed sims getting confused on these black plates, as I've seen similar LEs happens when left and right handed sim are given wrong, opposite animation when grabbing drinks. As such, until this random glitch can be identified and remedied, I have made the Experimental Meals and Batuu Meals to never be an autonomous choice from the Cornucopia Dispenser.
Footnotes of interest - 27th Sept 2021 - Star Wars fans might appreciate the descriptions in Cold Drinks options menus for Batuu milk. "Luke's Tatooine Blue Milk," because in original movie at Uncle Owen's dinner table, the young Luke drank blue milk, and "Luke's Irish Isle Green Milk," as we all know the infamous scene of older Luke getting himself some freshly squeezed green tiddy milk, filmed on an Irish Isle, and the color green and the Irish are inseparable - I should know, I'm Irish, and my blood just as green as old Mr Spock's. This name change won't effect the names of the buyable milk when visiting Batuu food stalls, they're only seen on this Cornucopia Fridge Dispenser.
Happy fridge raiding, folks.
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"Dear Deaderpool?"
I should imagine it has something to do with daylight hours, and vamps burning to death during the day. Sure, some vamps might have daywalker powers, but others do not. If it's opened for vamps to come to work, the game isn't going to be selective for which vamps, and that would be a random death sentence for some vamps. Though I haven't really played vampires much to get a true sense of such things. I can't see myself making any vampire mods until I do get a better sense of their unique occult life.
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Yes, I used to have them hosted on MTS. But not any longer. All my mods can only be found here at this website. (Unless being ripped-off by scumbag paysites like Pandora.)
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If you do wish to try S4S for yourself, I'd be glad to help show you the very simple 2/3 step process of how to remove entries you don't want in any mod. S4S truly is as easy, straightforward and as user-friendly as using Microsoft Word or something. Especially for the simple task of deleting an entry. It's also a brilliant tool to use for cleaning up errors in CC clothing and objects with its batch fixing commands. And that's nothing to do with modding on the user's end, just a great help to keep your game content in good shape. It's a must have tool for players, as well as modders.
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I do my best to keep the Impeccable Quality mods separate, specific to EPs and SPs, but I know they're not 100%. The Deluxe version of TS4 and the cakes that came with, being one example. Furthermore, I don't do any No Ingredients for Cooking mods, so I don't see why you are commenting on that here. I do my best not to "clump" things together, but it cannot be avoided unless myself, and other modders who work on similar projects, make many variations of the same mod. One of the problems modders face with doing mods relating to recipe adjustments, is there are so many recipes. And the clumping together, more often than not, starts with Maxis releasing more meals under the same base game titles as Homestyle or Gourmet. It would be quite a daunting task for modders to decipher which ones belong to which packs out of the hundreds available. Lest I uninstalled each pack to see which ones vanish from my own game. Not going to do that. Not going to make multiple variations for those that have one pack, but not another. Come patch time, you'd be there all week just working on the variations of one mod alone. Life's too short.
The easiest alternative to fix the issue, would be to dabble in a bit of modding yourself. Learn how to open the files with S4S and simply remove the recipes you don't have. There are great tutorials at the S4S website that could have you cleaning up mods for your own, personal usage preference in no time. Much, much quicker than it would take me to tidy up 20 variations come patch time.
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Update 1st May 2017 - Optional add-on mod included for direct travel to Deep Woods. See Additional text in thread for more details.
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Update 29th April 2017 - Added some more flowers. A couple of base game flowers that I missed, and some others, Here's what's now available - Snapdragon, rose, tulip, daisy, lily, chrysanthemum, orchid, bluebell, bird of paradise, bonsai, death flower, chamomile, toxic chamomile, fang flower, sixam mosquito trap and wolfsbane. That should be all the flower types now.
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Thanks for the report on the family outing. I'm glad they're all having fun, including the toddlers. Nice to know. Let's just hope the loner Hermit doesn't have the Hates Children trait, otherwise it's going to be a turbulent holiday.
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Update 26 April 2017 - Another update to cover 4 changes. First off is a correction of a mistake I made. To those keen-eyes users, you may have spotted "Master Fisherman NPC" entry in there twice. Dang, the second one should have read "Master Gardener NPC." Now it does. There's not enough hours in the day to drink all the coffee which I need to function correctly?! Secondly, we have the inclusion of the Human Species trait with text and icon. (That handful of lame llamas getting ever smaller.) And thirdly, a little change to the vampire traits. Maxis did care to give the two traits an apt thumb and some text, but they called them both "Vampire." So which is which? I have renamed them according to their XMLs as "Occult Vampire," and "Occult Vampire Manifested." Which is which, I hear you ask? Good question. Next. Lastly, I have added the language strings which I missed doing the first time. Normally S4S auto-generates the language strings for packages, so at least everyone gets English text rather than nothing at all. But S4S did not do it for this package file automatically, which I only spotted earlier today. I have now manually added all language strings, so hopefully you should see the English names in all languages now, rather than blank text boxes.
What kind of mods are in TS4 General Mods Section? & How to Report Mod Issues?
in TS4 General Mods
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It helps to slow the decay rate down to a crawl while fish are (unprotected) in a sim's inventory. I had it to round about 24 hours per quality decay drop. Though that largely depends on if you use any mods to slow the speed of time. Tweak that and then it gets longer, but I'm not going to do the maths on that lest my brain melts.
In the fish box they do not decay at all, ever. Based on the aquarium storage, it's to give the impression that they are alive, (in water) so not rotting. But even at that, if you let an excellent fish rot all the way down to the worst quality over a few days while in the inventory, then put it back in water, it's still alive! It's a miracle!
I wish we had ghost fish, who haunt those neglectful sims who left them in their inventory to rot down to a terrible quality (and die). I might try modding that bonefish to so something of this ilk, for a bit of odd fun.
I could have easily made the freshness decay mod to not let fish decay at all. But since the fish boxes (and aquariums) already do that, I thought it best to let the mod do some level of decay at least. I'll have it posted again after I patch and check over this weekend.