Author Topic: New Harvestables & Their Moodlets  (Read 121827 times)

Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #30 on: March 07, 2013, 02:16:46 PM »
SOO Sorry about the CC comment!

I just want to be able to make the new coffee/teas offered in Uni AT HOME. I know you can get coffee from Barista - But I REALLY want a way to make the Decaf (no buzz Sumpacchino ((sp?)) coffee in a regular home.

Sorry again and hope I didn't offend anyone.
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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #31 on: March 07, 2013, 02:20:56 PM »
SOO Sorry about the CC comment!

I just want to be able to make the new coffee/teas offered in Uni AT HOME. I know you can get coffee from Barista - But I REALLY want a way to make the Decaf (no buzz Sumpacchino ((sp?)) coffee in a regular home.

Sorry again and hope I didn't offend anyone.

You didn't offend anyone we just don't link to CC on the forum that's all.

I don't think you're understanding what I'm saying though.   You can make the Maui Slappacino at home with the coffee bar.   Just like you can make drinks with a juice bar in your backyard.

The barista bar is an object out of buy mode.  Not a venue.
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Offline mappam

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Re: New Harvestables & Their Moodlets
« Reply #32 on: March 07, 2013, 02:29:55 PM »
Yeah - I get it - I just want a small appliance to put on the counter. Not a large "bar". Sorry again for the confusion!
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Offline Dextra2

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Re: New Harvestables & Their Moodlets
« Reply #33 on: March 07, 2013, 07:29:25 PM »
Quote
You can add herbs to any plate of food to get the same moodlet.
...
...
Even the desserts?
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Offline MissPlumbBob

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Re: New Harvestables & Their Moodlets
« Reply #34 on: March 07, 2013, 08:09:20 PM »
Do you know at what Gardening level each harvestable can be planted?
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Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #35 on: March 07, 2013, 08:11:29 PM »
Do you know at what Gardening level each harvestable can be planted?

It shows you in the game collection journal.
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Offline McNuggle

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Re: New Harvestables & Their Moodlets
« Reply #36 on: March 11, 2013, 08:08:05 AM »
What does Ginseng actually do??  And can you explain basil a bit more, all I understand is your performance goes up faster, but what are the other two percent changes?



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Chuckles_82

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Re: New Harvestables & Their Moodlets
« Reply #37 on: March 11, 2013, 07:20:10 PM »
Thanks Seabody - Unfortunately I'm afraid to go into too many of the files.   I'm always worried I'll accidentally do something that will make my game invalid for challenges since you can't change any of the coding tuning or script and be eligible for HOF in dynasties.

Rica, if you open the files while the game is running, it says that it is in use, and asks if you would like to open it as 'read only'. That way you have no worries that you can break something :) Which resource did you get the information from? I'm currently waiting for mine to export all the new XMLs so that I can search through them in Notepadd++ so I may be able to find something useful, but it looks as though you've got all the information that we'll be able to use without in game testing.

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #38 on: March 11, 2013, 07:29:48 PM »
Rica, if you open the files while the game is running, it says that it is in use, and asks if you would like to open it as 'read only'. That way you have no worries that you can break something :) Which resource did you get the information from? I'm currently waiting for mine to export all the new XMLs so that I can search through them in Notepadd++ so I may be able to find something useful, but it looks as though you've got all the information that we'll be able to use without in game testing.

I use s3pe and it doesn't open while the game is open.  Not even for read only anymore.  I literally copied everything from the xml files..
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Chuckles_82

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Re: New Harvestables & Their Moodlets
« Reply #39 on: March 11, 2013, 07:37:21 PM »
Perhaps mine is an older version. I haven't updated it. My version is 12-0114-2320. Every time the game is updated now, I export all the files to a folder so that I can search within the files using notepad ++. Provided I use the right search words, it is very useful in locating information about game mechanics.

EDIT:

Basil: When you get a promotion, your sim always gets a bonus. This bonus is increased by 20% when your sim eats basil. When you get rewarded for completing an opportunity, you get 10% more simoleans/ancient coins/experience etc.

Ginseng: I'll get back to you on that, but I suspect it has something to do with how fast energy drains, or it may stop the appearance of the tired/exhausted moodlet. The ginseng buff lasts only 1/4 of the time of other herb buffs. EDIT: It seems that if you eat it just before your sim gets tired, it stops the tired/exhausted buff from appearing BUT their energy still drains, so beware!


EDIT: The forbidden fruit is not in the ingredient list, so is likely treated the same as money tree seeds and death flowers.

Offline ladyaya

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Re: New Harvestables & Their Moodlets
« Reply #40 on: March 14, 2013, 07:28:09 PM »
What's the coding for coffee beans, or do they not have any other than the coffee breath?

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #41 on: March 14, 2013, 07:38:01 PM »
I already did the moodlets for eating each of the coffee beans.   
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Chuckles_82

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Re: New Harvestables & Their Moodlets
« Reply #42 on: March 14, 2013, 07:57:00 PM »
The moodlets is all there is I think. I can't find anything else on them, though occasionally there are several bits of coding in different files. To try and pick that up I use a program that searches within all the files. This is what the coding for one of them looks like:

Quote
<Ingredient_Key>BlackBean</Ingredient_Key>
  <Ingredient_Name>BlackBean</Ingredient_Name>
  <DataVersion>EP9</DataVersion>
  <Rarity>Common</Rarity>
  <UiTab>Produce</UiTab>
  <Parent>Vegetable</Parent>
  <Model_Name>coffeeBeanBlack</Model_Name>
  <Thumbnail_Model_Name>coffeeBeanBlack#plantSurface</Thumbnail_Model_Name>
  <Plant_Name>Black Bean Plant</Plant_Name>
  <Fertilizer_Value>10</Fertilizer_Value>
  <Fertilizer_Days>5</Fertilizer_Days>
  <Price>12</Price>
  <CanBuyFromStore>True</CanBuyFromStore>
  <IsMushrooms>False</IsMushrooms>
  <SpawnAtNightOnly>False</SpawnAtNightOnly>
  <IsEdible>True</IsEdible>
  <PostIngestionBuff>OrganicMidnightMudBuzz</PostIngestionBuff>
  <PostIngestionBuffOrigin>FromEatingCoffeeBean</PostIngestionBuffOrigin>

Off-topic coding stuff: Using this new coding for buffs, you could add virtually any buff to an ingredient that you would like. You could put something like the 'completely at ease' buff on an apple if you wanted. No need to spend hours at the salon! You'd have to find the right code name for it though. Whilst trying to work out how to make SN ingredients buyable from the fruit and veggie cart, I made them edible and added a nauseous buff. It won't recognise just anything for the origin though. It has to be something already programmed in. I had put in 'from eating poisonous plant', but that didn't show up, just the nauseous buff.

Offline Ricalynn

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Re: New Harvestables & Their Moodlets
« Reply #43 on: March 14, 2013, 08:07:33 PM »
Chuckles - I removed the spoiler from your post.  We don't use them on the forum.  People come here for information.  If they didn't want to know, they wouldn't be reading.
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Offline sims96fan

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Re: New Harvestables & Their Moodlets
« Reply #44 on: March 14, 2013, 08:40:38 PM »
I've been using the indoor planters from Supernatural and all of the plants before Seasons grow fine in the fall and winter.  However, I just tried a chamomile plant indoors in the fall and it immediately planted as dormant.  I wonder why this is?

Also, my fairy grew a perfect Red Berry coffee bean and it sold for $200 each.  That turned out to be a good moneymaker with the bloom skill.