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1  TS3/TSM: The Pudding / The World Of Pudding / Re: Invisible Sims -- anyone know how to beat with a hammer? on: 2009 July 31, 12:09:28
Have people found a cause / fix for this issue yet? Outdated hacks incompatible with the patch, perhaps?

I've started to get this one one of my neighbourhoods....

Upon loading the game, I entered edit town mode, then spit the current fambly, which was an overstuffed house, to remove one Sim, who I then placed into a house. Then I clicked the Change Active Household button, selected the guy I just moved in, and zoomed in. I bought an easel, then Ctrl+Clicked him to SupCom him, selecting the Painting task. In the middle of painting maybe the second one, he jumps, a message comes up on the top-right corner that he had to reset, and he is now invisible. I closed the game and haven't tried it since.
2  TS3/TSM: The Pudding / World of Puddings / Zucabr Pudding (Rocks not included) on: 2009 July 12, 13:56:38
Quote
[18:37] * @Pescado wonders if there is a Zucabr Pudding.
[18:38] <Zucabr> There is, but not on MATY.
[18:39] <Zucabr> Erm, why does the FOJ wonder?
[18:39] <@Pescado> Why not?
[18:39] <Zucabr> Didn't think I was interesting enough.
[18:40] <Zucabr> Wait, are you saying there should be one? Tongue
[18:41] <@Pescado> Yes.

Zucabr Pudding:



Basic Information:
Username:  Zucabr
Sim name:  Zucabr Anon
Real gender; Sim gender: M
Real age group; Sim age group: YA
Real preferences; my Sim is attracted to:  M, somewhat F (Kinsey 5)
Real body shape; Sim body shape: Thin-as-crap
Voice: Voice2, at about 40%, or slightly deeper than the middlepoint

Data crunching:
Core Traits: BookWorm, Friendly, HopelessRomantic, Loner, Perfectionist
Extended Traits: Childish, Clumsy, CouchPotato, FamblyOriented, HeavySleeper, Mooch, Slob
Auxiliary Traits: Artistic (I can draw, and I like doing it), Brave (I'm not easily rattled or squicked), Genius (People tell me this; I was the highest IQ in my batch as a 6/12 in a Jesuit school with stringent entrance standards, dunno what that says about their supposed quality)
* all traits mentioned above come with the .sim

Lifetime Want: (in order of importance) Renaissance Sim (this SHOULD come packaged), Illustrious Author, Professional Author, World Renowned Surgeon, Master of the Arts
Jerb (jorb?): (in order of importance) Writing from Home, Painting at Home, Medical track, Science track, Part-time at Bookstore, Collecting RockGemMetals

Favorite Music: Custom (could be Indie or Pop or Electronica or Classical too, I'm not too fussed.)
Favorite Food: Sushi
Favorite Color: Black
3  TS3/TSM: The Pudding / The World Of Pudding / Re: No steak plants for me?! on: 2009 July 07, 04:47:31
To access the menu option: CTRL-Shift click on Sim, Opportunities>Skills>GardeningSkill>SpecialPlants1

You need to do SpecialPlants1 for 2 and 3 to be possible. It's a pain.

There is a problem with forcing opportunities that way, or at least there's a problem with my game doing it that way. When you do SpecialPlants2, SpecialPlants1's effects get wiped out. Meaning to say, it's only useful for forcing SpecialPlants1, because forcing the SpecialPlants2 made it so that I could only plant Steaks and Patties and not be able to plant Eggs and Cheese, and then forcing SpecialPlants3 let me order Omniplants, but unable to plant Eggs/Cheese/Steak/Patty.
4  TS3/TSM: The Pudding / Facts & Strategery / RockGemMetal on: 2009 July 07, 02:10:17
S3_0333406C_00000000_F59BD95D972E646F_RockGemMetalBase:
On mailing a Rock/Gem/Metal to be Analyzed/Cut/Smelted, if the Sim reaches the minimum Collecting hidden "skill" level then there is a chance that it will turn out to be a Mysterious Magical Gnome. (I forget what they're actually called.)
Magic Gnome Chance: 0.05 or 5% or 1:20
Magic Gnome Minimum Level: 7

S3_03B33DDF_00000000_63BCDE354B512280_GetSmelt_Metal:
Cost To Smelt Metals: 40
Chance of Getting An Extra Ingot: 0.2 or 20% or 1:5
Chance of Getting An Extra Ingot As A Metal Collector: 0.5 or 50% or 1:2
   If this succeeeds this chance is used again for more until...
Max Number of Ingots Per Ore: 5
There doesn't seem to be a tuning value for how much more a smelted ingot costs than an unsmelted ore, so this chance of extra ingots may be all there is to gain from smelting.

S3_0333406C_00000000_0BC598D3D67B7E74_RockGemMetal:

Metals:
Maximum Price Smelted is derived from how much you could theoretically get, if you are able to roll successfully for the maximum 5 ingots per ore on a rock that has Maximum Price. So, in theory, your possible selling value may range from 7 to 100 on Iron, barring the chance to turn out to be a Magic Gnome.

Ore/Metal Type: Iron
Minimum Weight: 1
Maximum Weight: 52
Minimum Price: 7
Maximum Price: 20
Maximum Price Smelted: 100

Ore/Metal Type: Silver
Minimum Weight: 1
Maximum Weight: 52
Minimum Price: 25
Maximum Price: 35
Maximum Price Smelted: 175

Ore/Metal Type: Gold
Minimum Weight: 1
Maximum Weight: 52
Minimum Price: 40
Maximum Price: 120
Maximum Price Smelted: 600

Ore/Metal Type: Palladium
Minimum Weight: 80
Maximum Weight: 300
Minimum Price: 300
Maximum Price: 500
Maximum Price Smelted: 2500

Ore/Metal Type: Plutonium
Minimum Weight: 0.1
Maximum Weight: 5
Minimum Price: 1000
Maximum Price: 1800
Maximum Price Smelted: 9000

Gems:
__ Cut Profit is extrapolated data. 'Nuff said.

Gem Type: Aqua
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 9
Maximum Price: 21

Gem Type: Smoky (Quartz)
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 15
Maximum Price: 25

Gem Type: Emerald
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 20
Maximum Price: 30

Gem Type: Ruby
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 25
Maximum Price: 35

Gem Type: Yellow
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 35
Maximum Price: 60

Gem Type: Tanzanite
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 65
Maximum Price: 95

Gem Type: Diamond
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 100
Maximum Price: 200

Gem Type: Rainbow
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 450
Maximum Price: 700

Gem Type: Crazy (Luminorous)
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 150
Maximum Price: 350

Gem Type: Pink
Minimum Weight: 1
Maximum Weight: 105
Minimum Price: 1200
Maximum Price: 1650

Gem Cuts:
Cuts to Gain means how many previous gems (of any type of gem) must have been cut (with any type of cut) to gain this particular Cut Type.

Cut Type: Emerald
Multiplier on Gem Price: 1.25
Cuts To Gain: 0
Cut Cost: 10
 
Cut Type: Oval
Multiplier on Gem Price: 1.5
Cuts To Gain: 4
Cut Cost: 20
 
Cut Type: Pear
Multiplier on Gem Price: 1.75
Cuts To Gain: 8
Cut Cost: 35
 
Cut Type: Plumbbob
Multiplier on Gem Price: 2
Cuts To Gain: 16
Cut Cost: 50
 
Cut Type: Marquis
Multiplier on Gem Price: 2.3
Cuts To Gain: 30
Cut Cost: 75
 
Cut Type: Crystalball
Multiplier on Gem Price: 2.6
Cuts To Gain: 45
Cut Cost: 100
 
Cut Type: Brilliant
Multiplier on Gem Price: 3.5
Cuts To Gain: 60
Cut Cost: 250
 
Cut Type: Heart
Multiplier on Gem Price: 5
Cuts To Gain: 1000
Cut Cost: 1000

Space Rocks:

Rock Type: Tiny Space Rock
Minimum Weight: 1
Maximum Weight: 65
Minimum Price: 10
Maximum Price: 30

Rock Type: Large Space Rock
Minimum Weight: 100
Maximum Weight: 1050
Minimum Price: 50
Maximum Price: 200

Rock Type: Zucabr Rock (Gigantic Space Rock)
Minimum Weight: 50000
Maximum Weight: 1001000
Minimum Price: 2000
Maximum Price: 4500

Rock Type: SpecialMazzadrayte
Value Multiplier: 2.1

Rock Type: SpecialRodiekceous
Value Multiplier: 2

Rock Type: SpecialDukeadite
Value Multiplier: 2.2

Rock Type: SpecialHolmberic
Value Multiplier: 1.8

Rock Type: SpecialCusterousGossticite
Value Multiplier: 1.9

Rock Type: SpecialBellacite
Value Multiplier: 1.6

Rock Type: SpecialPearsonite
Value Multiplier: 2.1

Rock Type: SpecialLlamatite
Value Multiplier: 2

Rock Type: SpecialSporecite
Value Multiplier: 1.7

Rock Type: Howardite
Value Multiplier: 0.7

Rock Type: Eucrite
Value Multiplier: 0.8

Rock Type: Diogenite
Value Multiplier: 0.9

Rock Type: Shergottite
Value Multiplier: 1

Rock Type: Nakhlite
Value Multiplier: 1.1

Rock Type: Chassignite
Value Multiplier: 1.2

Rock Type: Lunar
Value Multiplier: 1.3

Rock Type: Aubrite
Value Multiplier: 1.4

Rock Type: Acapulcoite
Value Multiplier: 0.7

Rock Type: Lodranite
Value Multiplier: 0.8

Rock Type: Ureilite
Value Multiplier: 0.9

Rock Type: Angrite
Value Multiplier: 1

Rock Type: Brachinite
Value Multiplier: 1.2

Rock Type: Winonaite
Value Multiplier: 1.3

Rock Type: Hexahedrite
Value Multiplier: 1.6

Rock Type: Octahedrite
Value Multiplier: 1.8

Rock Type: Ataxite
Value Multiplier: 1.5

Rock Type: Pallasite
Value Multiplier: 4

Rock Type: Mesosiderite
Value Multiplier: 10

Rock Type: Rumurutite
Value Multiplier: 3

Rock Type: CarbonaceousChondrite
Value Multiplier: 5

Rock Type: OrdinaryChondrite
Value Multiplier: 0.5

Rock Type: EnstatiteChondrite
Value Multiplier: 6

Rock Type: Kamasite
Value Multiplier: 1.75
5  TS3/TSM: The Pudding / Facts & Strategery / Gem Cut Profit Values - Now A Little Awesomer! on: 2009 July 07, 02:09:24
Based on Possible Gem Worth of X to Y, multiplied by 1.25, 1.5, 1.75, 2, 2.3, 2.6, 3.5 and 5, rounded to the nearest, then subtracted by 10, 20, 35, 50, 75, 100, 250, 1000,
You're forgetting one component: What about the price on simply dumping it without cutting? You have to subtract that from the profit, too.
then further subtracted by X to Y (base gem worth), followed by the arithmetic mean of the values.

Bolded is the highest average (arithmetic mean) profit range, so it might well be the best cut for that type.

Aqua
Emerald Cut Profit: -8 to -5 , -6.5
Oval Cut Profit: -15 to -9 , -12
Pear Cut Profit: -28 to -19 , -23.5
Plumbbob Cut Profit: -41 to -29 , -35
Marquis Cut Profit: -63 to -48 , -55.5
Crystalball Cut Profit: -86 to -66 , -76
Brilliant Cut Profit: -227 to -197 , -212
Heart Cut Profit: -964 to -916 , -940
    
Smoky Quartz
Emerald Cut Profit: -6 to -4 , -5
Oval Cut Profit: -12 to -7 , -9.5
Pear Cut Profit: -24 to -16 , -20
Plumbbob Cut Profit: -35 to -25 , -30
Marquis Cut Profit: -55 to -42 , -48.5
Crystalball Cut Profit: -76 to -60 , -68
Brilliant Cut Profit: -212 to -187 , -199.5
Heart Cut Profit: -940 to -900 , -920
    
Emerald
Emerald Cut Profit: -5 to -2 , -3.5
Oval Cut Profit: -10 to -5 , -7.5
Pear Cut Profit: -20 to -12 , -16
Plumbbob Cut Profit: -30 to -20 , -25
Marquis Cut Profit: -49 to -36 , -42.5
Crystalball Cut Profit: -68 to -52 , -60
Brilliant Cut Profit: -200 to -175 , -187.5
Heart Cut Profit: -920 to -880 , -900
    
Ruby
Emerald Cut Profit: -4 to -1 , -2.5
Oval Cut Profit: -7 to -2 , -4.5
Pear Cut Profit: -16 to -9 , -12.5
Plumbbob Cut Profit: -25 to -15 , -20
Marquis Cut Profit: -42 to -29 , -35.5
Crystalball Cut Profit: -60 to -44 , -52
Brilliant Cut Profit: -187 to -162 , -174.5
Heart Cut Profit: -900 to -860 , -880
    
Yellow
Emerald Cut Profit: -1 to 5 , 2
Oval Cut Profit: -2 to 10 , 4
Pear Cut Profit: -9 to 10 , 0.5
Plumbbob Cut Profit: -15 to 10 , -2.5
Marquis Cut Profit: -29 to 3 , -13
Crystalball Cut Profit: -44 to -4 , -24
Brilliant Cut Profit: -162 to -100 , -131
Heart Cut Profit: -860 to -760 , -810
    
Tanzanite
Emerald Cut Profit: 6 to 14 , 10
Oval Cut Profit: 13 to 28 , 20.5
Pear Cut Profit: 14 to 36 , 25
Plumbbob Cut Profit: 15 to 45 , 30
Marquis Cut Profit: 10 to 49 , 29.5
Crystalball Cut Profit: 4 to 52 , 28
Brilliant Cut Profit: -87 to -12 , -49.5
Heart Cut Profit: -740 to -620 , -680
    
Diamond
Emerald Cut Profit: 15 to 40 , 27.5
Oval Cut Profit: 30 to 80 , 55
Pear Cut Profit: 40 to 115 , 77.5
Plumbbob Cut Profit: 50 to 150 , 100
Marquis Cut Profit: 55 to 185 , 120
Crystalball Cut Profit: 60 to 220 , 140
Brilliant Cut Profit: 0 to 250 , 125
Heart Cut Profit: -600 to -200 , -400
    
Luminorous
Emerald Cut Profit: 28 to 78 , 53
Oval Cut Profit: 55 to 155 , 105
Pear Cut Profit: 78 to 228 , 153
Plumbbob Cut Profit: 100 to 300 , 200
Marquis Cut Profit: 120 to 380 , 250
Crystalball Cut Profit: 140 to 460 , 300
Brilliant Cut Profit: 125 to 625 , 375
Heart Cut Profit: -400 to 400 , 0
    
Rainbow
Emerald Cut Profit: 103 to 165 , 134
Oval Cut Profit: 205 to 330 , 267.5
Pear Cut Profit: 303 to 490 , 396.5
Plumbbob Cut Profit: 400 to 650 , 525
Marquis Cut Profit: 510 to 835 , 672.5
Crystalball Cut Profit: 620 to 1020 , 820
Brilliant Cut Profit: 875 to 1500 , 1187.5
Heart Cut Profit: 800 to 1800 , 1300
    
Pink
Emerald Cut Profit: 290 to 403 , 346.5
Oval Cut Profit: 580 to 805 , 692.5
Pear Cut Profit: 865 to 1203 , 1034
Plumbbob Cut Profit: 1150 to 1600 , 1375
Marquis Cut Profit: 1485 to 2070 , 1777.5
Crystalball Cut Profit: 1820 to 2540 , 2180
Brilliant Cut Profit: 2750 to 3875 , 3312.5
Heart Cut Profit: 3800 to 5600 , 4700
6  TS3/TSM: The Pudding / Facts & Strategery / Re: Complete Painting Guide on: 2009 July 05, 13:35:59
Still-Life Basic Effect - This is applied to each and every custom painting you make, seemingly at random.
Stroked - This seems to be the vanilla default.  Your painting will have a long-brush/dotted effect applied to the basic picture. (36 of 50 for me, your mileage may vary)
Bubble Blotch Borked (BBB) - Your painting will have a water-color bubble effect applied to the basic picture. (14 of 50 for me, your mileage may vary). I consider this scrappable failure, you may consider this art.

Sombered! - Even with no other mitigating factors, your painting may pick up the somber style for no reason whatsoever (see below).  Seems to be about a 20% chance.
Can you tell me what XML you got these from? I'd been trying to identify where in code it was forcing the effects on still lifes, so that I might kill them and have a mod to paint photographic still lifes. I had a hell of a time. I did find the XMLs to tweak forced styles, but not the base effects.
The .dds effect masks are in FullBuild2.package  (Painting01_*** through Painting11_***), but I have no idea where the controller is for them.  I'm assuming its in the hardcode script somewheres, or maybe in the easel object file which I haven't gotten around to beating with a hammer yet.  The info above I had to get through thorough testing, my test painter sim did almost 600 paintings and had about 20 trait changes and was put through the wringer on his moods.

Ohhh, but does this mean you can mod the effect masks to do nothing? (I.e., replace them with empty textures?) I mean, there's a mod to remove the textures from the fight clouds and such, a mod to remove the mosaic blur texture, and so on.

...

*cough*Hint, hint.*cough*
7  TS3/TSM: The Pudding / Facts & Strategery / Re: Traits Cheat Sheet - Work in Progress on: 2009 July 05, 13:27:20
Is it possible via addtrait to give a sim two conflicting traits, such as good and evil both? Or is this something that would lead to VBTs?

Selecting some traits renders others unselectable. Good and evil is one such combination; neat and slob is another obvious one I recall.
In simple terms, no. Awesomemod will give you a... a "meh!" or a "bah!" or some such message upon trying to addtrait the incompatible second trait.
8  TS3/TSM: The Pudding / Facts & Strategery / S3_0333406C_00000000_05B0C7B83279EDE5_TrashCanOutside on: 2009 July 04, 17:40:27
From S3_0333406C_00000000_05B0C7B83279EDE5_TrashCanOutside_0x05b0c7b83279ede5%%+UNKN:
Code:
    </kRummageBroadcastParams>
    <kRummageMaxItems value="7">
      <!--Max number of items to be found while rummaging.-->
    </kRummageMaxItems>
    <kNetWorthMedium value="30000">
      <!--A household with a networth of X will be considered to have a 'medium' net worth.-->
    </kNetWorthMedium>
    <kNetWorthHigh value="95000">
      <!--A household with a networth of X will be considered to have a 'high' net worth.-->
    </kNetWorthHigh>
    <kNetWorthMedChanceForMedList value="20">
      <!--The chance to pull a medium valued item from a medium networth household.-->
    </kNetWorthMedChanceForMedList>
    <kNetWorthHighChanceForMedList value="30">
      <!--The chance to pull a medium valued item from a high networth household.-->
    </kNetWorthHighChanceForMedList>
    <kNetWorthHighChanceForHighList value="3">
      <!--The chance to pull a high valued item from a high networth household.-->
    </kNetWorthHighChanceForHighList>
    <kChanceNonListItem value="15">
      <!--The chance, regardless of household networth, the item will be a flop quailty book, an insect, a rock/gem/metal or a plant-->
9  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - for testing on: 2009 July 03, 13:40:17
Bah, I just realized that "modified mesh" part. A bit over my head, so I'll settle for the fish rather than the Fishing Skill.

Can't use too many since each modified mesh replaces a game mesh and makes it useless for regular wear.
Wait, do you mean to say that unpregnant male Sims will be unable to use the clothings that these are based on if one puts this modified mesh in? I'm kind of confused. Please expound. What exactly do these files do -- add a mesh, or modify one? And why does it make it "useless for regular wear"?

This was just a start - I intend to do at least one separate everyday, swim, and formal outfit, and maybe a separate athletic, plus see if anything can be done about the nude body. (He may have to shower in his undies or something.)
This will be greatly appreciated. Also, I see that someone on MTS and someone on Custom Sims 3 have enabled the adult maternity clothing for teens. Is doing the same for male teens plausible?

Also... Thanks, This Is Great! Smiley
10  TS3/TSM: The Pudding / Pudding Factory / Re: Male pregnancy clothing - for testing on: 2009 July 03, 08:24:35
Is this done using CTU? I'd like to make a foray into this field and test enabling stuff for both adult and teen males, and for more than just pajamas (I mean bitch, please, fashionable Sims don't wear pajamas as everyday clothing) but I'm a bit confuzzled at the business of How. Care to expound?
11  TS3/TSM: The Pudding / The World Of Pudding / Re: So are there any plans on an updated awesomespec for houses for Sims 3? on: 2009 July 03, 08:04:48
Without lockable doors there is not much you can do to prevent this except vigilance at this stage.

NPCs aren't able to operate the garage doors blast doors, making it the prime choice when in need of room defenses.
12  TS3/TSM: The Pudding / The World Of Pudding / Re: Where are all the townies? on: 2009 July 02, 12:22:27
It's been noted that Riverview is much less outgoing than Suncrap Thingie. The preferred method of socialization there is house calls, so you might consider doing the same. My suggestion is to do it in Suncrap Thingie. Tongue
13  TS3/TSM: The Pudding / The World Of Pudding / Re: Does the Vegetarian Trait affect anything besides food choices? on: 2009 July 02, 09:16:41
Code:
      <!--Range: positive decimal percent values.  Description: chance each day that an elder sim will die on each Life Span option.-->
    <kChancePerDayElderWillDieShort value="30">
    <kChancePerDayElderWillDieMedium value="20">
    <kChancePerDayElderWillDieNormal value="14">
    <kChancePerDayElderWillDieLong value="6">
    <kChancePerDayElderWillDieEpic value="3">
    <kChanceMultiplierElderMarathonRunnerWillDie value="0.75">
      <!--Range: positive decimal percent values.  Description: If an elder is a marathon runner, the chance of them dying will be multiplied by this value.-->

There is THIS in S3_0333406C_00000000_C91A73DBFF35EECA_AgingManager_0xc91a73dbff35eeca%%+UNKN, but there seems to be nothing said for Vegetarian. Perhaps it was intended to lower the chance further? It's possible that the effect isn't stored in the XML tuning mods. I.E., it might be there, but untunable.
14  TS3/TSM: The Pudding / Facts & Strategery / Re: RockGemMetal Spawners on: 2009 July 02, 06:54:31
Spawner Name: RockGemMetalSpawner10
Spawn List: Tiny Space Rock, Large Space Rock, Zucabr Space Rock
List Probability: 10,90,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 50
Huh?
This is a Zucabr space rock:

15  Awesomeware / AwesomeMod! / Re: Awesomod discussion/questions/helpful tips thread on: 2009 June 29, 02:41:15
Undocumented, possibly unsupported feature.
Would it be possible to create a "makehomeless <family and/or sim name>" command?
Exists. Not a documented feature, but I made it for debugging, "runstoryaction Create Household".
AddSim
ChangeFitness
ChangeRelationship
Create Household
Create and Move In
Emigrate Household
GetJob
KillSim
LeaveJob
MergeHouseholds
MoveInHousehold
MoveOutHousehold
PromoteDemote
SplitHousehold
ThrowHouseParty
16  TS3/TSM: The Pudding / Facts & Strategery / Insect Spawners on: 2009 June 28, 21:10:55
Wow, is this getting tl;dr. Lorelei? Are you dead? Am I channeling you? Please stop infecting me with Tealdeeredness!

Spawner Name: InsectSpawner1
Spawn List: ButterflyMoth
List Probability: 1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner2
Spawn List: ButterflyMonarch
List Probability: 1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner3
Spawn List: ButterflyMonarch, ButterflyRed, ButterflyBlue
List Probability: 2,2,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner4
Spawn List: ButterflyMonarch, ButterflyGold, ButterflyGreen
List Probability: 2,2,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner5
Spawn List: ButterflyGold, ButterflyRed, ButterflyGreen, ButterflyPurple
List Probability: 1,6,3,2
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner6
Spawn List: ButterflyGold, ButterflyBlue, ButterflySilver
List Probability: 5,3,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner7
Spawn List: ButterflyRed, ButterflyBlue, ButterflyGreen, ButterflyPurple, ButterflySilver, ButterflyZebra
List Probability: 1,2,2,2,1,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner8
Spawn List: ButterflyGold, ButterflyRed, ButterflyPurple, ButterflySilver, ButterflyZebra, ButterflyKite
List Probability: 1,2,3,3,2,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner9
Spawn List: ButterflyMoth, ButterflyMonarch, ButterflyGold, ButterflyRed, ButterflyBlue, ButterflyGreen, ButterflyPurple, ButterflySilver, ButterflyZebra, ButterflyKite
List Probability: 4,1,1,1,1,1,1,1,1,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 120
 
Spawner Name: InsectSpawner10
Spawn List: ButterflySilver
List Probability: 1
Spawn Time Start Hour: 8
Spawn Time Stop Hour: 16
Spawn on Days of the Week: R,F
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 8
 
Spawner Name: InsectSpawner11
Spawn List: ButterflyZebra
List Probability: 1
Spawn Time Start Hour: 12
Spawn Time Stop Hour: 23
Spawn on Days of the Week: T,W
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 8

Spawner Name: InsectSpawner12
Spawn List: ButterflyKite
List Probability: 1
Spawn Time Start Hour: 0
Spawn Time Stop Hour: 7
Spawn on Days of the Week: S
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 30
Spawn Chance: 0.5
Time Before Deleting Untaken: 8

Spawner Name: InsectSpawner13
Spawn List: BeetleCockroach
List Probability: 1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 18

Spawner Name: InsectSpawner14
Spawn List: BeetleLady
List Probability: 1
Spawn Time Start Hour: 9
Spawn Time Stop Hour: 20
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 9
 
Spawner Name: InsectSpawner15
Spawn List: BeetleJapanese
List Probability: 1
Spawn Time Start Hour: 12
Spawn Time Stop Hour: 20
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 8
 
Spawner Name: InsectSpawner16
Spawn List: BeetleWater
List Probability: 1
Spawn Time Start Hour: 0
Spawn Time Stop Hour: 6
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 14
 
Spawner Name: InsectSpawner17
Spawn List: BeetleLight
List Probability: 1
Spawn Time Start Hour: 18
Spawn Time Stop Hour: 2
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 11
 
Spawner Name: InsectSpawner18
Spawn List: BeetleRhino
List Probability: 1
Spawn on Days of the Week: F,S,U
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 30
 
Spawner Name: InsectSpawner19
Spawn List: BeetleJapanese, BeetleStag
List Probability: 1,1
Spawn on Days of the Week: T,W,R
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 30
 
Spawner Name: InsectSpawner20
Spawn List: BeetleLady, BeetleSpotted
List Probability: 1,1
Spawn on Days of the Week: R,F
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 30
 
Spawner Name: InsectSpawner21
Spawn List: BeetleWater, BeetleTrilobite
List Probability: 4,1
Spawn on Days of the Week: M,T
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 30
 
Spawner Name: InsectSpawner22
Spawn List: BeetleLight, BeetleRainbow
List Probability: 5,1
Spawn on Days of the Week: S
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
Time Before Deleting Untaken: 30
 
Spawner Name: InsectSpawner23
Spawn List: BeetleLady, BeetleCockroach, BeetleJapanese, BeetleWater, BeetleLight, BeetleRhino, BeetleStag, BeetleSpotted, BeetleTrilobite, BeetleRainbow
List Probability: 10,10,8,8,6,6,4,4,1,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 6
Maximum Time Between Spawns: 11
Spawn Chance: 0.8
17  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 27, 15:11:04
Tombstones

I found this in S3_0333406C_00000000_8332D3EDECE83E1E_Urnstone_0x8332d3edece83e1e%%+_XML.xml:

Code:
    <kLifetimeHappinessWealthyTombstone value="150000">
      <!--If the Sim's lifetime happiness at death is >= this they will have a 'wealthy' tombstone.-->
    </kLifetimeHappinessWealthyTombstone>
    <kLifetimeHappinessPoorTombstone value="75000">
      <!--If the Sim's lifetime happiness at death is >= this they will have a 'poor' tombstone.-->
    </kLifetimeHappinessPoorTombstone>

Though I don't know if it counts all lifetime happiness points, or just those you have at the moment. Personally I think it counts all points you earned through your life, cause I remember using all sim's points before her death and she got medium 'poor' tombstone, and not the simplest one.

If you mouseover the treasurebox in the Lifetime Happiness tab of the UI, the total amount of points earned throughout the Sim's life is recorded there -- the game tracks total points separate from current points. It stands to reason that the tombstone calculator would use the total points.
18  TS3/TSM: The Pudding / The World Of Pudding / Re: Wishes that don't fulfill on: 2009 June 15, 12:00:34
BFF appears to be broken -- if BFF is retardese for 'best friend'. I have several Sims which are mutually at 100% relationship and the wish still cannot be fulfilled.

There appears to be some magical relationship level called BFF in an xml in gameplaydata.package. It appears alongside things like Old Friend, Ex-husband/Ex-wife, Enemy, Husband/Wife, etc.
Code:
<LTR>
  <Name>Best Friends Forever</Name>
  <MaleName>MaleBFF</MaleName>
  <FemaleName>FemaleBFF</FemaleName>
  <IntendedCommodity1>Friendly</IntendedCommodity1>
  <Group>3</Group>
  <IsPositive>1</IsPositive>
  <IsFriendly>1</IsFriendly>
  <IsRomantic>0</IsRomantic>
  <IsEx>0</IsEx>
  <RelationshipClass>High</RelationshipClass>
  <VisitorPriveleges>3</VisitorPriveleges>
  <VisitLength>6</VisitLength>
  <HowWellWeKnowEachOther>6</HowWellWeKnowEachOther>
  <CareerRating>100</CareerRating>
  <Score>50</Score>
  <Liking>60</Liking>
  <InteractionBits>BFF</InteractionBits>
  <StoryProgressionEntry>60</StoryProgressionEntry>
  <StoryProgressionExit>50</StoryProgressionExit>
  <AutonomyMultiplier>1.3</AutonomyMultiplier>
  <MoodThresholdForAcceptRequest>-20</MoodThresholdForAcceptRequest>
  <MinDefaultLikingFromCAS>80</MinDefaultLikingFromCAS>
  <MaxDefaultLikingFromCAS>90</MaxDefaultLikingFromCAS>
  <Effect>smileyplusfx</Effect>
 </LTR>

I have no idea how to achieve it though.
19  TS3/TSM: The Pudding / Facts & Strategery / Re: Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 14, 06:41:39
How difficult is it to extract and mod these?  I've tooled around a bit with GCFScape and some Valve games, but I'd like to change that 1% chance for same sex households for certain neighbourhoods, if possible and without breaking compatibility with Awesomeware.

It's pretty easy to mod the Tuning XMLs. I have no previous experience in modding, but I already have maybe 2 dozen personal hacks (okay fine, they're CHEATS Tongue) that I learned to make simply from reading two paragraphs.

From http://www.customsims3.com/forum1/YaBB.pl?num=1243910942/0#0:

Quote
S3PIDemoFE

Which can be found at Inge's Sims 3 Tools site here

http://www.simlogical.com/Sims3ToolsForum

Quote
you need the s3pi library installed http://www.simlogical.com/Sims3ToolsForum/index.php?topic=20.0
then install the s3pi program (again)

Quote
Well frankly for me, it is quite easy to use. All you do is open a package like gameplaydata.package and it will bring up a bunch of numbers, you click the display resources name checkbox and that helps you out some.

What I did was I just opened gameplaydata.package, selected all of them using the shift key, and went to file, export, and made a new folder called gameplaydata. I then sift through the data to see if I can find anything that is moddable. Then I copy that file to another folder and I open it in word pad. When I am done editing it I open S3PIDemoPe and I hit file, new, file, import, which will import the bnry file that i edited. Then you go to file, save, and type in the name.
20  TS3/TSM: The Pudding / The World Of Pudding / Re: No chess match on: 2009 June 14, 06:14:22
In the XML file S3_03B33DDF_00000000_506A9A7E2BB5930C_PlayChessWith_ChessTable%%+UNKN it says:
Code:
<?xml version="1.0"?>
<base>
<Interaction name="Sims3.Gameplay.Objects.HobbiesSkills.ChessTable+PlayChessWith+Definition" />
<Object name="Sims3.Gameplay.Objects.HobbiesSkills.ChessTable" />
<Current_Tuning>
<Disallow DisallowAutonomous="True" DisallowUserDirected="False" DisallowPlayerSim="False" />
<BaseAvailability>
<Age Children="True" Adults="True" Toddlers="False" Teens="True" Elders="True" />
So Children can Play Chess... but!
In S3_03B33DDF_00000000_CC9223D663E67120_ChallengeSimToGameOfChess_ChessTable%%+UNKN it says:
Code:
<?xml version="1.0"?>
<base>
<Interaction name="Sims3.Gameplay.Objects.HobbiesSkills.ChessTable+ChallengeSimToGameOfChess+Definition" />
<Object name="Sims3.Gameplay.Objects.HobbiesSkills.ChessTable" />
<Current_Tuning>
<Disallow DisallowAutonomous="True" DisallowUserDirected="False" DisallowPlayerSim="False" />
<BaseAvailability>
<Age Children="False" Adults="True" Toddlers="False" Teens="True" Elders="True" />
Which means that Children cannot Challenge <Sim> To A Game of Chess.
I've attached a package file. If anyone is interested, could they test it out to see if it indeed enables Children to Challenge a Sim? Possible side effects include the game not recognizing it as a sanctioned ranked chess match, or animation distortions.
21  TS3/TSM: The Pudding / Facts & Strategery / RockGemMetal Spawners on: 2009 June 13, 14:04:27
Spawner Name: RockGemMetalSpawner1
Spawn List: Iron, Silver, Gold
List Probability: 25,3,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 25

Spawner Name: RockGemMetalSpawner2
Spawn List: Iron, Silver, Gold
List Probability: 1,25,2
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 30

Spawner Name: RockGemMetalSpawner3
Spawn List: Iron, Silver, Gold
List Probability: 1,1,20
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 22

Spawner Name: RockGemMetalSpawner4
Spawn List: Iron, Silver, Gold
List Probability: 9,3,1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 25

Spawner Name: RockGemMetalSpawner5
Spawn List: Iron, Silver, Gold, Palladium
List Probability: 1,3,4,1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 26

Spawner Name: RockGemMetalSpawner6
Spawn List: Silver, Gold, Palladium, Plutonium
List Probability: 1,1,7,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 28

Spawner Name: RockGemMetalSpawner7
Spawn List: Tiny Space Rock
List Probability: 1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 31

Spawner Name: RockGemMetalSpawner8
Spawn List: Large Space Rock
List Probability: 1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 33

Spawner Name: RockGemMetalSpawner9
Spawn List: Tiny Space Rock, Large Space Rock
List Probability: 5,1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 20

Spawner Name: RockGemMetalSpawner10
Spawn List: Tiny Space Rock, Large Space Rock, Zucabr Space Rock
List Probability: 10,90,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 50
Spawn Chance: 0.5
Time Before Deleting Untaken: 50

Spawner Name: RockGemMetalSpawner11
Spawn List: Aqua
List Probability: 1
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 40
Maximum Time Between Spawns: 80
Spawn Chance: 0.5
Time Before Deleting Untaken: 25

Spawner Name: RockGemMetalSpawner12
Spawn List: Aqua, Emerald, Yellow, Diamond
List Probability: 7,5,2,1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.5
Time Before Deleting Untaken: 25

Spawner Name: RockGemMetalSpawner13
Spawn List: Smoky Quartz, Ruby, Yellow, Tanzanite
List Probability: 7,5,2,1
Maximum Spawn Capacity: 3
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.5
Time Before Deleting Untaken: 40

Spawner Name: RockGemMetalSpawner14
Spawn List: Aqua, Smoky Quartz, Diamond,Luminorous
List Probability: 4,3,3,2
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.5
Time Before Deleting Untaken: 30

Spawner Name: RockGemMetalSpawner15
Spawn List: Emerald, Ruby, Yellow, Tanzanite,Luminorous
List Probability: 1,2,4,2,2
Maximum Spawn Capacity: 2
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.5
Time Before Deleting Untaken: 28

Spawner Name: RockGemMetalSpawner16
Spawn List: Yellow, Tanzanite, Diamond, Rainbow
List Probability: 1,2,2,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.5
Time Before Deleting Untaken: 30

Spawner Name: RockGemMetalSpawner17
Spawn List: Ruby, Tanzanite, Diamond,Pink
List Probability: 1,2,3,1
Maximum Spawn Capacity: 1
Minimum Time Between Spawns: 14
Maximum Time Between Spawns: 35
Spawn Chance: 0.25
Time Before Deleting Untaken: 30
22  TS3/TSM: The Pudding / Facts & Strategery / Seed Spawners on: 2009 June 13, 12:26:25
Notes: It says nothing about whether or not Unknown seeds have predetermined plant types, or just randomly grow into a plant of that rarity upon planting in a dirt pile. Locations of spawners also undocumented.

Format:
A: Spawner Name
B: <MaxSpawnCapacity>Max number of untaken objects that this Spawner can have in-world.
C: <SpawnFrequency>The bounds of the 'spawn timer' frequency in sim hours. Values: (1) Min, (2) Max.  A different random number within this range is chosen as the 'spawn timer' duration each loop.
D: <SpawnChance>Each time the 'spawn timer' goes off (and we're under this Spawner's max capacity) this chance determines whether or not we spawn something.  Range: 0.0 to 1.0.  Zeroing this number will disable the spawner.
E: <DeleteUntakenObjectFrequency>Number of sim hours in between this spawner reaching max capacity and automatically deleting the oldest untaken spawned object.
F: <SeedRarityChances>When we know we're going to spawn a Seed these are the percent chances the Seed will be of a given rarity.  Format: (1) Common, (2) Uncommon, (3) Rare, (4) Special. The code will normalize probability values that sum to greater than 1.0f.  Zeroing all probabilities will disable the spawner.
G: <QualityCommonMin>-<QualityCommonMax>When the Spawner is about to spawn a seed, the seed's Quality is randomly chosen using a bell curve with this value as the minimum and maximum bounds of the bell curve.
H: <QualityUncommonMin>-<QualityUncommonMax>
I: <QualityRareMin>-<QualityRareMax>
J: <QualitySpecialMin>-<QualitySpecialMax>

A: Spawner Name: SeedSpawnerRare1
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>10,20
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>12
F: <SeedRarityChances>0.2,0.4,0.4,0
G: <QualityCommonMin>-<QualityCommonMax>Nice-Excellent
H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great
I: <QualityRareMin>-<QualityRareMax>Nice-Excellent
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerRare2
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>10,20
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>12
F: <SeedRarityChances>0,0.5,0.5,0
G: <QualityCommonMin>-<QualityCommonMax>Nice-Excellent
H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great
I: <QualityRareMin>-<QualityRareMax>Nice-Excellent
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerRare3
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>12,32
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>12
F: <SeedRarityChances>0,0.2,0.8,0
G: <QualityCommonMin>-<QualityCommonMax>Great-Outstanding
H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Outstanding
I: <QualityRareMin>-<QualityRareMax>Nice-Outstanding
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerSpecial3
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>12,32
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>13
F: <SeedRarityChances>0,0,0.25,0.75
G: <QualityCommonMin>-<QualityCommonMax>Nice-Perfect
H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Perfect
I: <QualityRareMin>-<QualityRareMax>Nice-Perfect
J: <QualitySpecialMin>-<QualitySpecialMax>Great-Outstanding

A: Spawner Name: SeedSpawnerSpecial2
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>10,20
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>13
F: <SeedRarityChances>0,0.25,0.25,0.5
G: <QualityCommonMin>-<QualityCommonMax>Nice-Perfect
H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Perfect
I: <QualityRareMin>-<QualityRareMax>Nice-Perfect
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Great

A: Spawner Name: SeedSpawnerSpecial1
B: <MaxSpawnCapacity>3
C: <SpawnFrequency>10,20
D: <SpawnChance>0.65
E: <DeleteUntakenObjectFrequency>13
F: <SeedRarityChances>0.25,0.25,0.25,0.25
G: <QualityCommonMin>-<QualityCommonMax>Nice-Great
H: <QualityUncommonMin>-<QualityUncommonMax>Nice-Great
I: <QualityRareMin>-<QualityRareMax>Nice-Great
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-VeryNice

A: Spawner Name: SeedSpawnerCommon4
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>12,32
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>10
F: <SeedRarityChances>0.6,0.3,0.1,0
G: <QualityCommonMin>-<QualityCommonMax>VeryNice-Outstanding
H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Excellent
I: <QualityRareMin>-<QualityRareMax>Nice-Excellent
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerCommon1
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>4,10
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>6
F: <SeedRarityChances>0.75,0.25,0,0
G: <QualityCommonMin>-<QualityCommonMax>Bad-Nice
H: <QualityUncommonMin>-<QualityUncommonMax>Bad-Nice
I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerCommon3
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>10,20
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>10
F: <SeedRarityChances>0.6,0.3,0.1,0
G: <QualityCommonMin>-<QualityCommonMax>Neutral-Great
H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-Great
I: <QualityRareMin>-<QualityRareMax>Bad-VeryNice
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerCommon2
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>4,10
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>6
F: <SeedRarityChances>0.6,0.4,0,0
G: <QualityCommonMin>-<QualityCommonMax>Bad-VeryNice
H: <QualityUncommonMin>-<QualityUncommonMax>Bad-VeryNice
I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerUncommon2
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>10,20
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>10
F: <SeedRarityChances>0.25,0.75,0,0
G: <QualityCommonMin>-<QualityCommonMax>Neutral-VeryNice
H: <QualityUncommonMin>-<QualityUncommonMax>Neutral-VeryNice
I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerUncommon3
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>12,32
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>10
F: <SeedRarityChances>0,0.75,0.25,0
G: <QualityCommonMin>-<QualityCommonMax>VeryNice-Outstanding
H: <QualityUncommonMin>-<QualityUncommonMax>VeryNice-Outstanding
I: <QualityRareMin>-<QualityRareMax>Nice-Excellent
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral

A: Spawner Name: SeedSpawnerUncommon1
B: <MaxSpawnCapacity>2
C: <SpawnFrequency>4,10
D: <SpawnChance>0.7
E: <DeleteUntakenObjectFrequency>6
F: <SeedRarityChances>0.5,0.5,0,0
G: <QualityCommonMin>-<QualityCommonMax>Bad-Nice
H: <QualityUncommonMin>-<QualityUncommonMax>Bad-Nice
I: <QualityRareMin>-<QualityRareMax>Neutral-Neutral
J: <QualitySpecialMin>-<QualitySpecialMax>Neutral-Neutral
23  TS3/TSM: The Pudding / Facts & Strategery / S3_0333406C_00000000_D9C59893373DEB17_Plants%%+UNKN on: 2009 June 13, 12:25:51
I don't really know how to read some of this data, so don't ask me. Tongue

Plant Name: Tomato Plant
Rarity: Common
Skill Points Gained When Planted: 175
Skill Points Gained When Harvested: 125
Performance Threshold Between Average and Good: 95
Performance Threshold Between Good and Great: 105
Performance Change in Dry Soil: -40
Performance Change in Neutral Soil: 40
Performance Change in Wet Soil: 90
Water Decay: 3
Weed Chance: 0.2
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 20
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 4
Plant Model Type: GardenPlantBush

Plant Name: Apple Tree
Rarity: Common
Skill Points Gained When Planted: 175
Skill Points Gained When Harvested: 125
Performance Threshold Between Average and Good: 95
Performance Threshold Between Good and Great: 105
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: 45
Performance Change in Wet Soil: 90
Water Decay: 2
Weed Chance: 0.1
Harvest State Duration Minimum: 3
Harvest State Duration Maximum: 8
Number of Harvestables in Lifetime: 40
Minimum Harvestables Per Harvest Cycle: 3
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: PlantLargeTree

Plant Name: Grape Vine
Rarity: Common
Skill Points Gained When Planted: 175
Skill Points Gained When Harvested: 125
Performance Threshold Between Average and Good: 85
Performance Threshold Between Good and Great: 95
Performance Change in Dry Soil: -50
Performance Change in Neutral Soil: -5
Performance Change in Wet Soil: 80
Water Decay: 3
Weed Chance: 0.2
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 4
Plant Model Type: PlantSmallVine


Plant Name: Lettuce Plant
Rarity: Common
Skill Points Gained When Planted: 175
Skill Points Gained When Harvested: 125
Performance Threshold Between Average and Good: 95
Performance Threshold Between Good and Great: 105
Performance Change in Dry Soil: -50
Performance Change in Neutral Soil: 30
Performance Change in Wet Soil: 90
Water Decay: 3
Weed Chance: 0.2
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 3
Plant Model Type: PlantSmallVine


Plant Name: Onion Plant
Rarity: Uncommon
Skill Points Gained When Planted: 225
Skill Points Gained When Harvested: 175
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 65
Performance Change in Dry Soil: -25
Performance Change in Neutral Soil: 15
Performance Change in Wet Soil: 40
Water Decay: 1.2
Weed Chance: 0.05
Harvest State Duration Minimum: 4
Harvest State Duration Maximum: 6
Number of Harvestables in Lifetime: 25
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 3
Plant Model Type: GardenPlantBush


Plant Name: Potato Vine
Rarity: Uncommon
Skill Points Gained When Planted: 225
Skill Points Gained When Harvested: 175
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 65
Performance Change in Dry Soil: -25
Performance Change in Neutral Soil: 15
Performance Change in Wet Soil: 40
Water Decay: 1.2
Weed Chance: 0.05
Harvest State Duration Minimum: 4
Harvest State Duration Maximum: 6
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 3
Plant Model Type: PlantSmallVine


Plant Name: Watermelon Vine
Rarity: Uncommon
Skill Points Gained When Planted: 225
Skill Points Gained When Harvested: 175
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -70
Performance Change in Neutral Soil: -20
Performance Change in Wet Soil: 40
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 10
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 2
Plant Model Type: PlantSmallVine


Plant Name: Lime Tree
Rarity: Uncommon
Skill Points Gained When Planted: 225
Skill Points Gained When Harvested: 175
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -40
Performance Change in Neutral Soil: -5
Performance Change in Wet Soil: 40
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 3
Harvest State Duration Maximum: 8
Number of Harvestables in Lifetime: 40
Minimum Harvestables Per Harvest Cycle: 3
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: PlantLargeTree


Plant Name: Bell Pepper Plant
Rarity: Rare
Skill Points Gained When Planted: 325
Skill Points Gained When Harvested: 250
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -70
Performance Change in Neutral Soil: -25
Performance Change in Wet Soil: 30
Water Decay: 3
Weed Chance: 0.2
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 4
Plant Model Type: GardenPlantBush


Plant Name: Garlic Plant
Rarity: Rare
Skill Points Gained When Planted: 325
Skill Points Gained When Harvested: 250
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -35
Performance Change in Neutral Soil: -5
Performance Change in Wet Soil: 30
Water Decay: 1.2
Weed Chance: 0.1
Harvest State Duration Minimum: 4
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 30
Minimum Harvestables Per Harvest Cycle: 3
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: PlantSmallVine


Plant Name: Death Flower Bush
Rarity: Special
Skill Points Gained When Planted: 375
Skill Points Gained When Harvested: 300
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 65
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: -5
Performance Change in Wet Soil: 25
Water Decay: 1.2
Weed Chance: 0.025
Harvest State Duration Minimum: 5
Harvest State Duration Maximum: 12
Number of Harvestables in Lifetime: 2
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 1
Plant Model Type: DeathFlowerBush


Plant Name: Money Tree
Rarity: Special
Skill Points Gained When Planted: 375
Skill Points Gained When Harvested: 300
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 75
Performance Change in Dry Soil: -60
Performance Change in Neutral Soil: -30
Performance Change in Wet Soil: 30
Water Decay: 2
Weed Chance: 0.25
Harvest State Duration Minimum: 5
Harvest State Duration Maximum: 10
Number of Harvestables in Lifetime: 10000
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: MoneyTree


Plant Name: Life Plant
Rarity: Special
Skill Points Gained When Planted: 375
Skill Points Gained When Harvested: 300
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 75
Performance Change in Dry Soil: -60
Performance Change in Neutral Soil: -25
Performance Change in Wet Soil: 30
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 12
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 3
Plant Model Type: GardenPlantBush


Plant Name: Flame Plant
Rarity: Special
Skill Points Gained When Planted: 375
Skill Points Gained When Harvested: 300
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -10
Performance Change in Neutral Soil: 35
Performance Change in Wet Soil: 30
Water Decay: 1
Weed Chance: 0.05
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 20
Minimum Harvestables Per Harvest Cycle: 1
Maximum Harvestables Per Harvest Cycle: 3
Plant Model Type: PlantSmallVine


Plant Name: Omni Plant
Rarity: Special
Skill Points Gained When Planted: 400
Skill Points Gained When Harvested: 300
Performance Threshold Between Average and Good: 60
Performance Threshold Between Good and Great: 70
Performance Change in Dry Soil: -40
Performance Change in Neutral Soil: 15
Performance Change in Wet Soil: 40
Water Decay: 2
Weed Chance: 0.15
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 4
Number of Harvestables in Lifetime: 25
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: OmniPlant


Plant Name: Egg Plant
Rarity: Special
Skill Points Gained When Planted: 150
Skill Points Gained When Harvested: 100
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 85
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: 20
Performance Change in Wet Soil: 65
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 2
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: GardenPlantBush


Plant Name: Cheese Plant
Rarity: Special
Skill Points Gained When Planted: 150
Skill Points Gained When Harvested: 100
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 85
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: 20
Performance Change in Wet Soil: 65
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 2
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: GardenPlantBush


Plant Name: Burger Plant
Rarity: Special
Skill Points Gained When Planted: 150
Skill Points Gained When Harvested: 100
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 85
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: 20
Performance Change in Wet Soil: 65
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 2
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: GardenPlantBush


Plant Name: Steak Plant
Rarity: Special
Skill Points Gained When Planted: 150
Skill Points Gained When Harvested: 100
Performance Threshold Between Average and Good: 65
Performance Threshold Between Good and Great: 85
Performance Change in Dry Soil: -30
Performance Change in Neutral Soil: 20
Performance Change in Wet Soil: 65
Water Decay: 3
Weed Chance: 0.25
Harvest State Duration Minimum: 2
Harvest State Duration Maximum: 2
Number of Harvestables in Lifetime: 15
Minimum Harvestables Per Harvest Cycle: 2
Maximum Harvestables Per Harvest Cycle: 5
Plant Model Type: GardenPlantBush
24  TS3/TSM: The Pudding / Facts & Strategery / TraitTuning xml Data for Rewards on: 2009 June 13, 12:25:09
SteelBladder Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

PermaClean Sims:
  • Have a 75% slower hygiene decay

HardlyHungry Sims:
  • Have a 75% slower hunger decay

ProfessionalSlacker Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

SpeedyCleaner Sims:
  • Clean at a 300% rate

FastMetabolism Sims:
  • Change body shape 25% faster

MultiTasker Sims:
  • Complete their homework 50% faster
  • Get a bonus 3 performance per hour when working

ExtraCreative Sims:
  • Have a 25% bonus chance of painting a brilliant painting
  • Have a 15% bonus chance of painting a brilliant painting
  • Have a 50% increase in overall value of a painting

HighRoller or Acclaimed Author Sims:
  • Have a 33.333% increase in royalty check amounts

SuperGreenThumb Sims:
  • Get a 15% increase in plant quality value

NeverDull Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

DiscountDiner Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

ComplimentaryEntertainment Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

BookshopBargainer Sims:
  • Gain an added 25 sale percentage on books

OfficeHero Sims:
  • Gain twice as much LTR in the Hang With Coworkers tone

Vacationer Sims:
  • Accrue 80% less negative performance per hour when 'Missing Work!'

LegendaryHost Sims:
  • Have a minimum amount of 15 liking update guests will get at a party thrown by them

Haggler Sims:
  • Gain an added 15 sale percentage for all store items

LongDistanceFriend Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

FastLearner Sims:
  • Learn All skills 15% faster

Attractive Sims:
  • Gain a bonus 20 relationship for Sims with the proper gender preference

Observant Sims:
  • Learn 3 traits for free

Opportunistic Sims:
  • Gain 100% in opportunity rewards

FertilityTreatment Sims:
  • Add 25% chance of conceiving (if both sims have it, it's a 50% addition)
  • Have chance of multiple babies post max cap multiplied by 20 per parent with the FertilityTreatment
25  TS3/TSM: The Pudding / Facts & Strategery / Tuning XML Data - (Traits, Rewards, Plants, etc.) on: 2009 June 13, 12:24:04
Game Defaults Information for Base Game
Perhaps people who've gone through xml files can share any interesting data here?
Wow, this thread is getting tl;dr. GTFO my head, Tealdeer!

Going through the xml tuning files in The Sims 3\Game\Bin\Gameplay\GameplayData.package yields some interesting data.

For instance, in S3_0333406C_00000000_2F781FBC26BB4D8A_SimDescription, a line exists:
Code:
    <kNumUserDirectedSameSexGenderPreferencesBeforeSameSexAllowedAutonomously value="6" />
I'm not exactly sure how to read that, but it seems to me (I.E., I read it to mean) that after 6 Romance interactions between Sims of the same sex has been initiated by the player, SameSex relationships will be allowed autonomously. This seems to explain why some players report seeing gay and lesbian couples autonomously formed in their games while others have not.

Another few lines in S3_0333406C_00000000_BCCBC0480683938B_SimUtils state:
Code:
    <kPercentChanceOfSameSexHousehold value="1">
      <!--Chance of same sex household, in percent-->
    </kPercentChanceOfSameSexHousehold>

Now for the bulk of this post. Note that these are EAxian defaults, and will not reflect any changes made by mods. They are also derived from as single XML file, and may not provide all the data for any given trait. According to data extracted from S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning:

AbsentMinded Sims:
  • Will pause and do a 'Think Hard' idle at random every 240 to 480 minutes
  • Have a 10% chance to pause and do a 'Think Hard' idle at random every 5 to 20 minutes while cooking
  • Have a 90% chance to pause and do a 'Think Hard' idle at random every 5 to 20 minutes while cleaning
  • Have a 50% chance to pause and do a 'Think Hard' idle at random every 5 to 20 minutes while eating

Ambitious Sims:
  • Get a bonus 2 performance per hour when working
  • Will get the Anxious To Advance debuff if they haven't gained any skill points or gotten a promotion for 4 days
  • Gain 15% more additional lifetime happiness when fulfilling promised dreams

Angler Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

AntiTV or Technophobe Sims:
  • Have a 90% chance of successfully sabotaging the TV and breaking it

Artistic Sims:
  • Learn the Painting skill at a 25% faster rate
  • Learn the Guitar and Writing skills at a 10% faster rate
  • Learn the Xylophone hiddenskill at a 10% faster rate

Athletic Sims:
  • Learn the Athletic skill at 20% faster rate
  • Gain "fatigue points" from working out at a 20% slower rate

BookWorm Sims:
  • Complete their homework 27.8% faster
  • Have a 50% bonus chance of writing a hit or a best-seller book

Brave Sims:
  • Get a bonus 3 performance per hour in the Military and Law Enforcement careers
  • Need 50% less time to put out fires
  • Will put out fires for 20 minutes before running to put self out

Burglar Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

CanApprehendBurglar Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

CanSalute Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

CantStandArt Sims:
  • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

Charismatic Sims:
  • Learn the Charisma skill at 25% faster rate
  • Gain 25% more LTR from conversation, either as a target or an initiating Sim
  • Lose LTR 25% slower

Childish Sims:
  • Are mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

Clumsy Sims:
  • Gets a bonus 25% of burning themselves on the fireplace when doing 'Play With Fire'
  • Have a 4% chance to trip at the end of a route

CommitmentIssues Sims:
  • Require 90 LTR with a partner to Propose Marriage
  • Require 80 LTR with a partner to Get Married

ComputerWhiz Sims:
  • Gain 50% more fun from Playing Computer Games
  • Learn the Logic skill when Playing Chess on the computer at a 10% faster rate
  • Take 60% less time to repair computers
  • Take 25% less time to upgrade computers
  • Have a 2% chance to get caught every 30 minutes while hacking

CouchPotato Sims:
  • Gain twice as much mood value for the Comfy buff
  • Will not work out below 0 mood
  • Will prefer to sit on a couch up to 10 tiles away from a TV
  • Will attempt to sleep in for 2 hours after Well-Rested buff is acquired

Coward Sims:
  • Get the Scared of the Dark debuff when outside between 21:00 and 05:00
  • Have a 100% chance of fainting when seeing a Ghost
  • Have a 100% chance of fainting when seeing a Burglar
  • Have a 20% chance of fainting when seeing a fire
  • Have a 100% chance of running away when seeing a Repo(wo)man

Daredevil Sims:
  • Need 34% less time to put out fires
  • Receive a +50 mood value when getting the On Fire buff
  • May have fire death immunity:
Code:
    <kDaredevilOnFireTimeout value="180">
      <!--Range: +floats  Description:  Sim minutes OnFireBuff should last for a daredevil sim. They never die from timeout, the buff just goes away.-->
    </kDaredevilOnFireTimeout>

    DislikesChildren Sims:
    • Will display child-hating idles if a child is up to 7 tiles away on the world lot
    • Will autonomously shoo a child at a maximum of 7 tiles away

    EasilyImpressed Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Evil Sims:
    • React to bad events and gain the Fiendishly Delighted buff at a distance of up to 10 tiles
    • Get a bonus 3 performance per hour in the Criminal career
    • Get a 50 point fun gain when watching non-family/loved-one Sims die

    Excitable Sims:
    • Have a 25% chance of gaining the Excited buff when routing towards another Sim in the Romantic of Friendly LTR state

    FamilyOriented Sims:
    • Teach toddlers to Use The Potty, Talk, and Walk 50% faster

    Flirty Sims:
    • Have a 50% increased chance to meet someone when getting drinks alone

    Friendly Sims:
    • Have a 50% increased chance to meet someone when getting drinks alone

    Frugal Sims:
    • Will disapprove of a newly bought object worth more than 250

    Genius Sims:
    • Autonomously contemplate objects at a range of up to 3 tiles around them for 8 minutes to get the Fascinated buff
    • Learn the Logic skill, Chess hiddenskill, Hacking hiddenskill, and Mooch hiddenskill at a 30% faster rate
    • Have a 60% chance of solving an unsolved problem

    Good Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    GoodSenseOfHumor Sims:
    • Gain 50% more LTR when telling or being told a joke

    GreatKisser Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    GreenThumb Sims:
    • Learn the Gardening skill at a 25% faster rate

    Grumpy Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Handy Sims:
    • Learn the Handiness skill at a 25% faster rate

    HatesOutdoors or HatesTheOutdoors Sims:
    • Will autonomously use items placed Outside 10% less

    HeavySleeper Sims:
    • Snore randomly between every 2 to 4 minutes as opposed to a normal Sim's 3 to 6 minutes

    HopelessRomantic Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    HotHeaded Sims:
    • Have a 10% chance of reacting after route failure
    • Are affected by Angry debuffs 50% more

    Hydrophobic Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Inappropriate Sims:
    • Will have a host react to an inappropriate action for up to 7 tiles away

    ImmuneToFire Sims:
    • Need 90% less time to put out fires
    • Have a 50% chance of passing on the Pyromaniac trait instead of ImmuneToFire

    Insane Sims:
    • Will randomly consider and test tree 5 interactions before going to a fallback plan of choosing a random commodity to find the best action of

    Kleptomaniac Sims:
    • Have a 20% chance of stealing a random object from work
    • Can steal an object with a maximum value of (CareerLevel * 350)
    • Can steal an object with a maximum value of 500 from school
    • Can steal objects in between 19:00 and 06:00
    • Will consider swiping any object up to 6 tiles away
    • Have a 20% chance of stealing a bowl or plate from the Restaurant rabbit hole
    • Can steal 3 objects per day
    • Lose 30 LTR if caught stealing
    Items that Kleptomaniac Sims swipe:
    • On a community or NPC lot will get reset at 04:00
    • Will attempt to be replaced by the object refresh alarm for 14 days

    LightSleeper Sims:
    • May have been called the Insomniac trait at one point
    • Can only sleep a maximum of 24 hours at a time
    • Snore randomly between every 15 to 30 minutes as opposed to a normal Sim's 3 to 6 minutes

    Loner Sims:
    • Are 20% more likely to use objects in the same room as their bed, if they own one
    • Are 5% less likely, per Sim in the same room, to use any object, at a maximum of 20% penalty

    Loser Sims:
    • Have a 10% chance of reacting after route failure
    • Have a 50% chance of getting a career event which just displays a TNS that mocks the sim instead of a proper event

    LovesTheOutdoors Sims:
    • Will use objects that are outside 20% more

    Lucky Sims:
    • That have the Feeling Lucky buff has a 0% chance of:
      • Having a burglar come to their house
      • Suffering a random failure while cooking and burning food
      • Having an appliance catch on fire when they've burned food
      • Having a birthday cake catch on fire when blowing the candles out
      • Spreading the fire when the Sim has caught on fire
      • Catching on fire when standing on a fire tile
      • Failing an upgrade
      • Having a bad failure (being shocked) when failing an upgrade
      • Breaking an object while using it
      • Getting electrocuted while repairing an object
    • That have the Feeling Lucky buff have a tenfold chance to 'win' a career event or opportunity that has a 'win' and 'lose' condition
    • That have the Feeling Lucky buff has twice the chance of getting a raise at work

    MakesNoMesses Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    MeanSpirited Sims:
    • Gain 5 mood per enemy
    • Gain a mood bonus of 10 when they have the Enemy Buff

    Mooch Sims:
    • Have an 80% chance of successfully mooching a small amount of money and gaining 45 Mooch hiddenskill points
    • Have an 50% chance of successfully mooching a small amount of money and gaining 90 Mooch hiddenskill points
    • Have a 25% chance of doubling the amount of a successful mooch
    • Have a 10% chance of quadrupling the amount of a successful mooch (takes precedence over doubling)
    • As Children can only gain up to 4 Mooch hiddenskill
    • As Teens can only gain up to 6 Mooch hiddenskill

    NaturalCook Sims:
    • Learn the Cooking skill at a 30% faster rate
    • Learns a recipe after eating it, assuming 100% chance at a level 0 recipe and subtracting 50% for each level thereafter
    • Can 'Kick Up a Notch' on food at Cooking skill 4
    • Has a 20% chance of automagically playing the 'Kick Up a Notch' animation after automatically preparing food
    • Give a 15 point bonus food points to foods if they have used the 'Kick Up a Notch' interaction on it
    • Have an 8% chance of learning a recipe after eating at a restaurant

    Neat Sims:
    • Have a Fun motive delta of 30 when cleaning

    Neurotic Sims:
    • Have a 10% chance of reacting after route failure
    • Have a 10% chance of playing a spaz reaction after a variety of situations (burn food, get debuff, route blocked)
    • Play the Freak Out reaction for 7 minutes
    • Have a 10% chance of getting an Anxiety buff an hour after using a fireplace, sink, or stove

    NeverNude Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    NoSenseOfHumor Sims:
    • Are 50% less effective at trying to increase 'impressive' social context

    OverEmotional Sims:
    • Are affected by mood buffs/debuffs 25% more

    PartyAnimal Sims:
    • Have a 25% bonus chance that guests attending a party thrown by them will bring food
    • Will gain the Life of the Party buff after successfully 'Woo!'ing 3 unique party guests at the same party

    Perfectionist Sims:
    • Give foods they cook 15 bonus food points
    • Have a 15% bonus chance of writing a hit or a best-seller book
    • Complete their homework 15% slower
    • Take longer to prepare food and use an additional loop of chopping animation on the cutting board
    • Have a 20% bonus chance of painting a brilliant painting
    • Have a 15% bonus chance of painting a masterpiece
    • Paint for 15 minutes longer for each stage of a painting
    • Get a 20% decrease in pages per minute when writing

    PizzaAppreciator Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Pyromaniac Sims:
    • Gain 50 energy from eating a flame fruit
    • Gain 50 fun from eating a flame fruit
    • Have a 50% chance of transmogrifying a fruit into a flame fruit
    • Consider burning objects up to 10 tiles away
    • Gain twice as much mood for the Cozy Fire buff

    Rocker Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Schmoozer Sims:
    • Gain 50% more LTR when engaging in a positive social with a Co-worker or Boss
    • Gain 150% more LTR when engaging in social career tones (Suck Up to Boss, Hang With Co-Workers)
    • Gain 2 performance per hour while at school

    Slob Sims:
    • Have a 75% chance to add a puddle after bathing or showering
    • Have a 10% chance of throwing up after licking spoiled food from a container

    Snob Sims:
    • Will play a snobby reaction to an object worth less than 800
    • Are affected by environment scores (both positive and negative) at 200%
    • Are affected by the New Stuff buff at a mood value of 30
    • Are affected by the environment score of mirrors 10 points more

    Unflirty Sims:
    • Are not mentioned in S3_0333406C_00000000_C4E3FD010A0B7DB0_TraitTuning_0xc4e3fd010a0b7db0%%+UNKN

    Unlucky Sims:
    • That have the 'Feeling Unlucky' buff are:
      • Twice as likely to have a burglar come to their house
      • Twice as likely to suffer a random failure while cooking and burn food
      • Twice as likely to have an appliance catch on fire when they burn food
      • Thrice as likely to have their birthday cake catch on fire
      • Twice as likely to spread the fire when they have caught on fire
      • 1.4 times as likely to fail an upgrade
      • Twice as likely to be shocked when failing an upgrade
      • Twice as likely to break an object while using it
      • Twice as likely to get electrocuted while repairing an object
      • 80% less likely to 'win' a career event or opportunity that has a 'win' and 'lose' condition
      • Half as likely to get a raise at work
      • Only given 20 mintes on the On Fire debuff before burning to death

    Vegetarian Sims:
    • Have a 100% chance of receiving the Nauseous debuff after eating meat

    Virtuoso Sims:
    • Learn the Guitar skill at a 25% faster rate
    • Earn 35% more cash and money when playing the Guitar
    • Learn the Xylophone hiddenskill at a 25% faster rate

    Workaholic Sims:
    • Gain 20 fun per hour for working / copying / helping / being helped on homework
    • Complete homework 27.8% faster
    • Cause 6s/12s to complete homework 27.8% faster when tutoring them

    (Note: LTR refers to the relationship value between two Sims, and (de)buffs refer to moodlets)
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