Newest Version: The Fruit and Veg Update
New Features:
• New gameplay for the Vegetarian Trait from the trait project. Sims with the Vegetarian trait will have dish options with unsafe ingredients for them disabled or removed from the fridge entirely (tuneable). You can define which ingredients are unsafe in a BCON so that you may have pescatarian or vegan Sims if you desire (but you cannot have several different varieties at once). All of this is disabled by default - if you want to turn on vegetarian features, tune the BCON. Vegetarian Sims can still be directed to make non-vegetarian dishes using the "Make..." menus, and still require ingredients for them.
(Note that there is no behaviour to restrict vegetarian Sims from eating non-vegetarian foods. This will be coming in a separate plug-in I will make for people who want vegetarianism but don't want my Food Overhaul. There is also not very many vegetarian foods in vanilla Sims 2 - keep that in mind).
• Sims with the vegetarian trait will not autonomously cook foods which contain ingredients marked as inappropriate for them. Sims will also not attempt to autonomously cook foods they do not have the ingredients for.
• Foods which are in the system but have no ingredients marked as required will no longer show up in the Debugger menu. A small change, but it bugged me.
• Added support for custom harvestables! You can now safely have custom harvestables installed along with the Food Overhaul without any unpredictable behaviour as the mod uses a new method of determining which harvestables are ingredients. Turning custom harvestables into ingredients may be possible in the near future!
• Because of the above change, the Seasons 'Stock' with harvestables interaction was brought back (as not having it made custom harvestables a bit redundant). You cannot stock the fridge with harvestables if your Sim has any ingredients in their inventory.
• New quality of life Debugger features - check them out in 'Tuning' below.
• As there was a conflict, the mod now comes with a version of Nopke's Dessert Lighting Fix . Big thanks to Nopke for providing permission! If you had Nopke's fix, you need to uninstall it.
• Previous additions from 1.0.2. To Install: Returning Users: Delete your old 'Ingredients' folder, your 'CORE', 'Debugger' and 'FoodScripting' files and replace them with the latest versions from the .rar. You need not replace the other old files. Alternatively, you can delete everything and reinstall.
If you have added new ingredients, ensure that you port over the CORE and Debugger-wise changes. New Users: Follow the instructions under "Installation/Uninstall".
There is now an alternate version available also. Download it if you're playing in a non-English language version and experience string errors!
Additionally, there is also a survey you can take which will give me your feedback and thoughts on the mod so far. Please consider filling it out if you have the time!
Food Overhaul BETA 1.0.3
Purpose of Thread:
This post aims to provide for the beta testing of, and receive feedback and criticism for, this mod, the Food Overhaul.
As the coding involved is fairly complex, and this is my first published mod of this size, I want to consolidate any bugs or strange behaviour into one thread.
Furthermore, owing to how customizable the components of the mod are by design, I want to receive feedback from users about how easy/difficult they find making adjustments of their own to this system before I continue developing additional features to this mod to save me from having to return and modify its core after substantial progress. I will also consider any other suggestions made.
Foreword:
Being a fan of cooking myself, I never was a fan by how all groceries in the game are abstracted into arbitrary 'food units' - especially considering how awesome all those ingredients look during in-game prep! When TS3 came out, its ingredient system was one I very much enjoyed, and decided as such to adapt a similar system for TS2.
Instructions on how to customize the system to your liking are in the posts below.
Base Features:
• An extensive meal/ingredient system. Meals require a combination of food points and ingredients to be present in the fridge and the Sim's inventory respectively to be preparable. During preparation, ingredients are subtracted from the Sim's inventory, fridge, or both. If there are insufficient ingredients, the pie menu for the food will be grayed out as shown.
• User tunability: Ingredient recipes can be modified by the user to a high degree of flexibility. Support exists to handle custom added ingredients by the user. Foods can be added and removed from the system.
• If your Sim fails to find ingredients at the start of the cooking animation, meaning that their inventory/fridge got cleared, they will perform the 'fridge is empty' animation. This will also occur if you direct them to "Make"/"Make Many" and they lack the sufficient ingredients.
• Meals do not need to require ingredients - if the food is not in the system, it will display Maxis behaviour, and if it is in the system but no ingredients are set for it, it will always be preparable.
• The Ingredient Overhaul will only process on residential, dorm, and apartment lots. Users can choose whether playables on vacation need to worry about ingredients. NPCs and Sims not in the active household are not restricted by the system.
• 8 new custom ingredients with their own GUIDs, along 16 Seasons produce and fish adapted into system-compatible ingredients for a total of 24 ingredients at launch. Seasons produce and fish all given prices and catalogue descriptions to those missing them.
Image
Catalogue Description
Apples have been a staple of popular culture for centuries. Indulge in its symbolism as you bite down - are you indulging in forbidden knowledge? Regardless, these humble fruits have been rumoured to even keep doctors away. Maybe it will work on that shrink you think you keep seeing?
Sweet and juicy, an orange makes for a great summertime treat. Which named the other though, the colour the fruit, or the fruit the colour?
The backbone of backyard lemonade, lemons may not be the most popular citrus but its acidity is unrivaled in the kitchen environment, and as such makes for a handy tool. It also lends its scent to domestic cleaners!
Lovely strawberries, picked fresh. It's tough to beat this sweet fruit, whether it's in a jam or a baked good - unless it's underripe, of course.
Delicious raw or cooked, tomatoes are a staple of a number of cuisines. It's really astounding how such a humble (botanically, fruit) vegetable can boast such wonderful and complex flavours!
Delicious served raw with some dips, or cooked in a hearty Mediterranean stew, the pepper is an unassuming vegetable (though botanically - a berry!). Pro-tip: Roast or broil your peppers if you're cooking with them. Trust me - it will blow your mouth's mind.
Beans are a healthy source of protein, and go fantastically with some not-so-healthy fried breadcrumbs.
Eggplants, also known as aubergines, are named after their remarkably egg-like appearance when the plant is young. Eggplants are also part of the nightshade family (as are tomatoes and peppers) some members of which are poisonous due to their high content of toxins. (Hence 'deadly nightshade').
You may be wondering: What kind of cheese IS this, exactly? My Sim uses it in so many widely different recipes! Well, thanks to the magic of abstraction in this virtual medium, where one's suspension of disbelief is already (handily) airborne, one can simply imagine the appropriate type in the theater of their mind. Personally? I'm thinking cheddar.
Eggs are nutritious for their volume, and wonderfully versatile - it's no wonder they have become a staple in cooking. That's not even mentioning the fascinating protein and fat structure that has mad them staples of the baking world, too!
The phrase 'cool as a cucumber' can only be truly appreciated if you've had a taste of cold cucumber soup under the desert sun. Or just if you're a fun of goofy phrases, either works.
Abstraction: It really is wonderful. Owing to it, we can imagine that this package contains both the mince for a burger or a fine cut steak, simultaneously. At this price, it's either a bargain or a rip-off.
This is a salmon; cook it.
This is a catfish; cook it or mount it on the wall.
This is a catfish; cook it or mount it on the wall.
(All fish descriptions are the same - unchanged from Maxis)
(All fish descriptions are the same - unchanged from Maxis)
(All fish descriptions are the same - unchanged from Maxis)
(All fish descriptions are the same - unchanged from Maxis)
(All fish descriptions are the same - unchanged from Maxis)
No longer just the food of the elite - now your humble Sims can enjoy this delicacy too, by buying it right out of the object catalogue. It might be a bit pricy, but such is the price of wealth!
While expensive, this specially-crafted punnet of herbs will elevate your dish to a new desired level of class. Generally, it is better to tear rather than cut, so that the herbs don't bleed their flavour onto the board.
If you've cooked in a kitchen for an extended period of time without any spices (especially if you've been missing salt and pepper) you'll start to understand why wars were waged over these. Spices can radically alter the structure of a dish, to the point where many recipes have them be indispensible. Can you blame them?
All ingredients are available to buy via the Debugger, or via the collection file included. • Seasons 'Stock Fridge' with harvestables interaction is nuked to accommodate the new system. This means that Sims can no longer put harvested foods or fish in the fridge the 'Seasons' way. (Reverted as of Fruit + Veg Update) Food recipes that REQUIRE harvestables keep their sparkles and filling effect.
• Seasons special fish foods are always available in the fridge menu (barring Cooking skill requirement). However if you lack the ingredients for them, they will be grayed out. All other foods with 'special conditions' keep their conditions in addition to the ones imposed by this mod.
• Sims can transfer ingredients in their inventories to the fridge (currently not animated). Sims can also check fridges to see the number of ingredients inside.
• Custom ingredients can now be sold in owned OFB businesses.
• Custom ingredients can be modified to require themselves in the owner Sim's inventory to be restocked, or if they can be restocked from the catalogue.
• The above functionality has also been added to the Seasons harvestables. For more details, see the 'Tuning' section below.
• Seasons produce formerly worth §1 made slightly more expensive as Sims could restock it for free otherwise.
Presenting... the Debugger
Features:
• Purchase ingredients by recipe or individually and add them to your Sim's inventory.
• Create a shopping list which will stock the fridge (at a cost) with your chosen ingredients at a time of your choosing every day. Available on home lots only. You may have one shopping list per family.
• Clear out your fridge or subtract ingredients from it one-by-one.
• No intersection flags - bury it somewhere out of sight, or use it as you would the Maxis fruit bowl.
• DEBUG Features: (testingcheats=true+Shift+Click)
• Find and destroy OOW ingredients: If any errors occur, it is recommended you run this to destroy any stray ingredients. Outputs a message when done.
• Reset All Food Menus: Use this if you experience any foods being grayed out inappropriately/foods getting getting stuck as 'unavailable'. Outputs a message when done.
• Force Error on Food Controller: For generating an error log for me to inspect, if you experience bugs.
• Remove All Ingredients (Skip Checks): Removes all ingredients from the "fridge" (controller), skipping checks. Will prompt for confirmation if tuned to do so.
• Disable Grocery Auto-Shop: Disables the controller from buying the contents of the grocery list automatically. (Side note - Would people prefer this option to NOT be in the Debug menu?)
• Give Me Vegetarian Trait: If you have the vegetarian trait from the trait project installed, it will give one to your Sim. Requires vegetarian features to be enabled in your CORE file.
Catalogue Description
This debugger is intended for use along with the beta testing of the Ingredient Overhaul mod. You can use this object to buy ingredients, adding them either to your inventory or straight to the fridge via grocery list, or use its debugging functions such as checking the ingredient contents of a fridge, inspecting the lot for stray ingredients, etc. Please report any bugs to the following thread at MTS: [this thread]. You may also view this thread for instructions on tuning the mod/adding new ingredients/enabling your custom foods for this ingredient system.
You can find it under General/Misc. where most debuggers find their home.
Tuning
Enable Grocery List Features: Toggles whether or not Grocery List features appear in game. On by default. What Hours Groceries Are Bought: Controls at what hour the Debugger will buy the ingredients on the shopping list (if auto buy is enabled). 7 a.m. by default. Does Debugger Ask Before Clearing Out Fridge? : Debugger will bring up a prompt if enabled when the option is selected. On by default. Does Debugger Ask Before Clearing Out Shopping List?: Debugger will bring up a prompt if enabled when the option is selected. Off by default. Auto Grocery List Shopping On By Default? : Auto shopping will automatically be enabled when the object is placed. On by default. Auto Grocery List Shopping Turns Off Upon Failure:: If your family cannot afford to pay the automatic shop, it will automatically become disabled. It will need to be reenabled via the debug menu. Off by default. Fridge Checks On/Off: When enabled, you require a fridge on the lot to buy ingredients from the shopping list or clear out the fridge. On by default. Can Sims Shop For Recipes Above Their Cooking Level?: 0 = False, anything else = True. If disabled, recipes above your Sim's cooking level will not appear in the debugger menu. Off by default. As Vegetarians, Can Sims Buy Ingredients For Disallowed Dishes?: When disabled, Sims with a vegetarian trait cannot buy ingredient for recipes that have ingredients in the 'un-safe' category, or foods that have the "CT - Dish Is Not Vegetarian". Off by default. Also requires vegetarian features to be enabled. As Vegetarians, Can Sims Buy Disallowed Ingredients?: When disabled, Sims with a vegetarian trait cannot buy ingredients that are in the 'un-safe' category. Off by default. Also requires vegetarian features to be enabled.
Does Ingredient System Apply To Sims On Vacation?: When on, playables in hotels/in holiday homes will be under the constraints of the Food Overhaul. Off by default. Can Custom Ingredients Be Restocked From The Catalogue?: When on, custom ingredients do not need to be in a Sim's inventory to restock out-of-stock custom ingredients. On by default. Vegetarian Features Enabled?: Since not everyone has the trait, vegetarian gameplay is off by default. This is also saves the mod doing unneccessary calculations for people who aren't interested in the traits project. To enable vegetarian features, simply set the value to 1. Pie Menus Grayed Out/Removed?: When a Sim with the vegetarian trait clicks on the fridge, this setting controls whether non-vegetarian foods are grayed out or removed entirely from the menu. 0/1 to gray out the pie menus, anything else to remove them. 0 by default.
Can Harvestables Be Restocked From The Catalogue?: When on, harvestables do not need to be in a Sim's inventory to restock out-of-stock harvestables. Off by default, mimicking Maxis behaviour.
When Checking Fridge, Do Empty Ingredients Show Up In Pop-Up?: When enabled, you will get a separate notification for every ingredient rather than every ingredient currently in the fridge when checking its contents. Off by default.
Installation/Uninstall
To install, ensure the files labelled "FoodOverhaul-Controller", "FoodOverhaul-CORE", "Food-Overhaul-Debugger" and "FoodOverhaul-FoodScripting" along with the Ingredients folder are all in your Downloads folder. The mod will malfunction if you are missing components.
To install the optional collection file of ingredients, place the file labelled 'Collection' in your 'Collections' folder.
To uninstall, simply remove all components from your Downloads folder. The system does not come with any modded food and is safe to uninstall. IMPORTANT: Do not use the in-game delete buttons on any of the ingredients. Doing so may damage your core files.
Conflicts
As this mod is pretty extensive, it is bound to conflict with any other mods that modify fridge/food behaviour to a similar extent. Please let me know of any conflicts you find and I will include them under this heading. Mods which also modify Seasons harvestables may conflict. I recommend always running HCDU after adding a new mod.
- Known Conflict:Low Food Warning Dialogue by twojeffs. There are no plans at this time to make this mod compatible. Conflict is harmless but unresolvable. (STR# Conflict)
- Known Conflict:Nopke's Glowing Dessert Fix. The mod is included in versions 1.0.3 and higher. Remove Nopke's fix if you have the Food Overhaul. (BHAV Instance Conflict)
- Known Conflict:LazyDuchess' Leftovers Mod. The conflict is resolvable if my mod loads after hers. (STR# Conflict)
- Known Conflict:Neosimi's Chopstick Default, but only for the 'Ramen On Stovetop' part. The conflict is resolvable if you download the '+Chopsticks' version and load it after the default.
Ingredients have their own custom object category 0x00FB that's set in the Init Function, not the OBJD. Because the category is defined in the BCON, on the rare 0.01% chance somebody else made a mod using a custom category and it conflicts with mine, the conflict can be resolved with the press of two keys. Modified Resources By Package: 1. CORE.package
Group
Modifies
Adds
Group 0x7F3C9675 (Food Globals)
Modifies 0x2042 "Default - Menu - Action Strings", 2043 "Default - Menu - Fridge"
Adds Constant 0x1009 to each harvestable group, ads BHAVs 1009 and 100A to each group
Every Maxis food has its own group. It would be pointless to list them all here - you can see which foods are in the system in post #3 below. The other files in this mod do not contain any overrides.
Game Compatibility: Requires Seasons, OFB, K&B Stuff, AL. The K&B requirement is subject to change.
Optional Add-Ons:
• The Collection file is not a required part of the download so long as you have the ingredients, but you will not be able to obtain them from the catalogue.
• A mod that makes Ramen preparable on stove-tops. An alternative version that does the same and has Sim using chopsticks to eat it.
• Comes with an override that makes the fruit less freakishly sized!! To uninstall, open "BartekStu-SeasonsHarvestables&FishIngredients" with SimPE and delete all the GMDC resources inside.
• The Debugger is technically optional but I don't see why you would opt not to have it, as it makes purchasing ingredients far less tedious. It also comes with a number of
features useful during beta testing.
• This mod at Leefish will remove the special sparkle from Seasons food. Compatible with the Food Overhaul.
Description: alternate version of the fruit & veg update of the food overhaul mod - if you play a non-English game and experience string errors, try this version
Please note that this mod is still in beta. While I make every effort to ensure that your user settings can be ported over between versions, there may be rare updates where that will be impossible. Thank you for your understanding!
Step 1: Open the "Food Scripting" file in SIMPE. It should look something like the screenshot above.
Step 2: Make sure you have 'AllRes' selected. Click the 'Group' tab to see all the recipes by food.
Step 3: Open the BCON file titled 'Custom - Ingredients Required - <Food Name>' From here it should be fairly self explanatory what to do!
Valid options are:
• "1" for when you want the recipe to require one of that ingredient.
• "2" or higher for when you want the recipe to require multiples of an ingredient.
• "-1" this one is a bit tricky. When you have multiple ingredients flagged as "-1", it means that those ingredients are a choice and the recipe requires ONE of the ingredients marked "-1" to be prepared. (This is how Pancakes can be made with any fruit - all the fruit is marked as "-1"). Note that if you have one ingredient marked as "-1", it will behave identically to if it were marked as "1".
• Values other than the above are unsupported and will behave unpredictably. Most likely: Causing you errors. Step 4: You're finished! Time to check out the food in game. If you can cook it using the ingredients you inputted, you've done it right!
To Make An Ingredient Non-Vegetarian: You may wish to have vegan Sims in your game, and as such mark cheese and eggs as 'un-vegetarian'. To accomplish this:
1. Find out the ingredient's cross-ref ID. You can do this quickly by opening the 'FoodScripting' file and clicking on 'Ingredients Required'. The leftmost number, in the 'Line' column will be the ID of that ingredient (Apple is 0x1, Orange is 0x2 etc.).
2. Open the 'CORE' file and navigate to the BCON titled 'Ingredients Which Are Not Vegetarian'. Simply add a new value and put in that ingredient's cross-ref ID. To remove an ingredient from this list, you can either set an existing value to 0x0 (corresponding to no ingredient) or deleting a value. Regardless, take note of the lowermost value in the 'Line' column.
3. Still in the CORE file, navigate to the BCON titled 'Number Of Non-Vegetarian Ingredients (Lowermost Line Value)' then ensure that the value in there is equal to the value you took down in step 2. If you skip this step, you will get 'Invalid Constant' errors! And with that, you're done!
To Make A Food Non-Vegetarian:
1. The system will automatically compute which recipes contain unsafe ingredients for vegetarians and mark them as unsafe - however, some foods like Gelatin and TV Dinners are recognized as non-vegetarian despite being made up of no or only safe ingredients - how is that?
2. An alternative way of making foods non vegetarian is ensuring that you have a BHAV called 'CT - Dish Is Not Vegetarian' in your custom food file. There is a template in the FoodScripting file you can extract and add to your custom food to make it non-vegetarian. Make sure that its instance number clashes with no other BHAV in the same group, and that the group number of the BHAV matches the group number of your food!
Step 1: Back up your custom food first. Step 2: Open up "FoodScripting.package". Sort them by group, then highlight all the resources labelled 'TEMPLATE': Extract them.
Step 3: Open up your custom food package. I recommend sorting by Instance now. You will see two BHAVs called "CT - Factory - Food" and "CT - Menu - Fridge". If their group number is anything but "0xFFFFFFFF", take it down.
Step 4: Right click somewhere, not on a BHAV, and select "Add..." you want to import all of the resources you extracted in Step 2. Your end result should look something like this:
Step 5: Now might be a good time to sort by Name. If the group number differs for the imported templates and what you took down in Step 3, you will need to change it so it matches the rest of the files in the package. What you're going to do next is compare the information in the original BHAV and the templates you just extracted.
Step 6: When you open the "CT - Menu - Fridge" function, it should have the same contents as highlighted in the above image. If this is the case, fantastic! You can move on to Step 8.
Step 7: If there is a substantial difference between "CT - Menu - Fridge" and and what is in the image, you are going to have to do a bit of BHAV modding. What you need to do is copy the contents from "CT - Menu - Fridge" to "CT - Menu - Fridge - TEMPLATE", then rearrange the order of the 'boxes' so that what you copied over is at the top of the BHAV while what was originally in "CT - Menu - Fridge - Template" is at the bottom, then connect the checks from "CT - Menu - Fridge" to the "Template" code. What you are doing is copying over the special behaviour of the food over to the template - if the special condition is met, it will then proceed to do the rest of the checks in my code. You may need to compare what you see in both BHAVs before you start seeing the pattern - if you need any help, feel free to DM me!
Step 8: You can now delete "CT - Menu - Fridge", but don't save the package yet!
Step 9: You can now move on to "CT - Factory - Food". Compare its contents to the above image: You should see two primitives. If you do, you can move on to Step 10 - otherwise, you may need to edit the BHAV as touched on in Step 7.
Step 10: Click the " " " sign that's highlighted in the image. A weird box will come up with a long line of numbers. You want to 'Ctrl+C'.
Step 11: Open "CT - Factory - Food - TEMPLATE". Highlight the second primitive as shown above, then click the same button again and PASTE 'Ctrl+V' what you just copied from the other function. Press 'Commit'.
Step 12: Delete the original "CT - Factory - Food". Congratulations, you're over the hard bits! Now what you need to do is rename "CT - Factory - Food - Template" to "CT - Factory - Food" and "CT - Menu - Fridge - Template" to "CT - Menu - Fridge" and you're done! It is important that you do not skip the renaming step. After you modify the "Ingredients Required" BCONs you imported in Step 4 to give your food an ingredient requirement, it is time to test and see if it works in game. If it does, congratulations!
I realised I had completely omitted a vital step in adding a new ingredient if you had trouble storing your new ingredient in the fridge, make sure you also perform step 8.5 below!
Step 0: This tutorial assumes you have an appropriate object prepared for this procedure, something decorative is recommended. It also assumes some familiarity with messing with a number of resources. I cannot give help relating to inherent object creation in this thread (but feel free to DM a question to me if you have one). I also strongly advise against turning anything but a decorative object for an ingredient (and who would want to make Mac & Cheese from an ottoman, anyway). I also advise against turning harvestables into ingredients using this method - a separate tutorial will be available for that at a later time.
Step 1: backup your files. Open up the "FoodScripting" file. We must first inform our foods to check themselves for additional ingredients. Unfortunately, this means that you need to, a bit tediously, go through each BCON labelled "Ingredients Required" and add a new value. Creating labels is up to the user's preference. For this example I will be adding Milk to the system. When you are done adding, take a note of the number in the 'Line' column beside the new value you just added. In this example it is 0x19. Note: If you have custom foods added to this system, be sure to edit those also! You will experience Invalid Constant errors otherwise.
Step 2: Open up the "CORE" package. Go to the Constants named "Custom - Contents - Fridge Group" and "Custom - Contents - Food Group". You want to make sure the number of ingredients is the same as the number you took down in Step 1. They must correspond to each other. You will experience Invalid Constant errors otherwise.
Step 3: Now open up the object you want to turn into an ingredient. Go to its attribute file. If its attribute 0x1 is empty, good news! You can create it and label it cross-ref. If it is in use, then you're out of luck I'm afraid, unless you're willing to mod the object so that it uses its attribute differently. Don't mind the random attributes on the screenshot, those are junk ones you get from cloning decorations.
Step 4: What you want to do now is clone an existing BCON resource, if one exists - if not, you will have to import one. Change its instance to 0x1009, then change the constant 0x0000 to the umber you took down in Step 1. This is what connects your object to the ingredient system, or at least half of it.
*Step 5: Move to the objects semi-global file. Click on it, then change whatever is in there to 'Food_Globals' as shown.
*Step 6: Now move to the objects OBJf file. You want to change the "Init" function to 0x20AA. *Steps 5&6 will differ if you are turning, for example, a custom harvestable into an ingredient. Instructions on those coming shortly.
Step 7: One last thing you need from here - go to the OBJD file of your object and take down its GUID.
Step 8: Return to the file labelled "CORE". Go to the BCONs labelled "Ingredient GUIDs" - put in the first four of your GUID, then the last four! Creating corresponding labels in the TCRN is up to your preference - just make sure you edit both BCON files!
Step 8.5: There is one final thing you need to do now - open the file labelled "Controller.package", go to the "Number Of Ingredients Stored" text list and add one more. The number of it should correspond to your ingredient's cross-ref ID. Without this step, you will most likely get 'Attribute Out Of Range' errors!
Bonus: Adding Functionality to the Food Debugger:
Step 9: Open up the food debugger, then go to the constant files. You will see a number of food groups - go to the one that corresponds to your new ingredient, add a new value, and input the number you took down in Step 1. This will allow your debugger to recognize the ingredient as that food group. Once more, take down the number in the 'Line' column of the ingredient you just added.
Step 10: For this example, I am putting Milk in the Meat and Dairy Category. Open up the BCON titled "# Number of Ingredients in <name of category>" and change the value there to the value you took down in Step 9 - otherwise your debugger won't be able to 'see' your new item.
Bonus: Adding Business Update Functionality To Your Ingredient:
Step 11: In order to make sure your ingredient is sellable on community lots, you need to do two things. Go to the OBJD and find field 0x3C, "For Sale Flags". Ensure that the value is '0'. Secondly, open up a random (custom) ingredient that comes with the mod, and export the BHAV "CT - Is Sellable?". Import it to your custom ingredient, making sure the instance number doesn't conflict with anything.
Step 12: To add the tuneable functionality to your custom object, export "CT - Is Craftable?" and "CT - Restock Replacement" from a random custom ingredient that comes with the mod and add them to your own custom ingredient. Make sure the instance numbers do not conflict. In the BHAV "CT - Restock Replacement" you will need to change the GUID in the first Manage Inventory Primitive to your ingredient's GUID.
The recipes here were inspired partly by the ones from Sims 3 - I consider them fairly balanced. Recipes for group meals and single meals are identical. Some ingredients see much less use than others, which I may improve on in a future food set. All recipes below also require food points, as they do in an unmodded game.
Food
Recipe
Cereal
Food Points Only (Not in system)
Toaster Pastry
Food Points Only (Not in system)
Pancakes
Any Fruit, Egg
Omelette
Tomato OR Pepper OR Cheese OR Onion, 2 Eggs
Ramen
Food Points Only (Not in system)
TV Dinner
Food Points Only (In system)
Lunch Meat Sandwich
Food Points Only (In system)
Hot Dogs
Food Points Only (Not in system)
Bass With Squash
Eggplant, Bass (Small) OR Jumbo Bass
Blackened Catfish
Lemon, Catfish OR Jumbo Catfish, Herbs
Grandma's Comfort Soup
Tomato OR Pepper OR Polebean OR Onion, Meat
Grilled Cheese Sandwich
Cheese
Chef Salad
Cheese, Egg, Cucumber, Meat
Stuffed Rainbow Trout
Lemon, Meat, Rainbow Trout (Small) OR Jumbo Rainbow Trout
Hamburger
Cheese, Onion, Meat
Chili Con Carne
Tomato OR Pepper, Onion, Meat
Stuffed Golden Trout
Lemon, Meat, Golden Trout, Herbs OR Spices
Mac and Cheese
Cheese
Spaghetti
Tomato
Pork Chops
Apple, Eggplant, Onion, Meat
Salmon
Lemon, Salmon, Herbs
Turkey
Onion, 2 Meat, Herbs, Spices
Lobster Thermidor
Lemon, Onion, Lobster, Herbs, Spices
Ribs
Onion, 2 Meat, Spices OR Pepper
Holiday Roast
Polebean, 2 Meat, Herbs, Spices
Gelatin
Apple OR Orange OR Strawberry
Santa Cookies
Egg, Spices
Crepes Suzette
Orange, 2 Eggs
Berry Pie
2 Strawberry, 1 Egg
Layer Cake
3 Eggs, Spices
Cheesecake
Lemon OR Strawberry, Cheese, 2 Eggs
Baked Alaska
2 Lemons, 4 Eggs
Some recipes may end up being cheaper to make at home than at a restaurant, and vice versa.
Bug 1: "I am getting a 'Missing Action String in table.' error whenever I try to use features of the mod." Solution: If you are playing on a language version other than English, I would recommend downloading the alternate version if you haven't. If the issue persists, please alert me on this thread, MTS, tumblr, or similar.
Known Issue 1: Because of how cheap some ingredients are, they may occasionally behave oddly within the pricing/restock system e.g. Cheese 'Average' pricing being flagged as 'Cheap'. I believe that this is EAxian functionality however, and reworking it is not my priority. Known Issue 2: There is a conflict between the Business Update and simler90's Business Mod version 38. Solution: Please replace your "SeasonsHarvestables&Fish" file in the ingredients folder with the newest version!
Hi! First of all, thank you so much for this mod; it's amazing and I absolutely loved the concept in the Sims 3 so I'm really happy to have it in the Sims 2 now! (Actually, just thank you in general for all your mods, they're amazing)
While everything else works fine for me, for some reason the collection won't show in my game, neither on Residential nor on Community Lots. I've redownloaded the file and tried again but it didn't help; do you or does anyone else know what the cause could be? (I did put it into the right folder)
Hi! First of all, thank you so much for this mod; it's amazing and I absolutely loved the concept in the Sims 3 so I'm really happy to have it in the Sims 2 now! (Actually, just thank you in general for all your mods, they're amazing)
While everything else works fine for me, for some reason the collection won't show in my game, neither on Residential nor on Community Lots. I've redownloaded the file and tried again but it didn't help; do you or does anyone else know what the cause could be? (I did put it into the right folder)
Thank you very much in advance!
-Dia
Howdy! Is it possible that when you're browsing collections, the collection with the ingredients is at the very end of the collections tab? To my knowledge, there isn't anything that would inhibit the collection from showing up once it is in your 'Collections' folder. The collection should also be marked for residential and community collections. The icon of the collection is the Maxis icon of the plate and utensils, if that helps finding it - the small icons do make things tricky to track down!
Thank you for your kind words and feedback - do let me know about any developments!
Howdy! Is it possible that when you're browsing collections, the collection with the ingredients is at the very end of the collections tab? To my knowledge, there isn't anything that would inhibit the collection from showing up once it is in your 'Collections' folder. The collection should also be marked for residential and community collections. The icon of the collection is the Maxis icon of the plate and utensils, if that helps finding it - the small icons do make things tricky to track down!
Thank you for your kind words and feedback - do let me know about any developments!
Thank you for the reply! I tried looking through all the collections again afterwards, but it's not in my game. I don't know why
I did find a collection with plates and utensils, but it was only a game collection that contained objects for building a restaurant and it was the only time I saw this icon.
Thank you for the reply! I tried looking through all the collections again afterwards, but it's not in my game. I don't know why
I did find a collection with plates and utensils, but it was only a game collection that contained objects for building a restaurant and it was the only time I saw this icon.
Thank you for your help!
In turn thank you for your patience! I just tested things in my own game - I downloaded the collections.package from the non-alternate 1.0.3 version - it seems I was mistaken and the collection file is in fact residential only, and not community and residential! I must've set it this way originally, before the ingredients were purchasable on business lots. Does the collection appear for you on residential lots?
The objects are currently flagged to only be purchasable on residential/business lots also, so editing your own collection to make it appear on community lots will only allow you to buy the custom ingredients (excluding salmon) and none of the harvestables, anyway. This is kind of by design at the minute, to enforce the Maxis requirements of having to grow/fish harvestables to sell them.
Because of the above, that is, ingredients currently being flagged as residential only, and the way collections work it's not a change I can make in a short while, so you may expect to see the collection available on community lots in the 1.0.4 update! :D
EDIT: Oh, and that's just a standard Maxis collection, nothing fishy there!
#11
14th Jun 2021 at 10:02 PM
Last edited by Mel120 : 16th Jun 2021 at 7:54 PM.
Posts: 8
Quote: Originally posted by BartekStu
In turn thank you for your patience! I just tested things in my own game - I downloaded the collections.package from the non-alternate 1.0.3 version - it seems I was mistaken and the collection file is in fact residential only, and not community and residential! I must've set it this way originally, before the ingredients were purchasable on business lots. Does the collection appear for you on residential lots?
The objects are currently flagged to only be purchasable on residential/business lots also, so editing your own collection to make it appear on community lots will only allow you to buy the custom ingredients (excluding salmon) and none of the harvestables, anyway. This is kind of by design at the minute, to enforce the Maxis requirements of having to grow/fish harvestables to sell them.
Because of the above, that is, ingredients currently being flagged as residential only, and the way collections work it's not a change I can make in a short while, so you may expect to see the collection available on community lots in the 1.0.4 update! :D
EDIT: Oh, and that's just a standard Maxis collection, nothing fishy there!
Hello again! Thank you for checking in your game; I went through all the collections in residential again but it didn't show up (there's no other collection with plates and utensils either)
It's strange though because everything else in the mod works fine?? I honestly feel like I'm just doing something wrong, it's weird.
The fact about the residential restrictions for Maxis harvestables is really interesting; it's cool to know that it can be changed too!
Again thank you for your support! I'll try redownloading again and renaming the file now. Who knows, maybe it'll work all of a sudden? Sometimes Sims 2 is just finicky
Hello again! Thank you for checking in your game; I went through all the collections in residential again but it didn't show up (there's no other collection with plates and utensils either)
It's strange though because everyone else in the mod works fine?? I honestly feel like I'm just doing something wrong, it's weird.
The fact about the residential restrictions for Maxis harvestables is really interesting; it's cool to know that it can be changed too!
Again thank you for your support! I'll try redownloading again and renaming the file now. Who knows, maybe it'll work all of a sudden? Sometimes Sims 2 is just finicky
How very odd! I'm honestly stumped - I'm not familiar with anything that could be causing this, unless collections can conflict the way objects can.
One test you could do is rename your user The Sims 2 folder (the one where you put mods and such, not the core game files), boot up the game and allow it to create a clean save for you, then try out the mod and collection there and see if it works? Then once you're done delete the new Sims 2 save file and revert to your old one.
How very odd! I'm honestly stumped - I'm not familiar with anything that could be causing this, unless collections can conflict the way objects can.
One test you could do is rename your user The Sims 2 folder (the one where you put mods and such, not the core game files), boot up the game and allow it to create a clean save for you, then try out the mod and collection there and see if it works? Then once you're done delete the new Sims 2 save file and revert to your old one.
Are you missing any EPs or SPs by any chance?
Yes, it's just really confusing! I'll follow your advice with the new folder today and tell you the results afterwards
And no, I don't think I'm missing any packs? I have the Ultimate Collection so I should have all of them.
Again, thank you for the help! At this point I'm just really curious what the reason is..
How very odd! I'm honestly stumped - I'm not familiar with anything that could be causing this, unless collections can conflict the way objects can.
One test you could do is rename your user The Sims 2 folder (the one where you put mods and such, not the core game files), boot up the game and allow it to create a clean save for you, then try out the mod and collection there and see if it works? Then once you're done delete the new Sims 2 save file and revert to your old one.
Are you missing any EPs or SPs by any chance?
Okay, I'm back! I tried following your advice but it still didn't show up. So there's apparently no conflict, but for some reason it's not there.. Sorry for all the trouble! I really don't know what the problem is... Is there a difference between the collection file for your Non-English and English download? If there is, I'll try using the Non-English one
Thank you for this mod. Nice idea.
It's OK in the game.
But there is the same problems with collection. I use non-English version.
I can't prepare the ramen too.
Thank you for this mod. Nice idea.
It's OK in the game.
But there is the same problems with collection. I use non-English version.
I can't prepare the ramen too.
Oh, interesting! So you're having trouble with the collection too?
In case this is relevant, I am using the English version of the game and the mod, but my PC's location is set to Germany. I have no clue how that would be important but who knows..
I haven't checked the ramen issue yet, I'll try it tomorrow
Hi, there is no mention about Sun and Moon harvestables anymore in conflicts or known bugs list. Does this mean that the mod is now compatible with them? Thanks!
Thank you for this mod. Nice idea.
It's OK in the game.
But there is the same problems with collection. I use non-English version.
I can't prepare the ramen too.
Quote: Originally posted by Mel120
Oh, interesting! So you're having trouble with the collection too?
In case this is relevant, I am using the English version of the game and the mod, but my PC's location is set to Germany. I have no clue how that would be important but who knows..
I haven't checked the ramen issue yet, I'll try it tomorrow
I will keep looking into this - if a solution comes up, I will let you know, or if you find something else on your end, let me know also!
Quote: Originally posted by karlakoo
Hi, there is no mention about Sun and Moon harvestables anymore in conflicts or known bugs list. Does this mean that the mod is now compatible with them? Thanks!
Hi! As of the Fruit & Veg Update it is possible to have custom harvestables installed adjacent to the Food Overhaul - this should include the Sun and Moon harvestables. The fridge will only be able to be stocked with harvestables if you have no ingredients in your inventory. Please let me know if you notice any unexpected behaviour!
This mod looks absolutely amazing and I've wanted foods that require ingredients FOREVER; so Thank you! Forgive me if I'm asking a painfully obvious question, but would this mean that, once you feel the mod is ready, I could make custom foods, anything I wanted to dream up and then just add my own custom ingredients as requirements in SimPE? this is incredibly exciting.
This mod looks absolutely amazing and I've wanted foods that require ingredients FOREVER; so Thank you! Forgive me if I'm asking a painfully obvious question, but would this mean that, once you feel the mod is ready, I could make custom foods, anything I wanted to dream up and then just add my own custom ingredients as requirements in SimPE? this is incredibly exciting.
Hiya! Put shortly, yes! Since it is already possible to create custom foods in an unmodded game I always wanted to make sure that the system was designed to accommodate them. It is possible to add custom foods to the system and add ingredient requirements to them relatively easily - adding custom ingredients is also possible in this point in time, but it's a bit tedious and clunky - I would like the process to be more streamlined and less repetitive in the full release.
I'm happy to hear you're looking forward to the mod!
Sorry for all my messages on here, but I found something interesting today. While I was looking for some fancy OMSPs to put in my game, I saw that a creator here on modthesims had a similar issue with their collection: the OMSP collection file wasnt showing up for some players.
Apparently it was caused by not having Apartment Life, which is strange since I have the UC. Their mod is also from back in 2009, so no clue if this even means anything. This is the page .
I don't know if this comment helps in any way; just thought I'd let you know since I happened to find it and I'm still curious where the collection issue stems from. I've been really enjoying your mod without the collection as well though, so feel free to ignore my message since I spammed so much.
Thank you again for all the effort you put into this mod, have a nice day!
-Dia
Sorry for all my messages on here, but I found something interesting today. While I was looking for some fancy OMSPs to put in my game, I saw that a creator here on modthesims had a similar issue with their collection: the OMSP collection file wasnt showing up for some players.
Apparently it was caused by not having Apartment Life, which is strange since I have the UC. Their mod is also from back in 2009, so no clue if this even means anything. This is the page .
I don't know if this comment helps in any way; just thought I'd let you know since I happened to find it and I'm still curious where the collection issue stems from. I've been really enjoying your mod without the collection as well though, so feel free to ignore my message since I spammed so much.
Thank you again for all the effort you put into this mod, have a nice day!
-Dia
Howdy! No worries at all about the messages, that's what this thread is for!
That might be a crucial piece of info, actually - I'll look into making some collection files in various game environments, which I'll share with you to see if that might resolve the issue. Things have gotten pretty busy on my end irl, so it might be a few weeks, but fingers crossed that it sheds some light in the issue
I've been out of the TS2 loop for a few months but this was one of the mods I was following closely before I had to go on hiatus. Would you say it's finished with beta and good to use in games now for the most part? Thank you!