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151
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 15:00:22
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Wood is a renewable resource, coal and oil are not. I agree it depends somewhat on the power generating alternatives as to whether the pollution from wood burning fires is acceptable. Some of our cities in NZ, Christchurch in particular, have had to change building codes for chimneys and fireplaces in order to cut down the pollution. The city is built on a very flat plain with little wind.
Here in Tas, particulate pollution is a major concern for health and environment. It's not difficult to understand that when you see the sheer amount of chimneys burning through the night and smell the air. Many of the homes here still have outdated wood heaters, which are often unsafe and add to pollution. There is a program set in place to replace these heaters, and it is also illegal to re-fit older heaters. We also use Hydro-electric generators, so this also factors as to whether Wood heating is environmentally and economically viable for heating compared to electric heating. Besides having to fight the protesters away from every tree you want to cut down.
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152
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 14:03:10
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Uh oh. We know we're in trouble when we have numbered points. I almost said TL;DR, however, 1, 2, 3, 4 are all good points, but that's a shit-load of assumptions about a Sim household. Now I guess I should take into account the construction of a Sim's chimney, materials burnt, how they chop wood and what type of electricity generation they use, but oh-boy, those are all starting to sound a little borderline "nut-job". How about instead we assume that electric heat comes from those solar panels on the roof (there are no power plants in the Sims), so we are comparing burning wood to the power of the Sun. Also I don't see a water tank on the lot, so I'll assume those Sims living within are just being terribly wasteful and running their water 24/7.
Next time I'll ask more questions before making an insignificant comment. Are the window's double-glazed, is the ceiling and floor insulated, what materials have been used in contruction? I noticed the lack of curtains in some of the windows. Are there separate recycle bins on the lot? Did you know that this bed is a lot more energy efficient than that bed, etcetera.
You're really not getting it. I only gave you a list because you asked for real world details! Actually, you asked for empirical evidence, but like I said, I haven't the time right now. My original point, before you started on about topography and climate - neither of which are factors in the Sims - was that your "wood fire polluting the atmosphere [...] doesn't seem very eco-friendly to me" tease is WRONG. Why not just admit this and then I will happily drop it. Perhaps bringing you up on this was nit-picky, but MATY is nothing if not a picker of nits. I happily admit that I was not considering topography nor climate in my original comment of Sim wood heating acting as a pollutant. However, as for picking nits, being wrong assumes I was trying to state facts. If you re-read. I said "doesn't seem very eco-friendly to me" (opinion), as in, this house doesn't give the impression (opinion) of being eco-friendly, due to the heating and water slide. Whether or not it actually is eco-friendly is not something I was trying to argue. Are the window's double-glazed
No. Thanks for the info. I shall factor that into my future analysis of power consumption.
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153
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 12:26:29
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Uh oh. We know we're in trouble when we have numbered points. I almost said TL;DR, however, 1, 2, 3, 4 are all good points, but that's a shit-load of assumptions about a Sim household. Now I guess I should take into account the construction of a Sim's chimney, materials burnt, how they chop wood and what type of electricity generation they use, but oh-boy, those are all starting to sound a little borderline "nut-job". How about instead we assume that electric heat comes from those solar panels on the roof (there are no power plants in the Sims), so we are comparing burning wood to the power of the Sun. Also I don't see a water tank on the lot, so I'll assume those Sims living within are just being terribly wasteful and running their water 24/7.
Next time I'll ask more questions before making an insignificant comment. Are the window's double-glazed, is the ceiling and floor insulated, what materials have been used in contruction? I noticed the lack of curtains in some of the windows. Are there separate recycle bins on the lot? Did you know that this bed is a lot more energy efficient than that bed, etcetera.
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154
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 11:28:09
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Nice house, but wood fire polluting the atmosphere and wasting water on a water slide doesn't seem very eco-friendly to me Nice smart-arse reply, but wood burning stoves are generally considered a much more eco-friendly way of heating your house than using radiators etc. Pretty sure this depends on where you live. Population, topography, climate and equipment can play a large part in pollution from smoke and particulates, which in-turn can lead to health issues. As for being considered better than radiators. I think that depends on what form of electricity generation used. Ok if we're really going to be this pedantic, that stove could be for clean-burning fuel. However, going on the basis that sims don't have council restrictions on fuel-burning, and because if you're going for that level of pretend-legislation in the game you're clearly a bit of a nutjob, I would propose a sim-wood burning stove is fine. Yes, of course if you're getting all your electricity from renewable energy, then the stove can be considered wasteful. However, if we're being this pernickity, even with the solar panels shown in the pictures, it's unlikely such a house could go completely off-grid. Wood burning stoves are cheap and sustainable, far more so than oil or gas heating. Wood burning stoves are considered to be eco-friendly and are increasingly marketed as such. You may disagree with this, which is fine, but I think you were just trying to be a smart-alec in your original post. It's a sims game, not an architectural blue print. Definitely true that one of us is being pedantic, and if you're going to start bringing the real world into it, why not do it right in the first place. Put up some numbers, post some evidence. I for one, find it difficult to believe that having billions of houses full of wood-fired stoves and heaters is going to be Environmentally-friendly based on some "marketing", no matter where you live. As for your inclination to read too much into my comment, I tend to think this simply means you failed to understand the tongue-in-cheek smiley face.
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155
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TS3/TSM: The Pudding / Pudding Plots / Re: Eco friendly family house
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on: 2011 July 08, 10:18:30
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Nice house, but wood fire polluting the atmosphere and wasting water on a water slide doesn't seem very eco-friendly to me Nice smart-arse reply, but wood burning stoves are generally considered a much more eco-friendly way of heating your house than using radiators etc. Pretty sure this depends on where you live. Population, topography, climate and equipment can play a large part in pollution from smoke and particulates, which in-turn can lead to health issues. As for being considered better than radiators. I think that depends on what form of electricity generation used. Not to mention the use of Kewian-based substitutes that must inevitably wind up in a landfill.
Nothing beats the overpowering smell of glue on a cheap new couch every couple months.
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157
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Catalogue Fixes 0.5 - 21 Janurary 2011 [s3sr - script]
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on: 2011 July 08, 07:57:16
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I'm trying to fix ClassicTallUggBoots_byAniaOrazova (currently enabled for everything) using s3sr - so far I have:
[STORE] {ClassicTallUggBoots_byAniaOrazova} CASP Instance:0x04E067D2269962FF ClothingCategory: ?
I'm stuck at ClothingCategory. How do you find the right Clothing Category, for example (Everyday, Sleepwear) for shoes?
Ok, for the codes for the categories. Open up the extracted package in s3pe. Make your desired changes to the category using the GRID button, then in the right-hand pane you will see ClothingCategory and the value you need, which in my case is 0x00200008. Mine is enabled for sleepwear and valid for random. Your script would then look as below. [STORE] {ClassicTallUggBoots_byAniaOrazova} CASP Instance:0x04E067D2269962FF ClothingCategory:0x00200008
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158
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Catalogue Fixes 0.5 - 21 Janurary 2011 [s3sr - script]
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on: 2011 July 07, 16:13:33
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As requested here are the reward objects for buy/debug. Just copy this to notepad, save as an .s3sr file, then double click the new file to run it (after you have downloaded and run the s3sr program at least once). [BASE] {BodySculptor} OBJD Instance:0x0000000000000EA3 RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000080400000000 RoomSubCategoryFlags:0x0000000000000000
{FoodReplicator} OBJD Instance:0x0000000000000E98 RoomCategoryFlags:0x00000400 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000080400000000 RoomSubCategoryFlags:0x0000000000000000
{Teleporter} OBJD Instance:0x0000000000000E95 RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000080400000000 RoomSubCategoryFlags:0x0000000000000000
{CollectionHelper} OBJD Instance:0x0000000000000EEE RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000000400000000 RoomSubCategoryFlags:0x0000000000000000
{MoodletManager} OBJD Instance:0x0000000000000E96 RoomCategoryFlags:0x00000000 FunctionCategoryFlags:0x40000000 FunctionSubCategoryFlags:0x0000080400000000 RoomSubCategoryFlags:0x0000000000000000
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160
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2011 July 03, 05:13:27
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Is the not working GEN registration phone a similar issue and would work with a similar fix?
EA Fixed that. Just need the latest sims3pack for it. Where to grab the latest sims3pack then? Checking the download topic we have immortelleMuse's post (stating hers doesn't work), then panamacrew (who only post packages). That's the only two files containing the phone that you can find in the downloads section. http://www.mediafire.com/?ci4q2flxly9i1b9Updated Generations rewards Unmodified. Finally, that damn phone! Baa Anach. Apparently it's like the spell book and must not be decrapped to work correctly, otherwise you'll have a big square saying 'Missing Resource' when sims use it. I have no such issue and I decrap everything. Although there might be a difference between installing as package and sims3pack, as I do the latter.
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163
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Awesomeware / Armoire of Invincibility / Re: TOOL: TS3 Recompressor
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on: 2011 July 02, 14:43:55
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There's no apparent reason why this fix should work, since its files are completely identical to the original's corresponding files.
The only difference being the group ID which is changed from 0x01000000 to 0x00000000 when decrapified. Decrapifying the original or decrapifying the fix results in broken (resets sim) object. Adding the non-decrapified fix will stop that. So could the script for the object be referencing the group ID on those "unknown" files for some reason?
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165
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TS3/TSM: The Pudding / Pudding Factory / Re: The TS3 Store: post your questions, updates, and tech help here
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on: 2011 July 02, 10:26:17
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Someone on the forum has said that the spellbook doesn't work even though she bought it from the store.
And someone on THIS forum has said, that the spellbook does work after decrapifying WHITH a fix. It works this way for me too. I can also confirm it works fine decrapified as long as you do NOT decrapify the fix. It also appears to work correctly extracted to a non-decrapified package, without the need for a fix.
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169
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Mods - Updated 15th June 2011
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on: 2011 June 28, 02:49:43
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Anach, would you consider making a mod that increases the fridge cost of multiple serving food? I think it's wrong that a 8 serving dish costs exactly the same as a single serving one. I think the 8 serving dish should cost about 3 times the amount of the single serving.
That is a good idea. I'll have a look an see if I can locate a tuning file, and then hope there are separate values for group/single servings.
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170
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Mods - Updated 15th June 2011
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on: 2011 June 15, 20:38:25
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Is your ' Interaction tweaks ' mod a tweak to make the Ask to Move In interaction more autonomous or less autonomous ? Since installing Generations my playables get automously pestered by their best friends , who keep asking them to move in and that's without this mod in . So surely a mod isn't needed to make it more autonomous ? And if it's supposed to make it a little less autonomous then it doesn't seem to be working because my sims get pestered just as much with this installed Anyone who is in either the ' Best Friend ' category or ' Old Friend ' category keeps nagging my sims about moving in The interaction tweaks mod isn't about one thing specifically. It's a collection of tweaks that enable autonomous interaction for a few things, as well as enable others for teens. Hard to remember specifically which off-hand, but it doesn't alter the chances of such things. The "Ask to move in" interaction was something I've had in there for a few versions, so I've never tested to see if it worked without my tweak, however, it isn't marked as autonomous by default, at least not in that file. You can change this yourself. Look in the 0x50B229A0C636C136 file, search for "ask to move in" and change the auto to false and udo to true. Thanks Anach . Furthermore, if you want to see what exactly I change, you can use WinMerge to compare my version to the original in gameplaydata.pacakge.
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172
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Mods - Updated 15th June 2011
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on: 2011 June 15, 19:45:58
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Is your ' Interaction tweaks ' mod a tweak to make the Ask to Move In interaction more autonomous or less autonomous ? Since installing Generations my playables get automously pestered by their best friends , who keep asking them to move in and that's without this mod in . So surely a mod isn't needed to make it more autonomous ? And if it's supposed to make it a little less autonomous then it doesn't seem to be working because my sims get pestered just as much with this installed Anyone who is in either the ' Best Friend ' category or ' Old Friend ' category keeps nagging my sims about moving in The interaction tweaks mod isn't about one thing specifically. It's a collection of tweaks that enable autonomous interaction for a few things, as well as enable others for teens. Hard to remember specifically which off-hand, but it doesn't alter the chances of such things. The "Ask to move in" interaction was something I've had in there for a few versions, so I've never tested to see if it worked without my tweak, however, it isn't marked as autonomous by default, at least not in that file. You can change this yourself. Look in the 0x50B229A0C636C136 file, search for "ask to move in" and change the auto to false and udo to true.
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TS3/TSM: The Pudding / Pudding Factory / Re: Anach's Sims 3 Mods - Updated 4th June 2011
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on: 2011 June 15, 13:43:10
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The mod to allow teenagers to be in a band doesn't work.
I had the same problem, I thought it was just me doing something wrong. Should be fixed now. Although I've had to merge it into my interaction tweaks, as it needed tweaks in the socialising xml (this makes other things available to teens also). Added some more mods, updated some, modified others. File modification times will show which, though it's always best to simply update them anyway.
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