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- Common Threads - Stupid/Random Questions V4
#10651
17th Nov 2017 at 9:16 AM
Posts: 2,450
Thanks: 4246 in 17 Posts
I burnt water once. Yep .. shore 'nuff did.
I had put a pan of water on to boil as I was gonna make some box mac 'n cheese. I totally forgot 'bout it until a roommate called me back to the kitchen. The pan was so very, very, veeeery scorched that I almost considered tossin it out, but it is a favorite pan and with a bit of determination (and mom's help) it was saved.
(I am a very good cook and while I can't say that I never forgot somethin cookin before, the majority of the time I do, but this time, well I can't say what happened other than it literally left my mind that I was cookin.
I had put a pan of water on to boil as I was gonna make some box mac 'n cheese. I totally forgot 'bout it until a roommate called me back to the kitchen. The pan was so very, very, veeeery scorched that I almost considered tossin it out, but it is a favorite pan and with a bit of determination (and mom's help) it was saved.
(I am a very good cook and while I can't say that I never forgot somethin cookin before, the majority of the time I do, but this time, well I can't say what happened other than it literally left my mind that I was cookin.
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#10652
17th Nov 2017 at 2:59 PM
Last edited by grammapat : 17th Nov 2017 at 3:00 PM.
Reason: slight correction.
Posts: 7,376
Thanks: 4 in 2 Posts
Other than a melted pan, maybe there would not be an actual FIRE. I generally try to burn down the whole house, by wandering off while an actual food item is on the stove - with my personal favorite, lots of grease. How nice that in Sim houses walls,floors,doors,ceilings,don't catch fire. OK, SOMETHING burns on the floor, but as the floor is undamaged, it's probably just dirt.
Stand up, speak out. Just not to me..
Stand up, speak out. Just not to me..
#10653
17th Nov 2017 at 4:40 PM
Posts: 3,583
Thanks: 129 in 2 Posts
Quote: Originally posted by JDacapo
for Cyjon's Fewer Tourists mod, what is the new minimum for tourist townies? How many need to be created? |
As far as I know, there is no real "minimum." I created exactly two, and it works fine, but of course there are usually some hotel rooms left empty. I've been thinking of creating a few more but I haven't yet managed to get around to it.
#10654
17th Nov 2017 at 5:35 PM
Posts: 12,355
Thanks: 854 in 4 Posts
Quote: Originally posted by JDacapo
Anyway, for Cyjon's Fewer Tourists mod, what is the new minimum for tourist townies? How many need to be created? |
For tourists in general = zero - I made Little Carping NPC and townie free and use the noregen hacks. Though I have gradually been adding my own, I have never yet made any tourists. I made Little Carping in 2007 so I think that's probably pretty clear. I imagine with Cyjon's hack, he's simply made it so that the game spawns a lower number of tourists than the regulation 36 - not that there has to be a minimum number (because the game does not require that).
#10655
17th Nov 2017 at 7:45 PM
Posts: 3,324
I mean the minimum of tourists required to keep the game from sulking and not generating any on its own. Cyjon's Fewer Tourists mod page states that if you have a game where there are no tourists - like if you use a clean template - then the game won't generate ANY tourists. So you have to make your own tourists.
How do you make the game automatically make its own tourists without you doing anything to make tourists in CAS or using the NPC/Townie Maker? How do you make it so the game just generates tourists the way it generates other townies or dormies when you use clean templates - like when it notices a vacant room?
How do you make the game automatically make its own tourists without you doing anything to make tourists in CAS or using the NPC/Townie Maker? How do you make it so the game just generates tourists the way it generates other townies or dormies when you use clean templates - like when it notices a vacant room?
#10656
17th Nov 2017 at 8:47 PM
Posts: 12,355
Thanks: 854 in 4 Posts
TBH JDacapo, I don't know. Tourists normally get created on neighbourhood creation (as do most of the NPCs and townies). I imagine, yes, they would get created when the game calls for them. That's what happens with everything else.
#10657
17th Nov 2017 at 9:19 PM
Posts: 3,324
The problem is, according to Cyjon, they don't get created randomly - the game expects there to be a certain number or it won't create any tourists at all.
#10658
17th Nov 2017 at 9:21 PM
Posts: 12,355
Thanks: 854 in 4 Posts
And he doesn't mention it on the upload thread? Hmmm ... you'd think that was needed info.
#10659
17th Nov 2017 at 9:22 PM
Posts: 3,324
He states that he lowered the requirement, but he didn't specify whether it was to zero or not. Also I don't have the notownieregen mod in right now because I am kinda depending on generated social class townies and the like.
Alchemist
#10660
17th Nov 2017 at 9:45 PM
Posts: 2,698
cauldrons.
need to be claimed in order to be used?
and can be used only by the witch/warlock that claimed them?
anything made from them goes directly to inventory?
ones on unowned lots, would they become unclaimed when any claimers exit lot? or would the claimers still own them when anyone visits the lot?
Apartment Life's "Silent Mode" phone options.
changing one phone changes each phone of the household? or just the one phone?
need to be claimed in order to be used?
and can be used only by the witch/warlock that claimed them?
anything made from them goes directly to inventory?
ones on unowned lots, would they become unclaimed when any claimers exit lot? or would the claimers still own them when anyone visits the lot?
Apartment Life's "Silent Mode" phone options.
changing one phone changes each phone of the household? or just the one phone?
#10661
17th Nov 2017 at 9:59 PM
Posts: 3,583
Thanks: 129 in 2 Posts
The cauldrons on the secret witch lots can be used by anyone, as far as I know.
And unless I'm misremembering, yes everything crafted at a cauldron goes directly into the crafter's inventory.
And unless I'm misremembering, yes everything crafted at a cauldron goes directly into the crafter's inventory.
#10662
17th Nov 2017 at 10:14 PM
Posts: 12,355
Thanks: 854 in 4 Posts
Quote: Originally posted by JDacapo
He states that he lowered the requirement, but he didn't specify whether it was to zero or not. Also I don't have the notownieregen mod in right now because I am kinda depending on generated social class townies and the like. |
I use the hack that uses townies for apartment neighbours - avoids too much apartment neighbour generating (or any at all actually).
#10663
17th Nov 2017 at 10:48 PM
Posts: 9,808
Thanks: 415 in 15 Posts
Quote: Originally posted by mdsb759
cauldrons. need to be claimed in order to be used? and can be used only by the witch/warlock that claimed them? anything made from them goes directly to inventory? ones on unowned lots, would they become unclaimed when any claimers exit lot? or would the claimers still own them when anyone visits the lot? Apartment Life's "Silent Mode" phone options. changing one phone changes each phone of the household? or just the one phone? |
Cauldrons:
They must be claimed, and can only be used by the claimer. (Other Sims can look into the cauldron, which makes them run to the nearest sink to get a drink.)
Everything made from it goes to inventory. One of Pescado's hacks changes it so a witch hired in an owned business to make witchy items will have their stuff go into the owner's inventory instead.
Unowned lots reset when Sims leave and the cauldrons will become unclaimed.
I think Silent Mode is lot-wide, although I don't remember using it much in the past.
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Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#10664
18th Nov 2017 at 1:34 AM
Posts: 9,808
Thanks: 415 in 15 Posts
On the whole 'smoke alarm' thing, I just accidentally set off the smoke alarm for the entire apartment building. I turned on the wrong burner. Oops.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#10665
18th Nov 2017 at 3:31 AM
Posts: 3,324
I think cauldrons can be used by anyone of the same alignment.
Scholar
#10666
18th Nov 2017 at 3:56 AM
Posts: 1,381
Quote: Originally posted by JDacapo
The sims smoke alarms are realistic in their coverage, but unrealistic in other respects because real life smoke alarms go off whenever the hell they want to. This is why I still don't have a smoke alarm in my room. I hate being jerked awake by a loud alarm only to find that there wasn't any fire - or even a puff of smoke. |
And then they don't go off when the room is so full of thick black smoke that you still can't breathe even when you go out the back door. I used to have one of those combination microwave/convection ovens, and once accidentally put some frozen garlic bread buns for 20 minutes on microwave instead of regular. Not a squeak from the fire alarm as I carried the resultant glowing "coals" outside and dropped them in a puddle, with black smoke billowing out around me, and more black smoke billowing out the front door. It took us about half an hour to clear it out, with doors open front and back, and in all that time the smoke alarm had not the slightest thing to say to us.
But the following day it went off as I was making toast, no smoke in sight.
#10667
18th Nov 2017 at 5:17 AM
Posts: 3,583
Thanks: 129 in 2 Posts
What determines if a sim gets a "learned how to make" memory for a given food? I was recently confused when my sims didn't receive memories for learning to make hamburgers, as I'd assumed there was some sort of skill requirement cutoff and that hamburgers would be over the threshold. Guess not, tho.
#10668
18th Nov 2017 at 5:18 AM
Posts: 3,324
Looks like it's safest if people sleep in shifts then - at the very least, they would KNOW if there is a fire.
#10669
18th Nov 2017 at 5:19 AM
Posts: 9,808
Thanks: 415 in 15 Posts
Quote: Originally posted by Rosawyn
What determines if a sim gets a "learned how to make" memory for a given food? I was recently confused when my sims didn't receive memories for learning to make hamburgers, as I'd assumed there was some sort of skill requirement cutoff and that hamburgers would be over the threshold. Guess not, tho. |
I think it has to be above a certain cooking level - 4 or 5 IIRC.
I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister
Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | smorbie1's Chris Hatch archives
#10670
18th Nov 2017 at 5:40 AM
Quote: Originally posted by Rosawyn
What determines if a sim gets a "learned how to make" memory for a given food? I was recently confused when my sims didn't receive memories for learning to make hamburgers, as I'd assumed there was some sort of skill requirement cutoff and that hamburgers would be over the threshold. Guess not, tho. |
So long as the food isn't burnt they should get the memory.
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#10671
18th Nov 2017 at 6:08 AM
Posts: 946
Thanks: 707 in 22 Posts
Quote: Originally posted by BlueAlien
And then they don't go off when the room is so full of thick black smoke that you still can't breathe even when you go out the back door. I used to have one of those combination microwave/convection ovens, and once accidentally put some frozen garlic bread buns for 20 minutes on microwave instead of regular. Not a squeak from the fire alarm as I carried the resultant glowing "coals" outside and dropped them in a puddle, with black smoke billowing out around me, and more black smoke billowing out the front door. It took us about half an hour to clear it out, with doors open front and back, and in all that time the smoke alarm had not the slightest thing to say to us. But the following day it went off as I was making toast, no smoke in sight. |
I once tried to microwave a bag of popcorn that was three months past its due date. I stupidly left the kitchen to read something while waiting, and then I turned around to find the room covered in smoke. The popcorn didn't pop at all but rather got singed. The smoke detector in the kitchen was a little late on that accident.
Other than that, that darn thing always blared at even the slightest hint of "smoke". We put it out of its misery for good and haven't had it back up in the kitchen since.
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#10672
18th Nov 2017 at 3:26 PM
Posts: 267
Quote: Originally posted by JDacapo
He states that he lowered the requirement, but he didn't specify whether it was to zero or not. Also I don't have the notownieregen mod in right now because I am kinda depending on generated social class townies and the like. |
I recently added a new hood with the noregen mods in (antiredundancy, notownieregen and nostrayrespawn) and I still got the social group townies, just not any regular townies.
I also got stray pets, vacation locals and townies, garden club members, plus I seem to have 3 of some NPCs (food judges, butlers, landlords, animal police) but no paper boys/girls (I have a no paper delivery mod), maids, social workers, firefighters. Not sure if this is what is supposed to happen with these mods in or not. It may be that some of these can only be prevented with empty templates.
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The Hummingbirds' Foundation for M.E. is fighting for patients to be given recognition and appropriate medical care.
Please visit hfme.org for more information.
#10673
18th Nov 2017 at 3:49 PM
Posts: 3,324
I've been using empty templates, including an empty Exotic Locations. That is why I asked how many of the tourist families are needed for the game to start generating new tourist sims - in other words, for it to create the new tourists when it is needed. I am sorry, but nobody is giving me the information that I need. This is getting very frustrating.
#10674
18th Nov 2017 at 4:17 PM
Posts: 16,719
Thanks: 1741 in 12 Posts
I don't think anybody knows. If you have no-respawn hacks in, they never will.
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Ugly is in the heart of the beholder.
(My simblr isSim Media Res . Widespot,Widespot RFD: The Subhood, and Land Grant University are all available here. In case you care.)
#10675
18th Nov 2017 at 4:31 PM
Posts: 738
Quote: Originally posted by JDacapo
I've been using empty templates, including an empty Exotic Locations. That is why I asked how many of the tourist families are needed for the game to start generating new tourist sims - in other words, for it to create the new tourists when it is needed. I am sorry, but nobody is giving me the information that I need. This is getting very frustrating. |
Since you are using empty templates the game is not going to automatically generate tourist because of how the game is coded. You can use CJ's Fewer Tourist mod (in his mod description he explains how the game is coded) here: http://cyjon.net/node/290. You can also create them yourself; there is a tutorial here at MTS: http://modthesims.info/t/529698.
I play custom neighborhoods and have always created my own vacation neighborhoods. I've used CJ's mod and I've created my own tourist families.
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