Replies: 8 (Who?), Viewed: 470 times.
Test Subject
Original Poster
#1 Old 9th Nov 2020 at 5:24 AM
Default Is it possible to make a plant with 2 types of harvestables? (Prickly Pear Cactus)
Hi there, I'd like to create some ingredients and plants, and eventually I'll make some recipes. While reading this, I was curious if it is possible to create a plant that gives me 2 types of harvestables because I'm dying to do a prickly pear cactus with harvestable paddles and fruits. I don't know if this is very ambitious for me as I am a newbie so I would like some guidance. I was also thinking that if it's not possible, maybe I could add an interaction to the plant to harvest the second ingredient. I know how to add an interaction to a rabbit hole so I was thinking that maybe it's the same logic applied to this plant, but if my theory is right how can I make the second ingredient appear when the first one is available to harvest?
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Virtual gardener
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#2 Old 12th Nov 2020 at 10:31 AM
So, with the current tools that there is out there, I think no? But I *do* know you can possibly script it in actually  Some plants (called 'autoSoilPLANTNAME' in the game's script files) do actually have some bonuses and refer to a different way to be taken care of. (Or loading an entirely different plant mesh in. Which would be the Uni and Supernatural plants ).

So it really depends on how far you'd want to go though! I'm perfectly fine with trying to write it myself for you. Although what this would mean though, is that the 'fruit' bit itself on the tree/plant needs to be a mesh that has both the paddles and the fruits on them. But that you also make 2 other versions where they are standalone versions (This would then be the inventory fruits after harvesting ). In short, you basically would need 3 meshes like so:

- A mesh for the tree/plant with both the paddles and the fruit
- A mesh that's just the paddles
- A mesh that's just the fruit
Test Subject
Original Poster
#3 Old 4th Dec 2020 at 4:54 AM
Quote:
Originally Posted by Lyralei
Although what this would mean though, is that the 'fruit' bit itself on the tree/plant needs to be a mesh that has both the paddles and the fruits on them. But that you also make 2 other versions where they are standalone versions (This would then be the inventory fruits after harvesting ).


First of all thank you so much for replying, I'm very grateful. Second, sorry to reply weeks later, I thought I posted this like a week ago, my time perception doesn't work at all, LOL. And third, I was literally thinking the same abouth doing a combined paddle/fruit that can be separated with an interaction or something when I was thinking about the honey in the game and how you can interact with it (well, I was thinking this because I want to make mexican sauces but still).

At this moment I'm having problems creating a plant (an avocado tree), I don't know why it doesn't show in the grocery store; so meanwhile I was thinking how to do another mod (a pregnancy test). But I'm still interested in learning about how it is possible to achieve this, and I'll be really glad if you can advice me. I really want to make a lot of stuff and I'm willing to learn.
Instructor
#4 Old 4th Dec 2020 at 8:02 PM
Are you using DouglasVeiga's CCLoader to create your avocado tree?
(https://modthesims.info/showthread....598#post4660598)

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
Original Poster
#5 Old 4th Dec 2020 at 8:32 PM
Quote:
Originally Posted by echoweaver
Are you using DouglasVeiga's CCLoader to create your avocado tree?
(https://modthesims.info/showthread....598#post4660598)

Yes, I tried several times but I don't know why I can't make a plant. Last time I tried to do blue corn and avocado plants and tested them, they didn't show up un the grocery store.

I know i'm doing somenthing wrong but I don't know exactly what.
Instructor
#6 Old 4th Dec 2020 at 9:11 PM
If you post your package, perhaps we could be another set of eyes.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
Test Subject
Original Poster
#7 Old 5th Dec 2020 at 2:20 AM
Quote:
Originally Posted by echoweaver
If you post your package, perhaps we could be another set of eyes.

Thank you so much! Unfortunately I deleted all those packages, but I'll make a new one soon.
Test Subject
Original Poster
#8 Old 6th Dec 2020 at 9:36 AM
So, I did my avocado tree again because I thought it was easier to do than my prickly pear cactus. I already tested in game and the plant doesn't show up in the grocery store.

Also, I wanted to ask. For my cactus do I need a Supernatural plant or it doesn't matter which plant I choose?
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File Type: rar nitzims_AvocadoTree.rar (435.8 KB, 4 downloads)
Instructor
#9 Old 6th Dec 2020 at 6:16 PM
I don't think it matters if you cloned everything. Your clone will have the mesh in it, so you're not pointing back to the original object.

For recipes, this is definitely true -- I made some base-game-compatible recipes using models from store content. I can't see why it would be different for harvestables. OTOH, if you use an ingredient in recipes that comes from an expansion, you need to have the expansion loaded. I can't think of anything in harvestables that would be the same, though.

Echo Weaver's Simblr: http://echoweaver.tumblr.com/
A portrait in stubbornness - Playing the same legacy since 2009
Sample a Brave Legacy: http://sims3sample.illation.net
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