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Featured upload! Canning Station Overhaul [UPDATE: Aug 2 2016]

by Butterbot Posted 28th Jul 2016 at 10:34 AM - Updated 28th Apr 2018 at 5:06 AM by Butterbot : Content
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This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.

1.0.1 -- Aug. 2 2016
  • Fixed an issue that caused sims to reset when making Condensed Milk with milk from EA's Milkin' It Dairy Corral in games where Cinderellimouse's ingredients mod was not installed. "Make Condensed Milk" should now work even when only the Dairy Corral is installed.
  • Removed reference to non-implemented scone texture.

The Canning Station Overhaul introduces new features to Grandma's Canning Station from the Sims 3 Store. It also fixes a number of existing bugs in the item.

Fixes for Existing EA Bugs

  1. Fixed a bug whereby jams/preserves were corrupted by sims vacationing with them in the inventory, by moving a lot/sim with them through Edit Town's clipboard, by saving a lot/sim with them to the Library--in essence, any action involving import/export. The corrupted jams and preserves lost their thumbnails and tooltips, and caused sims to reset while running the "Eat with Scones" interaction. Sims with corrupted jams/preserves in their inventory could not perform social interactions with other sims in their household. Additional documentation of this bug can be found here and here.
  2. "Open Jar" interaction is now enabled for children.
  3. Inventory thumbnails of jars now show the jar lid.
  4. Jars from the canning station can now be rotated and placed on most wall shelves. Discussion of the placement issue can be found here.
  5. Fixed a bug whereby the "Eat with Toast" interaction was not available unless the Baker's Station was installed.
  6. Fixed canning station decorative slots so that they can accept more types of objects and are no longer rotated backwards.

New Features

  1. All toasts and scones made with default EA jams now look like they're spread with a variety of different jams. Unmodded, all toasts and scones use the same reddish-purple jam texture, regardless of the actual jam consumed.

  2. Twelve custom spreads can now be made using ingredients that were previously not accepted by the canning station. They can be eaten with toast only. Each custom spread results in a different custom toast (see toast screenshots above).

    IngredientCustom SpreadIngredientCustom Spread
    Milk*Condensed MilkLobsterInstant Shrimp Toast
    EggplantBaba GhanoushHoneyHoney Spread
    Ghost ChiliHot Pepper JellyEggScrambled Eggs
    CinnamonCinnamon SpreadSteakCretonnade
    BasilPestoSalmonSmoked Salmon Spread
    GarlicGarlic ConfitCheeseCheese Spread
    *Milk can be obtained from Cinderellimouse's Cooking and Ingredients Overhaul or EA's Milkin' It Dairy Corral (from the Dairy Corral, this mod accepts only the plain milk.)

  3. "Make Rations" is a new interaction that cans a meal, storing it in a jar to delay spoilage indefinitely.
    • This interaction is enabled once 3 meals have been added to the canning station's inventory.
      • These can be a mix of any 3 types of meals, any number of servings, any quality.
      • Most meals in the game can be made into rations (see the Warnings section for custom foods and known incompatible foods.)
      • Ration-making increases Fun slightly.

    • Ration jars have an "Open Jar" interaction, which respawns the meal into the sim's inventory in the same state as it was when put into the canning station, with the same number of servings and quality.
    • Ration jars containing a meal with only a single serving have an additional "Open Jar and Eat" interaction. This spawns the meal into the sim's hand and pushes them to eat. This is an autonomous interaction for sims who are hungry and have access to single-serving ration jars (in the environment or their inventory.)
      • Vampire sims will not autonomously "Open Jar and Eat" from rations jars whose meals do not contain plasma fruit as an ingredient. The player can still direct them to do so, however.

    • Both "Open Jar" and "Open Jar and Eat" are enabled for children, except when the ration jar contains a meal that is tagged "adult-only" by EA (i.e. mac-and-cheese, autumn salad, waffles)--in this case, only "Open Jar" is enabled for minors.
    • Seventy meals have individualized ration jar textures. All other meals have ration jars that sport a custom generic texture with a silver lid, labelled "FOOD".

  4. Double-Boiled Ginseng Broth is a new recipe made by adding 3 ginseng ingredients to the canning station's inventory.
    • Sims get the "Warm Fuzzies" moodlet after eating the broth.
    • The "Germy" moodlet is removed by the broth if present.

  5. Jars of flame fruit preserves now glow.

  6. Make candles by adding 3 beeswax ingredients to the canning station's inventory. Click on the resulting jars to "unmold" the candle.
    • This candle uses the mesh from the basegame Mood-Lite candle, but is CAStable with 2 channels and 3 presets, and has a transparent glass base.
    • It's not a default replacement.
    • It's not buyable via the catalog, but can be sold for 85 simoleons.

  7. A "Put in Inventory" interaction has been added to all canning station jars so that they can be moved to the inventory without being opened first.

  8. Eighteen new decorative slots have been added to the canning station. (When drag-and-dropping ingredients into the canning station, some ingredients might be placed onto a decorative slot instead of being added to the canning station's inventory. If this occurs, open the canning station's inventory first, then drag the ingredients directly into the inventory panel.)

  9. Minor Tweaks:
    • Making preserves now increases Cooking skill by 300 instead of 800 (because making preserves should not build Cooking skill faster than cooking a meal.)
    • Making jams now increases Cooking skill by 400 instead of 800 (see above.)


If Grandma's Canning Station was installed via the Launcher as a .sims3pack: unpack mod as usual into Mods/Packages folder.

If Grandma's Canning Station was installed as a .package: unpack mod into Mods/Overrides folder.

If StoreFix_Decrap_Fixes.package is present in Mods/Packages or Mods/Overrides: the canning jar slot placement and rotation bugfix from this mod will not work because its canningJarJam OBJD is overridden by the one in StoreFix_Decrap_Fixes.package. This is easily remedied by firing up S3PE and setting the SlotPlacementFlags to Small, Decorative, and FullRotation in the OBJD in StoreFix_Decrap_Fixes.package.

Uninstalling this mod will break the custom objects it creates, such as the ration jars, custom spreads, unopened candle jars, Double-Boiled Ginseng Broth jars, and the custom CAStable candle. Sims who are opening ration jars autonomously might also be affected. It's likely best to delete the objects generated by this mod prior to uninstalling, and to run NRaas ErrorTrap when loading the savegame for the first time after the uninstall.


  • This mod was built on patch 1.67, tested mostly on patch 1.67 and partially on patch 1.69.
  • Grandma's Canning Station must be installed (as a standalone or part of the Old Mill venue.)
  • Non-basegame ingredients and recipes require their respective expansion packs or Sims 3 Store content, but they are not absolute requirements for the mod itself.


Below are resources modified by the Canning Station Overhaul. Mods that also affect these resources will cause a conflict.

Resource NameTypeKey
  • Snacks (e.g microwave/fridge quick meals) cannot made into rations. The only exception is microwave Ramen (from the University EP) which is explicitly handled by "Make Rations".
  • Delivery pizzas cannot be used to make rations. Pizzas from the Wood Fire Oven are OK.
  • Individual cake slices can be made into rations, but not whole birthday or wedding cakes.
  • At least some custom foods can be made into rations, but this mod does not support them explicitly. Testers have successfully made rations from some of the following custom foods:
  • Meals with added herbs will lose the misty "herb added" visual effect as soon as they're dragged into the canning station. The effect will not return when these ration jars are opened, but sims will still get the moodlet associated with the herb when eating the opened ration. The loss of herb effects appears to be due to how inventories are implemented by EA (if anyone knows more about this, please contact me.) Flame fruit effects are persisted, however.
  • Toasts made from this mod's herb-based custom spreads (i.e. Cinnamon Spread and Pesto) will give the appropriate herb-specific moodlets when eaten. The misty "herb added" visual effect has been disabled by design in this case, since it looks misplaced when the toast is lifted away from the plate while eating, due to the effect being associated to the plate rather than the toast.
  • Uninstalling expansion packs, Store content, or mods whose ingredients or recipes have been used to make rations or custom spreads will break the affected jars. Testing suggests that these jars will become functional again once the relevant EPs/mods/Store content are reinstalled, but such an uninstall is not recommended.

Terms of Use

  • Do not re-upload elsewhere or include with lots.
  • Do not use custom assets or code in this mod for derivative works, including conversion to other Sims games, or extraction/recategorization of custom objects to make them buyable from the catalogue.


This mod is made possible by the generosity, enthusiasm, and resourcefulness of its testers: attuned, Frogsnack, icemunmun, igazor (check out the utterly charming testing Simblr), lucy kemnitzer, Misty_2004, sydsyrious, and tangie0906.

We did it!

Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
Butterbot - Canning Station Overhaul 1.0.package.zip 698.5 KB 23,670 3rd Aug 2016
Basic Download and Install Instructions:

See: Game Help:TS3 CC Basicswiki for a full guide!
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179 Comments / Replies (Who?) - 87 Feedback Posts, 89 Thanks Posts
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Test Subject
#151 Old 22nd May 2017 at 2:03 PM
Thanks so much for this mod! Its wonderful. I do have a question. Would it be possible to make another version that only takes 1 meal to make a ration instead of 3? And also to make it so you get back 3 fruits, etc when opening a jar (since you used 3 when canning). Thanks again!
Original Poster
#152 Old 24th May 2017 at 3:38 PM

Thanks for the kind comment!

Originally Posted by whispersftly
Would it be possible to make another version that only takes 1 meal to make a ration instead of 3?

This is feasible from a technical perspective. In fact, I did consider implementing rations in such a way as to accept an arbitrary number of meals, but chose to follow EA's lead (of requiring three items) for simplicity's sake.

Originally Posted by whispersftly
And also to make it so you get back 3 fruits, etc when opening a jar (since you used 3 when canning).

Assuming this is with regard to making preserves, you should get three jars of preserves back for the three ingredients you put into the canning station (this is default EA behaviour and has not been changed by this mod). Each jar contains one ingredient, so you should be getting back what you put in.

Hope this helps.
Test Subject
#153 Old 21st Jun 2017 at 11:43 AM
Jam still useless with this mod? I mean - only one portion from whole Jar?
And Jars still useless because from them you can get the same vegetables that you put in them, without benefits?
I hope, however, that somebody will do something about it.
But rations are great things, especially for travelers, thanks!
Test Subject
#154 Old 28th Jul 2017 at 2:40 PM
Thanks for making one of my favorite premium content even better!
Test Subject
#155 Old 14th Sep 2017 at 3:24 PM
Super) Fantastic) i like it) So cool
Lab Assistant
#156 Old 9th Oct 2017 at 11:25 PM
What can I say? This is so useful and COOL!

All my sims tend to be "out and about" types, and it's fantastic to send them off with proper packed lunches and provisions. And now they can enjoy their fresh produce in the heart of a long winter (the lucky blighters)... and my Adventuring sims have actual rations to scarf down in the middle of tomb-raiding and dodging mummies.
Test Subject
#157 Old 31st Oct 2017 at 2:11 PM
Evidently the mods that allow plants to live longer does not work with this mod. I have the canning station mod, and all the addon plant mods. Now I just need a way to make the plants live longer - trying to plant a huge perfect garden.
Is there anyway this mod could be amended to make the plants live longer?
Absolutely love this mod and appreciate the hard work!
Original Poster
#158 Old 31st Oct 2017 at 8:29 PM

Can you provide a link to the "allow plants to live longer" mod? I can try to take a look and see if it's in conflict with the Canning Station Overhaul.

To the best of my knowledge, the Overhaul doesn't touch anything related to plants, so it'd be surprising if it's indeed implicated. It would be really helpful if you can describe the following:

1. What pointed you to the Canning Station Overhaul as the source of problem?
2. In what way does the "plants live longer" mod no longer work in your game?

Original Poster
#159 Old 2nd Nov 2017 at 6:58 PM

Thanks for the reply! If you don't mind, I prefer to discuss the mod here in the comments instead of via PM. This way, the information is readily available to anyone else running into a similar problem. I've pasted the relevant technical info from your reply down below for reference:

Originally Posted by TPMemnoch
The mod is 'more harvestables for plants'. http://modthesims.info/download.php?t=597106
1. If I take the canning station mod out, plants do not die. Put the canning station mod in, plants die.
I do have all the mods for the extra plants - cabbage, corn, cucumber, etc.. and the Nraas controller mods.
I do have all the eps, stuff packs and almost all the store stuff for Sims 3.

I've taken a peek at the plants mod and don't think the Canning Station Overhaul is interfering with it. It only edits one tag in a single resource, which the Overhaul doesn't affect in any way.

However, according to its comments, the "more harvestables" mod only works for plants that are planted after the mod has been installed. Is it possible that the plants dying at the same time as the Overhaul being put in was a coincidence, since those plants may have been planted before the "more harvestables" mod was installed and therefore would not have been protected from death anyway? Also, it doesn't look like it covers Store or modded harvestables. It might be useful to make sure that both the "more harvestables" mod and the Overhaul are installed, then planting a new group of plants (I would suggest testing only with non-Store, non-mod plants), and seeing if these live longer.

Hope this helps!
Test Subject
#160 Old 14th Nov 2017 at 3:38 AM
Originally Posted by Butterbot

You've almost got it:

1. Select the canningJarJam OBJD resource like you did in S3PE.
2. Click on the "Grid" button at the bottom of the screen. This will pop up a new window titled "Data Grid".
3. Locate the row named "SlotPlacementFlags" and click on the small triangle next to it. This will expand the sub-rows it contains.
4. Set the flags mentioned in the mod's description to "True".
5. Click "Commit". This closes the Data Grid window and temporarily saves the changes just made.
6. Go to File --> Save to permanently save the changes.

Don't forget to back up the decrap_fixes file before making the changes in case you need to revert.

Enjoy the mod.

I used this small guide but Sims3Dashboard still says there is a conflict. Do I also have to set the other presets to "false" or something like that?
Original Poster
#161 Old 14th Nov 2017 at 7:24 PM

That should be OK. There is indeed a "conflict" in the sense that decrap_fixes is overriding one of the resources in the Overhaul, but that's expected and why the instructions you quoted above are necessary for the jar slot placement improvements to work. This will not result in problems during gameplay or in the savegame. There's no need to set the other flags to false.

Thanks for checking out the mod and I hope you enjoy it.
Test Subject
#162 Old 20th Nov 2017 at 3:23 PM
Originally Posted by Butterbot

That should be OK. There is indeed a "conflict" in the sense that decrap_fixes is overriding one of the resources in the Overhaul, but that's expected and why the instructions you quoted above are necessary for the jar slot placement improvements to work. This will not result in problems during gameplay or in the savegame. There's no need to set the other flags to false.

Thanks for checking out the mod and I hope you enjoy it.

Thanks for the answer!. I'm going on a redecoration spree now.
Lab Assistant
#163 Old 19th Dec 2017 at 12:11 AM
Thank you! This is awesome, particularly for my sims that get sick in the summer and spring and can't get a flu shot.
Test Subject
#164 Old 7th Jan 2018 at 7:07 PM
Does every harvestable have a custom jam texture when you would put it on a slice of bread?
Original Poster
#165 Old 7th Jan 2018 at 8:31 PM
Originally Posted by JustSome
Does every harvestable have a custom jam texture when you would put it on a slice of bread?

That depends on how similar the jams look. For example, raspberry jam toasts share a texture with strawberry jam toasts, because raspberry and strawberry jams are almost indistinguishable in real life. However, a toast spread with lime marmalade will have a different texture.
#166 Old 25th Jan 2018 at 7:31 AM Last edited by NutsAndDolts : 25th Jan 2018 at 5:15 PM.
Does anyone have the edited StoreFix_Decrap_Fixes.package for download somewhere? I have never used S3PE for anything other than combining package files, so even after looking at guides about slot placement and objd, I'm 100% lost.

nixicole's screenshot looks nothing like what my OBJD line says. Mine says "Error reading resource 319E4F1D:01000000:00000000000F6139" etc. I don't even have the option to click the "grid" button.
Test Subject
#167 Old 3rd Feb 2018 at 1:13 PM Last edited by galadrielh : 5th Feb 2018 at 9:12 AM.
Thank U so for that great mod, just tried now - it makes sooo fun, thank you so much!! :up:
Test Subject
#168 Old 3rd Feb 2018 at 6:22 PM
Yay!! Ty
Original Poster
#169 Old 4th Feb 2018 at 4:48 AM

Sorry to hear things are being troublesome. It's strange that S3PE is unable to read the OBJD resource and display it in the preview pane. Perhaps an older version of S3PE is being used, or the .package file itself is corrupted... What happens when you click and select the other OBJD lines in your StoreFix_Decrap_Fixes.package?


Glad you enjoy it By the way, your builds are inspirational!
#170 Old 4th Feb 2018 at 6:12 AM

Most of the other OBJD files seem okay, and have the grid button clickable, but a few others also have the error. I don't see any rhyme or reason for this, but, I am not very experienced in this particular form of witchcraft.

I'm using the canning station mod in my game now, everything seems fine except the jars cannot rotate. So it's not the end of the world if I can't fix it, it would just be nice if I could.

I love it anyway. <3
Original Poster
#171 Old 4th Feb 2018 at 9:00 AM

Originally Posted by NutsAndDolts
[...] a few others also have the error.

This is definitely not expected behaviour for S3PE. It might be prudent to re-download StoreFix_Decrap_Fixes.package; the worry here is that the game might not be able to read the borked OBJD resources either (although that's not necessarily easy to diagnose).

At any rate, I'm glad the mod works well for you otherwise.
#172 Old 23rd Feb 2018 at 8:58 PM
I couldn't find if this was asked after checking here and on NRaas, but will the double boiled ginseng work on germy moodlets that come from NRaas Vector?
Original Poster
#173 Old 23rd Feb 2018 at 10:54 PM

I'm not familiar with Vector. The broth should work on the moodlet itself, but it would not prevent Vector from adding the buff back if it's so inclined. If you decide to give it a go, let me know whether it works!
#174 Old 24th Feb 2018 at 8:38 AM
Originally Posted by Butterbot

I'm not familiar with Vector. The broth should work on the moodlet itself, but it would not prevent Vector from adding the buff back if it's so inclined. If you decide to give it a go, let me know whether it works!

I've been testing it and it does work to remove the moodlet initially, but vector seems to put it right back after a few seconds. That said, I found out afterwards that the sim I was testing on was sick with two separate vector illnesses, so it's possible that the moodlet from the first was removed but not the one from the second. I'll try it on a save with only one illness enabled and see what happens.

8-1-18 my computer is finally un-fried. I'm back!
+ HIATUS - my gran had a stroke, I may not be around much +
Raggs Family Legacy (Rags to Riches Challenge) | tumblr | stuff site
Test Subject
#175 Old 27th Mar 2018 at 8:52 PM
Tried the mod and it was causing error 12 on saving game. Got a few game crashing to desktop so I had to remove it. I test all mods that I add to make sure they work with my already pre-tested mods. I use Nraas, icarusallsorts, MissyHissy_Careers, bluegenjutsu, Shimrods, Twoftmama, and others. Once the mod was removed my game was working propertly again. I am updated to 1.67 version of Sims 3. Mostly likely there is a conflict between one of my already installed mods.
Page 7 of 8

Expansion/Stuff packs required:
Sims 3

Built with Game Version: 1.67

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Type: Skilling Fixed Additional Functionality

Tags: #canning, #station, #overhaul, #jam, #toast, #scones, #preserves, #store, #jar, #cooking, #food, #recipe, #kitchen, #candle, #making, #crafting, #germy, #herbal, #remedy, #broth, #ginseng, #flame, #fruit, #custom, #slots, #fix, #shrimp, #spread, #milk, #glow, #decor

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