Please note. I no longer support these mods. Instead all my mods can now be found at Nraas
Fixed a bug that cause inactive sims to sometimes reset when trying to have a snack.
No changes needed for 1.67
Added the possibility to tune the snack ingredients. But before you get too excited, this change will not make 90% of you happy ^_^
I only use 4 different recipe types for all the snacks and these are now tunable inside the package.
Here is the "logic" how I determine what recipe to use in which snack.
if ((!recipe.CookingProcessData.UsesAMicrowave || !sim.SimDescription.ChildOrBelow) && (!(recipe.Key == "VampireJuice") || sim.SimDescription.IsVampire) && recipe.DoesLotHaveRightTech(lotHasCounter, lotHasStove, lotHasMicrowave, lotHasGrill, Recipe.MealQuantity.Single) == Recipe.CanMakeFoodTestResult.Pass)
if (vegetableRecipe != null && recipe.Key.Equals("CannedSoup"))
chosenRecipe = vegetableRecipe;
else if (chosenRecipe == null && vampireRecipe != null && recipe.Key.Equals("VampireJuice"))
chosenRecipe = vampireRecipe;
else if (chosenRecipe == null && fruitRecipe != null && !recipe.CookingProcessData.UsesAMicrowave)
chosenRecipe = fruitRecipe;
else if (chosenRecipe == null && cheeseRecipe != null && recipe.CookingProcessData.UsesAMicrowave)
chosenRecipe = cheeseRecipe;
So basically to tune the required ingredient. You need to select a recipe that has the needed ingredient. You can find all the recipes in the RecipeMasterList inside the GameplayData package that you will find inside the installation folder of you game. Please make a copy of this package before you open it in S3PE
just to be on the safe side. Also note that for the snacks, I only use the first ingredient for the snack. If you are skilled in tuning mods and the ingredient you found was the second ingredient, you could make a tuning mod for the RecipeMasterList and just switch the ingredients's order.
I'm sorry this is such a dirty solution but it's all I can do for now. I'd love to make it possible to tune this from inside the game and tune it per snack but that requires more coding and testing time that I can currently spare. But, when I'm done with updating for the patch + my newest mod I'll take this and make tuning better and easier and more precises and user friendly.
Have not been able to reproduce bug where the SHT/petfood/SN recipes don't work and resets your sim. If you have this issue, try removing all mods and only have this one in place then test and start putting mods back one by one to see where the problem is. Also, update your game and make sure you are using the latest version of this mod.
No changed needed for 1.42
Fixed a bug in making pet food and making the new recipes.
this fix has just been quickly tested, made pet food and an omelette in my test hood it and worked fine. I'll test it more when I get to play my normal hood.
- updated for SHT
- Works for 1.33, no modification was needed.
As much as I like TS3, there are features I'm not very fond off because they don't fit my way of playing.
One of these features, is shopping from the fridge.
I have a rule in my game that I never made any meal if my Sims didn't have the ingredients for it, but even with this rule, it bugged me to see the option there and what bugged me the most was that snacks were free. Which is why I seldom let my Sims snack.
What this mod does:
This mod replaces the meal-making interactions in fridges, stoves, microwaves, food-prosessors and grills, with my own custom interactions, that checks that you have the needed ingredients either in the fridge, or your Sims inventory.
Snaks require ingredients too.
Cereal, Bread and Jam, Juice and Ice-cream requires 1 piece of fruit.
Cannes Soup requires 1 tomato.
Microwave meal requires 1 cheese.
Vampire juice requires 1 vampire fruit.
Things to note
1. Ingredient check effects only the active family, inactive households can still make meals using un-existing ingredients.
2. If you are making a meal outside your home lot, you still need ingredients. If you are making a meal while visiting a friend, the ingredients will be taken from your fridge, or your inventory. Same with grilling on a community lot.
3. This mod does not effect grilling on a fire pit.
4. This mod does work abroad.
This mod overrides the following ITUN files.
If you are using a mod that uses those interaction then this mod will interfere with them.
Compatibility with other mods
When checking for ingredients for snacks. I use recipes with the following key:
Then I use the ingredients from those recipes, to determine what ingredient the snack requires. If you are using a mod that changes the ingredients, then the required ingredients for the snack, will change as well, and it will be what ever that mod determines Ingredient_1 is.
This mod is compatible with the ingredients overhaul mod. I don't use that mod in my game currently, but I did some quick checks in my test hood with it and it seems to work.
I have all EP's and SP's installed, and the game is updated to 1.29.
This mod requires LN because of the plasma fruit check for vampire juice.
This mod uses in-game localization strings, so no translations needed.
- The only bug I know about is that if a Sim wants to make a meal autonomously, but doesn't have the ingredients for it, he will walk to the fridge, before figuring out he doesn't have the ingredients. Without this mod, Sims would at this point buy the ingredients, but now that you can't the interaction will just drop. This I'll try to fix in the next version.
I'm sure I have not experienced every single game-play scenario while using this mod in my test hood or main hood, so if you find any bugs, please inform.